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Issue 2 Summer 2012

The Eye of Terror


Includes Resources and Information on the Occulis Terribilis The Nemean Campaign With Index Astartes Articles for the Steel Dogs, the Lions of Alba, and the Heralds of Light Painting and Modelling Articles And An Interview with Author Aaron DembskiBowden

Introduction & Contents


This is the second issue of the Legio Imprint, the B&Cs semi-regular attempt to show the board members all the stuff they miss by hiding in their particular corners of the forum and show off some new stuff into the bargain. This issue focuses around the Eye of Terror, the centre for so many of the events of 40K (especially powerarmoured events). Theres a lot to the Eye of Terror, and no e-zine could really be up to the task. Still, the B&C did its best, with fluff articles, modelling tutorials, painting tutorials, special rules, and a fully realized campaign with background, scenarios and advice for adapting it to your needs. Theres also an exclusive interview with Black Library luminary Aaron Dembski-Bowden, where he talks about the inner workings of the Black Library. The issue is divided into two major sections. First is the Eye of Terror section, which provides background information on the Eye and many of its denizens. Theres an exploration of just what the Eye of Terror is, overviews of the Black Crusades and the Astartes Praeses, and a variety of Eye-related modelling articles. There are also three different sets of special rules one for the various Chaos Legions and one each for the Exorcists and Iron Hands Chapters both of whom make their homes near the Eye. Second is the Nemean Campaign section, which covers a B&C-created campaign around the Eye of Terror a war prompted by honour, pride, and vengeance. Heady stuff and all created on the B&C. In addition to the background articles on the Chapters and the campaign, theres also a complete set of scenarios, a battle report, and a guide to adapting the campaign for your purposes. Theres lots of original fluff, original ideas, original interpretations and original artwork, and even what youve already seen before has been polished and added to. Hopefully youll enjoy reading it as much as the team enjoyed producing it. Thanks to everyone who worked so hard on this and to all of you who will now read it.

Introduction & Contents Interview: Aaron Dembski-Bowden THE EYE OF TERROR An Introduction to the Eye of Terror The Black Crusades Beast Marines Tutorials A Guide to Creating Mutations Renegade Chapters Paths of Glory: Chaos Legion Rules The Making of Magmatrax The Astartes Praeses Codex: Exorcists Codex: Iron Hands THE NEMEAN CAMPAIGN The Steel Dogs The Heralds of Light The Lions of Alba Going on a Lion Hunt: The Nemean Campaign The Battle of Jamshyds World Aftermath Credits & Acknowledgements

1 2 6 12 17 23 26 34 41 47 55 60 68 79 88 97 105 112 115

Octavulg Editor 1

THE EYE OF TERROR

Legio Imprint

One of the Black Librarys most popular authors and one of the B&Cs most prolific luminaries, A D-B graciously agreed to answer some questions after the application of sufficiently gratuitous flattery. His answers are interesting and provide insight into both the Black Library and Games Workshop.

What is the process of writing and researching a novel for the Black Library?
Um. I'll cover that later. If I do it now, I'll have to write "See Question 1" about four times.

Armour 9 landed on the doorstep. It occasionally includes stuff that's not yet published, though you tend to have to be in GWHQ to get a look at that. But I saw the Blood Angels codex ages before it hit the shelves, for example. And I saw the photocopied pages of the next codex release, like, months and months ago. That's a rarity, but it's nice to pretend you're as cool as the Design Studio guys for a few minutes while you read that stuff.

Youve mentioned a GW Archive in the past. Could you explain it to us?


Sure. On a practical level, dealing with the archive goes a little like this: To: myeditors@gamesworkshop.com From: me@middleofnowhereinireland.com

Are Black Library novels included in the Archive?


Yeah. Though we get all of them for free, anyway don't usually need to ask.

Interview: Aaron DembskiBowden

Dear whomever gets this email, I need X information for novel Y. Can you send everything they have in the archives about it? Ta. Then, the very next day you get a chunky A2-sized envelope with a whole bunch of colour photocopies relating to everything you asked for. I'm usually aware of exactly what I'll need, so I'll list off specific references like "I know Slaves to Darkness has some jazz on the old units Chaos Marines used in the 80s... Can you send me a copy of those pages?"

Does the archive give you access to super-secret background material no one else sees?
Not so much. It gives you access to stuff no one has seen in a long time (Black Legion Chaplains and Techmarines with Spawngoads... Dreadnoughts called 'Chuck'...), and it gives you an occasional glance at something unreleased if it pertains to your project. That said, the Horus Heresy meetings are the exception that proves (okay, completely breaks) this rule. In those, we're sat around a table with Alan Merrett, the overseer of Games Workshop's entire intellectual property. And he's not just the IP manager; this is also the guy that invented most of the Horus Heresy's events as we know them today. So at HH meetings, we're able to see any relevant new codices while they're still basically printed Word.docs, and we're the ones deciding the Imperium's history. That's... I mean, Jesus, even typing that to explain it feels cool. When you're sat in the room, it's absolutely killer. The

by Librarium Staff and A D-B

Essentially, the archive is everything Games Workshop and its subsidiaries (Black Library and Forge World) have published. Frex, for the novel I'm working on right now, I wanted to see what Forge World had done on the Marines Errant - because there's a vague subplot where the Night Lords are essentially hanging out with the Red Corsairs when Huron has a crack at killing the Chapter off [Yes, this interview was a while ago. Sorry, A D-B Ed]. A day later, colour photocopies from Imperial

other guys are a bit cooler and more collected about the whole thing. I can barely remember my name at the time, though.

How much older material is contained in them (like the Starchild theory, for example)?
Everything, ever. Though, as I recall from my tender youth, the Starchild cra uh, theory, wasn't exactly widespread.

discussing the (thankfully, almost always very positive) reviews I get there. But a lot of writers really don't much care, and they're probably right in feeling that way. Reviews by your Average Joe can range from 'insightful' to 'missing the point by a ball-aching mile', and all too often, it's the latter. Again, while I've been more fortunate than luck should allow, it's a general thing inherent in the semi-anonymous and opinionated nature of online reviews. Look at any Amazon review of a TV show, book or movie that you like. Now check out all the people that missed the point by a bajillion miles. Yeah, exactly. It's not always sane, let alone valid. Black Library is like any other publisher, in that its editors and staff have opinions of their own. You've got mass-marketed, hugely advertised stuff that a lot of them might think simply sucks, and you've got lesser known authors that they really wish would break out of the pack. I will say this: in the past, BL haven't had a great record with heavily advertising certain authors. In recent memory, they made a fuss out of a couple of authors in particular who've ended up receiving very mediocre reviews. They do notice that, but they also know reviews are fleeting. Give something an amazing cover and a great blurb, and it'll attract a lot of interest no matter what previous novels the author has done. That's just the nature of the game in any publishing, but especially licensed fiction. The fanbase orbits the concepts, not the authors. At least, that's how it goes at first. So, yeah, they notice. But no like any other publisher things sell whether they're great or just average; it's marketing that decides as much as anything. They work hard to ensure

Could you walk us through the editorial process on a Black Library novel?
The full deal goes like this: 1. Synopsis pitch. 2. First draft. 3. Editor feedback, usually storylinebased and typo catching. 4. Second draft. 5. Copy editor gets it; catches typos and stuff. 6. Lore reader gets it; sends back feedback on any background discrepancies. 7. Production turn it into a formatted .pdf file. 8. Final edit, where you check it over again yourself. The most boring part. You're usually sick of the sight of it by now. 9. Print.

Our subject in both his forms DaemonPrinceDargor

everything is as good as it can be, but it's not exactly a disaster if it's not. That has nothing to do with Back Library's production, really. It's inherent in all types of media. You might be reading this and thinking I'm very sceptical. I'm really not. I'm just honest.

Does a negative or positive reaction to a book get noticed at the Black Library?
Okay, now I need to tread carefully. Like any career situation, what you know isn't always what you can safely say. I'll try to be brief and to the point. My gut instinct answer is that Yes, it's noticed, and No, it doesn't really have that much impact. Online reviews are often not exactly well-considered or to the standards once kept by professional critics. That's not to say they're worthless I spend an insane amount of time reading my own reviews (very unprofessional of me), and on forums

How detailed a plot/concept are you given to work with?


I assume it's the same for all the other authors, but I'm never given anything to work with in that sense. I pitch ideas and wait for a reply. The notable exception was Helsreach, when the first few releases for the Space Marine Battles series were loosely chosen by editors. Nick Kyme briefed me on that by saying "How about a novel focusing on Helsreach?" and left it at that. I always choose what I want to do, in the sense that I'll email my editor Nick

Kyme and say "I wanna do this", and he'll always say "Finish what you're doing first, then send me a synopsis."

Is there any official instruction for what to do when you run into really big gaps in the fluff (like how Chapters are founded, or what colour Ork blood is this week)?
This is a tough one. I guess this is different for every author. I consider myself bound to the codices, but I don't consider myself beholden to any other author's work. Like, it's my choice if I want to acknowledge their work in mine (and vice versa), and if I do it, I think it's because their perception of the setting matches mine, or they add something great to the shared universe. But I've run across a few instances where I could've referenced another author's novel and chose not to, because I didn't like the work, or I felt it wasn't really in-line with my views on 40K. And that's something that, to a degree, everyone involved in the Intellectual Property will do. In codices, it's called retconning. The erasing of former ideas, or simply not mentioning them again. What you've got to bear in mind is that love it or hate it Games Workshop's attitude to the setting really is that "Everything is true and nothing is true". When gaps or clashes occur in the sourcebooks, some people will consider it lazy, while others will 'get it' in the sense that a lot of the time, this is simply how GW want things to be. My 40K isn't going to be exactly the same as your 40K, and that's a statement that every single 40K fan can say to another fan with absolute, complete, 100% surety. Some people consider that a flaw. Others, like GW, a feature. Canon doesn't really apply to 40K the way it does to Star Wars, because the setting itself is founded to give people the chance to make their own stories, battles, crusades, wars, and so on. It's not canon in that sense, which is why

the imaginary distinction of "Codex Canon" being a different tier of truth to "Black Library Canon" and "Forge World Canon" is a fallacy. GW brass don't see it like that. It's all just people telling stories in the setting, whether in a novel or on the tabletop the difference is that the Dev Studio will often give more of a framework for the setting as a whole, and the novels offer more specific, focused frameworks on certain factions. But canon is... well, it's not what it is in other licenses. In my less witty moments, I call it "loose canon". Yeah, I'm priceless. But there's a consensus, of course. Sometimes, something is established and shouldn't be conflicted. Something I'm pretty proud of is the feedback I tend to get regarding my attitudes to the established source material. I stick to it because I love it, and I know it from 20 years of reading and playing it, since I was a tiny little goober with a copy of Space Crusade. Ultimately, the fans can judge what they like, and what they consider "truth". Sometimes it'll be Forge World's consensus that becomes the main one; sometimes the Dev Studio's; sometimes Black Library's. It all depends on the topic and how it's presented.

thing going on, too. Though it's usually just used to congratulate Graham on whatever award he's won that week.

Does the Black Library discourage you from exploring certain themes, such as religion, romance, or the full depths of the horror of the 41st Millennium?
We're not allowed to show explicit sex, obviously. You have to be verrrrrrry cautious with some aspects of romance, too, and I once got in trouble for a daemon saying "My kind will rape your holy world, mortal", or something like that. I'm using 2011 to shop my non-40K work around (if I can find the time) and while I'll always love writing for 40K, it's great not to be secondguessing every scene where something mature happens. GW has a varied demographic (which falsely translates as "BL fans are mostly kids", which is wrong), and although I hate it, sometimes BL seems to cater for the lower age range of that demographic. That said, legally, they probably have to. It can feel a bit stifling sometimes, yeah.

What inspires you to write about the armies you have?


Write what you love. Luckily, I love a lot. I try not to write what I play, though. There's an immensely annoying and completely invented trope where sometimes authors of licensed fiction will big up their favourite factions just to make them look better than X, Y and Z other factions. It's patently nonsense, but it makes a great soundbite, and it's something instinctively childish, malevolent, and plausible if you have no respect for the person you're insulting when you say it. We tend to think the worst of people we dislike, after all. So I try to avoid that by simply not writing about the Black Legion. That'll change in time, and I'm sure my reviews will say "OMG ADB made BL

To what extent do the authors work together?


We don't, really. No more than any other authors all working for the same publisher. I have nothing but love for Chris Wraight and Matt Farrer, and we talk over email, but we don't work together in the sense that we're always going over our facts as a pack. Projects are rarely related enough to make it necessary, and we're all confident in our respective grasps of the setting. The guys I talk to most are Dan Abnett, Nick Kyme and Jim Swallow, and it's not usually about work with any of them. When work comes into it, it's almost always Horus Heresy related. We have a pretty active group email

the best when really Failbaddon is a loser", but whatever. I'd argue that if you use that many capitals in a sentence, you need to be punched in the spine, anyway. And don't put 'Fail' in anything like that. It's chimpish.

plenty of time. In less local news, obviously I'd love to have done something big in the sense of either one of the big events or the most popular legions (Blood Angels at Signus Prime; Space Wolves at Prospero) but I joined the team very late, and they were understandably taken by then. But getting to do a Blood Angel, Dark Angel or Ultramarine novel would be absolutely amazing. I doubt that's specific to me it's surely the kind of thing any 40K fan would say.

and the storyline was killer. Really, you're not going to get much better than that. Ultimately, I like human characters in 40K, and I love how they contrast to the Astartes. That's what makes Space Marines in this setting so rich and interesting for me: their strange, awkwardly loyal distance from the humans they were never given a chance to be. There wasn't a lot of that in Legion, but enough to tease and make for great reading.

What aspects of the Heresy would you most like to write about?
I wanted to detail how it all began, and show a different perception of Lorgar and the Word Bearers at their lowest ebb, before they became the charismatic crusaders of the Heresy. I was lucky enough to do that when I pitched The First Heretic. I'd also like to carry on with that, showing the Word Bearer Legion really coming into its own with the assaults on Calth, Terra, and whatever else they did in the Age of Darkness. I'd love to do a novel about the War in the Webway, though if I ever do, it'll be a million years away (I'm just saying I like the concept, not that I have plans). My next HH novel will almost definitely be a World Eater novel, and that's something I've always wanted to get a hold of. Doing that is almost a dream come true. It should go without saying, but I'm saying it anyway, that I'd like to do a Night Lords novel at some point. But the series is young. There's

Whats your favourite Black Library book? Why?


Legion, by Dan Abnett. Quite simply, it's brilliant, brilliant scifi. The revelations meant nothing to me (and really, I think people place too much importance in them as truth, when they don't really seem to be at all), but it was beautifully written, and I love the characters. It also bled a 30K feel, rather than a 40K one, and I don't think it's unfair to say that not all of the HH series has necessarily nailed that. It's an important part of the theme, and one that can end up pretty difficult to do. The characters were unique and fascinating, the prose was awesome,

Will you be including a Squat in your next book, or are you saving it for a special occasion?
This may not be a popular opinion, but I always thought they were a bit stupid, anyway. Those trikes, man. Gah. I miss Genestealer cults, though. Those were rad. And on that suspiciously pro-Hive Mind note, the interview concluded. My eternal thanks to A D-B for doing this, and I hope you all enjoyed it. A DBs novel Void Stalker is out now, and I dont know why you havent bought it yet.

What is the Eye of Terror?


The Eye of Terror dominates the north-west of the galaxy. It is the heart of Chaos in our universe. 1 Twenty thousand light years across, and visible from ten thousand light 2 years away, it was born in the final years of the Dark Age of Strife, 3 heralding the birth of the Imperium, brought into being by the Fall of the Eldar.

Geography
The Eye of Terror was the result of this 11 tumult. A rupture at its very heart spews forth raw Warp energy into our 12 universe, and this energy makes the region violently unstable. Daemons can safely manifest within the confines of 13 the Eye, and the reality-twisting effects of the Warp have resulted in space and time being deformed in alien and terrifying ways. There are a variety of different worlds within the Eye. The Crone Worlds are the original core worlds of the Eldar Empire, and the Eldar must still mine them today in order to build soul 14 stones. They also hold many artefacts 15 of pre-Fall Eldar Civilization. Some, like Belial IV, are inhabited only by 16 ghosts. Others have become daemon worlds, where screeching warpspawn caper through the graveyard of a great 17 civilization. Many of the inhabited worlds within the Eye of Terror are Daemon Worlds, found toward the heart of the Eye of 18 Terror. Daemon Worlds have been corrupted by Chaos, and are now shaped by the whims of whatever Chaos power controls them, heedless 19 of physical laws. Worlds with surfaces of living flesh; flat worlds; night worlds where no light is ever 20 seen; worlds with fire for skies; oceans and rivers of blood or where the 21 moons and stars scream. Tales of
11

The Eye of Terror

The Fall of the Eldar


Explanations vary for the Eldars fall. Some sources say they fell into Chaos worship when they discovered it 4 through their use of warpgates. Others say that they turned to the worship of Chaos when they grew complacent and bored in their 5 supremacy over the galaxy. Whatever the reason, across the Eldar Empire, those who felt the pull of Chaos in their souls fell dead and their souls were subsumed into the being 6 known as Slaanesh. This catastrophe blew the Warp Storms around Earth away and reshaped the Warp, allowing humanity to return to the 7 galaxy. Slaanesh, meanwhile, annihilated the majority of the Eldar pantheon Khaine survived as scattered fragments at the core of 8 Craftworlds, the Laughing God survived by concealing himself in the Webway where his Harlequins lurk to 9 this day, and a few sources say Isha, Goddess of Healing, was taken as a prisoner and bride by Nurgle, trapped in his garden forever as a victim of his 10 various plagues and pathogens.

An Introduction to the Eye of Terror

by Octavulg
1

Codex: Chaos Space Marines, Third Edition, Mk II 2 Warhammer 40,000, Fourth Edition 3 Realms of Chaos: Slaves to Darkness 4 Ibid 5 Codex: Eldar, Fourth Edition 6 Realms of Chaos: Slaves to Darkness 7 Ibid 8 Codex: Eldar, Fourth Edition 9 Ibid 10 Codex: Chaos Daemons

Codex: Chaos Space Marines, Third Edition, Mk II 12 Renegades, Space Marine Second Edition 13 Codex: Chaos Space Marines, Fourth Edition 14 Codex: Eldar, Fourth Edition 15 Ibid 16 Codex: Eye of Terror 17 Codex: Eldar, Fourth Edition 18 Renegades, Space Marine Second Edition 19 Codex: Chaos Daemons 20 Renegades, Space Marine Second Edition 21 Warhammer 40,000, Third Edition

these horrors are brought back to the Imperium by the crews of Inquisitorial 22 null-ships, or dragged from captured prisoners and tomes by the Ordo Malleus. Daemon Worlds are as varied as the powers of Chaos the only constant is the insanity behind them. The Fringe Worlds along the edge of the Eye lead a precarious existence. The Eye of Terror is not stable, and so they may be drawn in or expelled from it without warning. Worlds closer to the edge of the Eye may even be something observers might recognize as normal, though often they are simply dead worlds, uninhabited even by the creatures of Chaos. Eldar Craftworlds are even known to be drawn into the eye by physical or metaphysical forces Maugan Ras home world of Altansar was drawn 23 into the Eye itself, and Ulthw is 24 trapped in its orbit.

Eye to this day. They are bolstered by more recent traitor Space Marines, 28 formerly of the Adeptus Astartes, fallen Imperial Guard regiments and 29 cultists, and the arcane forces of the Dark Mechanicus and Traitor Titan 30 Legions. But the Eyes most numerous inhabitants are Daemons, and to understand them, one must understand the Warp.

27

What is the Warp?


The Warp is a parallel reality to our own Chaos is the Warp, and the 31 Warp is Chaos. Human ships travel across the galaxy by entering the Warp, where the distance to their destination 32 is shorter, then returning to realspace. The natural ebb and flow of the Warp can make travel easier or more difficult 33 by speeding or slowing ships. Warp storms are created by these natural movements and tides, coming together 34 and breaking apart over time. Older sources suggest that warp storms are the powers of Chaos, accumulations of power grown large enough to achieve 35 sentience. As powers grow larger, they can protect themselves from the natural flow of the Warp and maintain 36 their existence. Emotions also feed 37 the powers of Chaos, and the use of psychic powers creates disturbances 38 and currents in the Warp. Indeed, much of the ebb and flow of the Warp

may be a response to emotions and actions in our universe. Daemons are created from the accumulated energy of a Chaos power more capable and larger powers can 39 thus create more daemons. Some small Chaos powers elect to stabilize themselves by taking daemonic form, trading the chance at more power for 40 the certainty of continued existence. Daemons are reflections of the powers that created them Khornes are bloodthirsty, Slaaneshs depraved, Nurgles pestilent, and Tzeentchs 41 mercurial. The gods most favoured servants will be rewarded with more and more power indeed, on some worlds, Greater Daemons are 42 worshipped as gods themselves. Most of the time, Daemons do not concern themselves with humanity. They are occupied participating in wars between the Chaos powers and other daemons within the Warp and the Eye of Terror, wars prompted by obscure, incomprehensible or even ridiculous 43 motivations. The Chaos powers can reclaim the energies committed to a particular daemon at any time, ensuring the loyalty of their followers (though, treacherous as such creatures 44 are, betrayal is still possible). Daemons cannot generally manifest themselves in our universe the walls between universes must be weakened by a warp storm or the beliefs and rituals of cultists in order to allow a 45 daemon entrance to our world. Alternatively, daemons can possess mortals, committing a portion of their power to controlling the mind and 46 spirit of their host. Some mortals succumb to this willingly, while others

What Lives There?


The inhabitants of the Eye are no better, as twisted and malformed as the worlds they live on. Billions of mutants inhabit various daemon worlds, screaming tormented praises to gods as 25 mad as their worshippers. Perhaps the most infamous of the Eyes inhabitants are those who once served the Imperium. The Eye of Terror provides a haven for the treacherous and the black-hearted. Most prominent of these are the Traitor Legions, who fled there in the wake of the Horus Heresy. The twisting influence of the Warp twists time such that many of the original Legionaries still survive to nurse their hatred of the 26 Imperium. Indeed, ships fleeing Horus defeat at Terra still arrive in the

27

22 23

Warhammer 40,000, Fourth Edition Codex: Eldar, Fourth Edition 24 Renegades, Space Marine Second Edition 25 Codex: Eye of Terror 26 Codex: Chaos Space Marines, Fourth Edition

Renegades, Space Marine Second Edition 28 Codex: Chaos Space Marines, Fourth Edition 29 Codex: Eye of Terror 30 Adeptus Titanicus 31 Realms of Chaos: Slaves to Darkness 32 Warhammer 40,000, Fifth Edition 33 Warhammer 40,000, Third Edition 34 Realms of Chaos: Slaves to Darkness 35 Ibid 36 Ibid 37 Realms of Chaos: Slaves to Darkness, Codex: Chaos Space Marines, Third Edition, Mk II 38 Codex: Chaos Daemons

39 40

Realms of Chaos: Slaves to Darkness Ibid 41 Codex: Chaos Daemons 42 Renegades, Space Marine Second Edition 43 Ibid 44 Codex: Chaos Daemons 45 Realms of Chaos: Slaves to Darkness 46 Ibid

are left trapped as witnesses to the 47 horrors their body commits. Talented psykers such as the Librarians of the Adeptus Astartes can project their minds into the Warp in the form of a subtle body or mist flesh, like the mirror of a daemon projecting its psychic existence into our physical realm. Such a journey is hazardous in the extreme, for injury to the subtle body is suffered by the physical body and to die whilst in the Warp is to be condemned to damnation and torment 48 at the claws of daemons. Just as daemons struggle to maintain their physical form in our material realm, the immaterial realm is anathema to mortal beings. For an ordinary man to even look upon the Warp is to jeopardize his sanity. Starships are encased in protective shields known as Gellar fields generated by ancient engines from the fabled Dark Age of Technology, and these fields are all that prevent Warp creatures from consuming those who sail the swirling energies of the 49 Immaterium. Even the best Gellar fields have been known to fail without explanation, leaving crews to be turned into gibbering maniacs and devotees of 50 dark and terrible influences. It is only thanks to the mutants known as Navigators that mankind can travel the Warp. Navigators possess a third eye in the centre of their forehead which enables them to look upon the 51 Warp. Every Navigator perceives the Warp differently and any attempt to describe what they see is futile for it requires colours and shapes beyond 52 mortal comprehension. Navigators are treated with fear and suspicion for it is said that to look in a Navigators Warp Eye is to invite madness and 53 death.
47

Conclusion
Thus is the Eye of Terror a twisted realm of twisted creatures serving twisted purposes. It is here that the death of mankind waits, and here from which our darkest urges march forth to destroy us.

Cadia The Fortress World that secures the eponymous Gate. Home to the famous Cadian regiments, and the site of much of the action of the 13th 65 Black Crusade. Caliban (Ruins) The destroyed former home world of the Dark 66 Angels, on the northern edge of the 67 Eye. Chincare A rogue system where a creature of Chaos was destroyed by 69 Inquisitor Eisenhorn. Citadels of Flesh A Daemon World 70 in the eastern Eye of Terror. Cylia A Daemon World near the 71 centre of the Eye. Dhegh A Daemon World near the 72 centre of the Eye. Eidolon A world in the northern Eye 73 of Terror. A former Eldar Maiden World, now the site of constant battles 74 between the four Chaos powers. Fools Paradise An Imperial Guard 75 world of note, but also apparently the site of Alpha-grade Daemonic 76 encounters. The Forbidden Vault A Daemon World in the western Eye of Terror.77 Fulgrims World Daemon World of the Emperors Children Primarch and
65 68

Notable Worlds and Sites


Agripinaa An Adeptus Mechanicus Fortress World located south-east of 54 Cadia, Agripinaa produces munitions 55 for the Cadian Gate. Altansar This Craftworld is home to Maugan Ra, Exarch of the Dark Reapers.56 He guided them in an escape from the Eye of Terror during the 13th Black Crusade, though they are now mistrusted by other Eldar due to their lengthy time within the Eye.57 Altansar is now located near Terra.58 The Arx Gap An alternate exit from the Eye of Terror in the north-east,59 the Arx Gap is less stable than the Cadian Gate.60 Abaddon escaped through here to start the Gothic War.61 Belial IV A Crone World in the east of the Eye on which can be found an Eldar relic a black crystal sword 62 forged from the energy of death. Belis Corona A dead world on the Imperial side of the Cadian Gate which 63 supports massive naval dockyards. The Benighted A Daemon World in 64 the western Eye of Terror.
54

Codex: Chaos Daemons Graham McNeill, A Thousand Sons 49 Warhammer 40,000, Fourth Edition 50 Codex: Chaos Daemons 51 Space Fleet, White Dwarf #140 52 Codex: Chaos Daemons 53 Space Fleet, White Dwarf 140
48

Codex: Chaos Space Marines, Third Edition, Mk II 55 Codex: Eye of Terror 56 Codex: Eldar, Fourth Edition 57 Ibid 58 Warhammer 40,000, Fifth Edition 59 Codex: Chaos Space Marines, Third Edition, Mk II 60 Codex: Eye of Terror 61 Battlefleet Gothic 62 Codex: Eye of Terror 63 Ibid 64 Warhammer 40,000, Fifth Edition

Codex: Eye of Terror The Unforgiven, Index Astartes I 67 Codex: Chaos Space Marines, Third Edition, Mk II 68 Ibid 69 Codex: Eye of Terror 70 Warhammer 40,000, Fifth Edition 71 Ibid 72 Ibid 73 Codex: Eye of Terror 74 Bloodquest 75 Codex: Imperial Guard, Fifth Edition 76 Warhammer 40,000, Fifth Edition 77 Ibid
66

The Eye of Terror Colrouphobic

the goal of questing Emperors Children. Location unknown.78 Helix A Daemon World near the centre of the Eye of Terror.79 Il-Kaithe A Craftworld near the south-west of the Eye of Terror.80 Constantly battling against the forces of Chaos, their colours are purple and green. They are famous for the talents of their Bonesingers.81 Infinitum A Daemon World near the centre of the Eye.82 Kathalon A Daemon World ruled by Vangashhagash the Ever -Bloody, it takes the form of a burning lake crossed with bridges of iron and bone, and is the site of an endless battle between the forces of Khorne and Tzeentch.83

Kdasks Labyrinth A Daemon World in the south-west of the Eye of Terror.84 LOquis A Crone World in the western Eye of Terror.85 The Loathsome Orb A Daemon 86 World in the southern Eye of Terror. Mahrdouk A Guard world of note to the south-west of the Eye.87 Medrengard Home to the Iron Warriors, Medrengard is a bleak slave world in the north-east of the Eye88 and is dominated by physically impossible fortifications.89 It lies close enough to the edge of the Eye that it can sometimes be mapped as outside which may just be a product of the Eyes unpredictability90

Medusa The home world of the Iron 91 Hands, Medusa lies on the north-west 92 edge of the Eye. Nemesis Tessera Site of a fortress built to guard against the denizens of the Eye of Terror. Nemesis Tessera is now under the control of the 93 Inquisition. The Perilous Stair A Daemon 94 World near the centre of the Eye. Plague Planet The new home of the Death Guard, it was remade in the image of Barbarus by Mortarion.95 Sickness and pestilence are the norm, and the clouds bring death, prompting the population to pray to Nurgle for relief.96 Planet of Sorcerers New home of the Thousand Sons. Saturated with magic and volcanically active, it is
91 92

84 85 78

Children of the Emperor, Index Astartes I 79 Warhammer 40,000, Fifth Edition 80 Ibid 81 Codex: Eldar, Fourth Edition 82 Warhammer 40,000, Fifth Edition 83 Codex: Chaos Daemons

Warhammer 40,000, Fifth Edition Ibid 86 Ibid 87 Codex: Imperial Guard, Fifth Edition 88 Codex: Chaos Space Marines, Third Edition, Mk II 89 Bitter and Twisted, Index Astartes I 90 Warhammer 40,000, Fourth Edition

The Iron Hands, Index Astartes III Codex: Chaos Space Marines, Third Edition, Mk II 93 Codex: Eye of Terror 94 Warhammer 40,000, Fifth Edition 95 The Lost and the Damned, Index Astartes III 96 Codex: Chaos Space Marines, Third Edition, Mk II

10

covered in monolithic sorcerers towers, the tallest of which is the Tower of the Cyclops.97 From the Tower, Magnus can peer through the Warp across the Imperium, directing the raids of his Legion toward targets which particularly interest him.98 Purgatrex A Daemon World in the north of the Eye of Terror.99 Rubicon Straits An anomaly.100 Scelus A Dead World in the west of the Eye, Scelus is the former home of 101 the Sons of Malice. Sentinel Worlds Anomalous worlds in the south-west of the Eye, 102 quarantined due to alien artefacts. Sicarus Daemon world base of Lorgar and centre of Word Bearer operations.103

Skalathrax A freezing daemon world covered in black cities.104 Site of the battle of Skalathrax, where Khrns actions shattered the World Eaters and Emperors Children and earned him the title The Betrayer.105 Thracian Primaris A Hive World of twenty-two billion with five Ramilies Star Forts and eight million PDF 106 defending it. Capital of the Helican 107 sub-sector. Titan of Pain Daemon World near 108 the centre of the Eye of Terror. Tzix Daemon World in the south of 109 the Eye of Terror. Ulthw An Eldar Craftworld that wears the colours of mourning (black and yellow) due to being trapped in 110 orbit around the Eye of Terror. Currently located near the western 111 edge of the Eye.

Viest Plague world in the northern 112 Eye of Terror. Volscar A Guard world of note, almost within the southern Eye of 113 Terror. World of Immortal Sorrows Crone World ruled by Slaaneshi Daemon Prince Elyssarsirath, where daemons torment the souls of fallen Eldar in a massive golden forest beside rivers made from the tears of Eldar children.114 Xana II Renegade Forge World. 115 Produces the Hell Talon, Hell Blade, 116 and the Idolator-class escort. Yme-Loc Eldar Craftworld near the 117 Eye of Terror. Known as talented artists, they frequently make use of heavy grav-tanks and Titans. Their colours are grey and orange.118

97

Masters of Forbidden Knowledge, Index Astartes IV 98 Codex: Chaos Space Marines, Third Edition, Mk II 99 Warhammer 40,000, Fifth Edition 100 Codex: Eye of Terror 101 Ibid 102 Codex: Chaos Space Marines, Third Edition, Mk II 103 The Dark Apostles, Index Astartes IV

104

Codex: Chaos Space Marines, Third Edition, Mk II 105 Ibid 106 Codex: Eye of Terror 107 Codex: Chaos Space Marines, Third Edition, Mk II 108 Warhammer 40,000, Fifth Edition 109 Ibid 110 Codex: Eye of Terror 111 Codex: Chaos Space Marines, Third Edition, Mk II

112 113

Warhammer 40,000, Fifth Edition Codex: Imperial Guard, Fifth Edition 114 Codex: Chaos Daemons 115 Imperial Armour: Apocalypse 116 Battlefleet Gothic 117 Codex: Eldar, Fourth Edition 118 Ibid

11

The Eye of Terror

The Black Crusades are the fury of Chaos unleashed upon the Imperium. Led by fell champions, they strike down the righteous and harry the godly. In this article, Strike Captain Lysimachus unearths information on known Black Crusades and provides some thoughts on their general nature. Introduction
It is the nature of Chaos that infighting and rivalry keep the Chaos Space Marines from permanently uniting. However, once or twice in a millennium, a truly great Champion of Chaos arises in the Eye of Terror. Through his implacable will and the favour of the Ruinous Powers, this Champion welds together an unsteady alliance between the infernal regions of the Eye of Terror and sallies forth against the Imperium. How the Champion brings such a Black Crusade together will depend on his nature and his patron God. Some use manipulation, others extortion, while others dominate or intimidate. Whatever the method, the Champion must use all of the considerable powers at his disposal. Unsurprisingly for the servants of Chaos, a Black Crusade can vary wildly in terms of the size and composition of Traitor forces. Depending on the Champions goals and objectives, such a force can range from a few hundred renegade Astartes to a dark tide of countless thousands of Chaos worshippers. The Black Crusades of Abaddon the Despoiler are some of the most momentous events in the history of the Imperium and yet, other than his two most recent, relatively little is known of these cataclysmic wars. Below is a time line recording the known Crusades of both Abaddon and several other mighty chaotic war leaders. damage to avert the attack, with Dorn making his last stand on the bridge of the Chaos Battleship Sword of Sacrilege.1 If this account refers to a general Black Crusade, or specifically to one of Abaddon's Black Crusades is unclear, but a date is not given other than it was 'soon after' the disappearance of Corax.2 The Primarch of the Raven Guard is known to have disappeared approximately one year after the 2nd Founding (ca. 21.M31).3 Even if one allows 50 to 60 years to be 'soon' in Imperial terms, this would still place this Black Crusade 700 years before the date given for Abaddon's First Black Crusade, suggesting that it must have been a separate event.

The Black Crusades

Abaddons First Black Crusade 781.M314


After years of inactivity following the Scouring, Abaddon suddenly erupted back into the Imperium at the head of a diabolical horde.5 Since the Imperial defences at the Cadian Gate were not yet established he was able to easily rampage around Imperial space.6 During this time Abaddon assaulted the Tower of Silence on Uralan and, after being led into the crypts below it by a golden-skinned stranger, recovered the daemon sword Drach'nyen.7 Abaddon was eventually forced to withdraw after a bitter battle against the
1

by Strike Captain Lysimachus

The Death of a Primarch c.30.M31


An unnamed Black Crusade that threatened to engulf Cadia. Before the Crusade could properly begin, Rogal Dorn and three companies of Imperial Fists assaulted the Chaos anchorage in the Pelenos Belt and did enough

Emperors Fist, Index Astartes Volume II 2 Ibid. 3 Claws of the Raven, Index Astartes Volume IV 4 Codex: Chaos Space Marines, Third Edition, Mk II 5 Ibid 6 Codex: Chaos Space Marines, Second Edition 7 Ibid

12

combined strength of several Titan Legions and Space Marine Chapters.8 After this the Cadian Gate was fortified, and the naval port of Bellis Corona and the fortress on Nemesis Tessera were created.9 Further to this, the Astartes Praeses program was begun and the Liber Astartes, compiled in M.37, listed twenty Chapters that were founded over the following centuries.10

Abaddons Second Black Crusade 597.M3211


This war lasted only five years, but was stymied assaulting Cadia, the path of attack reaching fewer than 1000 light years from the Eye of Terror.12

The Host of Tallomin Undated13


This apparently took place during the Age of Apostasy (though the exact date is unknown) and was led by a Daemon Prince named Tallomin. The "Wolf Warriors" were involved in Tallomins defeat and destruction.14

Abaddons Third Black Crusade 909.M3215


A longer campaign than Abaddons previous Crusade, Traitor forces went about threequarters of the way from the Eye of Terror towards Armageddon.16
8 9

Black Legionaire Firenze

Abaddons Fourth Black Crusade The Devastation of ElPhanor c.001.M3417


Abaddon attacked and destroyed the Citadel of Kromarch on El'Phanor.18 The Citadel only had a single gate three meters thick and made of
16 17

Ibid Ibid 10 Ibid 11 Codex: Chaos Space Marines, Third Edition, Mk II 12 Ibid 13 Liber Chaotica: Khorne. Though undated, the Crusades mentioned in Liber Chaotica are presented in chronological order. 14 Codex: Chaos Space Marines, Third Edition, Mk II 15 Ibid

adamantium. Impervious to bombardment, it was destroyed by a single blow from Drachnyen when Abaddon led a charge against it. Though the Citadel fell in less than a day, nine-tenths of Abaddons forces were killed in the attack and Abaddon was repelled by the Imperial counterattack.19

Ibid Ibid. The Second Edition and first Third Edition Chaos Codices imply that this occurred during the first Black Crusade, but this source specifically dates it as the fourth. 18 Codex: Chaos Space Marines, Second Edition

The Tide of Blood Undated


Led by the Daemon Prince, Doombreed, this Crusade was basically a declaration of war against the Adeptus Astartes.20 The Warhawks and
19 20

Ibid. Liber Chaotica: Khorne

13

Marines Exemplar engage Hellaynneas Horde Lord Tybault

Venerators Chapters were "lost" as a result of the Black Crusade, though Doombreed was defeated.21 Its date is unknown. One source does date a Bloodtide to 034.M38,22 but this may be a recurrence of the phenomenon associated with the Bloodthirster Kajagganath,23 and its placement in the Liber Chaotica would suggest otherwise.

the Cadian Gate with only a small retinue,26 but the swarms of mutants on the worlds he targeted in Adriadas Gloom (to the south-west of the Eye) provided him with many new recruits. Forty-three Imperial Guard regiments were involved,27 and the Crusade ended only when the 13th Mordant Regiment slew Jihar in battle only to be subject to Exterminatus due to concerns of Chaotic taint.28

Abaddons Sixth Black Crusade 901.M3631


This Crusade took a similar path to the Fifth, and came even closer to Fenris.32

Abaddons Seventh Black Crusade The Ghost War 811.M3733


Chaos fleets flooded out past Cadia but then disappeared, giving the Crusade its name. Raids continued for years, and Abaddon succeeded in reclaiming the artefact known as the Hand of Darkness.34 Imperial records of this Crusade are somewhat confusing. One star map shows the attack path going almost due east from the Eye, out to as far as 20,000 light years away, the furthest
31 32

The Black Crusade of Jihar the Lacerator 599.M3624


Jihar the Lacerator was a follower of Slaanesh whose very presence caused the Warp to scream, driving those who heard it insane.25 Jihar slipped through
21

Abaddons Fifth Black Crusade 723.M3629


This attack reached approximately 15,000 light years from the Eye.30

26

Ibid 22 Warhammer 40,000, Fifth Edition 23 Codex: Grey Knights 24 Tactica Imperialis 25 Ibid

Ibid Ibid 28 Ibid 29 Codex: Chaos Space Marines, Third Edition, Mk II 30 Ibid
27

Ibid Ibid 33 Ibid. 34 Codex: Chaos Space Marines, Second Edition

14

from the Eye that Abaddon ever struck, but this same source includes the Battle of Mackan, a planet south of the Eye. 35 At Mackan, Abaddon led a charge of Khorne Berzerkers into a heavily fortified Blood Angels position and although only a handful of Berzerkers survived, they overran the position and the Blood Angels were unable to recover the bodies of their comrades.36

165.M37,43 when Abaddon ravaged the world of Antecanis in order to deprive the Imperial shipyards at Cancephalus of workers.44

Tarantis star nova, destroying the whole system.54 The Black Crusade ended at Schindelgeist, although Abaddon fled with two of the Blackstones.55 It took eight years to finally cleanse the Gothic Sector of the last raiders and traitors.56

Abaddons Tenth Black Crusade The Conflict of Helica 001.M3945


The tenth Black Crusade flooded out on the opposite side of the Eye to the Cadian Gate, attacking Helica and the capitol world, Thracian Primaris.46 The Chaos assault was fatally delayed when the Iron Warriors attacked the Iron Hands on Medusa.47

Abaddons Eighth Black Crusade 999.M3737


Little is known of this Crusade except that it only reached about 500 light years south-southwest of the Eye.38

The First Armageddon War 444.M4157


This Crusade was led by Angron and was repelled only by the combined efforts of Logan Grimnar of the Space Wolves58 and a full Company of the fabled Grey Knights.59

The Dominion of Fire MidM3839


Angron led an army of fifty thousand Berzerkers out of the Eye of Terror and they rampaged over three dozen star systems for nearly two hundred years. 40 They were followed by numerous other warbands and it took four Space Marine Chapters, two Titan Legions and over 30 Imperial Guard regiments around seven centuries to cleanse all the worlds across the 70 Sectors that fell during this time.41

Abaddons Eleventh Black Crusade 301.M3948


This attack headed east of the Eye, but failed to make it as far as the Seventh.49

Abaddons Thirteenth Black Crusade 999.M4160


The most recent of Abaddons attacks on the Imperium opened with an outbreak of plague zombies spread by derelict ships launched from the Eye of Terror.61 These were followed by Chaos Space Marine raids, growing in force and coupled with an outbreak of heretical cults lead by a figure matching the description of Cypher. 62 The full force of the Cadian Regiments was mustered on Cadia in preparation for what seemed an inevitable onslaught. This assembly turned into open warfare when the Volscani regiment attacked their brothers, killing much of the Cadian command structure.63 When the Chaotic forces finally arrived in strength, the Imperial Navy fought a
54 55

Abaddons Twelfth Black Crusade The Gothic War 139-160.M4150


Abaddon and his forces sneaked out of the Eye of Terror via the Arx Gap, after a three year campaign of raids to silence Imperial monitoring stations.51 He then attacked the Gothic Sector from his flagship, the Planetkiller.52 Using the artefacts the Hand of Darkness and the Eye of Night,53 he was able to capture and corrupt Blackstone Fortresses, of which three in concert were able to turn the

Abaddons Ninth Black Crusade 573.M3842


The only known engagement of this Crusade is recorded as taking place in
35

Codex: Chaos Space Marines, Third Edition, Mk II 36 Codex: Chaos Space Marines, Third Edition, Mk I 37 Codex: Chaos Space Marines, Third Edition, Mk II 38 Ibid 39 Codex: Chaos Space Marines, Fourth Edition. This campaign is not specifically titled a Black Crusade, but is significantly larger than the the First War for Armageddon, which is titled as such, suggesting it should be included. 40 Ibid 41 Ibid 42 Codex: Chaos Space Marines, Third Edition, Mk II

43

Warhammer 40,000, Fifth Edition. Since it is contradicted by at least one source, which is consistent with several other sources itself, this date may well be in error. 44 Ibid 45 Codex: Chaos Space Marines, Third Edition, Mk II 46 Ibid 47 Ibid 48 Ibid 49 Ibid 50 Ibid 51 Ibid 52 Battlefleet Gothic 53 Ibid

Codex: Eye of Terror Codex: Chaos Space Marines, Third Edition, Mk II 56 Battlefleet Gothic 57 Codex: Chaos Space Marines, Third Edition, Mk II 58 Liber Chaotica: Khorne 59 Codex: Chaos Space Marines, Third Edition, Mk II 60 Codex: Eye of Terror 61 Ibid 62 Ibid 63 Ibid

15

desperate battle which only delayed the inevitable. The Chaos forces established themselves in the Cadian system, and have yet to be dislodged.64 The forces of Chaos came close to breaking the Cadian Gate and devastated the surrounding systems, including the total destruction of Macharia, a world in the Cadian system. This Crusade is still ongoing, in that the games timeline has not yet advanced past 999.M41.65

The Black Crusade of Vulkarth Undated


This crusade evidently involved the Adeptus Astartes and multiple incursions, but beyond that nothing is known.66

Analysis
There are five general points of interest which can be drawn from what we know about Black Crusades (some of which Games Workshop has been kind enough to explicitly tell us). First, and most obvious, is that not all Black Crusades are led by Abaddon. Indeed, they do not always seem to be led by people (or things) of particular influence or note sometimes a bunch of Chaos adherents just decide to go on a rampage. Second, the Crusades vary in scale. The First War for Armageddon and Abaddons Tenth Black Crusade targeted single systems, while the Dominion of Fire and several of

Achaeus the Kinslayer, Warlord of Khorne Cheexsta

Abaddons Black Crusades ravaged massive tracts of the Imperium. Third, the Black Crusades vary widely in type. The Gothic War was chiefly focused on naval engagements, and seemed to rely mostly on raiding rather than attempting to seize territory. The First War for Armageddon focused on attacking a single planet on its surface. And many of the other Black Crusades were total wars involving planetary and interplanetary warfare. Fourth, the Black Crusades can vary in composition Angrons excursions seem to be dominated by the forces of Khorne (unsurprisingly), while Abaddons Crusades are more

cosmopolitan. Finally, the Black Crusades seem to vary in organization. The Dominion of Fire was as much an infestation as a coordinated military campaign. Meanwhile, the 13th Black Crusade was dedicated to pursuing specific objectives. Even the organized campaigns have disorganized hangerson along for the easy ride out of the Eye. Of course, this is Chaos. Organized and under the control of one leader would defeat the point. Strike Captain Lysimachus is a muchnoted presence in the Liber Astartes, and serves as a Lexicanium in the Librarium.

64 65

Ibid Codex: Chaos Space Marines, Fourth Edition 66 Codex: Space Marines, Third Edition

16

The Eye of Terror

Beastmen may have fallen into obscurity in modern 40K, but many older players still remember them, and they still loom large in Fantasy. In this series of tutorials, horrain and Firefighter X created excellent techniques for making power-armoured Beastmen surely some of the most fearsome denizens of the Eye of Terror.

Introduction
There are two tutorials in this article. Despite their marked similarities, there are some notable distinctions, so both have been included. horrains tutorial seems to produce Beastmarines with an emphasis on the marine (as befitting his loyalists), while Firefighter Xs produces ones with an emphasis on beast (as befitting his Khornates). Firefighter Xs uses more tools and parts and is somewhat more complicated, while horrains is simpler. And, of c ourse, it is very possible to blend both approaches. Beastmen, for those unfamiliar with them, are genetically-divergent humans who are fiercely loyal to the Imperium, but due to their appearance are treated with suspicion. And, of course, there are enough renegade Beastmen to further confuse matters. Though not very bright, loyalist Beastmen are dedicated and tough (much like Ogryns), driven to atone for their deformities through service to the Emperor. They are technically not mutants, since their genetic quirks breed true, but rather are abhumans like Ogryns or Ratlings. However, they are still more variable in form than those two subspecies. Beastmen were originally available as part of Imperial Guard armies, and were (briefly) available again thanks to a White Dwarf article in third edition that offered alternate doctrines to represent genetically enhanced (or deviant) Guard regiments. They also made appearances in the ranks of the Lost and the Damned (as goat-headed mutants). As horrain put it: Basically, these are Beastmen in power armour, but due to the nature of their existence they have to salvage the majority of their war gear and thus look pretty beaten-up. Glad we got that clear.

Beast Marines

From the Work of Horrain and Firefighter X

Horrains Beastmarines do their best to look intimidating. And succeed.

horrains Tutorial
For this you will need: -A complete Beastman model, either a Gor or Bestigor -A complete Space Marine from the belt up (head, torso halves, arms and backpack). -Additional gubbins for added excitement and character -A razor saw, knife or other cutting implement and plastic cutters

17

Step 1: Once you have your sup plies collected, you need to cut the Beastman in half, just below the nipple (see picture). When I do this step I like to use a razor saw, since it lets me be quite accurate about where I make the cut. If you use a knife, be careful the plastic is pretty thick and you risk doing yourself an injury. [Firefighter X used a Dremel cutting blade. An effective option, if riskier Ed]. Step 2: Once you have the top of the Step One: Before (L) and After (R) torso cut off, you'll want to remove what remains of its overlypronounced shoulders. For this I used a pair of plastic cutters. Step 3: Next you want to start shaping the back of the body section. The basic goal is to round off the back so from the models belt it goes straight up, and curves in to meet the front of the model toward the top. The idea is to make a rounded ball joint similar to that on the standard Space Marine legs. Leave the front of the model alone for now. Step 4: Next up is to grab a standard marine torso, both front and back. We need to cut off the belt and the stomach, but leave the chest. This is because the Beastman model already has a belt, and two looks weird. [But so stylish Ed] The front of the torso should end up looking like the image to the left. Note that youll need to cut the back torso part as well as the front. Once you have your torso shaped you can start trimming the body's front section to match the torsos shape. This step is pretty hard to capture in photos the process is basically trimming the body until it fits smoothly with the torso. The end result should look something like the image to the right. Step 5: Now once that's all done you can go ahead and glue the body to its base and glue the torso together and Step Four then to the body. Because the marine torso is largely untouched, the standard Marine arms and backpack should fit with no issue. For this model, I used regular arms from the Space Wolves sprue, but you can also use arms from either the Gor or Bestigor kits, as the scale between the two sets of arms is pretty much identical.

Step Two

Step Three

Step Four

Step Five

18

Once you have attached your arms and backpack your model should look similar to this. Step 6: Now we run into our first problem you'll notice a large gap between the models spine, and the backpack. We can't leave our Beastmarine in this state, because its pretty ugly (and/or comical, depending on your outlook on life). This is where the extra credit gubbins come in handy. Personally I like to glue a shield in this gap, as it looks pretty cool, and helps bring them back to their Fantasy roots. One of my Wolf Guards is carrying his combi-weapon in this void. You could also use a variety of pouches or grenades. In this case I have used a square shield from the WFB goblin kit. Step 7: Now the last stage, here we need to give this guy a head. On the Gor kit you'll notice a bunch of different horns, unfortunately using all of them is pretty tricky, as there are two main types, the straight horns, and shaped like rounded goat horns.

Step Six the ones

The problem with the rounded horns is that they are tricky to fit due to the marine shoulder pads, so I tend to not use them unless the pose allows. You'll more than likely need to only use the straight horns. This guy is the leader for my Long Fang squad, so I have used Bestigor parts over the standard Gor. You should now have a Beastmarine. Congratulations, and thanks for reading. horrain maintains a website at www.horrain.com. This was his first tutorial. Step Seven

horrains Beastmarines

19

Firefighter Xs Tutorial
My idea originally came from horrains tutorial. I took his ideas and expanded on them, changing some things and making them my own. Tools: - Dremel with cutting blade, grinder, & sander wheel. -Super glue & Zap Kicker -double sided file (flat/rounded) -clippers/cutters (heavy and normal) -pin vice (for drilling) -pin rod -X-Acto knife with new blade Parts: -Bestigor Champion body (any Bestigor body will do) -Bestigor arms & axe haft -Berzerker torso, shoulder pads, backpack, & bolt pistol. -Ork Nob Choppa arm -Ravenwing Banner flag -Wooden toothpick (glaive handle) Step 1: Using the Dremel, saw the Bestigor body in half, about 1-2 mm above the belt line. It should end up looking like this: Step 2: Using your clippers, file, and knife trim down the rest of the waistline. Be Parts careful here get it as close to the top of the Bestigor's belt as you can. Also remove any fantasy items from the model that you don't want (like pouches and weapons that are moulded onto the mini). Pay special attention to the Bestigor's leg and armour details. You want to preserve them.

Tools

Step One

Step Two

20

Step 3: Glue the Berzerker torso together and, using your knife, remove the entire "belt" from the model. Leave the round Khorne icon at the front of the model. Step 4: Use the Dremel grinding bit to dig out the rest of the Bestigors waistline and dig a groove in the front of the belt buckle (to make room for the Khorne icon you saved on the Berzerker torso earlier). Follow this up with the Dremel sander bit. The goal here is to get the waistline smooth and flat.
Step Three

Step 5: You should be left with two halves that look similar to this after you clean up the mini. [Firefighter Xs original tutorial suggested choosing either Marine arms or Beastman arms. This tutorial assumes you will use Beastman arms the procedure for Marine arms is identical to that in horrains tutorial Ed.]

Step Four

Step Five (A)

Dryfit the Beastman arms to make sure they fit, then drill out holes in the Bestigor hands and clip away the axe handle. Step 6: Step Five (B) Position them on whatever you will be using for use for the new glaive handle. Use clippers or a Dremel sanding bit to cut away the shoulder pads to make room for attaching the Berzerker pads. Follow the mould line on the inside of the Bestigor arm when trimming.

Step Six

21

Step 7: At this point use your clippers and remove the ponytail from the Bestigor head. Step 8: Clip the chainaxe head and pommel away from the hand, preserving the finger details. Drill out a hole for the toothpick to slide through the whole hand. Attach the pommel to the end of the new handle. Step 9: Position the axe arm & the bolt pistol arm where you want them. Glue on the axe head. Drill the pistol barrel holes out (it pleases Khorne, and you Step Eight dont want a cranky Blood God). If you have an uneven join between the Berzerker torso and the Bestigor legs, use some bitz (such as pouches or holsters) to mask it. Glue the horns to the Bestigor head, attach the backpack, attach the head, and go collect some skulls! Firefighter X is a keen World Eaters player. He reconciles killing, maiming and burning with firefighting through a firm separation of his work and home lives.

Step Seven

Step Nine

Some Other Beastmarines

22

The Eye of Terror

Mutations are the gifts and curses of the Chaos Gods. However, the infinite variety and twisted imagination of daemonically inspired physical deformity can be somewhat tricky for mere mortals to accurately portray. Pig of Sparta takes on this challenge with a collection of mutation tutorials and some discussion of inspiration for great mutations. as it is now quite easy to combine kits Introduction
Blessings of the dark gods or the stigmata of the damned; many and varied are the gifts that those in the service of Chaos may find bestowed upon them, either as a result of exposure to the Warp in places such as the Eye of Terror, or more directly as a sign of their patron gods favour. Dangerous are the roads these men walk, for while the gifts of the gods may seem bountiful, the denizens of the Immaterium ultimately care not for their mortal playthings. One mutation often leads to more, and they are often as random as they are beneficial. Countless aspiring champions of Chaos have ended their existence as one of the pitiful, mewling messes of flesh known as Chaos Spawn, their bodies overcome by the changes wrought upon by their patron. Nevertheless mutations are signs of favour and promise, and for the most part are welcomed. To the servants of the Emperor of Mankind, however, there is no clearer indication of how far a man has fallen from His light than the mark of the mutant.

from various armies in both the 40K and Fantasy ranges produced by Games Workshop. For example; the Chaos Mutations sprue, the Possessed Chaos Space Marine sprues and even parts from the Chaos Spawn kit can be used to bestow heads, arms, tentacles and even legs and torsos touched by the Warp upon your models with minimal effort. Some cool mutations garnered from a variety of sources are described below, as an indication of how easy they will be to create; they have been given difficulty ratings using the following scale: Easy: These mutations are generally quick and easy to create and require little modelling skill to achieve. Intermediate: These mutations require a little more time and patience to produce, generally due to the involvement of green stuff or painting techniques. As with all hobby techniques, using green stuff may take a little practice to get right. Advanced: These mutations are likely to be the most labour intensive or complicated ones, although that shouldnt dissuade you from giving them a try. Safety Note: Creating many of these mutations require the use of a hobby knife, sculpting tool, razor saw or hobby drill. Care should be taken when using sharp tools of this nature and all cuts should be made on a stable, protected and level surface, away from the body.

Mutatis Mutandis: A Guide to Creating Mutations

Gifts of the Gods


Mutations are generally purely cosmetic in current editions of 40K, and so with a few exceptions they will have no influence on the way miniatures are used in game. However they are still a great way to individualise the miniatures in your army as well as allowing you to let your imagination, converting and painting skills shine. For those looking for the quickest and easiest ways to model mutations, kitbashing and cut-and-paste converting are probably the best ways to go. Quick and easy should not be interpreted as less impressive, though,

by Pig of Sparta

Crusty Armour
Easy often associated with the followers of Nurgle, even ceramite plating is not immune to the corrosive

23

and decaying effects of his virulent contagions. This is a very easy mutation to show: apply small amounts of super glue to the miniature in a random pattern, before dipping it in some modelling sand. Tap off the excess sand and allow the glue to dry before undercoating.

Alternatively you could use green stuff to sculpt a hood or cowl to allow the skull to float disconcertingly in midair. You could also use small balls of green stuff to add eyeballs for a truly

paper clip or other thin, pointed object to poke a small hole in roughly the centre of each boil. You can even burst some or all of the boils by using the paper clip to open them up from the hole in the centre.

Horned Armour
Easy Many a Champion of Chaos has been pleased to find bestial horns emerging from his body. To recreate this mutation on your miniatures, take the part of the miniature you desire to have a horn burst forth from and drill a hole in it using a pin vice. Score the edges of the hole using a modelling knife, before inserting a trimmed down horn of your choice.

Skull Head GooseDaMoose

Sores Fallout1983

disturbing look. If youre confident with green stuff you could try sculpting flames coming from the eye sockets or even the whole head.

To make sores, smooth the green stuff onto the surface below before using the paper clip to make uneven holes in it.

Skull Head
Easy disturbing to say the least. This warriors flesh has peeled from his face and head, leaving nought but a grinning skull exposed. All the better to terrify his enemies. A very easy mutation to effect, simply select a skull you like the look of and using guitar string, green stuff, parts from the Tomb Kings or Undead fantasy ranges or even scrap sprue, create a spinal column neck to join the skull to the torso of your miniature.

Boils and Sores


Intermediate those who are infected by Nurgles plagues often exhibit symptoms of their maladies in the form of weeping sores and boils. Both of these mutations begin as small balls of green stuff, placed on the area of the miniature that you wish them to erupt from, but they are made using different methods. For boils, use a sculpting tool to divide the ball of green stuff into three parts. Then blend the edges of the green stuff into the surface below, before using a

Soul Armour
Intermediate while not strictly a mutation, suits of armour worn by the followers of the dark gods have been observed to contain what appear to be the bound souls of those slain by the wearer, allowing him to enjoy their torment for as long as he lives. To bind souls into a suit of armour, begin by smoothing a layer of green stuff onto the areas you wish them to be visible. Once you have done this, use a pointed sculpting tool, paper clip or the tip of a hobby knife to create a pair of eyes, followed by a mouth in suitable tortured expressions. Simply repeat until the whole of the area is filled with tortured souls.

Daemonic Visage
Intermediate either through possession or exposure to the warping nature of Chaos, the faces of many warriors take on aspects, features and skin tones of their patrons daemons. This mutation can be achieved either using a head from one of the various types of daemon miniatures (Bloodletters or Daemonettes will be

Skull Head Pig of Sparta

Boils Fallout1983

24

the easiest to use) or using the heads from the Possessed Marine sprue.

Finally, use the knife to make some cuts into the armour or flesh to make it look as though the gemstone is bursting through it.

with their insectoid features. The Tyranid range also offers possibilities (especially older Tyranids).

Sources of Inspiration
The above examples are but a tiny fraction of ways you can personalise your Chaos Space Marines with mutations. Further inspiration can be found in a variety of places: from the novels of the Black Library, to the Warhammer 40,000 Rogue Trader Rulebook (with its notorious random mutation tables); from the hallowed halls of the Bolter and Chainsword to an internet image search.
Daemonic Visage Pig of Sparta Bejewelled Armour John Thompson

Alternatively you could use one of the many helmetless Space Marine or Chaos Space Marine heads, or possibly even those from the Warriors of Chaos or Chaos Marauder frames. Simply paint the desired head to reflect the miniature's allegiance. For example red tones would signify Khorne, pallid tones Slaanesh, rotting greens for Nurgle and blue/grey tones for Tzeentch.

Beast Marines
Occasionally the body of a Chaos worshipper may be completely reformed by his patron god, taking on a twisted parody of both beast and man. horrains Beast Marines have been discussed elsewhere in this issue, but they arent the limit of the possible mutations available. The Fantasy Skaven range holds some interesting possibilities Stormvermin and Rat Ogres both have potential. Likewise, the Lizardmen range has Sauruses, Kroxigors and Salamanders. The Ork and Goblin range can provide deformed and twisted arms by the score, and the various Undead ranges can provide lots and lots of rot and putrefaction. In 40K, the Dark Eldar range is also adding more strange and twisted creatures to serve the Haemonculi, and those could serve equally well as mutated servants of Chaos. Kroot are sufficiently alien, and Vespids even more so both would provide good mutation fodder, especially the Vespids

Many feel that for sheer alien twistedness there has been little to match the models of the Rogue Trader era. While they can be hard to come by in these times, the Stuff of Legends website provides pictures from old GW catalogues that can provide inspiration. Old White Dwarfs are also a good source of ideas. One thing to remember is that mutations dont have to be big noeyes is just as effective a mutation as a giant daemon head or a tail. Another is that mutations dont just have to be organic becoming living metal or stone is still weird and chaotic. A remarkable amount can be done with colours alone bright yellow people simply arent normal. Keep your mind open and youll be amazed at how much you can do with simple concepts, skills, and tools. Ultimately, by its very nature Chaos is random but inspired. The only real limit to mutating models is your imagination. Pig of Sparta is a noted modeller and painter on the B&C. He lives in the UK, and enjoys long walks on the edge of the abyss in which the Devourer of Worlds dwells.

Bejewelled Armour/Flesh
Intermediate most commonly associated with the followers of Slaanesh, dazzling gemstones emerge from armour plates and flesh. Place a small ball of green stuff in the place where you want the gem to be. Then, using a sculpting tool; smooth the edges of the ball into the surface beneath to create a bump. Next, using the tip of a sharp hobby knife, draw the shape of the gem into the green stuff. Hold the knife at an angle from the centre of the gem outwards so that you push the surrounding armour up slightly, this also helps to produce a rounder shape to the gem as well.

25

The Eye of Terror

The Horus Heresy was the single most significant event in the history of the human race, and the Legions who betrayed their oaths of allegiance to The Emperor acquired an infamy that shall never fade. But do not be fooled into thinking that all the descendants of those who remained loyal have done so themselves. Here you shall learn of the renegade Chapters and rogue Astartes that plague those they were created to protect. succumbed to Chaos since the Heresy.2 Introduction
In the wake of the successes of the Great Crusade the Imperium of Man was born. It seemed like an age of new hope, and yet it very nearly died in its infancy as it was torn apart by the civil war that would become known as the Horus Heresy. Under Warmaster Horus fully half of the Adeptus Astartes, the Emperors champions of mankind, fell to Chaos. In the aftermath of the almighty siege of Terra the battered remnants of the Traitor Legions fled to the great Warp storm known as the Eye of Terror. Seven years after the death of Horus, in accordance with the Ultramarine Primarch Roboute Guillimans teachings in the Codex Astartes, the old Legions were broken into Chapters. Each would be limited to one thousand marines and would be completely autonomous. Even if an individual Chapter was corrupted, any internecine struggle would be weighted in favour of the Imperium since the vast majority of Space Marines would be untainted.1 The galaxy is a vast place and the lumbering mechanisms of the Adeptus Administratum have been known to misplace records of entire armies and planets for years or even centuries. For many in the Imperium the notion that an entire Chapter of the celebrated and heroic Space Marines could renege on their oaths of allegiance is virtually unthinkable. When it does happen, no doubt the Inquisition and other Space Marine Chapters swiftly limit the spread of information. For this reason no complete records exist, but secret Inquisitorial archives suggest fully 50 Chapters of the Adeptus Astartes have This suggests that almost five per cent of marine Chapters have turned renegade. Whilst this is a huge improvement on the Heresy, it still seems surprisingly high. Given that Marines are meant to be heavily indoctrinated, the resources invested in their creation and the threat that they pose if they turn renegade, it may seem surprising to some that the Imperium continues to support the existence of Space Marines when approximately one Chapter in twenty will rebel.

Enemies Within
What must be borne in mind is the extent of the threat of Chaos and its corrupting influence. We have no solid figures but, given their far lower level of indoctrination and discipline plus their wider experience of vices, it seems reasonable to assume that the level of betrayal in the Imperial Guard, Imperial Navy and other branches of the Imperium must be even higher than that of the Adeptus Astartes. The Imperium operates on a vast scale. If it is necessary to create twenty Chapters and expect that one will rebel and three of the others be required to exterminate the rogue Chapter in order to obtain the net gain of the fighting strength of sixteen Chapters then the High Lords of Terra may very well consider this an acceptable loss. Another factor to consider is that the Imperium itself is draconian in its compliance standards. Whilst many renegade Chapters ultimately end up in the service of Chaos it is likely rare for a loyal Chapter to abruptly abandon its duties. Often the Imperium itself rejects them. The Steel Cobras were declared renegade because their
2

Threats to the Imperium: Renegade Chapters

by Inquisitor Kravin

Codex: Space Marines, Fifth Edition

Codex: Space Marines, Fourth Edition

26

veneration of the Emperor as a snake god was deemed too deviant from the Ecclesiarchys orthodoxy. The Sons of Malice were forced to fight Adeptus Sororitas forces in self-defence after an Inquisitor deemed their victory rituals

misfortunes plagued the Chapter, resulting in the deaths of most of the Chapters senior officers (including all of its Apothecaries) and leaving fewer than a hundred marines alive. To their credit, the survivors have resolved to

probable that this erasure of records will include the elimination of loyal Imperial personnel involved in the extermination process. Other sources record that as of the 26th Founding a total of 63 Chapters have been lost. 13 have been lost in the Warp, 21 have suffered irrevocable battle losses, 9 have suffered gene-seed failure, 4 Inquisitorial purge, and 16 have been lost in other circumstances.6 How these numbers relate to the 50 Chapters mentioned above is unclear. Some of those believed lost in the Warp may have in fact turned renegade, while the fact that only four are listed as being subject to Inquisitorial purge suggests that some may have fallen victim to other forces such as those of the Ecclesiarchy or other Space Marine Chapters keen to be seen as hard on renegades. At the end of the forty-first millennium there are at least a dozen traitor Chapters at large in the galaxy. Notable known Chaos Chapters include the following: Sons of Malice Founded to guard the Imperium against the denizens of the Eye of Terror, they became a significant force in Abaddons 13th Black Crusade.7 Violators Followers of Slaanesh, the Violators are active in both the Eye of Terror and the Maelstrom.8 Extinction Angels Allies of the Black Legion in the Eye of Terror.9
6 7

Squad Bhagat of GooseDaMooses Sons of Malice engage Orks

heretical.3 Imperial politics are ruthless and a Chapter Master must be wise for the sake of his Chapter. Whilst the Chapters of the Unforgiven have earned the ire of would be allies as a result of their tendency to abandon their commitments in pursuit of their own agenda, and the Space Wolves clashes with the Inquisition have seen them called mutants and heretics, the First Founding Chapters have so far had the strength of reputation and influence to stand up to their enemies. On the other hand, after Captain Saul of the Celestial Lions attempted to prevent the extermination of the population of Khattar by the forces of Inquisitor Apollyon a succession of
3

die with honour, but in such dire circumstances and knowing that they had been betrayed by forces of the Imperium they could have turned renegade and sought refuge in the dark corners of the galaxy.4 Of the 50 lost chapters, we are told that a dozen have been exterminated and erased from all records.5 Whether their erasure from all records is indicative of particularly extreme heresy is unclear. The reasons may well be more pragmatic so long as a Chapter is at large, Imperial authorities need access to information on the potential threat, once the threat is exterminated the erasure of all records is the final step in the extermination. Given the Imperiums ruthlessness it is highly
4

Rogue Sons, Index Astartes IV

Emperors Shield, White Dwarf 249; Armageddon Website Material 5 Rogue Sons, Index Astartes IV

Codex: Space Marines, Third Edition Codex: Eye of Terror 8 Codex: Chaos Space Marines, Third Edition, Mk II; Codex: Eye of Terror; Daemon World 9 Codex: Eye of Terror

27

Warp Ghosts Allies of Abaddon the Despoilers forces.10 Steel Cobras Driven into exile for religious unorthodoxy.11 Blood Gorgons A Cursed Founding Chapter who continue to act as guardians of the Bastion Sector. They have been known to instigate insurrections to destabilize Imperial worlds. 12 Angels of Ecstasy Formerly the Sons of Ulthunas,13 they are likely followers of Slaanesh. Angels of Flame During a lengthy campaign in the region of the Ghoul Stars, they became the most recent Chapter to turn traitor.14 Skulltakers Formerly the Berserkers of Charadon. The Skulltakers polish their armour with the powdered bones of their enemies.15 Company of the Shadow Formerly the Death Falcons. The Death Falcons were turned to Chaos by an ancient beast that rose from the depths of the primary hive on their recruiting world of Bastonbeil.16 Thunder Barons madmen. 17 Infamous

into numerous warbands;19 and others have been absorbed by the Traitor Legions. For example many of the surviving members of the Emperors Swords have been adopted by the Alpha Legion.20 Mutation alone can eradicate a Chapter, such as in the case of the Flame Falcons. The mutation itself did not harm the marines, but it prompted the Chapters destruction by the Grey Knights. Chaos makes many enemies for itself and sometimes the Imperium is saved the trouble of hunting its own wayward forces the renegade Steel Hearts were destroyed in battle by the forces of the Eldar Craftworld of Lugganath in 801.M41.21 The fate of many renegades is simply unknown. The vast expanse of the galaxy and the many dangers it contains mean that a large number of forces, both renegade and loyalist, will fight and die with no witnesses to record their fate.

Daemon Prince23 (a status virtually exclusive to dedicated worshippers of Chaos) and the Violators are known to be dedicated to the worship of Slaanesh. Huron Blackheart has pledged the services of his followers, the Red Corsairs, to the Dark Powers in return for unspeakable rewards. The Beasts of Annihilation have gone so far as to welcome widespread daemonic possession, an extreme practice even for renegade marines.24 Mercenaries Some renegade Chapters apparently hire their services in battle to those who can pay. The Damned Company of Lord Caustos was declared traitorous by the Ordo Xenos on flimsy circumstantial evidence. They now survive as soldiers of fortune. 25 Reavers Without the support of Imperial resources traitor marines must either enter into pacts to obtain supplies from industrial worlds within Chaos controlled regions, trade with other renegades and xenos, or steal what was once granted freely to them by the Imperium. Many choose the latter option and become reavers and pirates preying upon Imperial shipping lanes. Despite their considerable resources within the Maelstrom the Red Corsairs are a major threat to Imperial shipping and supply depots which they raid as much for the pleasure of wanton destruction as for plunder. 26 Other renegades known to engage in piracy are Adharon's Reavers27 and the Brotherhood of Darkness.28 Unorthodox Imperials Renegade status is not completely incompatible with worship of the God-Emperor. The Blood Angels successor Chapter the
23

Renegade Beliefs and Motives


In the eyes of the Imperium renegade, Chaos and daemon worshipper are just different labels for those who must be purged, but there are as many different ideologies as there are renegade forces. Examples of the different ideologies include: Full Chaos Worship Many Chapters, of course, have fallen into the worship of major or minor powers of Chaos. The Sons of Malice believe in a patron being called Malice. While this presumably originates from their primitive native culture the entity which now answers to the name Malice is a chaos god/daemonic entity.22 Hakanors Reavers are led by their former Chapter Master who is now a

Terror Lords On the Hive World of Fulcrum three marines of the Chapter slew almost an entire PDF company. 18 Of the rest, some like the Silver Guards and Sons of Vengeance have splintered
10

Ibid 11 Rogue Sons, Index Astartes IV 12 Emperors Mercy; Flesh and Iron; Blood Gorgons 13 Codex: Chaos Space Marines, Fourth Edition 14 Ibid 15 Ibid 16 Ibid 17 Soul Drinkers Omnibus; Daemon World 18 Battle Missions

19

Codex: Chaos Space Marines, Fourth Edition 20 Ibid 21 Battle Missions 22 Rogue Sons, Index Astartes IV

Codex: Chaos Space Marines, Fourth Edition 24 Ibid 25 Rogue Sons, Index Astartes IV 26 Ibid 27 Imperial Armour VII: Siege of Vraks Volume III 28 Battle Missions

28

Knights of Blood continue to fight against Hive Fleet Leviathan and assisted in the defence of the Baal system against the daemon armies of KaBandha, despite being declared renegade as a result of their actions whilst subject to a reckless battle frenzy.29 The Soul Drinkers believe themselves to be true loyalists betrayed by a corrupt Imperium; encounters with a Tzeentchian Daemon Prince mean that their actual loyalty is probably more complex than even they realise.30 Xenos Corruption Although the most pervasive corrupting influence in the Imperium is the lure of the Chaos Gods the Inquisition must also be on alert for the malign influence of the other races of the material galaxy. The Cell-kin of the Technetium Rift reproduce by infecting other creatures with their own DNA causing the hosts to mutate into new Cell-kin. The enhanced physiology of the Space Marines grants them some resistance but the Cell-kin were still able to corrupt members of a Subjugators strike force. Most of the afflicted were granted the Emperors Mercy but some of the corrupted marines escaped and are still at large.31 The CTan known as The Deceiver and Eldar Farseers habitually manipulate other factions in the galaxy to their own ends and might engineer events so that a loyal Chapter is declared Renegade. Own Agenda The autonomy of the Space Marines and the lengthy history of many Chapters means that it is not uncommon for Chapters to have developed their own agendas. The desire or necessity to recover lost relics, apprehend wayward battle brothers or honour obligations to other Imperial organisations such as the Navigator houses can bring a Chapter into conflict with other Imperial forces.
29

The Relictors raided the Diamedes Archive, killing the Inquisition garrison and stealing a powerful chaos artefact. This incident and subsequent conflict with Inquisition forces during the 13th Black Crusade led to them being declared Excommunicate Traitoris. A Grey Knights force purged the Relictors Chapter star fort. The few hundred surviving Relictors escaped further Imperial retribution by fleeing into the Eye of Terror. Whether they have now succumbed to the taint of Chaos or still pursue their own agenda in defence of mankind is unknown.32

Renegade Locations
The Eye of Terror The heart of Chaos activity in the galaxy is the Eye of Terror, the vast warp storm which has dominated Segmentum Obscurus since the time of the Great Crusade. Whilst it offers sanctuary to all enemies of the Imperium it is dominated by the fallen Legions and daemonic entities making it difficult for a renegade Chapter to retain its distinctive identity and autonomy. Nonetheless there are renegade Chapters operating in and around the Eye of Terror. The Violators are worshippers of Slaanesh and followers of Abaddon the Despoiler. During the 13th Black Crusade they landed on the Cadian military prison world of Saint Josmanes Hope. Although they were initially greeted as liberators they proceeded to enslave the inmate population. Some inmates were reportedly taken as recruits; the fate of the rest is probably best left unknown. The Imperial forces subsequently destroyed St Josmanes Hope to prevent the planets further use as a staging area.33 Abaddons 13th Black Crusade invasion of the Cadian Sector gave the
32

Relictor by -JK-

The Relictors, originally named the Fire Claws, were founded as part of the Astartes Praeses. When Librarian Decario slew the Tzeentchian Champion known as The Excoriator with his own Daemon weapon the Relictors saw the potential power that could be harnessed from the artefacts of the enemy. The planets on the fringes of the Eye of Terror were good hunting grounds for forbidden knowledge and relics but inevitably the Relictors became the subject of Inquisitorial scrutiny. Although the Relictors were forced to surrender their precious relics and their ally the radical Inquisitor De Marche was executed as a heretic the Chapter escaped Excommunication. They were sentenced to a century long penitent crusade. The entire Chapter was deployed in the 3rd War for Armageddon and might have been able to restore its prestige in the eyes of the Imperium. Unfortunately they would or could not abandon their hunt for relics. They eventually abandoned Armageddon and took their Ramilies Star Fort deep into the Eye of Terror.

Codex: Blood Angels, Fifth Edition 30 Soul Drinkers Omnibus 31 Rogue Sons, Index Astartes IV

Chapter Approved: Relictors, White Dwarf 295 33 Death by a Thousand Cuts, White Dwarf 287; Codex: Eye of Terror

29

During the 13th Black Crusade the Extinction Angels attacked the Adeptus Mechanicus stronghold of Demios Binary alongside Abaddons Black Legion. They overwhelmed the defending Skitarii forces allowing the forces of Chaos to defile the sacred forges of the Mechanicus. Although the Black Templars subsequently liberated Demios Binary the Extinction Angels are believed to still be active in the depths of the planet. 36 Imperial command received unconfirmed reports of the Warp Ghosts fighting Imperial forces in the Agripinaa sector during the 13th Black Crusade. Clues including similarities in livery suggest that the Chapter has subsequently fragmented into several warbands, including the Death Mongers, the Bleak Brotherhood and the Apocalypse Company. 37 The Maelstrom It is not solely out of vanity that Huron Blackheart calls himself the Lord of the Maelstrom. The Red Corsairs have built a significant empire within the Maelstrom. From the world of New Badab the Tyrant commands an army of traitor marines, human reavers and xenos mercenaries said to be equal in power to the Traitor Legions of old. 38 Here he hosts the Skull Harvest, a tournament which attracts many warbands and ambitious aspiring warlords.39 The Tyrant jealously guards his power and does not tolerate rivals. When the Company of the Shadow attacked the planet Mortain, the Tyrant ordered his ships to bombard the planet and eradicate his rivals. Unbeknown to him the Company of the Shadow had already been forced to retreat to their home world of Bastonbeil by the intervention of the Grey Knights and so instead of eliminating his rivals the
36

bombing earned him a formidable new enemy in Grand Master Mordrak of the Grey Knights.40 After the Primarch Lorgars Daemon World of Sicarus in the Eye of Terror the Word Bearerss most important base is the factory world of Ghalmek within the Maelstrom.41 The Alpha Legion also have a significant presence within the Maelstrom, but their modus operandi means that they are less interested in overt power struggles. The Violators maintained a four hundred strong garrison on Torvendis, a Daemon World in the Maelstrom. Their harvest of potential recruits on St Josmanes Hope may have been necessary to replace casualties suffered when their stronghold on Torvendis was assaulted by the forces of the Khornate Daemon Prince Ss'll Sh'Karr.42 Lesser Warp Storms There are many less infamous warp storms which offer sanctuary to those willing to traffic with the followers of Chaos. To the galactic south, in the Segmentum Tempestus, lie the Storms of Judgement and the Vortex of Despair. On the Eastern Fringe the Ultima Segmentum is plagued by the denizens of the Perfidian Gap, Heart of Darkness, The Dark Maw and Van Grothes Rapidity.43 Realspace The warp is not the only place where the servants of the Emperor are loathe to tread. The enhanced physiology of Space Marines enables them to survive in a wide variety of environments that would be inimical to normal human life such as asteroid belts and death worlds. The Steel Cobras are now based beneath the ammonia seas of Tukaroe VII. The Imperium is aware of their presence, but believes that anything less than a full Chapter of Space Marines will be insufficient to drive the Steel Cobras
40 41

One of Hakanors Reavers by Muskie

Sons of Malice an opportunity to reclaim their lost home world of Scelus. When a Space Marine Chapter rebels and abandons its home world it is usually those unfortunates left behind who bear the brunt of the initial punishment. Following the excommunication of the Sons of Malice, the Inquisition determined that the barbaric cannibalistic practices and blood rituals that had led to the excommunication stemmed from the grisly rites of the feral natives of Scelus. In a planet-wide campaign of genocide the Cadian 331st almost completely exterminated the native population.34 Such action not only serves as a warning to any who might consider deviating from their divinely ordained duty but severs a Chapters link with its logistical, cultural and spiritual roots, eradicating any doubts as to the terribleness of their crime. That the Sons of Malice fought towards their home world despite the fact that it had for all practical purposes been obliterated shows the powerful symbolic significance of a Chapters home world. 35

34 35

Rogue Sons, Index Astartes IV Ibid

Death by a Thousand Cuts, White Dwarf 287 37 Codex: Chaos Space Marines, Fourth Edition; Codex: Eye of Terror 38 Codex: Grey Knights 39 Heroes of the Space Marines

Codex: Grey Knights Dark Creed 42 Daemon World 43 Codex: Daemons

30

from their fortified bunkers on the seabed.44 Finally, many renegades become nomads, roaming the space lanes using either the space fleets granted to them by the Imperium or one of the many space hulks that litter the galaxy. With the loss of their home world of Scelus the Sons of Malice now use the ancient vessel named the Labyrinth as their meeting place and venue for their sacred rituals. The Unholy Harbinger is one of the most notorious space hulks and has been home to traitor marines from numerous factions including the Black Legion, Death Guard, Sons of Vengeance and the Pyre. Having been encountered in the Gothic War it was most recently reported in the Cadian sector during the 13th Black Crusade.45 The Nurgle- worshipping Lords of Decay operate from the space hulk Monolith of Woe, last sighted in the Mentieth Sector46 and the Brokenback is home to the Soul Drinkers.47
DrudgeDreadnoughts Flawless Host

Renegade Organisation
Legion The Alpha Legion may well still be operating as a cohesive force although the secretive nature of their chain of command makes this uncertain. Many Word Bearers and Iron Warriors still owe ultimate allegiance to their daemon Primarchs and operate on a large scale under their Dark Apostles/Warsmiths, and Abaddon long ago reunited the bulk of the Black Legion. Most Legions, however, have fragmented due to a combination of internal political power struggles and mutation and madness amongst their members which does not prevent their cooperation on matters of mutual concern. Chapter As noted above, at the end of the forty-first millennium there are
44

believed to be a dozen Space Marine Chapters which have reneged on their oaths of allegiance to the Emperor but still operate at the Chapter level. Warbands Whilst a few Legions and Chapters have the discipline or strength of purpose to operate cohesively most eventually fragment. Warband is a catch all term for the ad-hoc formations in which these renegade marines operate. Khrns betrayal on Skalathrax tipped the World Eaters over the precipice into anarchy and the legion was irretrievably divided into hundreds of warbands. 5 Gene-seed markers indicate that the Flawless Host is a splinter group of the Emperors Children.6 Individual Dark Apostles of the Word Bearers may adopt distinctive names or variations of heraldry for their personal hosts, with the Apostles of Minthras6 being a possible example, and in some cases these forces may split entirely from their parent legion The Sanctified are

a band of former Word Bearers who have abandoned the worship of the Chaos pantheon as a whole in order to dedicate themselves entirely to Khorne.48 Just as a Chapter is divided into companies and strike forces warbands can operate on several levels. The Red Corsairs consist of a core warband built around the remnants of the Astral Claws with additional forces drawn from other renegade forces and their own splinter groups such as the Claws of Lorek.49 Space Marine companies are fiercely loyal to their captains and trust them implicitly, so it is not unheard of for a full company to break with the rest of
48

Rogue Sons, Index Astartes IV 45 Codex: Chaos Space Marines, Fourth Edition 46 Ibid 47 Soul Drinkers Omnibus

Imperial Armour VI: Siege of Vraks Volume II; Imperial Armour VII: Siege of Vraks Volume III 49 Codex: Chaos Space Marines, Fourth Edition

31

its Chapter and turn renegade. The Blood Disciples are the former 8th Company of the Emperors Wolves who, after being believed to be lost in the Warp, returned to real space as a chaos warband.50 Warbands are often more fragile than traditional Chapters or Legions, since they are often bound together only by a mix of ambition and intimidation, rather than ties of brotherhood. Whilst a loyalist Marine will only ever serve one Chapter, a renegade may fight in a succession of warbands, going wherever the rewards are greatest. The Black Brethren of Eyreas was a Black Legion warband, but during the Siege of Vraks it was absorbed into the World Eaters warband the Skulltakers when its leaders were killed by Lord Zhufor of the Skulltakers, himself a former sergeant of the Storm Lords Chapter.51 Individuals or Squads Marines are conditioned to function as part of the Chapter organisation. Isolated from the attention of Chaplains and contact with their brethren, individuals or squads on long tours of duty can succumb to doubts about the rewards that they receive for a lifetime of duty and service. Such was the case with Sergeant Constantinius of the Sons of Guilliman. Left to oversee the planet of Nova Terra he eventually overthrew the planetary government, which had become tainted by a Genestealer cult, and seized power. Renaming the planet Constantinium, he renounced his allegiance to his Chapter and slew any who opposed him, including members of his own squad. Nova Terra plunged into an age of anarchy. Although he was eventually slain by Imperial forces, his followers still hold out in

isolated parts of the planet three hundred years after his death.52 Whilst a Marine may lack the strength to rise to power amongst his fellows, even the weakest is more than a match for unaugmented humans. Many Marines thus find their way into the ranks of the Lost and the Damned, becoming leaders amongst the hordes of mutants and heretics.53

development of only a single model range for the core game it was necessary to establish some kind of internal conflict that could account for Imperial titans fighting one another and so the Horus Heresy was born. Realms of Chaos: Slaves to Darkness expanded on the premise of Adeptus Titanicus with the first detailed account of the key events of the Horus Heresy and introduced the forces of Khorne and Slaanesh. Realms of Chaos: The Lost and the Damned completed the official Chaos pantheon with details of the followers of Nurgle and Tzeentch. 19931998 Codex Imperialis & Codex: Chaos, Second Edition The second edition of Warhammer 40,000 contained three books: Rulebook, Wargear and Codex Imperialis. The latter was a book purely of background material establishing for new players the key features of the games setting. Second Edition was the first to feature a dedicated codex for each army. Codex: Chaos established the character of the key Chaos Legions. It took the original four Legions from the Realm of Chaos books and expanded the background to the Horus Heresy narrative of half of the known legions turning to Chaos. It also introduced a cast who were to become long-running villains including Abaddon the Despoiler, Khrn the Betrayer, Ahriman and Huron Blackheart. Interestingly, in the Designers Notes Andy Chambers acknowledged that Chaos included a very broad range of forces. For that codex they had decided to focus on Chaos Space Marine Legion raiding forces of the kind that would sally from the Eye of Terror. In addition to the Traitor Legion forces an army that included Huron Blackheart had special rules allowing it access to loyalist Space Marine wargear to represent the fact that the Tyrants forces were comprised of recently turned Space Marines instead of the ancient legionnaires from the time of the

The Evolution of Traitor Marines in the History of Warhammer 40,000


The current background material for Traitor Space Marines has evolved in a series of jumps approximately corresponding to the editions of the Warhammer 40,000 game. The key stages can be described as follows. 19871993: Rogue Trader/Slaves to Darkness/The Lost and the Damned In 1987 Games Workshop released Rogue Trader, the book that was the seed of what was to become the now vast Warhammer 40,000 universe. It described Space Marines and many of their alien enemies, but made no mention of traitor Marines. Indeed, with all its talk of psychoindoctrination a reader might assume that there was no such thing as a traitor Space Marine. 1988 saw Games Workshop launch Adeptus Titanicus, a game based on combat between Imperial Titans. Although the principal focus of this game was not Space Marines and Games Workshops commercial aim was apparently to counter the threat from the rival game Battletech it was to prove one of the most significant steps in the history of Traitor Marines. Rather than develop a standalone background universe they decided that this new game could be fitted into the existing universe established in Rogue Trader. In order to justify the
52

50 51

Ibid Imperial Armour VI: Siege of Vraks Volume II; Imperial Armour VII: Siege of Vraks Volume III

Codex: Chaos Space Marines, Fourth Edition 53 Codex: Eye of Terror

32

Heresy. The book also included appendices with Chaos Cult and Daemon Army lists. 19982004 Codex: Chaos Space Marines, Third Edition, Mk I and the Index Astartes articles. Third Edition marked a reboot of the entire rules system and introduced a new streamlined philosophy aimed at a younger target market. The first Chaos codex under this regime cut away much of the material from the previous book in favour of traitor Space Marines. Codex: Eye of Terror, released to support the 2003 summer campaign, re-introduced the idea of Chaos as a broader mix of forces with its army list for The Lost and the Damned a mix of mutants, traitor guardsmen and chaos marines whilst the forces listings for the 13th Black Crusade contained a mix of traitor Legions, Chapters, Warbands, Imperial Guard, Titan Legions, Navy fleets etc. These renegade Chapters were fleshed out the White Dwarf article Index Astartes: Rogue Sons. 20042007 Codex: Chaos Space Marines, Third Edition, Mk II This was the first true Legion codex, with special background material and rules for each of the nine traitor legions. Although Huron Blackheart did not make an appearance the Red Corsairs were featured in the colour section modern day reavers drawn from multiple Chapters. 2007Present Codex: Chaos Space Marines, Fourth Edition Like Chaos itself, the focus of Codex Chaos Space Marines is always unpredictable and always changing. Whilst the core rules contained the classic cult Marines such as Berzerkers and Plague Marines the background material was focused very much upon the introduction of many post-Heresy renegade Chapters and warbands and the introduction of Chaos icons enabled players to create squads dedicated to a particular god without being full cult Marines. Many existing

players were disappointed by the loss of the Legion specific rules and the sudden emergence of a large number of renegade forces not previously featured in the game background.

Question Everything
The number of diverse sources which contribute to the ever growing Warhammer 40,000 universe mean that apparent contradictions are commonplace. Sometimes, such as with the introduction of new unit types in the game, these are clearly retcons the latest Codex Blood Angels introduced the Sanguinary Guard, and despite being new in a real-world sense the in-universe history of this unit can be traced all the way back to the time of the Primarch and thus it has now always been. On other occasions, such as with the relatively young Tau Empire a new codex may represent a small but significant step forward of the inuniverse timeline and so include fresh additions to that factions armed forces. Often Games Workshop does not clarify what is and is not now official and instead cites the fact that these represent in-universe perspectives. Despite the already published account of the Relictors excommunication and purging in their Chapter Approved article, Games Workshop included the Relictors in Codex: Space Marines (5th edition) as an example of a loyalist Chapter; albeit one that is noted as being under scrutiny from the Inquisition. For the purposes of this article I decided that the account of the Relictors excommunication was too good to omit so I have assumed that the listing in the latest Space Marines codex represents either their status in the 41st millennium just prior to the events of the Chapter Approved article or the fact that not everyone in the Imperium is aware yet of their excommunication.

Brother of Darkness by Muskie

Inquisitor Kravin is not Batman. He can just pass for him in a dim light. Nor is he the pro-Alpha Legion Inquisitor whose current whereabouts are unknown. Certainly not.

33

The Eye of Terror

As some may already be aware, the most recent Chaos Space Marines codex was not entirely loved. The Paths of Glory project is a B&C attempt to add back some of what people missed most the lack of legion-specific rules and characters. In this article are three characters and nine sets of special rules to help players better represent their favourite legions on the tabletop.

Introduction
The Paths of Glory Project, or Codex Excommunicatus as we called it, was part of the larger Codex Levelling Project. The goal with the larger project was to bring a number of codices in line with Codex: Space Marines, including the various Space Marine codices (Black Templars, Blood Angels PDF, Dark Angels, and Space Wolves), Codex: Chaos Space Marines, and both of the Inquisition codices (Daemonhunters and Witch Hunters). As far as the Chaos Space Marines codex was concerned, many players perceived the codex as being weak in a number of areas. One of the areas that players tended to dislike was the inability to represent the various Legions. Where the previous two editions had allowed players to represent each of the Legions, the latest codex had shifted to a warband concept. While the Chapter Tactics concept used in Codex: Space Marines was viewed as imperfect by many players, we decided that it provided a decent model that could be adapted to the Chaos Space Marines. The result was

the Paths of Glory, the Chaos equivalent to the Chapter Tactics. A notable difference between the Paths of Glory and the Chapter Tactics was the lack of a rule that the Paths of Glory would replace. The Chapter Tactics rule allows Space Marine players to lose the Combat Tactics rule, replacing it with the Chapter Tactics rule of whatever special character they include in their army. The Chaos Space Marines had no such mechanism. In place of a rule to be replaced by the Path of Glory, we decided that the Chaos Space Marine Legions would see limitations on the units and wargear they could and could not take. On that note, enjoy the rules.

Paths of Glory: Chaos Legion Rules

By Brother Tyler and B&C Members

Daemon Prince Greyall

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SPECIAL RULES
THE EMPERORS CHILDREN
Path of Glory: The only units that may be taken in an Emperor's Children army are those that have or can take the Mark or Icon of Slaanesh, and all units must take a Mark or Icon of Slaanesh. The only Icons available in an Emperor's Children army are the Personal Icon and the Icon of Slaanesh. Any model may exchange its lascannon for a blastmaster for +20 pts. Any model may exchange its heavy bolter for a sonic blaster for +5 pts. Note that twin-linked lascannons and heavy bolters are exchanged for twin-linked blastmasters and twin-linked sonic blasters. If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

LUCIUS THE ETERNAL


FULGRIMS CHAMPION, THE SOULTHIEF, SCION OF CHEMOS
Refer to Codex: Chaos Space Marines, with the addition of the Emperors Children Path of Glory special rule.

THE IRON WARRIORS


Path of Glory: Any Chaos Lord and Aspiring Champion that is not equipped with Terminator Armour or a Jump Pack/Wings may take a servo-arm for +15 points. The servo-arm grants the model one power fist attack in assault. No unit may take a Mark of Chaos. The only Icon available to Iron Warriors units is the Icon of Chaos Glory. Khorne Berserkers, Plague Marines, Thousand Sons, and Noise Marines may not be taken in an Iron Warriors army. The Iron Warriors player may select one ruins terrain piece on the table and apply the Bolster Defences rule to it (see Codex: Space Marines, page 71). All Iron Warriors infantry models add +1 to their armour penetration rolls whenever they hit a building (both at range and in close combat). If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

GRATION KEHRAK
IRON BREAKER, WARSMITH OF THE TENTH GRAND COMPANY
During the Great Crusade Kehrak was known as Graius and served the Fourth Legion as a Techmarine. He coupled his training in technoarcana with the siege warfare at which his legion excelled, and by the time of the Horus Heresy was a senior member of his order. When the Warmaster was defeated by the Emperor of Mankind, Graius fled into the Eye of Terror with the rest of his legion. In the years that followed he subjected himself to the attentions of the Dark Mechanicus, and the results of their experiments in coupling the power of the Warp with technology are evident in his physiology. As his Warp-forged enhancement progressed, he emerged as a champion of his legion, assuming the name Gration Kehrak. He participated in Abaddons Tenth Black Crusade, joining the rest of the Iron Warriors in their ill-fated attack on the Iron Hands home world of Medusa. Though the attack and the Black Crusade ultimately failed, Kehrak slew Venerable Warleader Memnos of the Raukann Clan Company in single combat, gaining the sobriquet Iron Breaker. The Raukann have sworn vengeance upon Kehrak. Kehrak later defeated his Warsmith, Thoon, in battle on Medrengard, becoming the new leader of the Tenth Grand Company. He immediately embarked upon a series of raids against Imperial holdings, focusing his efforts on several secret Adeptus Mechanicus fortresses and stealing whatever weapons and experiments he could. Kehraks flagship was an Infidel-class raider he arrogantly christened the Iron Breaker. The vessel has since been fitted with a number of weapons that appear to be unique, either the result of Dark Mechanicus archaeotech, stolen Adeptus Mechanicus experiments, or some combination of the two. A number of Iron Warrior Techmarines have exhibited a limited ability to form their limbs into weapons, much like the dreaded Traitor sub-cult known as Obliterators. Kehrak may be the foremost of these, and his body has been correspondingly enhanced with Warp-forged augmetics. Though not as physically formidable as the more common Obliterators, his cunning and leadership, as well as his expertise at siege warfare, make Warsmith Kehrak a fearsome opponent. Only one image of Warsmith Kehrak exists, taken during the Black Crusade engagement against the Iron Hands. It shows Warleader Memnos striking a mighty blow that knocks Kehrak back and sunders his helmet. The destruction of his helmet

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reveals a face and head with few or no organic components remaining. Whether Kehrak has yet become wholly machine is a matter of speculation. Path of Glory: Kehrak uses the Iron Warriors Path of Glory special rule.

Kehrak 200 pts Unit Composition:

WS 6

BS 5

S 4

T 4

W 3

I 5

A 3

Ld 10

Sv 2+

Warp-forged Augmetics: 1 (Unique) Artificer armour Path of Glory Formerly a Techmarine Power weapon Fearless during the Great Crusade, Unit Type: Frag and krak Warp-forged Augmetics Warsmith Kehrak has Infantry grenades Independent Character subjected himself to Bolster Defences extensive modification at Blessing of the Dark the hands of the adepts of Mechanicus the Dark Mechanicus. Enhanced by arcane means, Kehrak has the Feel No Pain ability. In addition, at the start of each game turn he can morph his body to be equipped with one of the following: power fist, lascannon, multi-melta, plasma cannon, combi-bolter. Further to this, Warsmith Kehrak has a 5+ invulnerable save. Bolster Defences: See Codex: Space Marines, page 71. Blessing of the Dark Mechanicus: If Kehrak is in base contact with a damaged vehicle during the Shooting phase, he can attempt to repair it instead of firing. Roll a D6. If the result is 5 or more, then either a Weapon Destroyed result or Immobilised result (owning players choice) will be repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. Kehrak cannot repair if gone to ground or falling back.

Wargear:

Special Rules:

THE NIGHT LORDS


Path of Glory: A Night Lords army may not include any Marks of Chaos, Plague Marines, Noise Marines, Khorne Berzerkers, or Thousand Sons. The only Icon available in a Night Lords army is the Icon of Chaos Glory. Raptors may be taken as a Troops choice in a Night Lords army. All infantry and jump infantry units in your army gain the ability to outflank. If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

LORD-CAPTAIN GORSAMETH
RAPTOR LORD, TERROR OF KHAI-ZAN, EXALTED CHAMPION OF CHAOS
Gorsameth achieved infamy during the Khai-Zhan Uprising in 968.M41. When the agri-world of Khai-Zhan erupted in rebellion, the Chaos rebels were supported by a force of Night Lords Space Marines led by Exalted Champion Gorsameth. Night Lords Firenze Though only a small number of the traitor Space Marines took part in the fighting, the effect of their presence was out of all proportion to their numbers. These warriors capitalized on the fear their

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presence engendered in the loyalist forces, striking from the shadows and disappearing rapidly, leaving the dismembered bodies of the defenders to terrify the remaining Imperial troops. The Night Lords fought in small groups to bolster the effectiveness of their cultist allies. Gorsameth focused his efforts in the capitol city of Vogen, leading the force of Night Lords Space Marines that landed in the palace courtyard and secured the city. As the fighting in the battle focused around the Arbites precinct house, Exalted Champion Gorsameth led the surprise counter-assault that held up Imperial forces. When the Imperial Fists 5th and 9th companies arrived on Khai-Zhan, however, Gorsameth fought some delaying actions and then withdrew his forces. Throughout the Khai-Zhan Uprising Exalted Champion Gorsameth was a source of fear for the Imperial forces. Swooping out of the darkness on his raptor wings and joined by similarly equipped warriors, his powered claws cut a bloody swathe in the brave defenders. His nightmarish visage and coruscating armour were the last things seen by scores of Imperial Guardsmen and Planetary Defence Force troopers. Later evaluation of the Khai-Zhan Uprising determined that the involvement of the Night Lords was intended to divert Imperial forces from elsewhere, with other Night Lords forces taking advantage of the disruption to attack the neglected worlds. Imperial chroniclers are uncertain about the role Gorsameth plays within what remains of the Night Lords though he was referred to as Exalted Champion by the forces on Khai-Zhan, a Lord-Captain Gorsameth was noted in Imperial dispatches for his ferocious raids against Imperial holdings during the thirty-fifth millennium. Whether Gorsameth has lost his rank as the ferocity so typical of Raptors becomes more pronounced or if he has simply chosen to restrain himself for some unknowable dark purpose is uncertain. Path of Glory: Gorsameth uses the Night Lords Path of Glory special rule.

Gorsameth 165 pts

WS 6

BS 5

S 4

T 4

W 3

I 5

A 4

Ld 10

Sv 3+

Terror Attack: Gorsameth Unit Composition: Wargear: Special Rules: revels in terrorizing his foe 1 (Unique) Power armour Path of Glory before launching an attack Nightmare Talons Fearless from an unexpected quarter Unit Type: Frag and krak 5+ Invulnerable Save and then fading back into Jump Infantry grenades Independent Character the shadows. Gorsameth Jump pack Lords of the Night and any unit he joins may Terror Attack Hit and Run and may Outflank. Any enemy unit within 12" of him when he appears on the table must take a Pinning Test at -1 Ld. In addition, any unit he charges suffers a -1 Ld modifier for the duration of the assault. These modifiers are not cumulative. Lords of the Night: Gorsameth and any unit he joins are Fearless as the universal special rule. Nightmare Talons: Lord-Captain Gorsameth is equipped with the Nightmare Talons, a pair of ancient claws from the days of the Great Crusade. The Nightmare Talons count as a pair of master-crafted lighting claws (bonus attack included in profile above).

THE WORLD EATERS


Path of Glory: Sorcerers, Thousand Sons, Plague Marines, and Noise Marines may not be taken in a World Eaters army. All units in a World Eaters army must have or take a Mark or Icon of Khorne. The only Icons that may be taken are the Icon of Khorne and Personal Icons. All non-vehicle models have the Furious Charge universal special rule. If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

KHRN THE BETRAYER


BLESSED OF THE BLOOD-GOD, BETRAYER OF SKALATHRAX
Refer to Codex: Chaos Space Marines, with the addition of the World Eaters Path of Glory special rule.

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THE DEATH GUARD


Path of Glory: A Death Guard army may not include any Chaos Space Marines, Noise Marines, Khorne Berzerkers, Thousand Sons, Chaos Bikers, Chaos Raptors, or Obliterators. Independent characters may only be included if they take the Mark of Nurgle. The only Icon available in a Death Guard army is the Icon of Nurgle, and all units that can take it must do so. Chosen Chaos Space Marines, Chaos Terminators, Possessed Chaos Space Marines and Chaos Havocs must be upgraded to Plague Marine units for +50 points per squad. These units all become Fearless and benefit from Feel No Pain. If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

TYPHUS
HERALD OF NURGLE, HOST OF THE DESTROYER HIVE
Refer to Codex: Chaos Space Marines, with the addition of the Death Guard Path of Glory special rule.

THE THOUSAND SONS


Path of Glory: A Thousand Sons army may not include any Chaos Lords, Chosen Chaos Space Marines, Possessed Chaos Space Marines, Chaos Space Marines, Plague Marines, Noise Marines, Khorne Berzerkers, Chaos Bikers, Chaos Raptors, Obliterator Cults, or independent characters without the Mark of Tzeentch. All units in the army that may take the Mark of Tzeentch must take that mark. Chaos Terminators and Chaos Havocs must be upgraded to Thousand Sons Cult units for +40 points per squad. Terminator Champions and Aspiring Champions in these squads may be upgraded to Aspiring Sorcerers for +25 points, replacing their close combat weapon/power weapon with force weapons. Aspiring Champions must be given one of the Psychic powers listed for Aspiring Champions in the Thousand Sons entry. Thousand Sons Chaos Terminators and Chaos Havocs have the Mark of Tzeentch, a 4+ Invulnerable save (including the Mark of Tzeentch), are Fearless, Slow and Purposeful, have Inferno Bolts, and suffer from the Sorcerer Commands special rules in the same way as Thousand Sons squads. Sorcerers may use up to two Psychic powers per player turn. Any Sorcerer may be upgraded to a Sorcerer Lord for +25 points. Sorcerer Lords are Fearless and may choose an additional Psychic power. Sorcerer Lords may use up to three Psychic powers per player turn. The only Icon available in a Thousand Sons army is the Icon of Tzeentch (though none of the units that may take that icon need it due to the Rubric upgrade). If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

AHRIMAN
EXILE OF THE THOUSAND SONS, MASTER OF SORCERY
Refer to Codex: Chaos Space Marines, with the addition of the Thousand Sons Path of Glory special rule.

THE BLACK LEGION


The Black Legion embraces all aspects of Chaos and a flexible approach to warfare. A Black Legion army uses the standard Chaos Space Marine codex rules and army list without modification.

ABADDON THE DESPOILER


WARMASTER OF CHAOS, THE ABANDONED ONE
Refer to Codex: Chaos Space Marines, with the addition of the Warmaster special rule. Warmaster: Abaddon is seen as the successor to Horus and is Warmaster of the Chaos Space Marine Legions. If Abaddon is in your army, then the standard Codex: Chaos Space Marine rules and army list are used without modification no Path of Glory may be chosen.

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THE WORD BEARERS


Path of Glory: A Word Bearers army may include a Dark Apostle. No unit may take a Mark of Chaos as an option (units that have a Mark of Chaos listed in their special rules may be taken). All units in the army that do not have the Fearless special rule are Stubborn. If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

DARK APOSTLES
HIGH PRIESTS OF CHAOS, FAVORED OF THE GODS
Dark Apostles are the fallen Chaplains of the Word Bearers, the only such to remain within the Traitor Legions. The leaders of the Word Bearers, it is by the will of the Dark Apostles that the hordes of Lorgars fallen Legion march forth to war, and by their will alone that such a war shall cease.
Dark Apostle madscuzzy

Word Bearer armies are shaped by the whims of their Apostles, and it is not uncommon for Word Bearer forces to adopt formations, armaments, and strategies that seem insane to the outside observer. Sometimes these whims prove prescient and provide the faithful hordes with victory, while at other times they lead only to destruction. The political machinations of the Dark Apostles have been known to pit Word Bearer against Word Bearer, but far more often they are united against the Imperium of Man, working to tear down the faith that was once theirs. The swarming multitudes of cultists and daemons that accompany any force of Word Bearers are given impetus by the blasphemies of the Dark Apostles, and the fanaticism they provide to their followers make them some of the Imperiums most dangerous enemies. Accursed Crozius: An Accursed Crozius is a power weapon and personal icon. The Accursed Crozius may have a daemon bound within for 15 pts. A Daemon-Bound Accursed Crozius is a daemon weapon that also acts as a personal icon. Favoured of the Gods: The Dark Apostle has a 4+ invulnerable save. Path of Glory: A Dark Apostle uses the Word Bearers Path of Glory special rule. Demagogue: All Word Bearers within 6" of the Dark Apostle gain the Fearless special rule.

Dark Apostle 145 pts Unit Composition: 1 (Unique) Unit Type: Infantry

WS 6

BS 5

S 4

T 4

W 3

I 5

A 3

Ld 10

Sv 3+

Wargear: Accursed Crozius Power armour Bolt pistol Frag and krak grenades

Special Rules: Path of Glory Fearless Favored of the Gods Independent Character Demagogue Litanies of Hate

Litanies of Hate: On a player turn in which he assaults, a Dark Apostle and all members of any squad he has joined can reroll failed rolls to hit. Options: May replace bolt pistol with a plasma pistol for 15 pts May take one of the following: Twin-linked bolter for 5 pts, Combi-weapon for 10 pts. May take Melta Bombs for 5 pts May instead replace all wargear with Terminator armour, Accursed Crozius, and a twin-linked bolter for 15 pts, or a combiweapon for 20 pts

THE ALPHA LEGION


Path of Glory: An Alpha Legion army may not include any Plague Marines, Noise Marines, Khorne Berzerkers, or Thousand Sons. No Marks or Icons may be taken except for the Icon of Chaos Glory. All Chaos Lord, Chaos Sorcerer, Chaos Space Marine, and Chaos Havoc units gain the Infiltrate ability (except those in Terminator armour or for which a Dedicated

39

Transport has been purchased). If more than one character in your army has the Path of Glory special rule, you must choose which version will apply.

THE HYDRA
THE ENEMY UNKNOWN
In the aftermath of countless uprisings fomented across the millennia by the traitorous Alpha Legion, agents of the Inquisition have again and again discovered the shadowy hand of a powerful and cunning enemy. Whispered of by cultists, traitors and heretics alike, this foe is known only as the Hydra. Despite the efforts of many Imperial investigators, nothing more has ever been uncovered of this warriors identity beyond that he is a Space Marine clad in the dark blue armour of the twentieth Legion; and any descriptions given by those few witnesses who claim to have seen him on the battlefield are vague and contrary. Nameless, faceless, and ever hidden in the darkness; the Hydras weapons are subterfuge and deception, hi s armour guile and misdirection. So widely spread across the breadth and history of the Imperium are the hints and clues of the Hydras machinations that some Inquisitors have suggested that he cannot be one individual, that there must be many Hydras, and perhaps even that the title is in fact part of the hidden rank structure of the Alpha Legion Command. Whatever the truth may be, when bloodshed, heresy and rebellion bubble forth from the dark underbelly of the realm of Man, all too often it is the shadowy hand of the Hydra that guides them. Path of Glory: The Hydra uses the Alpha Legion Path of Glory special rule. Fortunate Son: The Hydra has eluded death or Imperial capture on numerous occasions where it seemed impossible. He has a 5+ invulnerable save.

The Hydra 145 pts Unit Composition: 1 (Unique) Unit Type: Infantry

WS 6

BS 5

S 4

T 4

W 3

I 5

A 3

Ld 10

Sv 3+

Wargear: Power weapon Power armour Bolt pistol Frag and krak grenades

Special Rules: Path of Glory Fearless Fortunate Son Surprise Attack! Hidden in Plain Sight From the Darkness

Hidden in Plain Sight: The cunning leaders of the Alpha Legion are notoriously difficult to identify. On many occasions Imperial warriors have thought an enemy officer eliminated, only to discover too late that they have made a grave mistake. The Hydra gains the Retinue rule when he joins any unit of Chosen Chaos Space Marines, Chaos Space Marines, or Chaos Havocs. From the Darkness: If the Hydra (and any unit he has joined in reserve) choose to outflank, roll a dice when he enters play to see where he may be deployed. On a roll of 1 the Hydra and his unit enter play from the short table edge to the owning players left, on a 2 they enter play from the short table edge on the owning players right, and on a 3-6 they enter play from any table edge the Alpha Legion player wishes. This may even be his opponents table edge. Surprise Attack!: An army that includes the Hydra can re-roll the dice when attempting to seize the initiative. Brother Tyler would like to thank the many B&C members who helped create these rules.
Alpha Legionnaire Apologist

40

The Eye of Terror

When I first became a Lexicanium, Vincent Hudons Magmatrax tutorial was being saved for a B&C e-zine. This would appear to be one, and so its time has definitely come. Magmatrax was an impressive model, though Im still unsure whether Magmatrax is the rider or the mount. Boltmans tutorial on creating Magmatrax offers valuable insight into the process that goes into making a Golden Demon winning model, and we thank him for it.

Introduction
I promised when I started this project that should my Juggernaut project prove successful at the Golden Demons, it would be worth writing a tutorial about it. Little did I know this project would eat over 400 hours in 14 weeks. Most of these hours were spent looking at the model, adjusting the pose, revisiting the colour scheme, and learning how to paint each element, taking two or three attempts for each new thing. I did not take many step-by-step pictures on how to paint each element as I was walking in the dark myself, trying to nail the effect I wanted. And when I did, it was already painted...

That's the best way to learn and improve. Frankly, the Juggernaut was way over my skills. Had I seen the end result beforehand, I would not have believed I could ever paint that. But with frequent questions asked to the resident painters at the Bolter & Chainsword and my favourite artists at Cool Mini or Not, I improved my skills, and there is no reason you cannot do so yourself. Try hard, repaint it as much as you need to get it right, don't just finish your model and hope to improve on the next one. If you really are serious about painting a terrific model, step it up! You won't learn much by doing your next rank and file trooper which you've already done before. Challenge yourself! I have no background in art, so if I did it, you certainly can elevate your skills to the next level too. I'm not a big time Golden Demon artist, I'm the underdog who worked really hard. Magmatrax, Champion of Khorne is the result of 25% talent, 75% hard work. Skill, I believe anyone can improve. The online community helped me learn, now I'm returning the favour.

The Making of Magmatrax

By Boltman

Within a year of starting the hobby, I went from "applying paint" to converting and painting a model that would win the 2004 Canadian Slayer Sword. I wasn't half the painter I am now before I started this project. It was a very long process, but as Jason Richards himself (an amazing Artist and Gentleman) told me at Toronto Games Day 2004, once you know how to paint certain things, you just do it, and it's much faster. This article is therefore meant to be more of a walkthrough of my endeavours into making a Golden Demon-class model. It is a long read, but true to my form as I wanted it to be thorough. My wish is that this will serve as a source of inspiration to everyone, to demystify the whole Golden Demon elite painting thing. I am not a longtime great artist. I wish to inspire others into believing that with a little bit of talent and a LOT of hard work and dedication, it can be achieved. Just undertake a project that's much higher than your current skill level.

The Concept
I wanted to make a Golden Demonwinning model. How? What to do? So I went online, and since I started the hobby I've been collecting pictures of fantastic miniatures. What made a winning model? Is there a recipe to winning a Golden Demon? Yes and no. Through reading articles by my favourite artists such as Cyril Abati, Victor Hardy and Allan C, chatting with multiple-GD winners like Mark Mosler (Anthraxus) and even the judges at Games Day, I determined what vague guidelines I was going to adhere to.

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Magmatrax in all his glory

The most valuable thing I discovered is that your entry must be original. Sad to say, your interpretation of a Green Typhus model will have a hard time scoring well, even if it's magnificently painted, simply because there have been so many submitted already. Don't go for the usual GW colour scheme, and/or convert it to make it a new, never seen model. I wanted my model to stand out, make it something new and different, though clearly

identifiable. As Mark Mosler said, "You see Magmatrax and the model punches you right in the face!" You don't need flashiness, but an attentiongrabber was what I wanted, I wanted people to remember my piece. Not all models are created equal. Though it is true a simple model can win the judges over with the purity of its lines, I feel it's a toss-up when it comes to appeal to the judges. A

Termagant, for instance, has less potential than a Tyranid Warrior. Not because bigger is better, but because, in my opinion, the warrior has more potential for you to "show off". Of course, you want to make something you like, not what you think the judges will like. However, I'm a fan of the safer tactic, the "in your face big flashy thingy" models that draw attention. This is not to suggest this is the only way, but if your model is impressive

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and draws attention with the conversion, it's that much less you have to rely on your painting to pull off. Conversion: Make your model your own, make it unique. It doesn't have to be completely redone like my Juggernaut, but the more different the better. Freehand: Incorporate some freehand painting, something to show you can paint without lines and borders. This helps make the model your own, and shows you've spent effort on it. Magmatrax is not just a Juggernaut, it's the one with the magma scales effect on its armour. Freehand further personalizes your model. Flawless: I've heard that sometimes models are very close and often given 1st, 2nd or 3rd based on which has the fewest mistakes. This can be a big time sink, but if you can have someone else scrutinize your model for flaws you might have missed, you're that much closer. Realistic Expectations: Ditch that. If you cannot reach higher than you aim, you'd better aim very high. Think of a great idea, then think about how you would redo it if you had already done it once. Think of other good ideas, then pick your favourite. Make sure it's ambitious. If you don't win, you'll have learned a heck of a lot at least, and end up a much better painter in the end. A friend to consult with goes a long way. Preferably, one who knows painting miniatures. For painting tips and opinions, and support on those long weeks where I was getting a little discouraged, my gratitude goes to Mark Mosler, multiple Golden Demon winner. Watch out for this guy, I smell a sword in his future too.

wanted to use certain nice bits I had seen, and I had a vision of Archaon's chest piece as a rider on a more dynamic Juggernaut, in a more prowling posture. This was my basic concept. I bought some Blu-tac (the blue gum used to hang poster), browsed for various suitable bitz and ordered them. Since my skills in sculpting were limited, I was going to use bitz as much as I could before having to resort to sculpting my own. I then discovered that Blu-tac was a dream come true to temporarily hold pieces while you work on the posture, so I used plenty of it to get the feel of the model, and see how the parts could be matched.

Conversion
The list of bitz I used: Juggernaut model Archaons Torso Grimgors left arm (WHFB Orc Warboss) Obliterator legs (the walking version) Berserker head, shoulder pads Skull belt buckle from a regular Chaos marine torso Chaos Champion backpack Ork Choppa arms Marneus Calgars right Power Fist $8 Wal-Mart Jewellery chain Old guitar strings A few skulls from the Undead sprue Round Toothpicks Tools I used: Modelling vice Jewellers saws Two-part epoxy Superglue Various files, hobby knives, and sculpting tools A Dremel Green stuff Paper clips

I had never seen much work done with Juggernauts in GD competitions, and now I know why. Though I felt the model had a lot of potential, I realized that the sculpt was horrible, with asymmetric parts, and badly sculpted finer features. I spend many hours just filing away excess and sculpting minor add-ons to try and make the model symmetrical. Even so, some things I couldn't pull off, like how the Juggernaut's neck collar has 3 spikes which are not evenly spaced. The collar wasn't actually straight, but that I fixed with GS. The model was not a simple case of cleaning the mould lines, but throughout it all, I still loved the look of the sculpt. Archaon's chest turned out a perfect fit, the cape having a curve that married itself with the Juggernaut's rear right leg perfectly. The Rider was going to be bigger, but I wanted him to look like he was leaning on the Juggernaut a bit, reeling for the impending jump of the Beast unto its prey. To accomplish that, the Juggernaut's body had to be much lower than usually mounted on its legs, to keep the Rider low. The front left leg would have to be cut and a joint added to fit the prowling pose, and complement the cape flowing on the other side. I decided to have the legs angled in a triangular fashion, wider at the base, to help accentuate the feel of the model being grounded and ready to jump. This also made the juggernaut wider and more imposing. The head had to become horizontal to keep with my concept, and at that point

The Model
I wanted to paint a Juggernaut. I thought the model had a lot of potential, though let down by a very static pose and being a difficult sculpt to modify. I thought the rider was just boring, and could be spiced up too. I

43

I found two horns that were just perfectly curved to make the Juggernaut look meaner. So piece by piece, I would convert a part and return to the Blu-tac master assembly to check for fit. Needless to say I had to rebuild the Blue-tac assembly numerous times as it was sagging with each fit check. I started with the legs, first drilling multiple holes in the legs and body, and inserting half a dozen paper clip rods on each of the shoulder joint. With a gob of Green Stuff, I would stick a completed leg to the body, press to give the right angle, and use lots of Blue-tac to hold the position while the GS cured. The front left leg was sawed above the claw, then each part was drilled, a continuous brass rod inserted on each side of the new gap, and glued with epoxy. I could then slightly bend the rod to position the claw, having checked rod length before gluing. Once happy, I made a rubber joint-type connection with GS where there was now a new gap, just like the leg joints on a regular Marine model. The three remaining legs would simply need to be positioned with paper clips like I did the first one, each time checking that the Obliterator legs I was going to use would fit well in between. This left me with a big ugly surface between the front legs and a gap at the head of the Jugger, between the legs. The front and rear legs were also farther apart that the original model. I came up with the idea of adding fur to cover these areas, which would also tie in with the pelt on Archaon's body. Thanks to Nexus's green stuff fur tutorial. I practiced on spare green stuff, and then sculpted fur on the Juggernaut model it was a handy filler which did not need to be a symmetrical feature, and it was easy to cover large areas. The rider had to be holding onto the Juggernaut, so I glued in each end of a jewellery chain, which each had a bigger link. I then green stuffed a link to the Juggernaut's collar. A strand of the chain would be glued on the fur and the Power Fist would then be glued on top, but the other end was left loose,

as I wanted it glued inside the clutched fist, to make it look like the rider was holding the chain. The head was a lot of work, mainly because the Stock Juggernaut model doesn't have a neck. I cut the neck off, saving the neck collar with three spikes to glue back on the body. I then drilled a hole in the body in the middle of the collar, and one at the back of the head underneath the Collar of Khorne on the head. I then used a brass rod (well mine was iron wire) cut to proper size to join head and body. I actually positioned the head lower than the body, to emphasize the prowling pose of the Juggernaut. Again, I would refer to the Blue-Tac master assembly time and time again to adjust the position. I epoxy glued the rod in the head, then once dry, made final adjustments and glued the other end of the rod in the body. Next was time to make a neck. I made a few sketches, tried on spare green stuff, and then put a gob on the neck, working from under the model.

cables close by were of same length, but restricted in a smaller space. It's all in the little details. I'll mention it here, but through the painting process when it became time for the eyes I decided the stock models were too small. I therefore cut myself a piece of plastic sprue, drilled only 2 mm through an end and bevelled the plastic around it, like this picture shows. The slightly spherical tip of the drill bit would make a perfect rivet-type stamp to make bigger eyes out of GS, which I then stuck over the tiny original Juggernaut eyes.

I sculpted wires and such, continuing what little was suggested by that very small part of a neck provided with the model. Once dry, I bent guitar strings to a proper shape, guitar strings being very stiff, I did not have to worry about losing the shape, and I used Boltmans Juggernaut Eye-Stamp (Patent Pending) green stuff to tack them to the head and the body. I made sure to give the guitar Checking with the Obliterator legs, the strings a different bend, being more original saddle was much too small and curved on the left side of the Jugger, deep. I simply filled the original gap since that leg was leaning forward, the with GS, and texture the surface like a

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I used a broken piece of cork to press on the putty and make texture to work with in the painting stage. Later, when the Juggernaut was finished and it was time to paint the base, I went back with some putty to exploit a recess in the rock to make a little pool of lava emptying itself a little lower (back right side). I also added A few skulls to tie in with Khorne and fill an otherwise simple base. The area I had left untouched in the alcove for lava felt like it could be improved. I decided to simulate bubbling, thick lava, and found that the little ball on the back of a SM where you glue on a backpack was just right for the task. I also used a round plastic ball on a leftover sprue for a bigger bubble, and some rigs cut from a smoke launcher nozzle. The smallest burst bubbles were made with a grenade clip, cut in half thicknesswise. Very small, be sure to hold them down when you cut them, or youll have them bounce out of your sight and lose them.

off the obliterator legs, and quickly realized that it was a perfect match. On the left side the leg was open outwards, which worked well with my Champion's pose, turned to the left side and holding that huge axe. The spacing between the obliterator legs was also a very good fit for the Juggernaut width and required no bending. I simply filed off the fleshy bits from the legs, using once again my mighty rotary tool to grind away. I also sculpted treads underneath the boots, in case the GD judges would look. Now this is where countless checks with blue-tac took place to assert the pose of the champion as each element was gradually glued in. I used the rotary tool to grind away Archaon's shoulder armour, peeping from under the pelt. Starting with the Right shoulder, this was a very long grind and check procedure, until I could fit a complete Berserker shoulder pad. Remember to use a mask, pewter particles are bad for you! I then cut off an Orc arm at the elbow, pinned it in the Torso, and pinned the other end to Marneus' power fist, previously drilled between the thumb and fingers to insert the chain form the Juggernaut s neck. I also had to cut off the ammo clip from the bolter that was in the way of my Juggernaut's right leg. Nothing was glued at this step, just using blue-tac whenever necessary for the parts to hold while I fit them. I went back to the torso and legs, drilling each, and pinning with a piece of rod, cut to

The Base

leather seat, with a diamond-shaped pattern on the sides. I glued on tiny metallic studs made out of cylindrical pewter flash from another model. I made sure to round the surface with a file before each cut was made in the pewter flash rod, to make a better painting surface later on.

The Base
I wanted the Juggernaut standing atop the battlefield, looking at the puny mortals soon to be crushed. I found a natural rock, whose size and shape suited my model well. It had a cleavage cut, too, from which I could exploit the recess underneath to show off my previously acquired glowing lava-effect. I had to pin the juggernaut to the rock somehow though, for solidity. I couldn't drill through the rock, but I figured I could add features with Milliput, a two part putty which is more like clay, whereas green stuff is more plastic. I added gobs of Milliput on the rock to improve its features and make it match the Juggernaut's pose better. I needed an outcrop for the front left leg to stand on. I also needed a little extra thickness for some legs to be able to place pins in the base for solidity between model and base. I did so for both right legs, as the rock was thinner on that side. I pinned the Juggernaut paws, and pressed it in the wet Milliput to leave an imprint, but removed the model, which was going to be painted separately. On the extra putty features,

The Rider
The Champion is where I realized how handy it is to carefully select bitz. I cut

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length, then glued, and finally bent to appropriate angle. I also drilled a hole in the obliterator legs and glued a paper clip in the saddle. This pin and hole would allow me to pit the champion on the juggernaut at the same place every time I put it on for fit. Torso and legs now being one, I could glue the right arm onto the torso underneath the shoulder pad with epoxy, and let dry overnight, champion on the juggernaut. Then I worked on sculpting a midsection between torso and legs, and came up with GS trims with studs made in the same fashion as the Juggernaut s eyes, to keep them the exact same size. The left arm was trickier. I knew it was going to be something the viewer looks at instinctively, so it had to be suitably impressive. I oversized the weapon with an Orc knife as the main blade extension, and reversed part of an Orc axe to complete the other side. Since the plastics were thicker than Grimgor s axe, I used green stuff to ease the

transition. Filing down the plastic knife and axe would have lost the facets of the weapons. I added a toothpick tip on top for good spiky measure, and another knife blade at the bottom of the axe handle, to make it a handier weapon for a rider to wield. I finally super glued one end of a cheap jewellery chain on the axe head, wrapped it around and brought it down to the bottom of the pole for looks. Now I had chains and fur on both the rider and mount, which helped emphasize the cohesion of the model. Next was the left shoulder pad. Since there was going to be too much grinding involved, I tried a new approach: only adding the visible part of the shoulder pad. It proved tricky to match to the fur, and in the end, I only used a little bit of a pad, stuck in there with GS which I sculpted the missing parts to smooth the pad with the fur line. I drilled underneath again for a pin to attach the axe arm with. Once the arm was glued (using epoxy and a profusion of Blu-tac to hold in place

while it dried,) I finished the connection with the body with GS. The backpack was then stamped on a gob of GS stuck on the back fur, and removed for the GS to dry. A paperclip was used as a pin, but the backpack kept separate for painting. Finally the head, another focal point. I really liked the Berserker head I used, and didnt feel major conversion was in order. I simply added a few toothpick spikes on the head for a little more cohesion with the Juggernaut s spikes. I glued the head in a forward position, and then sculpted a collar our of GS with stamped studs, and that was it! To this point the complete conversion took about 50 hours. Vincent Hudon (AKA Boltman) won the 2004 Slayer Sword with Magmatrax, and has won a number of Golden Demons since (deserving every one, too). Our publication of his tutorial is long overdue.

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The Eye of Terror

The Astartes Praeses stand on the border of the Eye of Terror, protecting it from the foul monsters that lurk in the Warp and their servants who wait for any opportunity to crush the worlds of man. This article summarizes the information we know about them scant though it may be.

Introduction
The Eye of Terror is a dark and hellish place; full with heretics, traitors and madmen. Many Space Marines who have spat on their oaths to the Emperor have made their home here, along with legions of mortal soldiers and Titans of the Dark Mechanicus. Each of these factions owes their allegiance to the Warmaster Abaddon, gene-son of the arch-traitor Horus. To counter this threat, over the many millennia since the Horus Heresy, the Imperium has founded various Chapters with the specific purpose of guarding the space around the Eye; and, when necessary, destroying any threat that emerges from its hellish depths. Collectively these Chapters are known as the Astartes Praeses.

The Chapter was based on the world of Torva Minoris3 (though other sources give their home world as Neutra, south-west of the Eye of Terror),4 and they were until recently known as the Fire Claws. They served loyally until on a Chaos-hunting mission under Inquisitor DeMarche, where one of their Librarians defeated a prince of Chaos with his own daemon weapon. This use of Chaos to so successfully destroy Chaos and the honeyed words of the Librarian and Inquisitor DeMarche convinced the Fire Claws Chapter Master that the tools of Chaos could still be put to uses that would serve the Imperium.5 Under the guidance of DeMarche, the Fire Claws sought Chaos relics and found them. It was in this time that they became known as the Relictors. Soon enough, other Chapters came to know of their methods, and the Relictors were forced to submit by four Space Marine Chapters, a group of Inquisitors, and an Imperial Battleship. De Marche was executed, and the Relictors sent on a century of penitent crusading.6 Even on that Crusade and during the War for Armageddon, the Relictors still seized every opportunity to retrieve Chaotic weaponry.7 The Relictors remained firm in their belief that Chaos could be used for good purposes, and calamity loomed over their heads.8 It eventually struck when they attacked an Inquisitorial force protecting a powerful weapon in the Diamedes Archive. This and other conflicts caused the Inquisition to
3 4

The Astartes Praeses

Records, as patchy as they are, indicate twenty such Chapters, though they are not all named. It must be noted that one Chapter is known to have been destroyed by the forces of Chaos, whilst another has been branded Excommunicate Traitoris; leaving the total count of the Praeses Chapters at 18 at the time of the 13th Black Crusade.1 Presented below is what is known of the Chapters of the Astartes Praeses.

by Octavulg and Ferrus Manus

Relictors2
The Relictors are perhaps the most famous of the Astartes Praeses they are certainly the ones we know the most about. They were created in the Twenty-First Founding, and are thus a Cursed Founding Chapter (their Curse seems unknown their gene-seed is believed to be mixed between the Dark Angels and the Ultramarines, but to what purpose is unclear).

1 2

Anthony Reynolds, Dark Creed, 74 IA: Relictors; Codex: Eye of Terror

Ibid Codex: Space Marines, Fifth Edition 5 IA: Relictors 6 Ibid 7 Ibid 8 Ibid

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declare them excommunicate, and the Grey Knights purged their FortressMonastery, forcing the remains of the Chapter into flight. Codex: Space Marines, Fifth Edition, however, says only that the Inquisition was suspicious that the Relictors were developing an unhealthy fascination with tainted artefacts.9 Whether this is a retcon or simply an example of inuniverse ignorance is undetermined. Likewise, it is unclear if the Relictors are the excommunicate Chapter mentioned in Dark Creed, or whether

to their home world of Sabatine,12 which is located in the east of the Segmentum Pacificus.13 The Consuls have an unusual Chapter structure, maintaining two Chapter Masters rather than one.14 One master leads campaigns, while the other coordinates the defence of their home world and the Eye of Terror.15 This structure is duplicated in principle elsewhere in the Chapter the Consuls place two Space Marines in command of each world; known as the Proconsul and the Coadjutor. Proconsuls are veteran warriors who are being prepared for the rank of Captain. Only a warrior who has served as a Proconsul may rise to command a company of Space Marines. Coadjutors are warriors recently raised to the rank of Battle-Brother, sent out to understand the people the Consuls are sworn to protect.16 This has led to the Consuls commanding armies of regular troops when defending their local region.17 The current masters are Cymar Xydias and Titus Valens.18 The Chapter was involved in the 12th19 and 13th Black Crusades,20 and was severely hurt by battles against the Word Bearers and Necrons.21

White Consul by Apologist

Marines Exemplar22
The Marines Exemplar were heavily involved in the 13th Black Crusade, deploying nine companies.23 They first served under the overall command of Logan Grimnar, but after the loss of their Chapter Master in combat they withdrew from Grimnar's command. 24 Their home world is Necris,25 and the Chapter has served under the command of Captain Raoul since Chapter Master Maxim Absolon went missing.26 Necris is located in the extreme south-east of the Segmentum Tempestus, a position which raises questions about how they maintain their duties to the Astartes Praeses.27

Relictor on Snowscape by Artekus

that refers to some other, unknown Chapter.

White Consuls10
The White Consuls are a Second Founding successor of the Ultramarines they are thus the oldest known Chapter of the Astartes Praeses.11 They are organised according to the Codex Astartes, except for a few minor details. Similarly to their parent Chapter, the Ultramarines, the White Consuls have influence over a cluster of planets close

Subjugators28
The Subjugators are thought to belong to the Twenty-Third or Twenty-Fourth Founding.29 They are direct and zealous in their prosecution of the

12 13

Codex: Space Marines, Fifth Edition Codex: Eye of Terror 11 Codex: Space Marines, Fifth Edition
10

Anthony Reynolds, Dark Creed, 34 Codex: Space Marines, Fifth Edition 14 Deathwatch: Rites of Battle 15 Ibid 16 Anthony Reynolds, Dark Creed, 34 17 Deathwatch: Rites of Battle 18 Anthony Reynolds, Dark Creed, 75 19 Battlefleet Gothic: Armada 20 Codex: Eye of Terror 21 Anthony Reynolds, Dark Creed

22 23

Codex: Eye of Terror Ibid 24 White Dwarf 283 25 Codex: Space Marines, Fifth Edition 26 White Dwarf 283 27 Codex: Space Marines, Fifth Edition 28 Codex: Eye of Terror 29 Deathwatch: Rites of Battle

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members of the Astartes Praeses.

General Observations
The most evident thing about the Astartes Praeses is that they appear to have been created over time the Relictors and Subjugators are both products of later Foundings, and it is unlikely they were the only ones. It seems likely that Imperial defences around the Eye have gotten stronger over time. Second, we can note two things first, that being close to the Eye does not make you a member of the Astartes Praeses (the Iron Hands, for example, do not seem to be). Nor does being far away seem to preclude membership (the Marines Exemplar are on the other side of the Imperium, though that may be error as opposed to intent). Finally, we can note that dedication is evidently not required only some of the Astartes Praeses committed forces to fight against the 13th Black Crusade, and of those the Subjugators only committed three companies. This seems more than a little odd, and explanations are hard to conceive of its possible the missing Astartes Praeses Chapters were engaged, but were some of the many who slipped through the cracks; or that they were deployed on the other side of the Eye; or fighting some other Chaotic threat. Still, their absence is notable. Octavulg and Ferrus Manus are Lexicanii and Liberites, who were depressed to discover that the Astartes Praeses are evidently publicity-shy.

Marines Exemplar by Lord Tybault

enemy, routinely wiping out enemies root and branch.30 They were relatively uninvolved in the 13th Black Crusade, fielding only three companies.31 They have a number of other recorded engagements they were involved (along with the Sons of Antaeus) in fighting against Eldar pirates in the Third Inter-Guild Wars of the Inca Sector,32 and were victims of an alien race known as the Cell-Kin, who slowly turn infected creatures into other Cell-Kin.33 The infection was purged, but some twenty Marines are still at large.34 Their home world is Xenax, located in the east of the Segmentum Solar,35 and they divide most of their efforts between that region and the Eye of Terror.36

The Excoriators deployed eight companies in the 13th Black Crusade.38

Night Watch39
They deployed eleven companies to the 13th Black Crusade, suggesting they are not Codex-adherent.40 Their home world is Silence, to the north of the Eye of Terror.41 They were one of the Chapters that contributed forces to the Zeist Campaign at the request of Marneus Calgar.42

Iron Talons43
Assisted the White Consuls against the Word Bearers.44

Others45
The Crimson Scythes, Brothers Penitent, and Knights Unyielding are all listed in the novel Dark Creed as

Excoriators37

30 31

Ibid Codex: Eye of Terror 32 IA: Cursed Founding 33 Rogue Sons, Index Astartes IV 34 Ibid 35 Codex: Space Marines, Fifth Edition 36 Deathwatch: Rites of Battle 37 Codex: Eye of Terror

38 39

Ibid Codex: Eye of Terror 40 Ibid 41 Codex: Space Marines, Fifth Edition 42 Ibid 43 Anthony Reynolds, Dark Creed, 29 44 Ibid, 31 45 Ibid, 75

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How to Paint Relictors by Midian

Step 1 Basecoat the armoured areas Adeptus Battlegrey. Wash the whole thing with a heavy wash of Badab Black.

Step 1

Step 2 Overbrush the armour with Adeptus Battlegrey. Overbrushing is essentially drybrushing, but with a wet brush. Quick highlights with Codex Grey highlight everything except the darkest areas.

Step 2

Apply fine highlights to the top edges with Fortress Grey. Basically, anything at the top of the figure top of helmet, top of shoulder pads, toes etc.

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Step 3 Glaze the whole lot with Badab Black, watered down until it is virtually see through. Before painting it on, gently dab the brush on a piece of tissue (use the stuff you get for the kitchen, not toilet tissue) to take out the excess water out of the brush. If it takes more than a few seconds to dry on the figure, you've got too much watered paint on the brush. Hit the tissue again and carry on. At this stage I painted everything else Chaos Black and gave the moulded tactical arrow a coat of Fortress Grey.

Step 3 Step 4

Step 4 Basecoat Boltgun Metal, highlight with Chainmail, edge highlight Mithril Silver, wash with Badab Black.

Step 5

Step 5 Basecoat Scorched Brown. Layer a 60/40 mix of Scorched Brown/Dark Flesh, leaving Scorched Brown in the recesses. Edge highlight with thinned Dark Flesh.

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Step 6

Step 6 These two are the same process except for the base colour. Basecoat the skulls with Dheneb Stone and the parchment with Bleached Bone. Wash with Devlan Mud. Highlight the skulls with Dheneb Stone and the parchment with Bleached Bone. Add Skull White to Dheneb Stone to highlight the skulls, add Skull White to Bleached Bone to highlight the parchment. Using thinned down Chaos Black, paint thin lines on the parchment to represent text. Step 7 Basecoat Red Gore. Layer Blood Red over the top, leaving Red Gore in the recesses. c On the lenses, leave some Red Gore showing at the back. Add a tiny spot of Skull White at the back of each lens for reflection points.
Step 7

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Step 8 Edge highlight the black areas with a 50/50 mix of Chaos Black/Adeptus Battlegrey. Step 9 Paint a circle and square with thinned Fortress Grey (see picture 1b), then fill in. Go over the grey with thinned Skull White. You'll probably need 3 or 4 thin layers to get it smooth. Tidy up the shape with thinned Chaos Black and add the eye, nose and teeth.

Step 8

Step 10 Water down Scorched Brown (approx 10/1 water/Scorched Brown) and glaze around panel lines, joints and anywhere else dirt would collect. Do the same with Catachan Green, then with Bestial Brown. Overall, there are around 15 layers of colour glazed on.

Step 9

Step 10

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Step 11 Base I've washed the sand with Brown Ink then drybrushed it with Khemri Brown then Kommando Khaki. Paint the rim Scorched Brown and add static grass to taste. Midian is most well known for his DIY army, the Sword Bearers. His only distractions from his Chapter are the Black Legion and occasionally some Dark Angels. We still havent figured out why he did a Relictors tutorial, but it certainly is a nice one.

Step 11

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The Eye of Terror

If the Grey Knights are the Imperiums premier daemon hunters, the Exorcists are a close second. Through possession and exorcism they strengthen themselves, all so they can destroy the horrific creatures that spill forth from the Warp across the Imperium. Here, Exorcists player Brother Tyler presents expanded Fifth Edition rules for the Exorcists Chapter.

History
The Exorcists were created in the 13th (Dark) Founding. The gene-seed used to create them is unknown, classified by a special Bull Absolute issued by an Inquisitorial representative at the time of the Chapters founding. Despite this secrecy, there are rumours that the gene-seed of the Exorcists can be traced back to the Grey Knights, though there is no known evidence to corroborate this. The Chapters creation was supervised by elements of the Ordo Malleus and included the ritual binding of minor daemonic creatures to the recruits, followed by their exorcism. While some subjects died or required termination due to the damage suffered in the possession, the majority survived the procedure. Reconstructive surgery was required for those who suffered damage or mutation, and corrective psychotherapy for those who suffered psychological damage. Those that survived the daemonic possession therapy were then trained in the use of the 666 verses of the Liber Exorcismus (Book of Exorcisms) and the methods of combating the daemons of Chaos. After the Chapter performed successfully in field tests against Daemons, it was developed to a full Chapter and granted at least limited autonomy. The level of the Chapters autonomy and its current relationship with the Ordo Malleus remain unknown, though several facilities of the Ordo Malleus are known to exist on the Exorcists home world of Banish. The Chapters fortress monastery is known as the Basilica Malefex, though the majority of the Chapter is on continuous active service throughout the whole of the Imperium. To this day, the daemonic possession therapy continues to be a central aspect of the Chapters process in

transforming aspirants into full battlebrothers. Due to the rigors of this procedure, the Chapter maintains two extra companies of Scouts, for a total number of twelve companies in the Chapter. The Exorcists are largely a Codex Chapter, adhering closely to the dictates of the Codex Astartes written by the Ultramarines Primarch, Roboute Guilliman. The primary exceptions to this are the Chapters organization into twelve companies versus the normal ten and the Chapters proficiency at combating the daemons of Chaos, excelling at this over other Chapters. The Chapter has often demonstrated tactical flexibility and adaptability exemplifying the teachings of the Codex Astartes. One other notable aspect of the Exorcists Chapter is the presence of Orisons, or sub-cults, within the Chapter. Each of these Orisons is adept at a certain specialty, and Exorcists battle-brothers may be members of multiple Orisons. Each Orison maintains a book of lore in which the specialized knowledge of the Orison is preserved and taught; and membership in an Orison is not a prerequisite to access the Orisons book of lore any battle-brother of the Chapter may consult any Orisons book of lore. Membership in one or more Orisons is considered to be a high honour within the Chapter. Known Orisons include the Enochian Guard, many of the members belonging to the 1st Company; the Obelisk Thelemus, to which many of the Chapters Devastators and Techmarines belong; and the Broken Tower, which is composed almost entirely of members of the Chapters Librarium.

Codex: Exorcists

By Brother Tyler and the Members of the B&C

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Daemon Hunters The relationship between the Exorcists and the Grey Knights has been the subject of much debate. Some players have speculated that the Chapter is like the Grey Knights and is composed entirely of psykers. Included in this speculation is the use of Nemesis Force Weapons, the signature weapon of the Grey Knights, by the Exorcists. The Chapters inclusion in Codex: Space Marines and the rules provided for Silas Alberec in the Badab War book contradict this. The relationship between the Exorcists and the Grey Knights is unclear. While the short story Headhunted indicates that the Exorcists were created using the gene-seed of the Grey Knights and that they have very similar training, the Badab War book says only that the gene-seed of the Exorcists is a closely guarded secret. The Exorcists are one of the few Chapters that is allowed to retain some knowledge of the Grey Knights as Codex: Grey Knights describes how the Exorcists are known to send some of their aspirants to Titan. How widespread the knowledge of the Grey Knights is within the Exorcists Chapter is unknown.

The Thirteenth Black Crusade of Abaddon the Despoiler [999.M41] (ten companies)

Exorcists Fleet
The Exorcists have an extensive longrange Chapter fleet, including three battle barges, which is considered to be an unusually high number of such vessels for a Chapter of the Adeptus Astartes. This large fleet provides the Chapter with great mobility in its continuous actions, the Chapter operating throughout the breadth of the Imperium instead of being confined to a specific area. Punisher (Battle Barge) Redeemer (Battle Barge) Captain Augusta (Strike Cruiser) Eternal Defiance (Strike Cruiser) Hand of Glory (Strike Cruiser) Hunter (Strike Cruiser)

Avasi (participated in the Badab War) Baeliastus (participated in the Badab War) Belloch (killed in the Battle of Shavra, the Badab War) Gebruah (possibly killed in the Battle of Shavra, the Badab War) Rauth (Watcher, seconded to Deathwatch)

Titles
It is worth noting that some of the Exorcists battle-brothers displayed in Imperial Armour Volume Ten: The Badab War Part Two bear titles that dont appear to be standard to the Adeptus Astartes, and others have titles that are variations on typical titles, none of which are explained. For example, Veteran Sergeant Kahl bears the title of Inceptus, Terminator Rabelias bears the title of Lector, and both Idris and Karsweltus have the title of Almoner.

Exorcists Battle-Brothers
Though popular, the Exorcists havent received much attention from Games Workshop. Despite this, a number of members of the Chapter have been named in various sources, including Battlefleet Gothic, the Badab War, and a Black Library anthology. Enoch Trismegistus (first Chapter Master according to Chapter legend) Captain Leitz (participated in the Gothic War) Captain Silas Alberec (Captain of the 3rd Company during the Badab War) Venerable Sybra (dreadnought, died in the Aschen War) Malachite (librarian, killed the Horned God in the Aschen War) Castor Machen (librarian, participated in the Relief of Stonekraal) Idris (Sergeant, participated in the Badab War) Kahl (Veteran Sergeant and Initiate of the Enochian Guard, participated in the Badab War) Rabelias (Terminator assigned to the bodyguard of Silas Alberec, participated in the Badab War) Karsweltus (Apothecary, participated in the Badab War)

Appearance
When first presented in the original Index Astartes article on the Badab War, the Chapter had a yellow scheme. The Third War for Armageddon reimagined the Chapter in a dark red scheme. A few minor changes have occurred since then, though the basic scheme is shown below. The shoulder pad rims appear to be black regardless of company affiliation.

Campaigns of the Exorcists


The Aschen War (The Vanquishing of the Horned God) [307.M40] (3rd Company known to have participated, possibly entire Chapter) The Twelfth Black Crusade of Abaddon the Despoiler (The Gothic War) [151.M41] The Relief of Stonekraal [740.M41] (3rd Company) The Badab War [908-912.M41] (2nd, 3rd, 5th, 6th, 11th Companies, half of 1st Company, under command of Captain Silas Alberec of the 3rd Company) The Third War for Armageddon [999.M41] (entire Chapter)

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Special Characters
You must use one of the following special characters in order to use these rules in your games of Warhammer 40,000.

Chapter Tactics
If your army includes an Exorcists character, all units in your army lose the Combat Tactics special rule. Instead, when facing Daemons (Daemon Princes, Possessed Chaos Space Marines, Obliterators, any vehicle with Daemonic Possession, summoned greater or lesser Daemons, Daemonhosts, Mandrakes, Kheradruakh the Decapitator, the Avatar, and all units from Codex: Chaos Daemons), all of these units except Scout and Scout Bike squads benefit from the Furious Charge USR when charging Daemon models and are Fearless when engaged in Assault with any Daemon models. Any of these units that start their Movement phase within 12 of a Daemon model must pass a Ld test or suffer from the Rage USR. If more than one character in your army has the Chapter Tactics special rule, you must choose which version will apply.

CAPTAIN SILAS ALBEREC


COMMANDER OF THE THIRD COMPANY, WIELDER OF THE HELLSLAYER, KEEPER OF VIGILS
Use Silas Alberec as he is presented in Imperial Armour Volume Ten: The Badab War Part Two (page 179), adding the Chapter Tactics included in this article.

DIETRICH LEONHART
OUTER GUARDIAN OF THE LIBRARIUM
The psykers of the Librarium serve a pivotal role in the Exorcists Chapter. In addition to screening aspirants for psychic potential, the Librarians of the Exorcists are responsible for conducting the daemonic possession therapy and training against the daemonic that set the Exorcists apart from other Chapters. The Chapter depends upon its Librarians in order to ensure that no corruption survives within the battle-brothers. Unlike other Chapter neophytes, those who possess psychic potential are not subjected to the daemonic possession therapy, for the threat of possessing an untrained psyker with a daemonic entity is too great. Instead, these aspirants are taken into the Librarium for testing and training. Those that survive become Lexicanii, the most junior grade of Librarian. The Librarians also work closely with the Apothecaries of the Chapter to screen battle-brothers against the threat of repossession by daemonic entities. All battle-brothers are thoroughly tested upon returning from any engagements with the daemonic, and those that are found to harbour some taint are ritually cleansed and purified or terminated. Epistolary Leonhart was recruited from a feral world six decades ago. Quickly demonstrating his potential as a psyker and being taken into the Librarium, he survived the rigors of the psykana rituals and has since proven himself as a potent mystic warrior within the Chapter. He currently serves as the Outer Guardian of the Librarium, protecting Chapter rituals from daemonic incursion through his skill at detecting and banishing Dietrich Leonhart WS BS S T W I A Ld Sv Daemons.
190 pts 5 4 4 4 2 4 2 10 2+ Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Terminator armour Force weapon Storm shield Psychic Powers: Destroy daemon Any one of the following powers: Smite, Force Dome, Machine Curse, Quickening, Null Zone, The Avenger, Might of Ancients, The Gate of Infinity, Vortex of Doom Special Rules: And They Shall Know No Fear Combat Tactics Chapter Tactics Independent Character Psyker Epistolary

Destroy Daemon: This psychic power may be used at the beginning of any Assault phase. If the test is passed, any to hit or to wound rolls made by Leonhart against Daemons may be rerolled for the rest of the turn. You must accept the result of the second roll.

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ACTON IDOMENES
SWORD BEARER, CHAPTER CHAMPION OF THE EXORCISTS
Sergeant Idomenes has served the Chapter for almost a century, earning numerous honours for his valour. In the Cleansing of Anruil in 982.M41, he selflessly threw himself between his injured Chapter Master and a greater daemon. Though the creature removed Idomenes right arm with a stroke of his hell -forged axe, Idomenes action allowed the Chapter Master time to recover and re-enter the fray, resulting in the destruction of the daemon. In recognition for his valour, Idomenes was appointed the Sword Bearer and granted the privilege of bearing the Blade of Enoch, an ancient weapon recovered from the Eye of Terror by the Exorcists first Chapter Master, Enoch Trismegistus. As the Sword Bearer, it is Idomenes responsibility to serve as the Exorcists Chapter Champion and to represent the Chapter Masters interests with the Captains of the Exorcists Chapter, often joining their companies in battle and leading squads. He has performed these duties with distinction for almost two decades. If an Honour Guard is included in the army, then the Chapter Champion must be replaced with Sergeant Idomenes for +30 points. If there is no Honour Guard, then one Tactical squad in the army may replace its Space Marine Sergeant with Sergeant Idomenes for +67 points. Blade of Enoch: The Blade of Enoch counts as a relic blade. In addition, the blade is inscribed with runes inimical to Daemons and will always wound Daemons on a roll of 4+, unless Idomenes would normally roll better. Against possessed vehicles the weapon confers 2D6 +Strength for armour penetration. Acton Idomenes WS BS S T W I A Ld Sv
+30/+67 Unit Composition: 1 (Unique) Unit Type: Infantry 5 4 4 4 1 4 3 10 2+ Wargear: Artificer armour Combat shield Blade of Enoch Boltgun Frag and krak grenades Special Rules: And They Shall Know No Fear Combat Tactics Chapter Tactics Honour or Death Exemplar

Exemplar: The Sword Bearer is an exemplar of the Chapters warrior cult and is an inspiration to his battlebrothers. Idomenes and any unit he has joined always re-roll failed Morale and Pinning Tests.

Collecting an Exorcists Army


The Exorcists follow the teachings of the Codex Astartes; and they demonstrate tactical flexibility and adaptability. As such, dont feel constrained to any particular army composition when collecting an Exorcists army. Any army that you can create with Codex: Space Marines is justifiable. The Chapter has two additional Scout companies, so Scouts in an Exorcists army would not be inappropriate, but this isnt a requirement by any stretch of the imagination.

Designers Notes
Previously, there were a number of issues with the Exorcists Chapter due to inconsistencies between various sources, but these issues are largely reconciled in Imperial Armour Volume Ten: The Badab War Part Two. This article considers the Badab War information on the Exorcists canon. Players desiring to learn more about the Chapter should read that book. I was largely satisfied with the background given for the Chapter in the Badab War book, and Im a fan of the Exorcists special character, Silas Alberec and his rules. There was, however, one area in which I was dissatisfied, and that was the rules for the Exorcists Chapter, or rather, the lack thereof. The known background information provides an ability that no other Chapter of the Adeptus Astartes has, and that is excellence at fighting the daemons of Chaos. Were not just talking about the Exorcists being marginally better than other Chapters they are remarkable in comparison to other Space Marines when it comes to killing Daemons (though not as good as Grey Knights). Alberec confers a special rule to the army, but that rule is based on him and is not necessarily an Exorcists rule in the way that Chapter Tactics would be considered to be rules for the Chapter. More importantly, that rule isnt about daemons. The rules and characters presented here in are intended to fill the gap between what the background material supports and representation of that background material on the table top.

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Going back to the Third War for Armageddon fluff we have several important elements. First is the Chapter's training in the tools of the exorcist; second is the heightened levels of aggression Exorcists Space Marines exhibited; and third is the Chapter's alignment with the Ordo Malleus and the Grey Knights. With regard to the training in/with the tools of the exorcist, I've basically combined that with the aggression described above in the selection of Chapter Tactics that utilize universal special rules representative of the effects described for the Exorcists in combat with daemons. In addition, the Exorcists characters presented in this article have weapons and abilities drawn from Codex: Daemonhunters (which is now obsolete due to the release of Codex: Grey Knights). The previous version of this article included rules for Chapter Master Leopoldus Kane (who I made up without any source material). However, the imagery of Kane was too close to that of Silas Alberec, the official Exorcists character that is presented in Imperial Armour Volume Ten: The Badab War Part Two. So Ive removed Kane from these rules and recommend that fans of the Exorcists buy the Badab War book. Leonhart represents a typical Epistolary within the Exorcists Chapter, focused more on combating the daemonic threat than his counterparts in other Chapters. The Destroy Daemon librarian psyker power is from Codex: Daemonhunters. It replaces one of the other psyker powers normally available to librarians. Other than that, he is a standard Epistolary in Terminator armour. For players desiring to represent any other Exorcists librarian with the Destroy Daemon psyker power, I recommend discussing the matter with your opponent. Simply replacing one of the normal librarian psyker powers with Destroy Daemon doesnt have much of an impact unless youre facing a Chaos Daemons army, so most players will agree. If youre facing a Chaos Daemons army, you might offer to compensate through +5 or +10 points. Idomenes represents one of the premier Veteran Sergeants within the Chapter. He also fulfils a dual role as the Chapter Champion, somewhat similar to the Emperors Champion of the Black Templars. The Blade of Enoch combines a relic blade with an anointed weapon from Codex: Daemonhunters. I looked at the Daemonbane ability of Nemesis force weapons as well as the Daemonic Feud result for daemonblades (both found in Codex: Grey Knights), but decided that both of those were too potent. Also, I didnt want to infringe too much on the Grey Knights and Ordo Malleus, despite the relationships that the Exorcists have with both of those organizations. Idomenes provides a low-cost upgrade character that will enable players to use the Exorcists Chapter Tactics. The rules in this article follow the Codex: Space Marines convention of tying the Chapter Tactics to characters, but you might get permission to use the special rules for the Exorcists without taking any of the special characters (if youre lucky). Discuss the matter with your opponents to see what they will allow. Brother Tyler is an Administrator, an Exorcists player, and a DIY rules creator. He also has been known to talk to females and occasionally get outside and see the sun, despite scurrilous rumours to the contrary regarding the administrative staff of the B&C.

Exorcist Colrouphobic

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The Eye of Terror

Known for their hatred of weakness, the Iron Hands have stood faithfully against the enemies of the Imperium for centuries. Whether from within or without, they have shown no mercy to those who would bring destruction to mankind. As a Chapter, the Iron Hands continually strengthen and improve themselves mentally and physically. They see only frailties in their own genetically modified bodies and increasingly mechanize them to become the perfect warrior. Blending man and machine, they combine the unyielding body with the unyielding mind.

History
Following the Massacre at Istvaan V, the Iron Hands vowed never again to fail in their duty due to any physical or mental shortcoming. This has developed into a hatred (and some might whisper fear) of weakness of any kind. Whether this is due to a flaw in their gene seed or by some other cause is unknown. It is controlled in part by frequent bionic enhancement. As an Iron Hands Space Marine ages, he continually undergoes procedures to replace the weak, hated flesh with the pure strength of metal. This process begins early, as the initiate has his left hand removed and replaced with a bionic one upon induction into the Chapter. The ultimate goal of any Iron Hands Space Marine is to become a Dreadnought combining the resolute mind of the Iron Hands Space Marine with the ultimate mechanical body. This hatred has further developed into a near fanatical worship of the mechanical that rivals that of the Adeptus Mechanicus. Indeed, the close relationship between the Iron Hands and the Cult Mechanicus is frowned upon by more Codex Chapters and is alarming to the Ministorum who see these beliefs as a direct threat to their own authority. This has led to a number of conflicts between the Ecclesiarchy and the Iron Hands that have resulted in bloodshed on more than one occasion. Consequently, the Chapter is frequently the subject of Inquisitorial investigation. The Iron Hands endure the situation with barely controlled disdain. Despite these flaws, the Inquisition has

Codex: Iron Hands

never acted against the Iron Hands. It is speculated that they do not see this flaw as a threat to the Imperium, but as a useful tool. The Iron Hands quelling of the Contqual Subsector has demonstrated the brutal effectiveness of this Chapters tactics and Contqual remains one of the most loyal and vigilant systems in the Imperium today. During this campaign, the Iron Hands were subjected to the unimaginable influences of Chaos, yet not a single Iron Hands Space Marine failed in his duty due to mental weakness a testament to their skill and resolve.

Details of the Iron Hands


The Librariums Comprehensive History of the Iron Hands maintains lists of Chapter members, ships, and battles too long to reproduce here.

Titles
The Iron Hands are one of the more unusual Chapters in organization. Iron Fathers combine the role of Chaplain and Techmarine, and hold an influence greater than either. The Chapter Council directs the Chapter, steering it through events (though some, possibly conflicting, sources, suggest that the Iron Hands have Chapter Masters). And, of course, each Clan Company is an independent formation of roughly equivalent strength to a Battle Company.

By Bannus and the Members of the B&C

Appearance
The Iron Hands have a black scheme with an insignia of a white clawed hand. Their armour often includes metal, bionics, or Mechanicus insignia.

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Special Characters
These Iron Hands Special Characters are intended only for use in Iron Hands armies. You may not combine these special characters or Chapter Tactics with any of the special characters or Chapter Tactics in Codex: Space Marines.

Chapter Tactics
If your army includes an Iron Hands character, all units in your army lose the Combat Tactics special rule. Instead, because of the extensive bionics employed by the Chapter, all units have a 6+ invulnerable save and all independent characters benefit from the Feel No Pain universal special rule.

WARLEADER BANNUS
MEMBER OF THE CHAPTER COUNCIL, LEADER OF THE KAARGUL CLAN COMPANY
Bannus served as captain of his clan company for many centuries, nearly losing his life on the industrial world of Kaladrone, he was saved by the legendary Iron Father Paullian Blantar. Eventually Bannus was interred within an ancient dreadnaught sarcophagus and now serves as one of the most respected figures in the Iron Hands Chapter, a voice of great wisdom on the Great Council and a war leader of supreme skill. Bannus is an HQ selection.
Bannus 225 points Unit Composition: 1 (Unique) Unit Type: Vehicle (Walker) WS 6 BS 5 S 6 Front 13 Side 12 Rear 10 I 4 A 2

Wargear: Kheres assault cannon Master-crafted chainfist with built-in storm bolter Refractor field Searchlight Smoke launchers

Special Rules: Chapter Tactics Old and Wise Venerable

Refractor Field: This power field generator provides Bannus with a 5+ invulnerable save. Venerable: Bannus is a Venerable Dreadnought and benefits from the Venerable special rule (see Codex: Space Marines for details).

Old and Wise: An army that includes Warleader Bannus may re-roll the dice when attempting to seize the initiative (see Surprise Attack! in Codex: Space Marines for details). Dedicated Transport: Warleader Bannus may select a drop pod as a dedicated transport. Kheres Assault Cannon: Warleader Bannus is equipped with one of the rare Kheres assault cannons. The Kheres assault cannon uses the following profile: Range 24 Str. 6 AP 4 Type Heavy 6, Rending

The room had filled with smoke following the exchange of fire. The sulfur was stinging her eyes and making it difficult to breath. The wound in her side made it impossible to walk much less stand, so she clawed her way across the floor to her Godwyn-Deaz patterned bolter. It lay just out of reach, wrested from her grip by the first rounds impacting her body. The rest of her squad and the Emissary were dead, so the Sister of Battle could count on no one else she was all alone now. As she felt the comforting feel of the grip in her hand, a heavy, black boot pinned her weapon to the floor. She looked up to see the cold, mechanical face of the Iron-Father looking down at her and she could see the disgust in his expression. Such weakness. he said. I... He was interrupted by another Iron Hands Space Marine entering the room. If he was surpr ised by the carnage, he did not show it. The Council demands a report on the negotiations with the Ministorum. Tell them... he looked back down at the Sister struggling to free her weapon. Tell them it went as well as expected. Then he raised his bolt pistol....

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IRON-COMMANDER KARDAN STRONOS


LORD OF MEDUSA, PALADIN OF THE MACHINE-GOD
Kardan Stronos is an HQ selection. Iron Gauntlet: The Iron Gauntlet is a power fist with a built in auxiliary grenade launcher. Special Issue Ammunition: Kardan Stronos has access to Special Issue Ammunition (see Codex: Space Marines for details). Rites of Battle: Kardan Stronos benefits from the Rites of Battle special rules (see Codex: Space Marines for details).

Kardon Stronos 175 points Unit Composition: 1 (Unique) Unit Type: Infantry

WS 6

BS 5

S 4

T 4

W 3

I 5

A 3

Ld 10

Sv 3+

Wargear: Power armour Iron Halo Iron Gauntlet Power weapon Bolter Special Issue Ammunition Frag and Krak grenades

Special Rules: And They Shall Know No Fear Combat Tactics Chapter Tactics Independent Character Rites of Battle

Command Squad: Kardan Stronos counts as a Captain and you may select a Command Squad in the normal manner.

IRON FATHER SARLOCK


ARCHITECT OF PURITY
Sarlock is an HQ selection.
Sarlock 135 points Combat Servitor 10 points each WS 5 WS 4 BS 5 BS 3 S 4 S 3 T 4 T 4 W 3 W 1 I 5 I 3 A 3 A 1 Ld 10 Ld 8 Sv 3+ Sv 4+

Axe Mechanicus: The Axe Mechanicus is a master-crafted power weapon. Blessing of the Omnissiah: Iron-Father Sarlock benefits from the Blessing of the Omnissiah special rule, except that he needs a 6+ instead of a 5+ to make a successful repair (see Codex: Space Marines for details). Mechanicus Protectiva: This gift from the Adeptus

Unit Composition: 1 Sarlock (Unique) 0-4 Combat Servitors Unit Type: Infantry

Wargear: Power armour Mechanicus Protectiva Servo-arm Axe Mechanicus Bolt Pistol Frag and Krak grenades

Special Rules: And They Shall Know No Fear Combat Tactics Chapter Tactics Independent Character Blessing of the Omnissiah Liturgies of Iron Scion of Mars

Mechanicus provides Iron-Father Sarlock with a 4+ invulnerable save. Liturgies of Iron: Iron-Father Sarlock benefits from the Liturgies of Battle special rules (see Codex: Space Marines for details). Scion of Mars: If you include Iron-Father Sarlock in the army, then Techmarines selected for your army do not count against your Elites allowance and Servitors (including Combat Servitors) count as scoring units. Servitors: Any unit of Servitors joined by Sarlock does not have to test for Mind Lock (see Codex: Space Marines for details).

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Combat Servitors: Iron-Father Sarlock may select up to four Combat Servitors at 10 points each as a retinue, and these Combat Servitors do not prevent him from joining other units. Each Servitor takes up one space in a transport and is armed with close combat implants (counts as a power weapon). If Iron-Father Sarlock is killed, then his Combat Servitors will deactivate and are also removed from play. Dedicated Transport: Iron-Father Sarlock may select a Rhino, Razorback or Drop Pod as a dedicated Transport.

LIBRARIAN MADEUS
SCRIPTOR FERRIC
Madeus is selection. an HQ

Mechanicum Psykanus: In addition to functioning Unit Composition: Wargear: Special Rules: as a psychic hood, the 1 (Unique) Terminator armor And They Shall Know Mechanicum Psykanus has Mechanicum Psykanus No Fear the unique ability of Unit Type: Force weapon Combat Tactics allowing a psyker to Infantry Storm shield Chapter Tactics commune with the Independent Character Machine Spirit of any Epistolary vehicle in the army. This special ability is activated at the beginning of the player's turn and requires a successful Psychic Test. This ability also counts as one of his powers for the game turn. Any single Iron Hands vehicle within line-of-sight may be affected (including Speeders and Dreadnoughts). The effect of this ability varies depending on the vehicle: If the vehicle does not have the Machine Spirit ability, then it gains the ability until the beginning of your next turn. If the vehicle has the Machine Spirit ability, then the vehicle may ignore Crew Shaken/Stunned damage results until the beginning of your next turn.

Madeus 195 points

WS 5

BS 4

S 4

T 4

W 2

I 4

A 2

Ld 10

Sv 2+

Epistolary: Madeus is an Epistolary (see Codex: Space Marines for details). Psychic Powers: Smite, Machine Curse, Might of the Ancients (see Codex: Space Marines for details).

IRON-MASTER MENESTUS
MASTER OF THE FORGE, ARCHON OF THE MACHINE-GOD
Menestus is an HQ selection.
Menestus 180 points Unit Composition: 1 (Unique) Unit Type: Infantry WS 4 BS 5 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 2+

Wargear: Artificer armour Servo-harness Conversion field Signum Bolt Pistol Digital weapons Auspex Frag and krak grenades

Special Rules: And They Shall Know No Fear Combat Tactics Chapter Tactics Apostle of the Omnissiah Bolster Defences Independent Character Lord of the Armory Orbital Strike

Auspex: No enemy infiltrators may set up within 24" of Menestus. Likewise, enemy scouts using their pre-game moves may not come within 24" of Menestus. Conversion Field: The conversion field is a rare technological artefact that provides Menestus with a 3+ invulnerable save.

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Apostle of the Omnissiah: Menestus benefits from the Blessing of the Omnissiah special rule (see Codex: Space Marines for details) and may re-roll one failed repair roll per turn. Orbital Strike: Menestus may call down an orbital bombardment once per game (see Codex: Space Marines for details).

BROTHER GAUMECH
PRIEST OF THUNDER AND FLAME
Gaumech 70 points WS 4 BS 5 S 4 T 4 W 3 I 4 A 3 Ld 10 Sv 2+

One Thunderfire Cannon may replace its Techmarine Gunner with Brother Gaumech. Krak Munitions: Brother Gaumech has access to special anti-tank munitions for his Thunderfire Cannon (in addition to the normal rounds). When firing this type of ammunition, the Thunderfire Cannon has the following profile:

Unit Composition: 1 Gaumech (Unique) 1 Thunderfire Cannon Unit Type: Artillery

Wargear: Artificer armour Servo-harness Conversion field Signum Bolt Pistol Auspex Frag and Krak grenades

Special Rules: And They Shall Know No Fear Combat Tactics Chapter Tactics Blessing of the Omnissiah Bolster Defences

Range 60

Str. 8

AP 2

Type Heavy 1+D3

BROTHER SERGEANT TELAMON


EXEMPLAR OF STEEL
Telamon +50 points Unit Composition: 1 (Unique) Unit Type: Infantry WS 5 BS 4 S 4 T 4 W 1 I 4 A 3 Ld 9 Sv 2+

One Tactical Squad may replace its Sergeant with Telamon. Bonded: Brother Telamon has been bonded to his suit of Terminator Armour. This armour so inspires his squad that they always benefit from the Preferred Enemy USR. Because he is permanently bonded to his Terminator Armour, Telamon is capable of making a Sweeping Advance when required.

Wargear: Terminator armor Power weapon Storm bolter

Special Rules: And They Shall Know No Fear Combat Tactics Chapter Tactics Bonded Feel No Pain

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Iron Hands Optional Rules


While special characters can provide a lot of variation for a Space Marine army, they have their limitations. These optional rules are available to better represent the Clan Companies of the Iron Hands An Iron Hands army abides by the advantages and limitations of the The Flesh is Weak and Clans of Medusa special rules. The Flesh is Weak: The Iron Hands venerate the mechanical over the flesh and treat Dreadnoughts and Terminator armour differently than other Chapters. The Iron Hands prefer to distribute this equipment throughout the Chapter believing it provides greater inspiration to the Space Marines around them. Venerable Dreadnoughts may only be chosen as HQ selections. Any unit with at least one model within 12" of a Venerable Dreadnought may re-roll any Morale or Pinning Checks. Iron Hands Dreadnoughts and Venerable Dreadnoughts may never replace their DCCW with another weapon, but may upgrade the storm bolter if desired. Any Sergeant equipped with a storm bolter and either a power weapon or a power fist may exchange his power armour and grenades for Terminator armour at no cost. Because the armour is distributed this way, Iron Hands armies may not select any Terminator Squads or Terminator Assault Squads. Any unit equipped with one or more suits of Terminator armour (or joined by an independent character in Terminator armour) benefits from the Stubborn Universal Special Rule as described in the Universal Special Rules of the main rule book. Units that include or are joined by any models in Terminator armour may not make a Sweeping Advance (but may Consolidate), Infiltrate or Move through Cover even if the majority of models in the unit would normally be able to do so.
Refractor Field Any Dreadnought, Venerable Dreadnought or Ironclad Dreadnought may be equipped with a refractor field that provides a 5+ invulnerable save for +20 points. Master-Crafting Any Dreadnought, Venerable Dreadnought or Ironclad Dreadnought may master-craft its close combat weapon(s) for +5 points. This includes seismic hammers and chainfists. Orbital Bombardment Any Venerable Dreadnought may select Orbital Bombardment for +25 points (see page 52 of Codex: Space Marines for details). Thunder Hammer Any Sergeant may replace his bolter and/or his bolt pistol with a thunder hammer for +30 points. Digital Weapons Any Techmarine or Sergeant may be equipped with digital weapons for +10 points. Auxiliary Grenade Launcher Any Iron-Father, Techmarine or Master of the Forge may select an auxiliary grenade launcher for +15 points. Power of the Machine Spirit Any Iron Hands Predator may benefit from the Power of the Machine Spirit special rule for +25 points (see page 81 of Codex: Space Marines for details). Conversion Beamer Any Iron Hands Techmarine may replace his servo-harness and bolter with a conversion beamer for +20 points.

Clans of Medusa: Over time, the Iron Hands have moved away from the standard Codex doctrine and now have more in common with the native clans that they recruit from. Instead of the normal Codex organization, the Iron Hands are organized into clan companies. An Iron Hands army may not select Chaplains, but may select IronFathers (see below). As a precaution against weakness and corruption, detachments are often led by two officers. Armies of 1000 points or more must include two HQ selections. The Iron Hands have far more Techmarines than normal for a Space Marine Chapter. You may take up to three Techmarines for each Elite selection in your army. Since each Clan Company determines its own hierarchy, you may select a Command Squad for any HQ (including Venerable Dreadnoughts) not just Captains. An army using these rules still uses the Iron Hands Chapter Tactics.

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New Units

IRON-FATHER
The Iron Hands differ from other Chapters in the complete lack of Chaplains. They have been replaced in part by the IronFathers, who combine some of the attributes of a Chaplain with those of an elite Techmarine. They exhort against the dangers of weakness and corruption, fuelling their battle-brothers' hatred and directing it against the enemy. Like all Techmarines, Iron-Fathers are trained in the secrets of the mechanical on Mars and pay homage to the Machine God. Because of this, the Ecclesiarchy refuses to gift the Iron-Fathers with the Rosarius. Instead, the Iron-Fathers are provided with the Mechanicus Protectiva a powerful artefact from the Cult Mechanicus. The IronIron-Father WS BS S T W I A Ld Sv Fathers are also masters 100 points 5 4 4 4 2 4 2 10 3+ in bionic enhancement, and without them it Combat Servitor WS BS S T W I A Ld Sv would be impossible to 10 points each 4 3 3 4 1 3 1 8 4+ perform the routine bionic upgrades that are a Unit Composition: Wargear: Special Rules: 1 Iron-Father Power armor And They Shall Know hallmark of this Chapter, 0-4 Combat Servitors Mechanicus Protectiva No Fear or even to maintain them. Servo-arm Independent Iron-Fathers lead by Unit Type: Power weapon Character example and will be Infantry Bolter or bolt pistol Liturgies of Iron found at the forefront of Frag and krak Blessings of the any fighting. Like the grenades Omnissiah Chaplains of other Combat Tactics Chapters, they are among Chapter Tactics the most skilled of warriors. For this reason, it is not unusual for an Iron-Father to be accompanied by a bodyguard of Combat Servitors mono-tasked with his protection.

Options:
May replace his power weapon with a thunder hammer or relic blade for +15 points May replace his bolter or bolt pistol with o a storm bolter for +3 points o a combi-flamer, -melta, or -plasma for +10 points o a plasma pistol for +15 points. May take digital weapons for +10 points May take 0-4 Combat Servitors at +10 points each May take up to 4 Combat Servitors for +10 points each

The Iron-Father is an HQ selection. Mechanicus Protectiva: This gift from the Adeptus Mechanicus provides the Iron-Father with a 4+ invulnerable save. Blessing of the Omnissiah: The Iron-Father benefits from the Blessing of the Omnissiah special rules, except that he needs a 6+ instead of a 5+ to make a successful repair (see Codex: Space Marines for details). Liturgies of Iron: The Iron-Father benefits from the Liturgies of Battle special rule (see Codex: Space Marines for details). Dedicated Transport: The Iron-Father may select a Rhino, Razorback or Drop Pod as a dedicated Transport. Servitors: Any unit of Servitors joined by an Iron-Father does not have to test for Mind lock (see Codex: Space Marines for details). Combat Servitors: An Iron-Father may select up to four Combat Servitors as a retinue, and these Combat Servitors do not

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prevent him from joining other units. Each Servitor takes up one space in a transport and is armed with close combat implants (counts as a power weapon). If the Iron-Father is killed, then his Combat Servitors will deactivate and are also removed from play.

Designers Notes
When Anthony Reynolds wrote the original Index Astartes article on the Iron Hands a decade ago, he captured the imaginations of many Warhammer 40,000 players the world over. This article was among the best ever written and inspired me (like so many others) to build and play Iron Hands armies ever since. Today, players still flock to the banner of the Iron Hands and many of these players wish to recapture the character that Mr. Reynolds established for the Chapter two editions ago. These alternate rules are the final product of the passions and efforts of those fans. Throughout the entire project, we tried to remain as faithful to the background material as possible. This was not an easy task, given that a lot of conflicting information has been published since the original article. To give credit where credit is due, we used names from many of these sources for the special characters in this project. This seemed a fitting salute and tribute to the writers who helped give the Iron Hands the depth and character that they enjoy today. You will notice that these rules are in two distinct parts. The first half of these rules is designed to function within the limitations of the Space Marine codex in much the same manner as for other Chapters i.e. special characters and Chapter Tactics. Although there are limitations, much of the character that the Iron Hands had in 3rd edition can be represented with the special characters alone. The rules provided in the first section also make it possible to field the Iron Hands as a largely Codex force since more recent material seems to imply that this Chapter is now more Codex in organization than in previous editions. So players wishing to represent an Iron Hands army including Terminator Squads (for example) may do so if desired. The second section or optional rules are provided to Iron Hand by madscuzzy represent the more divergent and unique character that the Iron Hands enjoyed in the original Index Astartes article. The Iron-Father is an icon of the Iron Hands and no set of rules would be complete without him. Additional rules were also included to better imply the close relationship that the Iron Hands have with the Adeptus Mechanicus something that was consistently absent in the official rules sets. The new codices for the Space Marines, Blood Angels and Space Wolves have all introduced new and unique units for their respective armies, so it seemed appropriate that the Iron Hands' optional rules were given similar treatment. A number of units were discussed and developed, but only one made the final cut. Such is the price when developing unofficial rules. Throughout this project, special attention was given to ensure that the rules remained very conservative. The reasons were many, but the most significant reason was keeping the rules 'opponent-friendly'. Introducing unofficial rules to your friends or to other players in pickup games can be met with some scepticism. Whenever possible, rules were 'borrowed' from other sources even if they were less than ideal. This way, opponents can quickly glance at the rules and have a reasonable grasp of them before deciding whether or not to play against them. I strongly encourage using these rules with the special characters alone and with the optional rules also. While we cannot assure that they are perfect, we did strive to make them as balanced as possible. As I noted earlier, this project is the culmination of three years of effort and would not have been possible without the contributions of many Iron Hands fans. They are too numerous to name, but they know who they are and a heartfelt thanks goes out to all of them. Bannus is a Moderator and Iron Hands player, who can most often be found in the Index Astartes sub-forum.

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CHAPTER NAME.

STEEL DOGS

FOUNDING

8TH KELL CAVES OF CANEM

The Nemean Campaign

CHAPTER WORLD.. FORTRESS MONASTERY.........

GENE SEED (PREDECESSOR).

IMPERIAL FISTS

KNOWN DESCENDANTS...

NONE

We the Emperors hounds, lieFealty at the We are the Emperors hounds, to lie at the Emperors feet are Commander Simeon Ward,to On Emperors feet Commander Simeon Ward, On Fealty

The Steel Dogs

by Octavulg

The Steel Dogs were created in the Eighth Founding to serve as part of the Astartes Praeses on the northern border of the Eye of Terror. Greatly honoured by such an important responsibility, the fledgling Chapter took their duties as a sacred charge from the Emperor. They saw their mission and even their home world as sanctified by Him on Earth the Emperor had shown them the way and given them the tools to carry out His word, and they worked ceaselessly to be worthy of such an honour. Over the centuries and millennia following the Chapter's founding, reports returned to Terra of pirate bands hunted down, heretical covens rooted out, and Chaos raids driven off in ferocious space battles. On dozens of worlds, the Steel Dogs died so that the people of the Imperium might live in safety, each of them thanking the Emperor for the opportunity to fall in His service and that of humanity. They dedicated themselves to serving the Imperium and its people, and their dedication was rewarded with victories and accolades. The Chapter's home world of Kell was their particular pride. Though many Chapters would have remade the world in their own image, the Steel Dogs recognized that the planet had endured the corrupting forces of Chaos for millennia without ill effect. Any world which could do so when the Eye of Terror loomed in its sky should not be meddled with. Indeed, being entrusted with such a prize was an honour to the Chapter as much as to the planet. The Steel Dogs thus trusted that the

Emperor's benevolence would guide Kell, as in the centuries before they arrived. They founded their FortressMonastery in tunnels on Kell's moon, Avren, and interacted with the planet only in emergencies or when recruiting.

The Astartes Praeses are the watchmen on the walls of the Imperium, and the Steel Dogs were ever-conscious of the responsibilities of their position. Other Chapters have the freedom to pursue glory, to seek out enemies, and to embrace the challenge of the fight, but the Astartes Praeses have no such luxury at least, not in the minds of the Steel Dogs. The proper place of a Steel Dog was to die defending the Imperium from those who would do it harm, not to win glory and honour and a place in history. This belief was reflected in the Chapter's recruitment, and where other Chapters took the greatest warriors from their home worlds, the Steel Dogs took those whose strength lay in their humility and dedication to duty. While these policies served the Chapter well for many centuries, the Steel Dogs eventually noticed that their recruitment intake was declining. Where once they might have taken a hundred aspirants, they would now take fifty and those numbers were sinking ever lower. It soon became clear that while the recruits were as physically strong and capable as before, their spiritual strength was lacking. The tests of character and morality which ensured that only the

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worthy and the pure became Space Marines of the Emperor were as effective as ever it was the people who had changed. These weaknesses did not stem from the tendrils of Chaos the people of Kell had not abandoned the Emperor. The population had simply turned away from the selfsacrifice, humility, and strength of spirit the Chapter demanded. Boys longed to be Space Marines so that they could earn glory and be mighty warriors, not so they could serve the Emperor and protect Mankind. They wished to be masters, not servants. The Chapter was disturbed by this. The people of Kell had seemingly abandoned the Emperor-sanctified ideals by which the Chapter lived. Debate raged over what to do. To intervene in the lives of the population

was unthinkable morality imposed would be no morality at all. It was impossible to abandon their home world for another it would be a stain on their honour, a violation of the duty with which the Emperor had charged them. To reward weakness by taking those not worthy of being Space Marines would be an even greater stain. But something had to be done. With heavy hearts, the Steel Dogs resolved that if the weakness of the people was all there was, then that was what they would use. In the Chapter's next recruitment cycle things were different. The tests of morality and purity were gone. All those who were strong enough, quick enough and deadly enough were welcomed into the Scout Company. The Chapter took more recruits in one

cycle than they had in the previous three. The successful aspirants were rewarded with feasts and celebration lasting almost a month, before beginning the process of becoming a Space Marine. A full five years later, the Tenth Companys Strike Cruiser slipped into orbit above a small, feudal world whose name has since been lost to time. Battle-hardened, the Scouts aboard were now stronger, faster, and more deadly than any normal man. They were proud of the victories they had won, and confident of their strength as only the young can be. That evening, the Captain of the Tenth assembled them in the hold of their Strike Cruiser, where he exhorted them with tales of their victories and told them of the glories that awaited them as the Emperors finest. He told them of the importance of the Adeptus Astartes to the Imperium, of their superiority to the mortal defenders of humanity. He spoke of the Great Crusade, when Marines had lead, and mortals had followed. And when their souls were full of pride, he told them that as a sign of the Emperors trust in them, the planet below would be theirs for the next month, for it had been lax in its service to the Imperium. It was up to the new Steel Dogs to return the population to the path of righteousness, using whatever methods they thought fit. The Scouts would receive the final surgeries to activate their Black Carapaces over the next three days, and on the fourth day they would descend to the world below to show the people what it meant to be a Space Marine. That night, as each Marine lay on the cold tables of the ships Apothecarion, he dreamed. Guided by the gentle psychic touch of Chapter Librarians, each Scout dreamed of his life as a Space Marine. Some

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dreamed of training and meditation, some of honour and the accumulation of glory, and all too many of violence and dominion by force. Only a few dreamed of service and dying in the defence of Man those who cannot defend themselves. When the new Space Marines woke from their surgeries, they were irrevocably divided into two groups. Those few who dreamed of defending the people rose as normal Space Marines, the Angels of Death who are humanity's most capable guardians. Many were not so blessed. They found that their will was no longer their own arcane devices buried within their skulls and the strictest of chemical conditioning now kept them firmly under the control of their officers. For their sins, they were to be condemned to an eternity trapped within their own minds, released only to fight the enemies of the Imperium. They would never ascend the ranks, only serve and die for the Chapter and Mankind, faceless giants in power armour bound to the will of their commanders. Such was the punishment for those who sought power for themselves, and not for the service of the Emperor and his people. Such is the punishment today.

viewed with contempt. Since they are not promoted (or even seen as competent by some commanders), the Chapter thus has a correspondingly smaller pool from which to draw its specialists and officers. The Steel Dogs have modified their tactics to compensate. The Chapter's battle plans still use their original tactics where possible, but they are often forced to rely on the massed infantry of the damnati and use subtler stratagems to that hammer blow. Methods of utilising the damnati on the battlefield often bear a marked resemblance to the older combat styles of the Space Marine Legions, some of which are still preserved within the Codex Astartes. Where modern Marines rely on extremes of skill and precision, the ancient Legions relied as much on weight of numbers and overwhelming firepower. It is these tactics the Steel Dogs have been forced to embrace.

Captain Esca Blackblood is unique among the Steel Dogs. As leader of the Second Company, his service has been exemplary. But it is his origin that makes him singular Esca is the only officer in the Chapter who failed the test of morals at the end of his tenure as a Scout. For seven years, Esca served as a damnati in Josens Squad of the Second Company. When holding an isolated village outpost during the campaign on Garibaldis World Sergeant Josen and his deputy, Brother Shepherd, were both killed by Eldar raiders. Conventional wisdom in the Chapter would have it that a squad of damnati left leaderless should be forced to follow their last orders until finally relieved Josens Squad should have been annihilated. Instead, Esca took command. Seizing his dead Sergeants comm array, Blackblood coordinated the defines of the village and its people, then lead a counterstrike against the raider base in the nearby wastelands. Though many of the Eldar escaped into the Webway, the destruction of the Webway gate left Garibaldis World safe from the Eldar, and concluded the campaign successfully. Victory was sweet, but the dilemma of the victorious Esca Blackblood was a difficult one for the Chapter. Though skill at arms is no sign of the moral capacity to be a true servant of the Emperor, Blackblood had gone out of his way to ensure that the village under his squads protection was exposed to as little danger as possible. Furthermore, it became evident upon inspection that his various control implants had all become almost completely non-functional. Esca had done what his duty to the Emperor demanded without compulsion. In light of these circumstances, Esca was reluctantly confirmed as a sergeant. Despite the nervous view taken of him by the Chapter command staff, casualties among his superiors and skill at command saw the young sergeant rise to captain soon enough. Blackbloods skill and frequently demonstrated dedication to the good of the Imperium have caused some in the Chapter to whisper concerns that the Chapters methods of selection may be prone to error. However, none have yet dared to air these concerns publicly. In the mean time, the Second Company and its captain serve the Emperor with strength and purity equal to that of any other company of the Steel Dogs.

Organisation
A true son of the Emperor does not need to be told to do what is right he knows. And those who do not must be punished for their ignorance. Captain Thaddeus Fetladral Though the Steel Dogs' new recruitment methods granted them an influx of new soldiers, it required adjustments in their methods. Originally, the Chapter favoured relatively subtle battle plans, relying on deception, surprise and any manner of other dishonourable tactics to counter the often superior numbers of Chaotic forces. The Steel Dogs were less concerned with immediate glory than with the greater duty of defending the Imperium and containing the forces of Chaos within the Eye of Terror. The damnati, as those who fail the final test are known, are mistrusted and

Supplementing direct confrontation with their subtler strategies has allowed the Steel Dogs to continue to engage larger Traitor formations, but the Battle Companies are almost constantly reinforced by elements from the Reserve Companies in order to provide the necessary numbers to support such frontal engagements. This has spread the Chapter thin across their areas of responsibility, and they now endure a frenetic pace attempting to

deal with the increasing number of threats with correspondingly reduced resources. Meanwhile, the command staff of the Steel Dogs has become relatively inexperienced due to the smaller cadre from which they can be drawn. The Chapter does its best to ensure that all

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receive superlative instruction to compensate for this, and much of that education involves the specialized art of commanding the damnati. One of the first things Steel Dog officers learn is how to phrase orders so the damnati do what the officer intends and, perhaps more importantly, so they do not do what the officer does not intend. There have been several occasions in the Chapters history where poorly phrased orders have granted the damnati license to turn their weapons on their officers and the damnati have done so. The presence of the damnati has also provoked several formal organisational changes from the Chapter's prior methods. First, the damnati are not granted the formal rank of Brother instead, they are simply Marines, and are only addressed as such. Second, the Chapter's First Company now serves as Field Police, with a squad seconded to each Captain of the Chapter at all times. They serve as bodyguards, watch over the damnati and provide each Company with a contingent of reliable and capable soldiers to execute difficult missions. This has resulted in the First Company no longer fighting as a cohesive formation its banner has hung furled in the FortressMonastery for centuries, and its various ceremonial posts are rarely filled. Second, the Chapter's Scout Company remains quite separate from the Battle Companies. Scouts do not speak to full Marines other than their officers, and the company rarely deploys alongside other Chapter forces. This is intended to keep the Scouts from becoming aware of the moral test which lies ahead of them, and so far has proved successful. Instead of supporting other companies, the Scouts serve to deal with situations that are not worth the commitment of full Marines, deploying in a fashion and circumstances similar to that of the regular companies. Where other Scout companies receive intensive instruction in the morals of their Chapter, the Steel Dogs prefer to have the Scout Company officers lead by example a recruit should not need to be told what is right.

Finally, the Chapter's rank structure now includes several deputies and redundancies, such as the resurrection of the position of Lieutenant, which attempts to alleviate some of the difficulties inherent in the Chapter's officers' relative lack of experience. The Chapter's Cult has evolved greatly over time. Initially dedicated to the Emperor as creator of the Imperium and of the Space Marines, the everpresent threat of Chaos has clarified in the Chapter's mind the perfection of what the Emperor wrought. Equally, the tendrils of the Great Enemy have warned the Chapter of the dangers of even seemingly-innocent changes to doctrine. Within a few centuries of their founding, the Chapter had become firmly convinced of two things the perfection of the Emperor and that which He had sanctified with His approval, and the danger of change, which all too often serves as first innocuous entrance of Chaos. Many Dornian successors are conservative by nature, and many fervent in their devotion to the Emperor, but the Steel Dogs have become unusually so, especially as the lights of the Imperium grow ever dimmer and more twisted dark forces spill forth from the Eye of Terror. The damnati have, if anything, driven the Chapter further in this direction, as the changes they force triggers an instinctive defines of the Chapter's other doctrines. Some Imperial observers have expressed surprise that the Chapter chose to create the damnati rather than die with honour, but this overlooks the third principle which drives the Steel Dogs their dedication to their duty as part of the Astartes Praeses. The Chapter sees that duty as a personal charge from the Emperor, and as time has gone by and their fervency grown, so has their willingness to do anything, sacrifice anything, destroy anything, so long as their duty is fulfilled and the Imperium kept safe. The damnati do not represent an abandonment of the Chapter's beliefs only demonstrate the extent to which the Chapter will compromise those things they hold dear to protect that which is even more important.

SELECTED BATTLES
"My strength is as the strength of ten, for my heart is pure. My strength is as the strength of a hundred, because they did not see me coming. It is better to sacrifice personal honour and win, than sacrifice the honour of the Chapter by losing." Captain Esca Blackblood The Etherway Engagement [274.M37] The Dark Eldar are one of the most vicious enemies humanity has ever faced. Though others match them for capability, few match them for sadism. When their presence was reported in the Arc-Royal system but no raiding took place upon the system's planets, the Steel Dogs' Fourth Company was sent to investigate. Though it took several weeks, eventually a Chapter scout ship discovered what had drawn the Dark Eldar forces to the area. The system's cometary cloud held a Dark Age of Technology colony ship, the Etherway, almost impenetrably armoured and still inhabited. Even barely functional, these ships are still valued prizes for the Adeptus Mechanicus, and their inhabitants often make excellent recruits for the Imperial Guard, Marine Chapters, or, if nothing else, the ranks of a local Forge World's servitors. The Dark Eldar were still searching for a way in when the Steel Dogs came upon them. Though the Chapter managed to drive off the raider's ships, many Dark Eldar remained on the hull of the massive vessel. The Chapter was not yet experienced in the use of the damnati, and so the operation's commander ordered his Marines into a prolonged hunt across the surface of the structure. Its baroque design and the lack of gravity made the preternaturally quick and subtle Dark Eldar even more dangerous than usual. Though the damnati served the Chapter well in the battle across the Etherway's surface, standing firm where even other Space Marines might have hesitated, their tenacity was tempered by inflexibility. The damnati could beat the Dark Eldar until their

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officers fell, when they would be surrounded, outmaneuvered, and destroyed. Eventually, they were ordered to open areas on the Etherway's hull. The Strike Cruisers then raked remainder of the colony ship's surface with their point defence systems. Though not dangerous to full warships, these weapons were more than sufficient to

eliminate the remaining Dark Eldar. Though the Dark Eldar were annihilated, many of the damnati and their officers lay dead. The Chapter's high command took stock of this, and the Steel Dogs' tactical principles were revised, trying to balance the need to face dangerous and subtle enemies with the inflexibility of the damnati. In many ways, each battle the Chapter has faced since has reflected this where

the commander finds this balance, the Steel Dogs triumph. Where he fails, so do they. The Battle of Thrycross [698.M38] Triumphs are rare in the histories of the Astartes Praeses. Far more common are pyrrhic victories, desperate last stands, and the crushing of rebellions which flare up again as soon as the Space Marines have departed. Though it is the Black Crusades which draw the attention of Imperial historians and responses from across the Imperium, the raids and isolated attempts at conquest of various Chaos warbands are a constant thorn in the side of the Imperial forces that defend the Eye of Terror. One of these conquest attempts involved the warband of Khulloth Von Strang, a Slaaneshi prince who had marauded, debauched and depopulated his way through half the outer worlds of the Thrycross system before the Steel Dogs' Fifth Company arrived. The two forces met in battle on Thrycross itself, a maze of chasms and caverns, and a running battle raged through them. The Fifth Company had begun the battle understrength and without their usual supporting elements, and the deceptive wiles of the Slaaneshi adherents proved capable of overcoming even the powerful conditioning of the damnati. A handful even attempted to turn their weapons on their officers, though most simply collapsed into catatonia or robotically followed their last orders. Still, the confusion this engendered in the ranks proved fatal to the coordination of the various elements of the Steel Dogs assault. Though they dealt fearsome casualties to the Chaotic warband, they were driven back toward Thycross'

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capital. Finally, Lieutenant Takeshi St. Veir, the senior surviving officer, ordered the remainder of the company to retreat to the capital, remaining behind to challenge the members of the warband to single combat in a large canyon. The Lieutenant was slightly surprised when six of the Chaotic champions accepted his challenge. Though he defeated the first three, the poison of their weapons slowly broke his strength, and the blade of the fourth separated his head from his shoulders. However, even before his lifeless body had slumped into the dust, the walls of the canyon erupted in fire and smoke, and avalanches buried all but a few members of the warband. The remainder of the PDF had planted charges throughout the canyon while the Steel Dogs fought the warband, and the death of St. Veir triggered them, annihilating Von Strang's forces including Von Strang himself. The surviving Chaotic warriors were easy pickings for the PDF and the remainder of the Fifth Company. Though it cost them greatly, the Steel Dogs had discharged their duty. The Battle of Port David [143.M40] The world of Port David lies near the edge of the Eye of Terror, and assaults upon it were frequent. When the Steel Dogs' Third Company responded to a distress call from Port David, they were expecting something unusual, as Chaos so often provides, and they were not disappointed. Most assaults on Port David came from offworld, but the most recent assault had been coupled with several of the planet's nation-states siding with

Chaos. While some strife between the various constituent nations of the planet was not uncommon, this was unprecedented. Equally odd were the tactics and methods of their opponent Grand Captain Inquis Longtooth, who led a force of surprisingly well-trained and equipped Beastmen reinforced by elite Chaos Space Marines. The battles at Port David were studied by the Chapter for a thousand years afterward. Captain Phelan Aeacid of the Third was perhaps the brightest tactical mind the Chapter had seen, and Longtooth a canny opponent. Longtooths forces outnumbered the Marines by hundreds to one, and massed ground attacks should have been suicidal. But Aeacid moved his forces as though they were ghosts, using his air superiority to move his troops from deployment to deployment, always striking where the enemy was weakest. Enemy maneuvering encountered minefields and booby-traps. Small squads mimicked conventional Space Marine tactics while larger forces massed elsewhere. If the enemy was foolish enough to respond, the massed force struck the remaining enemy troops and broke them. Though not as flexible as other marines, the superior forces the Steel Dogs could bring to bear meant that wherever they struck they were victorious. Longtooths forces bled, but so did Aeacids. Each battle cost soldiers that could not be replaced, and the Port David PDF was virtually useless, fractured with suspicion and mistrust in the wake of the initial uprisings. Indeed, Imperial analysts have since questioned whether Chaos corruption was not responsible for much of this

intransigence. Regardless of its cause, the result was that the Steel Dogs were poorly supported against a much larger force, whose numbers seemed to be eternally swelled by traitorous locals eager to win plunder. Though they managed to drive Longtooth's forces back into their friendly cities, Aeacid decided that the only solution to their dilemma was to strike those enemy cities that lacked effective garrisons, in hopes of sparking rebellion and discord within the enemy's ranks, and (if nothing else could be done) depriving the enemy of their base of support by destroying city infrastructure and forcing Longtooth to either lose support or dedicate resources to maintaining them. In the confusion that would result, the Steel Dogs might be able to get the upper hand. Likewise, a strike against their former allies would revitalize the PDF. Unfortunately, things proceeded badly. Aeacid was killed by a sniper almost immediately upon entering the city. Most of the PDF was slaughtered, and those who were not either surrendered or switched sides. The remaining Steel Dogs quickly realized that the situation was untenable, and withdrew, but several squads of damnati were left behind in the city. Local intelligence sources later reported seeing two of those same damnati serving as lieutenants in Longtooth's forces. Though the Third Company did its best to salvage the situation, all but one of the cities surrendered to Longtooth, most without even a token fight. The Third oversaw the evacuation of the last city's population off planet, then withdrew themselves, leaving Port David in the hands of Longtooth and Chaos.

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How to Paint Steel Dogs by DV8

Step 1 The model is primed with Krylon Grey Primer. This is then followed with a dusting of GW Skull White Primer. The model is basecoated with a 50/50 mix of GW Catachan Green and GW Fortress Grey.
Step 1

Step 2

Step 2 Progress amounts of GW Skull White are added to my GW Catachan Green/GW Fortress Grey mix to highlight the model (I went up 3 steps on this model). Once the highlights were dry, I then mixed a 50//25/25 mix of GW Devlan Mud, GW Catachan Green and GW Fortress Grey, and diluted this as a wash to shade in the crevices/cracks and where armour plates met.

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Step 3

Step 3 The grey shoulder pads and elbow guards are basecoated with GW Codex Grey. This is then highlighted with GW Fortress Grey and given a wash of GW Devlan Mud.

Step 4

Step 4 Basecoat the joints, chest eagles, and any other silver areas with GW Boltgun Metal. This is then highlighted with Vallejo Air Chrome. The pouches and the purity seal are basecoated with P3 Beast Hide. The base is painted with GW Scorched Brown. The pouches, purity seal, and any metallic areas are then given a wash of Badab Black.

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Step 5

Step 5 The purity seal and pouches are touched up with P3 Beast Hide. The purity seal wax is basecoated with GW Dark Flesh and then given a highlight of GW Blood Red. The base is given a drybrush of GW Snakebite Leather, followed by a drybrush of 50/50 GW Snakebite Leather and GW Bleached Bone. The edge is painted with GW Chaos Black. The Boltgun is glued onto the model, and any black areas are given a thin edge highlight with GW Codex Grey.

Step 6

Step 6 The helmet lenses are painted with GW Chaos Black. This is then basecoated with Dark Flesh and highlighted with Blood Red and Blazing Orange.

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Step 7

Step 7 The purity seal is highlighted up with GW Bleached Bone, and then GW Skull White. This is followed with a GW Devlan

Step 8 Step 8

Mud wash. Thin lines to represent script are then painted on with a 50/50 mix of GW Scorched Brown and GW Dark Flesh. Step 8 Voila! A completed Steel Dogs Space Marine. DV8s impressive miniatures and drawings can be found all across the Bolter and Chainsword. His homepage can be found at www.spacewithinspace.net, and he can be found in the Space Wolves forum (among many other places).

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CHAPTER NAME.

HERALDS OF LIGHT

FOUNDING

8TH LUXIA THE WATCH TOWER

The Nemean Campaign

CHAPTER WORLD.. FORTRESS MONASTERY.........

GENE SEED (PREDECESSOR).

IMPERIAL FISTS

KNOWN DESCENDANTS...

NONE

'We fight the battles others cannot win, we suffer the pain others cannot endure, we face the horrors We are the Emperors hounds, to lie at the others cannot withstand. Commander Simeon Ward, On For we are Astartes; this is our duty and Emperors we embracefeet it. Reclusiarch Sacrifice Fealty

The Heralds of Light

On the first day of the thirty-second millennium, the historic Third Founding was initiated. The Heresy was over, but the Imperium was still struggling, as Abaddon the Despoiler had recently launched his first Black Crusade from the Eye of Terror. And so for the first time in history, the High Lords of Terra decreed the founding of completely new Chapters, created with the genetic material of the old Legions. At least one of these Chapters was to be drafted into the Astartes Praeses, tasked with reinforcing Imperial control in the troubled space of Segmentum Obscurus and protecting the Imperium from further chaos invasions from the Eye of Terror. Chosen because of his Legion's unflinching bravery during the defence of Terra and to honour the supreme sacrifice he made for the Imperium, the Chapter was formed from the geneseed of Rogal Dorn's Imperial Fists. A small cadre of veterans and specialists from the Imperial Fists were given the responsibility of training and leadership, and quickly began moulding the first young members of the Chapter into the ultimate defenders of humanity. They were named the Heralds of Light, for they would bring the Emperor's illumination to the darkest corners of the galaxy. Gifted with the mighty Battle Barge Imperatorae Tonitrus and several Strike Cruisers from the forges of Mars, the Heralds set sail towards the Segmentum Obscurus, slaying

countless foes on their way. After two centuries, their initial crusade came to an end with the First Defence of Luxia. This battle saw the entire Chapter deployed on and above Luxia, a planet cut off from the rest of the Imperium during the Horus Heresy and now under assault by a large warband of Word Bearers. Although they took grievous losses, the Heralds were victorious and were recognized as heroes and saviours by the Luxian people. The Luxians had fought bravely, despite their inferior equipment, and they had been fearless in the face of the traitors. Impressed, the Heralds decided that Luxia would become the Chapter's home world. Since that time the Heralds have made their name in the fight against Chaos, participating in several operations against emerging Chaos cults, including the five year-long campaign against the Breakers of Chains. During the Age of Apostasy, the Heralds were nearly wiped out fighting the traitor hordes taking advantage of the internal power struggle. The Chapter was spread thin during the Gothic War trying to contain the invading forces, hunting down bands of Raiders who managed to slip through the Cadian Gate. For nearly nine millennia the Heralds of Light have fought the enemies of the Emperor, and Luxia has been a bulwark in the defence of the Imperium. Thirteen of Abaddons Black Crusades have poured out from the Eye of Terror and every time the

By Codex Grey

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Heralds have defiantly stood their ground. They are as unyielding as a lighthouse; a symbol of humanity in a dark tempest. They have felt the full brunt of many attacks, suffered horrible losses and their morale has been pushed to the limit. But the Heralds of Light still stand guard, for they know that they are all that stands between the darkness of the Eye and the billions of defenceless Imperial citizens. The cult of the Heralds places great emphasis on humility, self-sacrifice, and loyalty. They see themselves as servants of the Emperor and therefore protectors of humanity. All who live under the light of the Emperor are worthy of their protection, and the Heralds are known for their tolerance of both ordinary humans and even abhumans. Unlike the majority of Chapters, the Heralds are not exceedingly proud or self-absorbed, but humble and reserved. They exist to serve mankind, not the other way around. The Heralds value the splitting of power in the empire as absolutely necessary, but they also strongly believe that if mankind is to be victorious, the forces of the Imperium must work together. Their humbleness and willingness to collaborate has earned them many allies within the Adeptus Astartes and other Imperial organizations. During their existence, the Heralds have developed a conviction that the Emperor will one day rise from the Golden Throne, and unite humanity against Chaos. This is due to the beliefs of the Luxian people, which over the years have been absorbed by the Heralds own belief system. Their duty is to keep the Imperium safe, until the Emperor returns and leads them in a second Great Crusade. The Chapter also venerate the Emperor not as a God, but as the greatest man the Galaxy has ever seen. Due to their beliefs, the Chapter has a strained relationship with the Ecclesiarchy. But this is typically ignored due to their cordial relations with other Imperial organizations, and because of their unquestionable loyalty to the Emperor. The Heralds of Light bear an intense

hatred for Chaos in all its forms, and it is abhorred for its corrupting touch. Too often has the influence of chaos, manipulating the minds of men, been witnessed by the Heralds, and often is the corruption of one man enough to throw an entire planet in devastation. Falling to the Dark Gods is the greatest betrayal to the Emperor and cannot be tolerated. The Ruinous Powers is considered to be the ultimate threat to the human empire, and the Heralds show no mercy when it comes to the annihilation of Chaos. They have been especially vigorous during the various Black Crusades over the millennia, and this in turn has earned them the hatred of many Chaos worshippers. To them, Luxia is an intolerable provocation, a torch burning with the flame of the False Emperor.

Organisation
As members of the Astartes Praeses, the duties of the Heralds require them to frequently fight alongside other Imperial organizations. They have gained a reputation for throwing themselves into combat to support their allies, occasionally forgoing comprehensive planning in favour of providing aid as fast as possible. As a consequence, the Heralds do not always fight on their own terms, having participated in numerous defensive operations as well as other tasks that are not common for an Adeptus Astartes Chapter. This approach to combat has proven to be very strenuous on the Heralds and the number of casualties has at times been dangerously high. The Heralds themselves believe that it is their responsibility as Adeptus Astartes to fight the battles others cannot, no matter how punishing. Whilst they have been known for their lack of planning, it is in the heat of battle the Heralds have gained their renown. The Heralds have always been a flexible fighting force, able to quickly react to an ever-changing combat situation and have become famous for their ability to adapt and improvise. Alcaeus was a devoted follower of the Codex Astartes and

Herald of Light Aerion the Faithful

instilled his men with the same degree of devotion. Yet, he recognized that to be truly flexible one has to be flexible towards the Codex as well, a belief which has served the Chapter well over the years. Cooperation with allied organizations has always been important to the Heralds, and to effectively work together with another fighting force, one must be able to take advantage of each others strengths. They have therefore not specialized themselves in a single aspect of warfare, but strive to excel in all areas so that they may better support their

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allies. Their reliability and willingness to cooperate is viewed favourably by both Imperial commanders and citizens alike. In addition to their parent Chapter's adherence to the Codex Astartes, the Imperial Fists reluctance to accept the possibility of defeat has also been inherited by the Heralds. This can sometimes blind the Heralds to risk, resulting in them fighting on where other Chapters would fall back or retreat. The Heralds themselves view it as absolutely necessary for a servant of

the Emperor to be willing to die in battle, and the Chaplains constantly preach of self-sacrifice. Only by the supreme sacrifice of some of the greatest Imperial heroes, like Rogal Dorn or the Emperor himself, does the Imperium still stand. It is their resolute nature that keeps them fighting on where others would give up. The Heralds are organized along the lines the Codex sets out. Aside from the headquarters staff and support personnel, the Chapter is divided into ten companies each with its own

heraldry and name, often representing the duties of the Company Captains. This includes the Guardians of the Flame of the Second and the Shield Bearers of the Fifth. The First is like in most Chapters the Veteran Company. The 'Blades of Dorn', as they are called, are the most experienced and skilled warriors the Chapter has to offer. Rarely operating as a whole company, the Blades are typically spread throughout the Chapter, where their wisdom can be imparted to the more inexperienced battle-brothers. The second through fifth are the Battle Companies, while the sixth through ninth are the Reserve Companies. The Reserve Companies are currently understrength due to the ravages of war, and as the Heralds have vowed to never leave Luxia unguarded, they always leave at least one of these companies on Luxia. The tenth is the Scout Company, containing the newly inducted recruits of the Chapter. Like the veterans, they are spread throughout the Chapter, fighting alongside their older brethren. The Imperatorae Tonitrus is the flagship of the Chapters fleet, and has been ever since the Chapter was created. This old and venerable Battle Barge bears the scars of countless battles, and it is one of their most valued assets. It is also the only Battle Barge they possess, and it is only used when needed the most. Instead, the smaller Strike Cruisers are more frequently used as their extra speed is preferred, and there are as many as nine Strike Cruisers in the Chapters fleet. These vessels are largely crewed by the naval serfs, men who are fanatically loyal to the Chapter and under the command of only a handful of Adeptus Astartes these men are more than capable of both maintaining and defending the fleet. Unlike many other Chapters, where Serfs are nothing more than servants or slaves, the Heralds acknowledge their Serfs with respect, and to join the Chapter as a Serf is the greatest honour, aside

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Herald of Light Chronophague

from becoming one of the Adeptus Astartes. The Heralds have been known to draw their Serfs from both the people of Luxia and volunteers from nearby systems.

SELECTED BATTLES
The Flame of Hope [435.M36] The Age of Apostasy was a time of uproar for the Imperium, and all too many cries for aid were lost in a chorus of such pleas. The Governor of Juggernauth thus counted himself fortunate when his distress call was answered by the Fourth Company of

the Heralds of Light, who arrived to find Juggernauth shrouded in an unnatural darkness which obscured their sensor sweeps. Despite the risks of descending blind, the Heralds boarded their Thunderhawk gunships and made immediate planetfall using ancient survey maps from Juggernauth's entry into the Imperium. Landing at the capital, Maganlall, they found the planet in disarray forty days of perpetual night had begun to drive many of the inhabitants insane. Some had lost faith in the Emperor and

numerous heretical cults had sprung into existence, causing the planet to fall into anarchy. The Heralds saw it was up to them to restore the Emperor's light. Chaplain Parthenius himself ceremonially relit the holy flames in the Temple of the Emperor as Lightbringer in the capital using a torch lit from a brazier in the chapel aboard the Strike Cruiser which had itself been lit from the Flame of the Emperor atop the Watchtower on Luxia.

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The Heralds lit their own torches from the rekindled flames, and marched through the streets of Maganlall spreading the sacred flame and singing praises to the Emperor. Those who had fallen to the taint of heresy were purged with sacred fire, while behind the Space Marines an army grew. Drawn by the light, the Imperial faithful emerged from their refuges and marched behind the marines, fashioning torches of their own. When Maganlall shone with the Emperor's light once again, Captain Icelus despatched these faithful citizens as messengers, each bearing a torch lit from the sacred flames. Though many fell victim to renegade militias, many more reached proImperial enclaves and over the next three months the Heralds of Light spearheaded a crusade which swept the planet clean of the darkness of Chaos. With each victory won by the crusade, the skies above brightened, and when the Heralds of Light departed Juggernath had been restored to safety and the light of the Emperor. The Chirayathan Controversy [546.M39] It is unknown how long it took the Alpha Legion to raise the Chirayath system in revolt, but when the Chirayans rose, they did so with a violence that shocked all observers. The Heralds of Light responded in force to the uprising, committing several companies, and battle raged across the planets for months.

Throughout the campaign, the Heralds of Light showed a reluctance to cooperate that was unusual for them. Historians have speculated that they were concerned about possible Alpha Legion infiltration of the loyalist forces. Whatever the reason, the Chapter brought its own support forces, using Chapter serfs and Luxian PDF in the field on several occasions. They also relieved several officers of the Kurapcan Hussars, and replaced local PDF general staff with Luxian officers on seven distinct occasions. While the campaign was successful, aggrieved parties within the allied forces and the local PDF filed several complaints with the Administratum and the Inquisition. An investigation was launched to determine whether the Heralds of Light had exceeded their mandate by making use of nonAdeptus Astartes forces under their direct command, and whether they had unjustifiably interfered with the Imperial Guard chain of command. The investigation took five years, and its full findings are on file at the Library of Sycorax (section XIV sub CLIX, volumes I to CCCLIX). Suffice to say that it was concluded that the Heralds of Light had not overstepped their authority many of the officers relieved of command were indeed tainted by Chaos, and on this occasion the actions of the Heralds had averted potential calamity. Nonetheless, Chapter Master Quizion was invited to discuss the findings further with select

members of the Inquisition, and it was only through his patience and humility that catastrophe was averted for the Chapter. The Massacre at Bhein Morr [148.M41] During the darkest years of the Gothic War, the Heralds of Light Strike Cruiser Beacon of Strength received a distress signal from a deep space trading post in the Bhein Morr subsector, reporting an attack by pirates. Upon arriving at the post the Beacon of Strength was immediately engaged by a cruiser-sized vessel of unknown class and origin. By the time the Heralds realized that the attackers were in fact Fraal raiders, the Fraal vessels ether cannon had crippled the Strike Cruiser. Despite the severe damage to their vessel and the overwhelming forces encountered aboard the trading post, the Heralds of Light refused to disengage and instead fought to the last man. The only Imperial forces to survive were the serf crew of one Hunter-class escort which, having expended its full load of torpedoes, was ordered to return news of the incident to Luxia. The loss of the trading post devastated the regional economy for decades to come, and local authorities have expressed concern that the Fraal may be planning some expansion in the region, emboldened by their successes against the Adeptus Astartes.

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A 50/50 mix of Astronomicon Grey and Devlan Mud is applied as a wash (you'll probably want to dilute heavily for this step), followed by Badab Black in the crevices, joints, and where armour plates meet to black line the model. Finally, the armour is feathered back up with GW Skull White.

How to Paint Heralds of Light By DV8

Step 1 The model is primed with Krylon Grey Primer. This is then followed with a dusting of GW Skull White Primer.

Step 1

Step 2

Step 2 The kneepad and shoulder pads are basecoated with GW Chaos Black. This is then blended up with a mix of GW Charadon Granite and a touch of Codex Grey.

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Step 3

Step 3 The joints and any silver areas are basecoated with GW Boltgun Metal. Any gold areas are basecoated with GW Iyanden Darksun. Pouches, straps and purity seals are given a coat of P3 Beast Hide. The Purity Seal Wax is basecoated with GW Dark Flesh. The gold surfaces are then given another basecoat, this time with GW Burnished Gold; this is highlighted with a 50/50 mix of GW Burnished Gold and Vallejo Air Chrome. All silver areas are given a highlight with Vallejo Air Chrome. The purity seals, pouches, straps, and silver areas are given a wash of GW Badab Black. The gold areas are given a wash of GW Devlan Mud. While waiting for this to dry, the base was basecoated with GW Scorched Brown. Step 4 Touch up any messy areas from the wash (mainly the white armour). Any overpaint from the metallics (such as on the Shoulder Pads) should be corrected. The purity seal, gun strap, and pouches are touched up with P3 Beast Hide. The purity seal wax is given a highlight of GW Blood Red. Any gold areas are given a final highlight with Vallejo Air Chrome. With the chest area complete, the Boltgun (which should be painted beforehand using the same colour mixes for the silver Step 4 and black) is glued on. Any black areas are given a highlight of GW Codex Grey. The base is given a drybrush of Snakebite Leather, followed by a drybrush of 50/50 Snakebite Leather and Bleached Bone. The edge is painted with Chaos Black.

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Step 5

Step 5 The purity seal was highlighted up with Bleached Bone, and then Skull White. This was followed with a Devlan Mud wash. Thin lines to represent script were then painted on with a 50/50 mix of Scorched Brown and Dark Flesh.

Step 6

Step 6 The helmet lenses are painted Chaos Black. A basecoat of P3 Trollblood Base is applied, and is highlighted up by adding Skull White.

Step 7

Step 7 To paint the "star" on the kneepad, first begin by painting two "crosses" with diluted Skull White. A large cross is painted first, and then a smaller one at a 45 degree angle. This will form a guideline, at which point we can fill in the triangles to form the star. Then take diluted Chaos Black to paint the circle in the centre.

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Step 8

Step 8 To paint the Chapter iconography, the same kind of principle as the kneepad is applied, blocking in first the geometric shapes and working the detail in. In this instance, the overall shape of the tower is painted first with Codex Grey. The flames are outlined in with P3 Trollblood Base. The grey is then highlighted up to Fortress Grey, and the flames are highlighted up to Skull White. Once these shapes are blocked in, diluted Chaos Black is then taken to touch up any overpaints or messy areas. To define the stones, lines are painted in with Chaos Black, first horizontally to represent the layers, and then vertically to represent the individual bricks and window.

Step 9

Step 9 Voila! A completed Herald of Light Space Marine. DV8s impressive miniatures and drawings can be found all across the Bolter and Chainsword. His homepage can be found at www.spacewithinspace.net, and he can be found in the Space Wolves forum (among many other places).

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The Nemean Campaign

Through the long history of the Imperium of Man there have been those who have chosen to stand against their mastersmaster. Many are corrupted by their own greed for power, knowledge, wealth or glory. But most dangerous are those turned to darkness by misplaced pride and honour. Traitors motivated by selfishness will falter to save their contemptible lives, but those secure in their own righteousness will fight with all the fury and resolve with which they once supported the Emperor. Among such fallen exemplars stand the Lions of Alba.

Origins
Too much stock laid we in our past glories; and in the end, they are but ashes in the march of time. - The Champion (The Lions' Fall, Act I, Scene IV) The Lions of Alba are a relatively young Chapter, that contradictory records date to both the 23rd and 24th Founding. Successors to the gene-seed of the noble Rogal Dorn, they made their home in the galactic northeast, at the edge of the region known as the Eye of Terror. In their youth, the Chapter spearheaded a crusade to reclaim systems lost to Chaos several centuries before. Amidst these conquered worlds, they discovered one that had refused to bow down to its oppressors. The people of Alba, despite possessing no technology more sophisticated than steel blades and stone walls, had courageously waged a war of resistance against the forces of Chaos, but were finally on the verge of being wiped out. Impressed with the tenacity of the locals, the Marines intervened, destroying a vast force of traitors in open battle. Days later, after conducting the necessary purity checks on the populace, the Chapter declared the world as its own through right of conquest. Alba became the location of the Chapter's Fortress Monastery as well as the primary source of their recruits. As a mark of respect to the great bravery shown by the common people of their new home, the Marines took the name Lions of Alba. Over the following centuries, Alba and its surrounding systems prospered as never before under the Chapters watchful eye. But all golden ages must end...

The Old Master and his Three Captains


...And 'tis our fast intent. To shake all cares and business from our age; Conferring them on younger strengths, while we, unburden'd crawl toward our death. - Chapter Master Leyr (The Lions' Fall, Act I, Scene I) By the beginning of the 40th Millennium, the Lions of Alba had settled into their role protecting the outlying sectors around the northern rim of the Eye of Terror. They had been led for nearly five centuries by Chapter Master Leyr, a venerable warrior of campaigns and victories beyond counting. Respected though he was, Leyr had reached an age of more than nine hundred years and had decided that it was time for another, more vigorous warrior to lead the Lions into battle. On Alba, amongst the feudal Lords that ruled over the populace, succession had ever been a convoluted affair, riddled with politicking, contention and even occasional bloodletting; and many of these traditions had become part of the Chapters own ways. Brother-Captain Cordell of the 2nd Company, a proud but capable soldier, was held by many (including himself) as the natural and obvious choice to succeed Leyr. However, he had spent long years away on campaign, and in his absence Gorinel of the 3rd Company and Rygen of the 4th had worked to sour the relationship between Cordell and the elderly Leyr. Convinced by the words of his two subordinates, the ancient Master declared that a Chapter Conclave would be held to ratify his choice of successor. On hearing of this, Cordell

Prides Fall: The Lions of Alba

by Members of the Liber Astartes

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returned with all speed to Alba, sure that his time to reign had finally come. When he arrived and discovered his brother Captains scheming, the conclave was riven by arguments and recriminations. The entire Chapter was divided and Leyr was once again placed at an impasse. Finally, Rygen, who had a reputation for cunning, stepped forward and declared that he would willingly share the mastery of the Chapter with his brother Gorinel and thus heal the schism. While Cordell scoffed at the suggestion, Leyr was tired and eager to find any solution to his problem, even one that was less than perfect. He accepted Rygens proposal, quietly stating that the two Captains would rule jointly when he stepped down. Cordells reaction was immediate and furious. He decried Leyrs decision as the weakness of an old man and demanded that the Chapter name a single successor. Though still bowed by age, Leyr responded angrily, his pride enflamed by the insult his officer had delivered. Incensed, he ordered in a suddenly thunderous voice that if Cordell would not respect his wishes, the Captain and his men would be punished, banished from Alba to wander the stars for a hundred years. An angry curse died on Cordells lips, quashed by his masters ire. With his head bowed, Cordell silently left the great hall, followed by his men and Gorinel and Rygens satisfied stares.

announce his formal retirement. While Leyr outwardly accepted his fate, the canny old warrior quietly used his influence among the Chapters support staff to have a message sent to the 2nd Company, in which he apologized for his foolishness in alienating Cordell and revealed the treachery of the other two Captains. Cordell, ever headstrong, set course for Alba at once.

Written by the dramatheurge Myrlow and based on eyewitness accounts of scribes and soldiers attached to Lord Glawster's task force, the play entitled The Lions' Fall remains surprisingly popular among the worlds surrounding the Alba system, and is still performed regularly in festivals or feasts. Despite its controversial subject matter, it has escaped censure by local Administratum officials and the Ecclesiarchy due to its focus on the heroism of Captain Cordell and his doomed Company rather than on the fall of his Chapter. When the Lions of Alba first tried to reclaim their planet, its forces made it a point to first visit Myrlow's home world of Sachsen and systematically exterminated all of the dramatheurge's descendants and relatives for the slander done on their Chapter's honour.

Even as the Strike Cruiser of the 2nd Company raced towards home, Leyrs duplicity had been uncovered. Gorinel, enraged at his predecessors betrayal and the perceived slight against his own honour, reacted rashly. He stormed to Leyrs quarters, drawing his sidearm. With a single bolt shell, Gorinel angrily executed the Marine who had once been his mentor. As his rage slowly subsided, Gorinel realized that his impulsive action had killed all hope of reconciliation between himself and Cordell. On hearing of his brothers actions, Rygen immediately insisted that the Chapter be mobilized for battle, ready to face down the returning 2nd Company. As Cordells Strike Cruiser arrived in orbit above Alba, the rest of the Lions Fleet moved to encircle the lone vessel. Cordell stubbornly insisted that he be allowed to speak to Leyr, and Gorinel and Rygen flatly refused. Prideful words and heated recriminations were exchanged, followed by challenges and insults. Who among the gathered Adeptus Astartes fired first is unknown, but the results were inevitable. For a matter of minutes the skies of Alba were lit as if by a second sun as the Chapter turned upon itself. Though Cordell ranked among the greatest commanders the Lions had ever known, his fate would surely have been sealed were it not for the commanders of several of the Chapters smaller escort vessels.

Horrified by the murder of Leyr, they rebelliously opened a hole in the blockade around Alba and fled with Cordell from the ambush. Together, they fought their way to the edge of the system and escaped into the Warp. Gorinel and Rygen immediately launched a pursuit, declaring Cordell and all his followers to be renegades. A series of running battles followed, burning across several systems, as the two Masters led their forces against Cordells. The war between brothers raged for several months but eventually played itself out to its only possible conclusion. On Dardelio IV, Cordell and his outnumbered forces were cornered and butchered to the last man.

The Imperium
We have seen the worst of our time: machinations, hollowness, treachery all ruinous disorders. They follow us disquietly to our graves. - Lord-Governor Glawster (The Lions Fall, Act I, Scene II) However, the ponderous weight of the Imperium had already begun to move. Imperial authorities were alarmed by the reports of what had happened at Alba and by the violence spreading across the sub-sector. LordCommander Glawster of the Imperial Navy, an old friend of Leyr, had mobilized a task force to investigate further. Even as the first salvoes were fired at Dardelio IV, Glawsters ships

Chapter War
For the good of us all? If so, I cannot see it. - Brother-Captain Cordell (The Lions' Fall, Act III, Scene II) The 2nd Company left Alba with heavy hearts, each one sure that they would not see their world again for many years. Strangely though, it would be only a matter of weeks before they would look upon Albas green fields once again. Only seventeen days after the conclusion of the conclave, Gorinel and Rygens patience with the vagaries of Leyrs great age worn thin, and the two took control of the Chapter, forcing the venerable leader to

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were quickly closing in. While Gorinel stolidly ignored the long range hails from the Imperial Navy as an unwanted and unwarranted intrusion into Chapter affairs, Cordell sent a last, desperate message revealing what he saw as his brothers treachery to their Master, their Chapter and the Imperium. Though Gorinel was able to enjoy the momentary satisfaction of seeing his former rivals broken corpse brought before him, his ignorant and proud refusal to respond to Glawster would bring ruin to his Chapter. With no reason to believe otherwise, the Lord-Commander accepted Cordells message as genuine; and when the ships of his Fleet arrived, it was with shields up and weapons armed. Even as Gorinel and his forces boarded their vessels, the Adeptus Astartes ships came under crippling long range fire from the Navy Fleet. Gorinels response to this new treachery was to

fight back, but Rygen insisted that the Lions, weakened by their war against their former brothers, must retreat. After a moment when it seemed that even more of the Chapters blood must be spilt, Gorinel acquiesced to his brothers demands and the Lions limped away, hiding themselves in a nearby nebula. Though Glawsters ships could not prevent the Lions escape, the Lord-Commander did not rest. Messages were sent across the breadth of the sector, appealing for help to hunt the traitors down. Days later, after completing temporary repairs to their vessels, the Lions quietly made their way back towards Alba, to find that their home, once a beautiful jewel in the blackness of space, had been reduced to nothing more than a lifeless rock. The interrogation of the crew of a captured Navy patrol escort revealed that Imperial forces, including three

companies of the Heralds of Light Chapter, had responded to Glawsters warning, fallen on the Lions world, killed the few impenitent defenders and plundered the Fortress Monastery. Before leaving orbit the Heralds had delivered the final blow, a pair of cyclonic torpedoes that had reduced all living things on Albas surface to ash. Broken-hearted, the Chapter lamented the loss of its home, but there proved to be little time for grief. The fleets long range augurs picked up no less than four separate groups of Imperial ships, each approaching at high speed. Gorinel and Rygen argued again as to whether they should fight or flee, but once more Rygen prevailed. Even the impetuous Gorinel was forced to see that there was no chance of victory or revenge here. With a voice filled with bitter hatred, Gorinel cursed the vile Imperium and swore that to the very last breath of the very last warrior, the Lions would bring bloody vengeance and damnation upon it for its treachery. With a final howl of grief and denied rage, he turned the Chapters fleet to the only heading left open to it deep into the vast chaotic realm known as the Eye of Terror.

Beliefs
Wretched betrayer! Are you bored as you sit upon your golden throne... That you have us crushed like ants? Do you take joy in watching your sons weep? - Brother-Captain Gorinel (The Lions Fall, Act IV, Scene III) More than five hundred years have passed since Alba was cleansed and the Lions were declared renegade, yet in some ways the Chapter has changed very little. The Lions are still characterised by the qualities one would expect of Adeptus Astartes born of the genetic lineage of Rogal Dorn, driven by their uncompromising sense of pride and honour, and grounded by their stubborn determination to endure and persevere. Sadly, such fine qualities have been twisted against the Imperium. The Lions believe themselves betrayed, turned against

Lions of Alba nurgling6688

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without reason by those who should have been their staunchest allies, and they hate the Imperium and the Emperor with all the dedication that their heritage gives them. This allconsuming hate influences the thoughts and motivations of every member of the Chapter, each now willing to commit all manner of heinous actions that they would once have considered unthinkable, if it will bring their goal of vengeance even one step closer. Although the Chapter as a whole still fervently believes in Master Gorinels oath of retribution against the Imperium, there is a growing realization among many Marines that such a goal will never be attained. They know that the Chapter is already lost and that all its actions since the destruction of Alba are nothing more than the death throes of a wild beast. With every battle, they see more brethren lost, yet the Imperium of Man continues on unhindered. Such hopeless warriors, often led by Master Rygen, fight on because that is all that is left to them. They are utterly professional, cold where their brothers are zealous, determined that when their inevitable death comes they will have taken the highest possible toll of blood from their betrayers. The Chapter still clings to many of its traditions and various special days are remembered; of particular note is the Day of the Betrayal, commemorating their 'exile' from Alba, and it is on this day all battle-brothers retake their oath to bring vengeance on the Imperium. The Chapter has tried twice to invade and 'reclaim' the now barren Alba system, but has thus far been repulsed.

The agonizing fire in Brother Boras secondary heart had increased to an inferno. The last blow must have cracked the Black Carapace within his chest and driven shards of it into the flesh beneath. Given enough time, Boras could recover from even such grievous wounds, but time he did not have. Even as the Herald of Light rose to a painful crouch, his opponent stepped through the gaping hole in the thick plascrete wall that had been created moments before by Boras heavy form being hurled through the air. The renegade was clad in powered armour quartered in yellow and white and carried a long, heavy blade. Though both sword and armour had seen better days, the quality of their manufacture was clearly evident. A name was written across one shoulder, half obscured by dirt and battle damage, but Boras could make out that it ended GEN. The traitor spoke softly, continuing an argument that had raged even as had their combat. Brother, will you not see it? He has betrayed you, just as surely as He did me. Boras snarled under his helmet, but could not reply for his voxcaster had been damaged. Angrily he tore the malfunctioning armour from his head and spat scornfully on the floor before his foe. While no acid bubbled in the liquid, thick blood reddened it. You are the betrayer, heretic! You turned from the light and so He turned from you! The renegade paused, lowering his blade, and casually reached up to remove his own helm, hanging it carefully on his belt. Beneath it, Boras was surprised to see not a warpcorrupted horror, but rather the face of an Astartes little different in aspect from any of his own brethren. The traitors face was stern and proud, yet was marred by an air of weary bitterness. A faint smile crossed his lips at Boras words. Indeed. Then tell me, brother, how does that explain your current predicament? Boras growled angrily and with the last of his strength hurled himself suddenly forward, combat blade outstretched. Almost effortlessly, the renegade stepped aside and lashed out with a booted foot, sending Boras tumbling excruciatingly back to the floor. I have no time left for this, brother, said the traitor coldly, raising his long sword. Will you not renounce Him? There can be no doubt that He has betrayed you. Boras replied, his voice a pained whisper, The Emperor protects. The renegade stood above him, reversing his blade and raising it for the killing strike. The last thing Boras would ever hear was the quiet reply, given in a voice tinged with a mixture of hate, sorrow and hopelessness. No he does not.

Combat Doctrine
What you have charged me with, that have I done; And more, much more. - Brother-Captain Rygen (The Lions' Fall, Act V, Scene III) Now based on a handful of ships and escort vessels that are all that remain of the Chapters fleet, the Lions survive by raiding systems around the borders of the Eye of Terror. While their sense

of honour prevents them from engaging in the wanton pillage and slaughter of civilians so common among renegade Adeptus Astartes, they will attack Imperial worlds for supplies, war material and potential converts to their cause. Such assaults are never hidden with subterfuge, but are committed openly for all to see the rightful stand taken by the defiant Lions. Although the Chapter are considered traitors by the Imperium at large, they have not succumbed to the warband structure favoured by most renegades and still cling tenaciously to an ad-hoc

Codex structure, adapted for their much-reduced numbers. The Lions maintain several Battle Companies and although these formations are typically far smaller than in a loyalist Chapter, each still has a comparable proportion of Tactical, Assault and Devastator units. As the Chapter has lost most of its vehicles in the years since it was pursued from the Alba system, it has become necessary to use nonmechanized stratagems to accomplish its goals. The reduction of the battle brethrens numbers has also forced the Chapter to allow its sergeants a greater level of autonomy, and missions often have to be executed on a squad by

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The Lions of Alba trace their genetic lineage to the Primarch Rogal Dorn their Apothecaries had a reputation for fastidious precision in the care of the Chapters precious gene-seed. Such exacting standards appear to have been continued even since the loss of Alba, as even now more than five centuries later the Lions seem largely untroubled by the countless deviances that plague those Adeptus Astartes who turn from the Emperors light. This is not to say that the Lions are entirely unaffected by the warping properties of the Chaotic region that they have been forced to call home, as some few battle brethren have been cursed by the blighted hand of mutation. Such changes, be they scaled skin, weeping sores or, in a handful of extreme cases, additional eyes or mouths, are viewed with utter disgust and as a sign of deep shame to any warrior unfortunate enough to be so disfigured. While those Lions who have been affected endure their shame with stoic dignity, they will at the same time attempt to limit and conceal their corruption by sealing themselves within their power armour, thereby attempting to protect their brethren from its insidious taint. The effectiveness of such efforts is open to speculation.

Lion of Alba Greyall

squad basis. In battle, the Lions are zealous warriors, full of bitter pride and determination. Marines of the Chapter never voluntarily retreat, and while this has occasionally snatched victory from defeat, all too often the Chapter has suffered instead. The Lions lack the resources needed to maintain their assaults and their refusal to cut and run has often resulted in losses that they can ill afford. In recent years, as casualties have mounted, the Lions have gone so far as to make temporary alliances with other warbands. While for the most part

these have taken the form of pacts of non-aggression or trade, the Chapters marines have actually fought beside their renegade brethren on a handful of occasion. The Lions view any agreement with such contemptible traitors as distasteful in the extreme; but these pacts are countenanced for the opportunities they bring to strike against the hated Imperium.

Battle-cry
For Alba! For vengeance! Strike Captain Lysimachus, Espada Azul, Grey Hunter Ydalir, Ace Debonair, and Brother-Captain Alecto all contributed to the Lions of Alba.

Gene-seed
It is the Emperor who weeps; he cannot save us from ourselves. - The Champion (The Lion's Fall, Act IV, Scene III)

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How to Paint Lions of Alba by DV8

Step 1A The model is primed with Krylon Grey Primer. This is then followed with a dusting of GW Skull White Primer. Quartered schemes are always a little trickier, because a precision is required at all stages, and care must be taken that all highlights and shadows make sense, particularly if you have a combination of both warm and cool colours. Here, Step 1A the Lions of Alba feature a quartered white and mustard yellow colour scheme. Both of these colours are a little cooler so what we're going to do is first block in our colours, and then work on the shading and highlighting. All the yellow areas are blocked in with GW Iyanden Darksun. A 50/50 mix of GW Astronomicon Grey and GW Devlan Mud is applied as a wash (you'll probably want to dilute heavily for this step) over both the white and yellow parts. Step 1B A second wash of Charadon Granite is applied over both the white and yellow parts, focusing solely where armour plates meet, and where there will be the darkest shadows. This also acts are our "Black Lining" stage, as we can hit up the crevices and joints as well.

Step 1B

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Step 2 The yellow armour plates are feathered with GW Iyanden Darksun. This is then highlighted by mixing progressively more GW Skull White into Iyanden Darksun, with a final highlight of about 75/25 GW SKull White to Iyanden Darksun. The white armour plates are feathered up with GW Skull White.

Step 2

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Step 3 Basecoat the joints, chest eagles, and any other silver areas with GW Boltgun Metal. This is then highlighted with Vallejo Air Chrome. The pouches and the purity seal are basecoated with P3 Beast Hide. The base is painted with GW Scorched Brown. The pouches, purity seal, and any metallic areas are then given a wash of Badab Black. Step 4 The purity seal, gun strap, and pouches are touched up Step 3 with P3 Beast Hide. The purity seal wax is basecoated with GW Dark Flesh and then given a highlight of GW Blood Red. The base is given a drybrush of GW Snakebite Leather, followed by a drybrush of 50/50 GW Snakebite Leather and GW Bleached Bone. The edge is painted with GW Chaos Black. The Boltgun is glued onto the model, and any black areas are given a thin edge highlight with GW Codex Grey. The helmet lenses are painted with GW Chaos Black. A basecoat of P3 Trollblood Base is applied, and is highlighted up by adding GW Skull White.

Step 4

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The deceit and dishonour of the Lions of Alba was an affront to the Steel Dogs and Heralds of Light from the day the Chapter fled into the Eye of Terror. Together, the two loyalist Chapters decided to end the traitors' perfidy by luring the Lions into a trap on the world of Nemea and destroying them. But nothing is ever as simple as it first seems... DV8s impressive miniatures and drawings can be found all across the Bolter and Chainsword. His homepage can be found at www.spacewithinspace.net, and he can be found in the Space Wolves forum (among many other places).

Step 5

Step 5 The purity seal was highlighted up with GW Bleached Bone, and then GW Skull White. This was followed with a GW Devlan Mud wash. Thin lines to represent script were then painted on with a 50/50 mix of GW Scorched Brown and GW Dark Flesh.

Step 6

Step 6 Voila! A completed Lions of Alba Space Marine. Decals for the Lions of Alba have been created by the very talented Dracul, and can be found (along with many other excellent decals) at the Bolter and Chainsword. DV8s impressive miniatures and drawings can be found all across the Bolter and Chainsword. His homepage can be found at www.spacewithinspace.net, and he can be found in the Space Wolves forum (among many other places).

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Brother Against Brother


Relationships between Space Marine Chapters are always complicated. Chapters from the same geneline can nonetheless be divided by petty resentments a thousand years gone, and Chapters with every reason to despise each other can be bound together by debts and obligations just as ancient. As members of the Astartes Praeses and sons of Dorn, the Heralds of Light and Steel Dogs were already closer than most Space Marine Chapters. Over the millennia since their foundings, their duties had brought them into contact on a variety of occasions. The Steel Dogs rescued the Heralds at the Battle of the Tiku Drift, while the Heralds broke a blockade around the Steel Dogs Outpost 241 during the infamous Ranavalona War, (which needs no further explanation). When Black Crusades erupted from the Eye, both Chapters were at the forefront of the defence. Each Chapter admired the others dedication to serving the Emperor and to putting the needs of the Imperium before their personal glory. The two even cooperated on some tentative punitive missions into the Eye in late M35, though the Age of Apostasy brought an end to such excursions amid the furore of greater concerns. Relations between the two Chapters and the Lions of Alba were more complicated. Though all were sons of Dorn, the Lions relationship to their heritage was different than that of the Steel Dogs and the Heralds of Light. Where the Dogs and Heralds embraced Dorns ideals of sacrifice, throwing themselves into the breach time and again in order to preserve the Imperium, the Lions inherited Dorns pride and his stubbornness. Where the Dogs and Heralds were members of the Astartes Praeses, sworn to the opposition of Chaos in all things, the Lions concerned themselves with matters involving Alba and its regions. Though this meant they faced many of the same enemies as their brothers, the other two Chapters still saw themselves as separate from (and even superior to) the Lions of Alba, by reason of their

more ancient lineages and greater responsibilities. When the Lions were excommunicated and cast from the Imperium, the Heralds of Light were foremost among those who drove them forth. The Steel Dogs, while they did not take action against the Lions, rejected requests for aid and sanctuary as the Lions fled. With that, dislike crystallized into hatred on both sides. The elder Chapters despised the Lions for bringing disrepute on the name of Dorn, while the Lions despised their elders for the destruction of Alba and their denial of aid. Over the next centuries, as the Lions raided into the Imperium to sustain themselves and began to work ever more closely with the forces of the Betrayer, this hatred only deepened on both sides. It was cemented at the Second Battle of Alba, where the Lions' attempt to reclaim their former home world was driven back by a combined force of five Chapters, the Heralds of Light and the Steel Dogs among them.

The Nemean Campaign

Going on a Lion Hunt: The Nemean Campaign

Opportunity Knocks
Hatred always seeks an outlet, and in the waning years of the 41st millennium, the Steel Dogs and Heralds of Light agreed that the Lions of Alba should be destroyed. Each Chapter committed over a company of forces to the task the Steel Dogs committed their Second Company, under the newly-promoted Captain Esca Blackblood, while the Heralds sent their Fourth Company under Captain Skaron Cinereal. Both companies were reinforced by reserve elements, producing a powerful force more than capable of dealing with a few companies of renegade Space Marines. Together, the two Captains began planning the destruction of their enemy. Cinereal and Blackblood did not entirely see eye-to-eye. Where Blackblood tempered his honour with subterfuge and deceit, Cinereal preferred somewhat more direct methods, trusting to tenacity and firepower to carry the day. Still, after much debate, he came to recognize the

by Grey Mage, Allerka and Octavulg

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wisdom of a conceiving a plan that would lure the Lions of Alba into the open and bring them to their destruction. After all, even the brave hunter must sometimes lie in wait. So through various contacts with traders and garrisons, rumours were spread, creating a story which varied in the details but that always took one familiar shape. The rumours told that an ancient Heresy-era supply depot had been found on Jamshyd's World, in the Nemea system. Since disputes had arisen over whether the depot should belong to the Adeptus Mechanicus or to the Space Marines that found it, no action had been taken to secure it, each side having sworn to destroy any force that moved to do so. The Lions of Alba, despite their isolation in the Eye of Terror, were careful to maintain contact with the region surrounding their former home, and so the two Captains were confident that they would not have long to wait before the

Lions left their den. The Lions could not afford to pass up an opportunity to acquire such wealth, and the knowledge that they would be seizing it from under the noses of former comrades would make it even more tempting. The only question was when the traitors would attack.

simple agri-world, with little to tempt invaders. That simplicity, reasoned the Captains, would protect the planet from any but the most minimal depredations, and half a company of Heralds of Light would be stationed in the planetary capital with their Thunderhawks in case that reasoning was incorrect. The Steel Dogs would conceal their Strike Cruiser, the Catulus, on Bahram, the first moon of the planet. The moon's minimal gravity would not inconvenience the great ship, but would provide sufficient cover to prevent detection by invaders. Meanwhile, the Heralds of Light would keep their Sacrifice in a far orbit around the planet, accompanied by a squadron of escorts from each Chapter. Once invaders had appeared and landed their forces on the planet, the Sacrifice and its attendant ships, under the command of Captain Cinereal, would move to engage the enemy and

Execution
The two Captains used the time in which the rumour spread to prepare for the eventual onslaught. The plan was simple enough. A fake supply depot would be constructed on the southern continent of Jamshyd's World, at some distance from the nearest population centres. A few Chapter serfs and servitors would give the illusion of a mostly-abandoned dig site. The complex, meanwhile, would be filled with traps and secret entrances though it would appear defensible and secure, it would be anything but. With the exception of the false complex, Jamshyd's World was a

Boarding Action nurgling6688

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Mission 1: Crushing Fist The Steel Dogs and Heralds spring the trap, dropping from orbit to rapidly encircle and eradicate their foe. Taking down a renegade warband is never an easy task however, and the cost in lives may leave a bitter aftertaste. Suggested Forces: 1500pts. The Loyalist forces are sending in their finest troops to eradicate the enemy, and as such only require a single HQ for this mission and may field up to six Elites. However, they are restricted in their heavy armour due to the quick drop and so may only use a single Heavy Support choice. Be sure to set up a single building in the middle of a table quarter, this is the entrance to the equipment cache. Deployment: If you have access to it, play Planetstrike scenario one with a single bastion. Otherwise, deploy as per the Spearhead rules from the core book. The Lions will automatically receive the table quarter with the building as their deployment zone, and the loyalist forces must take the one opposite of that. The renegades must deploy first, and the loyalists will receive first turn on a 2+. While not required, loyalist deployment via Drop Pod assault is encouraged. Objectives: The loyalists must kill as many traitor marines as possible, and so receive standard Kill Points for this mission. The Lions receive a single Kill Point for each unit they have alive at the end of the battle and an additional 3 Kill Points if they have a surviving unit inside the building. If the Loyalists win continue on to scenario 2A, if the Renegades win continue onto scenario 2B. The victor in this scenario scores 2 Victory Points (whoever has the most victory points at the conclusion of the campaign wins).

prevent their escape, while the Catulus dropped its forces to harry the enemy on the surface. Once the Steel Dogs had landed, under the command of Captain Blackblood, the Catulus would assist the Sacrifice in destroying any remaining enemy ships, at which point the task force could turn its attention to destroying any forces on the planet. With the details agreed upon, the two Captains made their preparations, then steeled themselves for a wait that might not end for months. However, they did not have nearly so long to wait.

When the traitors entered orbit, however, events took another unexpected turn. Instead of landing only at the false supply depot, the traitor forces had landed the majority of their forces at another location, near the tip of the southern continent. Planetary surveys had shown nothing of interest at that location, but any delay to determine what was going on risked the forces at the false storehouse realizing their mistake. There was no choice but to strike now, and determine the enemy's reasons later. With a few simple words from Captain Cinereal, the two ships sprang into action. While the Sacrifice and its squadrons struck at the two traitor cruisers, the Catulus launched the Second Company toward the surface in its drop pods. The Steel Dogs landed almost on top of the enemy, and were swiftly locked in deadly hand-to-hand fighting. Though the Lions were tenacious, the Steel Dogs had the weight of numbers and the implacability of the damnati on their side. The Lions retreated within the false storehouse to lick their wounds, and the Dogs quickly entrenched outside the entrances. In orbit, the Catulus and Sacrifice were battered, but had succeeded in driving away the enemy Strike Cruisers, now identified as the White Lion and the

Pride of Alba away from the planet. Unfortunately, they had been unable to destroy either vessel, though both escort squadrons remained unscathed. Though the traitors had certainly had the worst of the engagement, there was no doubt they would return. It did not take long before the Lions in the false storehouse discovered the absence of their orbital support, and it took them even less time before they discovered that it was empty of valuables (later inspection revealed that the Lions lost a full squad to the various traps within). Grimly determined, they charged the Steel Dogs' entrenchments, desperate to break out and reach their fellows elsewhere on the continent. Unfortunately for them, the Steel Dogs were secure, and had been reinforced by elements of the Heralds of Light. When two Tactical Squads of Heralds used secret entrances to outflank the Lions, it only hastened the inevitable. Of the sixty Lions who dropped to seize the storehouse, only three survived to be taken prisoner.

Crushing Fist
When two Lions of Alba Strike Cruisers appeared in system some four months after the initiation of the plan, both Captains were surprised. Even the most audacious of the storehouse rumours had not mentioned enough spoils to be worth the Lions risking such a large portion of their strength. Still, the loyalist forces possessed a sufficient edge in firepower to be confident of victory. The Lions moved in-system, stopping occasionally to annihilate a mining station or extort supplies from a freighter, and the Steel Dogs and the Heralds of Light watched them come.

Contact
What those three revealed, however, was disturbing. The loyalists' fabrications had, unknown to them, contained an element of truth there

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Mission 2A: Breakout The Lions, having been forced back into the false storehouse, attempt to break out and reach their fellows to the south. Suggested Forces: 1250pts. The loyalists have had the opportunity to land further forces, but both sides have taken losses. Many of the elite troops are now needed for the battle in orbit. Play this battle with normal Force Organization requirements. Terrain: Woods, small ruins, and a broken road leading to the ancient storehouse are all great ways to reflect the rural and weathered area this battle was fought in. Deployment: Deploy as per the Spearhead rules. The large building from the first scenario should be placed in the Lions deployment zone as close to the Lions corner of the field as possible. The Lions will deploy first. Either player may place up to half their forces in reserve. Objectives: The Lions have only one objective- survival. They place one objective in the centre of the loyalist deployment zone, another in the middle of their deployment zone and a third in the back corner of their deployment zone- which should be represented by the large building from Scenario 1. In addition any HQ units on the board count as objectives. If an HQ unit is still alive, it counts as held by the controlling player- if they are slain leave them on the table to be captured as a normal objective. The player who controls the most objectives at the end of the game wins. If the Lion player moves any of his HQs off the loyalist board edge, they count as two objectives. The victor in this scenario scores 2 Victory Points. First Turn and Game Length: The players roll off for first turn once all units have been deployed. The game will normally last 5 turns. At the end of turn 5 roll a d6- on a 5+ continue playing for another turn. Continue rolling at the end of each game turn until a 4 or lower is rolled. Special Rules: Tactical Retreat! All non-vehicle Lion of Alba units have the hit and run special rule. Stubborn Containment. All non-vehicle loyalist units receive the counter-attack special rule.

was a lost Heresy-era depot on Jamshyd's World, one larger than even the rumors had suggested. The Lions had investigated the rumours much more thoroughly than anticipated, using resources the prisoners refused to divulge, and their investigations had confirmed the presence of such a site. The smaller force had been sent to secure the smaller site nearly a hundred and fifty Lions were busy

locating and entering the much larger site to the south. To say that the Captains were concerned would be an understatement. The absurdity of the situation belied the possible consequences of the Lions of Alba gaining powerful weapons from the dawn of the Imperium. The Imperial plan had lured out the Lions of Alba, but now it risked enriching

and empowering the traitors, rather than destroying them. Harsh words were exchanged before it was agreed that, whatever the cost, the Lions could not be allowed to flee the planet with the ancient technologies which no doubt lurked within the storehouse. The Steel Dogs and Heralds quickly boarded their Thunderhawks to make the flight to the real storehouse. In

Mission 2B: Pursuit The loyalists try to run down the escaping enemy before they can reach their fellows to the south. Suggested Forces: 1500pts. The loyalists have had the opportunity to land further forces, but both sides have taken losses. Many of the elite troops are now needed for the battle in orbit. Play this battle with normal Force Organization requirements. Terrain: A broken road, hills, and sparse woods all make perfect terrain to run for your life in. Deployment: The Lions of Alba deploy first, within 6" of the tables centre-line and at least 18" from the short table edges. The Loyalists then deploy their forces within 9" of the long board edges. Any units unable to deploy in this area may be placed in reserves, but will come in from a random board edge- nominate a board edge as '1' and roll a d6, moving counter clockwise for 2, 3, and 4. A result of 5 allows the unit to come in from the board edge of the Lion players choice, while a 6 forces them to come in on the edge of the loyalist players choice. Objectives: In this bitter fighting there can be only death. This scenario uses the kill point scenario rules. In addition any heavy support options from the Lions of Alba count as two kill points, as do any loyalist elite units. Finally, any Lion of Alba unit that reaches the short table edge may be removed from play, counting as 0 kill points for either side. The victor in this scenario scores 2 Campaign Victory Points.

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orbit, servitors and serfs desperately prepared tanks and speeders whose use had not been expected, even as sensors detected the White Lion and Pride of Alba approaching again. The forces already on planet and their newly prepared supporting elements assembled some distance from the

storehouse and prepared to attack, even as battle was joined again in orbit. With their aerial elements committed to the battle in orbit, the strike force launched their attack on the Lions. The Lions had prepared defensive positions while attempting to gain entrance to

the storehouse, but they were still surprised by the loyalist attack. The battle was brief, but violent, with neither side really gaining the upper hand. The Lions retreated into the storehouse when it became clear victory was unlikely, but they did so in good order, and the Dogs and Heralds

Mission 3: Meeting Engagement The loyalists engage the forces at the real storehouse, hoping to wipe them out before they can gain entrance. Suggested Forces: 1750pts. Both sides have their best and brightest forces available each may field an additional Elites choice beyond the usual Force Organization chart. Terrain: Sloping hills or a large building should occupy the centre of the Lions deployment zone. Other than some small ruins the loyalist deployment zone should be fairly barren. Deployment: Deploy both forces as for a pitched battle. Either player may place units in reserve. Objectives: Place one objective in the middle of the Lions deployment zone. The loyalists place a single objective anywhere within their deployment zone. The victor in this scenario scores 3 Campaign Victory Points. First Turn and Game Length: Roll for first turn. At the end of the fifth turn, roll a d6. On a 4+ play another turn, otherwise the game ends immediately. Special Rules: Orbital Bombardment: The loyalist player rolls a d6 for each Lion of Alba unit on the field, on the roll of a 6 they may resolve the following shooting attack on that unit: S9, AP 2, Ordnance Barrage, Large Blast. This attack scatters 3d6" and even on a hit will scatter d6". Any shots placed should be represented by a crater, treated as difficult 5+ area terrain for the rest of the game.

Mission 4: Infiltration The Steel Dogs and Heralds of Light are attempting to infiltrate the storehouse and probe its defences, while the Lions of Alba are attempting to prevent them from relaying information back to their allies. Suggested Forces: Special The Attacker (Lions of Alba) uses a list of no more than 1000 points. The Defender (Steel Dogs and Heralds) use a list of no more than 500 points, and are limited to HQ, Elites, and Troops. Terrain: Congested industrial terrain would be appropriate, as would ruins and rocky ground. Deployment: The Defender sets up his entire army in the centre of the table, anywhere that is more than 18" from any table edges, and at least 24" from the table edge from which they will be trying to escape. At least half the Attacker's units, rounding up, must be placed in Reserves. Attacker units arriving from Reserves may enter the table from either long edge or the Attackers short edge. Objectives: The Defender is attempting to escape the pursuing Attacker forces and reach safety, along with conveying vital information on the defences of the Attacker. The Attacker, of course, is attempting to prevent this. The Defender must get as many models as it can to the departure point. If the Attacker destroys all Defender units before they reach the departure point, the Attacker automatically wins. The departure point is placed on the Defender's short board edge. Victory in this scenario is decided using victory points, and each model that reaches the departure point scores 100 victory points for the defender. The victor in this scenario scores 1 Campaign Victory Point. First Turn and Game Length: Roll for first turn. At the end of the fifth turn, roll a d6. On a 4+ play another turn, otherwise the game ends immediately.

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were forced to remain outside, preparing themselves for any eventual counterattack.

Undermining
The loyalists began preparing their own defences, modifying those the Lions had built and creating new ones into the bargain. Even as they did so, several kill-teams were dispatched with instructions to locate any weaknesses in the storehouse's defences. With frequent reference to ancient plans of other Imperial storehouses in the Codex Astartes, the kill-teams were able to penetrate the outer level of the fortress' defences. Most of those sent into the fortress did not return, cut down in running battles with traitor sentries or caught by defensive traps in the fortress' architecture. Those who did, however, had discovered several weak spots in the storehouse defences most notably, the power generators for the

storehouse void shields and primary weapons arrays had been exposed by an ancient earthquake, allowing an enterprising assault to destroy them provided that assault could penetrate the outer level of defences in sufficient force. Even as the assault was planned, the Lions in orbit broke off their attack once again, having suffered severe damage. Captain Cinereal, who had been commanding the space battle from the bridge of the Sacrifice, ordered a pursuit, hoping to destroy the Lions' only possible route of escape from the system. After all, their possible capture of the storehouse would be immaterial if their ships could be destroyed. While a defensible strategic choice, this left a shocked Esca Blackblood without air support or the possibility of further reinforcements beyond his own men and the few Heralds of Light seconded to his command.

Even without orbital support, it was imperative that the assault on the storehouse proceed. To leave the Lions too long undisturbed was to give them the opportunity of unlocking some powerful secret that might secure their victory. With twinges of concern in his hearts, Esca ordered his forces into battle. The assault targeted the northern wall of the storehouse, planning to smash a direct route through to the generators' primary distribution nodes. Their destruction would prevent the generators' use for the time being while still allowing for repair in the future. The loyalist forces had assembled as much firepower as they could, though Blackblood was concerned that they might be unable to so much as scratch the Heresy-era armor which covered the structure. Fortunately, millennia of neglect and a lack of proper blessings had caused the ancient armor to degrade, and the scouting efforts of the

Mission 5: Undermining Having acquired valuable knowledge of weak points in the Lions of Albas defences, the Steel Dogs a nd Heralds of Light launch an opening raid designed to weaken the Lions position and leave them vulnerable to a larger attack. Suggested Forces: 2000pts Both sides use the normal Force Organization chart. ` Terrain: Use a terrain setup similar to that from the previous mission. Deployment: This mission uses the Dawn of War deployment. The Steel Dogs and Heralds of Light (Attacker) may deploy their entire army at the start of the game, though the Lions of Alba (Defender) must abide by the normal limit of 1 HQ and 2 Troop choices. Additionally, the Defender has deployed minefields to protect his position. He may place D3+3 minefields anywhere within his deployment zone. For each minefield, place a small marker (40mm base is ideal). The mines extend 3 in all directions from the marker. This area counts as both difficult and dangerous terrain, and any units suffering casualties from them must test for Pinning. If the Attacker won the previous mission, he may remove D3 minefields after they are deployed, to represent the attacking forces knowing of the vulnerabilities in the defences. Fleeing units will flee as normal towards their respective long board edges. Objectives: Kill Points are used in this mission. Additionally, place a single objective marker anywhere in the Defenders deployment zone to represent a communication uplink, ammo store, or other objective. Whoever controls this objective at the end gains an additional 3 Kill Points. If the number of Kill Points are tied between both players, then whoever controls the objective wins. If neither side holds the objective, Victory Points are used to break the tie. The victor in this scenario receives 3 Campaign Victory Points. First Turn and Game Length: Roll for first turn. At the end of the fifth turn, roll a d6. On a 4+ play another turn, otherwise the game ends immediately. Special Rules: Reserves, Random Game Length, Seize the Initiative, Night Fighting (Turn 1 only), Cities of Death (optional)

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kill-teams ensured that the loyalist guns found the most vulnerable targets. Soon, the outer wall was breached, and Steel Dogs poured into the storehouse, roaring cries to the Emperor and calling on the traitors to come and fight. Fight they did. The ferocity of the Steel Dogs' onslaught was matched by that of the traitor counterattack, and a bloody stalemate soon ensued. In the end, only a flanking maneuver by Esca's bodyguards (carrying an improbable quantity of meltabombs) ensured the destruction of the distribution nodes. Both Chapters fell back, licking their wounds. An uneasy peace reigned over the field for a full week. The Lions did not attempt to break out, and the loyalists lacked the strength to break in without

the powerful orbital guns of their Strike Cruisers (though their remaining Rapid Strike Vessels were enough of a threat to discourage sallies). Any assault would be ruinous. Minor raids crept back and forth across the noman's land in front of the storehouse, costing little and achieving less. Eventually, the battle in space forced events to a head on the ground. On the fourth day of battle, Esca received word from his forces in space. The Lions had managed to outmaneuver them, and both sides were now racing back to the planet as swiftly as they could. Though the loyalist forces might arrive in time to prevent the Lions from escaping with the contents of the storehouse, it was not certain.

Final Strike
There was only one course open take the storehouse before the Lions' ships reached orbit, bombarded the Steel Dogs into nothing, and escaped with their troops and incalculable quantities of munitions and technology. Many might die in the resulting battle, but many more would die should the Lions escape. Esca massed his forces, and prepared the final assault. But even as the first Steel Dog stepped out of the earthworks, the gates of the storehouse began to open. Lions of Alba poured out, taking up defensive positions amid the rubble surrounding the fortress. And behind them, most terrifying of all, walked a God-Machine a Reaver Titan

Battle Greyall

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Scenario 6: Final Strike.

The loyalists have prepared to launch a final strike on the heart of the Lions of Alba- the ancient cache of imperial technology. This fighting was the most bitter of the war, and drug on for several days before the full weight of their forces came to clash. Suggested Forces: 3500+pts Choose forces as per the Apocalypse rules up to a maximum value agreed on by both players. No additional strategic assets may be purchased, and the only super-heavy vehicles that may be purchased are Thunderhawks. Deployment: The player who rolls highest on a d6 may choose to begin deploying first or second. Each player then alternates placing units until all forces have been deployed. For every 4 units in their army, rounding up, a player may place one unit in reserve (which counts as a deployment). They will enter play using the normal reserve rules, rather than the rules from Apocalypse. Terrain: The Lions receive the Bunkers and Obstacles strategic assets for free. Place these bunkers, razorwire, and traps on the field before deployment. Otherwise the battlefield should be littered with ruins, craters, and a broken roadway leading into the heart of the renegades deployment area. Objectives: Choose a single bunker or ruin in the Lions of Alba deployment zone- this is the one and only objective in the game. Holding it counts as 9 Kill Points. Otherwise, follow the normal rules for Kill Points. The victor in this scenario gains 6 Campaign Victory points. Whoever has the most Campaign Victory points in total at the end of this scenario wins the campaign. First Turn and Game Length: On the roll of a 3+, after deployment, the loyalists will take first turn. The game lasts five turns of hard bitter fighting. At the end of turn five, roll a d6 on a 5+ play a sixth and final turn. Special Rules: Resources of Old: The Lions have the Vortex Grenade asset for free and may choose an additional Front Line or Space Marine asset for free. This represents the plundered relics and ancient caches theyve brought back to the world of the forty-first millennium. Additionally, the Lions of Alba player may field a single super-heavy of three structure points or less from the imperial or chaos datasheets. If the Lion player wishes, The Lion player may sacrifice up to five campaign victory points to field correspondingly larger super-heavies (for example, sacrificing three would allow the player to field a single super-heavy of up to six structure points). Fury of the Righteous: The Steel Dogs and Heralds of Light are bringing the full weight of their forces to bear in a final push to destroy the Lions of Alba. To represent this they may make use of the Orbital Strike Strategic Asset each turn, and in addition may select one additional Support or Space Marine Strategic Asset.

Heralds of Light Aerion the Faithful

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The Battle of Jamshyds World by Octavulg

depending on whether or not theyre in base-to-base contact. Nearby formations can use their Firefight stats to support assaults that are close enough to them. Victory is decided first and foremost by achieving goals, which depend on the scenario. The winner must achieve at least two goals, and achieve more goals than their opponent. If no one has enough goals to win, the tie is broken by Victory Points based on the number of enemy formations destroyed and broken. Ill explain more as the battle report progresses. I had to adapt the 40K scenario to Epic, but that was simple enough. I used NetEA (the major international Epic organization) lists, using the Apocrypha of Skaros to represent the infantry-heavy tactics of the Steel Dogs, and the Imperial Fists defensive siege list to represent the Lions. Objectives were de-emphasized compared to the usual Epic game, to represent that this was a battle to the death.

There are only two objectives on the board, since everything else has been flattened. This is a war of annihilation as much as a battle of maneuver, and both sides know it. The possible goals in this scenario are as follows: Blitzkrieg: The Lions achieve this by capturing the Steel Dogs' communications uplink. The Steel Dogs achieve this by capturing the storehouse entrance. Take and Hold: This is achieved by capturing both the uplink and the gate. Break Their Spirit: This is achieved by destroying the enemys most valuable formation. They Shall Not Pass: Either side achieves this if there are no unbroken enemy formations in their half of the table. Players check for victory at the end of the third and fourth turns. The game ends at the end of the fourth turn.

Introduction
Well, the Imprint needed a battle report to be complete, and I was drafted. Since I already had an Epic Steel Dogs force underway, I decided to add some Lions and Heralds and do an Epic report. A quick run-down of how Epic: Armageddon works, for those unfamiliar with it. Epic: Armageddon is the small-scale version of 40K. Tiny models, more of them. It doesnt work much like 40K, however players alternate actions each turn, activating units with dice rolls against their initiative (which, in Epic, represents their strategic abilities). Each activated formation can choose to take different actions which allow them to do different combinations of moving, shooting, and special actions. Blast markers, which represent confusion and attrition, are a big deal in Epic. Shooting, screw ups and losses all produce blast markers, and a formation that takes too many Blast Markers is in serious trouble it breaks, and is a lot more vulnerable. Epic shooting is relatively sparse only heavy weapons get to shoot outside of assaults, and the battlefields a lot bigger proportionally. Epic Assaults are remarkably similar to 40K, only you can shoot as well as hit people in the face. Almost everyone gets only one attack, which is based on their Firefight or Close Combat stats,

The Forces
I planned both forces long in advance, since I had to paint them. The Steel Dogs got Escas battle company, and the Heralds were represented by another half-company. Since this was a siege, I also took some Whirlwinds and Vindicators. Finally, I took a formation of Land Speeders, since the rest of the army was pretty unmaneuverable. I figured the Lions should be short on numbers but long on shiny equipment after looting the storehouse, so I gave them just under a Battle Company in infantry and loaded the rest of the list down with vehicles, a Titan, and some fortifications for spice. The Dogs might have more troops, but the Land Raiders and Titan would be tough nuts to crack. This would help whoever I found to general, since they werent going to get to choose their forces.

The Scenario
Introduction: The Lions are sallying forth to try and wipe out the Loyalists. Their new Titan and tanks will be harder to bring to bear should the Imperials gain entrance to the restricted confines of the storehouse, and so the Lions disperse and destroy the Loyalists now before retreating back into the storehouse to await rescue. The Steel Dogs and Heralds of Light, meanwhile, are trying to break the Lions and gain entry to the storehouse, thus securing the treasures inside and gaining a safe position to wait for their ships return. Scenario: All Steel Dog formations are set up within 15cm of their table edge. All Lion formations are set up within 30cm of the storehouse entrance (which is set up along the Lions table edge).

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The Steel Dogs and Heralds of Light: Esca Blackbloods Demi-Company Tactical Formation with DemiCompany, Supreme Commander, Armoured Support 625 pts Lieutenant Kovacs Demi-Company Tactical Formation with DemiCompany 425 pts Whirlwinds 300 pts Veteran Land Speeders Land Speeder Formation with two Land Speeder Typhoons 250 pts Reserve Captain Rhadamanthus Demi-Company Tactical Formation with DemiCompany, Commander 475 pts Vindicators 225 pts Total: 2300 The Lions of Alba: Master Gorinels Retinue Tactical Formation with Commander 350 pts Captain Osrics Retinue Devastator Formation with The Lions of Alba in column on the third moon of Astra Majoris Commander 225 Tactical Formation 250 Land Raider Formation 325 Land Raider Formation 325 Assault Formation 150 Lucem Ferre of the Legio Mortis Reaver Titan 650 Elements of the Sixth and Fourth Companies under Rhadamanthus assembled on Jamshyds World Fortifications 50 Total: 2325

The Steel Dogs Second Company assembled on Avren

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The Battle
I commanded the Imperials. My opponent was Mike, who among other things is one of the minds behind Astronomicon. Hes a gentleman and lots of fun to game with. It was his first real Epic game (which is why he got the Titan). It didnt slow him down that much, though Since Epics turn structure isnt divided into one players turn, other players turn like 40K, it can be a bit confusing to keep track of whos moving and acting. As a rule in this battle report, each new paragraph is a different player.
The Field of Engagement

Deployment
The Lions deploy around the gate. The Steel Dogs and Heralds are spread along their edge the Heralds have the middle, the Whirlwinds are on a rise to the east, while the Land Speeders are behind the river to the west. Mike set his mines up in a line along the eastern side of the field, effectively blocking off the route up to the storehouse gate.

Kovacs men engage the Land Raiders. Note how my Assault Marines are blatantly out of coherency (since I could have just moved my Rhinos forward a little more and it would have been fine, Ive managed to not feel too bad about it).

Turn 1
The Steel Dogs win the roll to go first this turn. Esca's formation uses a March action1 to seize the abandoned fortification below the gate. The Lions activate one of their Land Raider formations, which charges toward the Steel Dogs Whirlwinds, heedless of possible danger. The Lions retain the initiative,2 and the Reaver

A March action lets a formation make three moves (how far that can be depends on the units involved). 2 Normally, in Epic, activations alternate from player to player however, you can try to take two actions in a row by taking a penalty to your activation roll.

Advances3, raking Escas formation with fire and destroying a Devastator unit and a Tactical unit. Due to the vagaries of time, however, its fire was not as effective as could be hoped even the workings of the Mechanicus degrade after ten thousand years underground. [At this point, both of us being tired, we got confused over how many Turbolaser shots the Reaver got, and decided it should get half as many as it was entitled to. We apologize to the crew of the Reaver and to the brave men who died because the Reaver could not help them enough. I apologize to Mike, who I suspect would have dismantled me with a full-strength Reaver. Ed]

The Dogs Whirlwinds launch a barrage at the Land Raiders charging toward them, managing to destroy one. The Loyalists retain, and Kovacs Demi-Company moves forward and engages the Land Raiders in assault. Almost all of the formation is out of range, but the Assault units can reach, and do their best to disable the Land Raiders close up. Neither side managed to destroy the enemy directly, but the Assault Resolution roll favored the Steel Dogs, especially when combined with the blast markers the Land Raiders had already taken, and the Land Raiders were wiped out as they attempted to withdraw.4

4 3

An Advance allows the formation to make one move and fire once.

A formation takes damage when it loses an assault, and the Land Raiders lost the assault by a lot.

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The Lions Devastators Double forward into ruins, firing at the Reserve Captains formation with no result. The Steel Dogs Land Speeders March forward into the crater at the east edge of the board.

Turn 2
The Lions win the roll, and opt to go first. The Land Raiders Sustain Fire6 at the Whirlwinds, annihilating the lighter tanks. Retaining, the Lucem Ferre moves forward, firing at the Reserve Captains formation. The Heralds lose three Tactical units and two Rhinos to the punishing barrage. The Vindicators Advance, blasting at the Land Raiders. Despite high hopes, when the smoke clears, the Land Raiders survive. [Mike failed all his saves. Then he succeeded on all his rerolls. Stupid Land Raiders. Ed]
The Heralds and Lions face off over the minefield.

The battlefield, just after the Assault Marines moved up. Esca is in the fortification in the lower right, Kovacs is in the upper right, and the Whirlwinds are in the upper centre.

The Lions of Alba seek vengeance the second Land Raider formation Doubles5 forward, firing on Kovacs Tacticals, who lose three Rhinos. The Lions retain and move their Assault formation forward, behind the Land Raider. The Heralds Vindicators Double forward, firing at the Land Raiders. One of the Land Raiders succumbs to

the heavy Demolisher shells, but the rest shrug it off. Master Gorinel and his Tactical formation move forward toward the cliff edge, opening up on Escas troops in their battered fortification. The Lions then retain, and their second Tactical Formation does the same as the first, but between the two only one Tactical unit is destroyed. Captain Rhadamanthus springs into action. His men Double toward the minefield, firing on the Assault formation. One Assault unit is destroyed.

The Devastators Sustain Fire at Kovacs DemiCompany, wiping out the skirmishing Assault units. Retaining, Master Regan Sustains Fire at the Speeders, two of whom are lost despite the cover of the crater. Kovacs Demi-Company Sustains at the Land Raiders, whose armor is once again impervious. Retaining, Rhadamanthus men follow suit, with the same result.

A Double allows the formation to move twice, then shoot with a -1 penalty.

A Sustain Fire action means the formation can fire once with a +1 bonus (though it can do nothing else)

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The Lions' Assault formation jumps back toward the gate to secure it from enemy attack. The Land Speeders Double forward to a point between the Assault formation and the Tacticals, attempting to force the enemy out of position.7 They shoot at the Reaver, but succeed only in knocking down a Void Shield. Finally, Esca's Demi-Company moves its Predators forward and fires at Master Regans formation. With the Land Speeders behind them, the Lions are caught in a lethal crossfire, and four of their units are lost.8 The Masters formation breaks. In the end phase, Master Regans formation attempts to flee, but are trapped against the cliff by the Land Speeders. They are cut down and dispersed. Unfortunately, Esca is unable to reassert control over his formation they fail to regroup, and do not remove any blast markers.9

Turn 3
The Steel Dogs win the roll and go first. The Land Speeders Sustain Fire at the Lions remaining Tactical unit, killing one. Retaining, Esca concentrates his formations fire against the same target, killing four and breaking the remaining few Marines.

Escas Demi-Company and the Land Speeders destroy Gorinels Retinue

Units in Epic have a zone of control. Other units cannot enter this, except when assaulting. Land Speeders have a doubled zone of control and so can force other units to move away (or assault them) by moving next to those units. 8 If there are friendly units on the other side of a target when you shoot at that target, the target gets a -1 penalty to its save against any hits. 9 In the End Phase, broken units attempt to rally and units with blast markers attempt to remove them. Ive only noted when these things DONT happen.

The Lions Assault formation attacks the Land Speeders, looking for vengeance (and because it was that or move away from the Speeders zone of control). The Reaver provides heavy supporting fire, but it is mostly ineffective each side destroys one enemy unit. The Assault resolution is very close, but the Land Speeders win by one, which is enough to kill another Assault unit. The last remaining Assault unit in the formation breaks. The Lions, angered, retain. The Reaver moves forward and annihilates the Land Speeders in a blaze of destruction. Kovacs Sustains Fire at the Land Raiders, and the punishing fusillade finally manages to penetrate the Mechanicus finest armour (ten thousand year guarantee, or your

money back). That loss is enough to break the Land Raiders, who retreat toward the safety of the storehouse. The Vindicators Advance through the minefield, losing one tank despite their Siege Shields10 [Double 1. Of course. Ed.] . Firing at the Devastators, they inflict no appreciable losses. The Devastator's responding Sustained Fire has an equally negligible effect. The Heralds of Light move wide around the minefield, unwilling to risk losses in exchange for minimally effective fire against the Devastators.
10

Whatever the GW game, dangerous terrain is dangerous terrain.

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Results, or Lack Thereof


Mike and I both agreed that Esca was unlikely to blast apart the Reaver in the moments that remained. We called the game, and determined who had won. The Dogs and Heralds had achieved one objective, having kept their half of the table clear of enemies, but otherwise no goals were achieved. That meant we had to calculate Victory Points. The Lions were rather battered the Reaver was at full strength, and the Land Raiders were at half. The Assaults and Tacticals rallied, but were also below half. Everything else was destroyed. The Steel Dogs thus gained 1313 VP. The Steel Dogs and Heralds, while mauled and walking a lot more than they were used to, fared somewhat better. The Vindicators were still above half and unbroken, as were the Steel Dogs' demi-companies. Rhadamanthus formation was below half, but unbroken. The Lions of Alba gained 763 VP. The Steel Dogs won by 550 VP. The Lions fled back into the storehouse, and the Loyalists survived. However, with the storehouse still in Lion hands (to say nothing of the fully functional Simon Reaver), this isn't exactly a strategic victory. Calamity averted. Problem unsolved.

Rhadamanthus battered forces engage Osrics Devastators

In the end phase, the Assault and Tactical formations remain broken, though the Land Raiders recover. The Vindicators fail to regroup. No one had achieved two goals, so the game continued.

Turn 4
The Lions go first. The Land Raiders move forward and fire at Rhadamanthus and his men, crippling a Rhino. Retaining, the Lucem fires at the same target, killing two Tacticals and another Rhino.

The Vindicators Advance and fire at the Devastators. Retaining, and despite the confusion among his men, Rhadamanthus pushes forward in an assault on the Devastators. Locked in hand to hand, battered by Demolisher shells, and overwhelmed in numbers, the Devastators are annihilated. Captain Osric is slain, and his Artificer Armour taken as a prize by Rhadamanthus. Further efforts by the Steel Dogs were considered likely to be ineffective. The Space Marines slowly pulled back, unsure whether to make another assault or to avoid further losses and trust in the hope of their coming support.

Simon's Thoughts
Just to be clear: we knew going in this might well turn into a bloodbath decided by who killed the most. Those are the vagaries of a 4'x4' table and a shortage of plausible objectives for a scenario. At least it was thematically appropriate. That said, I had a lot of fun, and Mike has been gracious

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enough to claim he did too. Pyrrhic victories where little was gained are my favorite. So: post-battle assessment. I was very pleased with all my units, actually. Almost all of them performed when they needed to. More Land Speeders are definitely planned, as are more Whirlwinds and some Predators (in a normal game, Id likely cut the Heralds and replace them with the aforementioned, but this was a cooperative effort). The major problems for me were the minefields and the Reaver. Mike put those minefields where it made the most sense, and it certainly worked for him. They're not THAT lethal, but they only have to be dangerous once or twice to cause problems. As to the Reaver, even up on the mountaintop it did a number on whatever it looked at funny. If Mike had brought it down to help take apart the larger formations, I might have had some serious problems. On the other hand, up there he had little or no risk of losing it. And since killing it would have given me an objective, I think he made the right Mike choice. Indeed, even with it up on the hill it could have done a lot of damage if wed played its Turbolasers properly.

company of infantry was able to manage a shallow assault on them and butcher them in hack downs. It helped a lot that Simon rolled boxcars, but even so! [Skill. All skill. Ed.] The correct choice would have been a double move out and long range lascannon fire. That wouldn't have exposed The generals engage in an impromptu smug-off. them to assault. I'd have taken some fire, of course, but it would have keep the attackers off the hill and so been worth it and then I could have the enemy weren't able to capitalize on moved up some infantry to support. their very effective shooting which greatly reduced the defensive forces by While I was able to hold the gate, I the gate. needed to be more careful about keeping my zones of control tight. As Simon thinks I underused the Titan by it was the Land Speeders were able to keeping it back at the gate. He may be exploit a tiny slot between the ZoC of right. It provided amazing fire support the assault guys guarding the gate and but marching it down the hill where its the infantry to the front. The resulting six dice of Firefight support could have crossfire effect got my infantry at the played a role might have been really Next front of the escarpment shot to rags by useful. I'll Blackblood's demi company in the time experiment with bunker. being more On the upside, I was able to blunt the aggressive with attack on the gate, despite being it. outnumbered, and I placed the minefields fairly well. The galaxy's All in all a fun toughest Land Raiders helped quite a game though, lot here and this time they were and fairly fast Simon properly supported by assault and despite so devastator forces. While they folded in recording the end, they lasted long enough to much of it. Definitely have to dig up

Mikes Thoughts
My thoughts on the game or "No really don't stupidly overextend yourself!" My first mistake was throwing away the Land Raider unit on a March. Having seen how effective a platoon of Whirlwinds could be, I really wanted these dead. Having already lost the bunker to Simon's early march move, I decided to 'go for them' full bore. This was a mistake as the nearby demi-

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Aftermath

hastily-concealed secret exit. The Dogs and Heralds followed it as quickly as they dared, emerging miles away just as the White Lion slipped into orbit. The Lions had taken all that they could carry, and their hastily assembled supply dump was poorly defended. In a lightning raid, the Dogs and Heralds annihilated the dump, pulling back to the safety of the storehouse just ahead of the Lions orbital bombardment. The Lions fled out system, just ahead of the pursuing Imperial Strike Cruisers. The Nemean Campaign was over. The Lions retreated to the relative security of the Eye of Terror. Though they had gained valuable resources, they had lost equally valuable Space Marines, and ensured only that the Steel Dogs and Heralds of Light would hunt them wherever possible. The Steel Dogs and Heralds, meanwhile, though they had secured a valuable trove for the Imperium, were taunted by the possibility of the victory that might have been. Men were dead, valuable ancient weaponry lost, and the Lions had escaped. Possession of the field was not victory, and both Chapters knew it. Esca and Skaron quarrelled over where the blame lay for the Lions escape indeed, it was only the intercession of Rhadamanthus that kept his fellow Captains from each others throats. Though relations between the Chapters were not harmed (if only because of Rhadamanthus even-handed report), the relationship between the Captains certainly was. Their eventual discharge of this enmity in a duel on Phyrenios III during the Eighth Ring War is, of course, familiar to the educated reader. All in all, the Lions lost much, but so did the Steel Dogs and Heralds of Light. In the end, the Nemean Campaign accomplished little besides ensuring that the feud between the Lions and their still-loyal brothers burns brighter than ever.

Master Gorinel of the Lions of Alba rubbed the bridge of his nose and sighed. As a Space Marine, he had the stamina and energy of a dozen men. Unfortunately, that was not sufficient against the troubles of a hundred. His protg was dead, as were many of his best men. The paltry store of equipment recovered was slightly more than that expended in the operations on Jamshyds World, but slightly would not restore the Lions to Alba. So now the Lions would retreat into the Eye of Terror yet again, where their numbers would slowly dwindle, worn away by battles against warbands, the harsh mutations of the Warp, by the ravages of time, and most damning of all by the simple fact that Alba was gone, and would not return, and being a champion of a dead world was not the lure one might expect. And, of course, now the Chapter was indebted to the Dark Mechanicus. They had been eager to recover the Reaver perhaps too eager. They might know something the Lions did not. And even if they didnt, owing favours to technological monsters who had been twisted even further by powers beyond human comprehension sounded like a circumstance one might wish to avoid, all other things considered. Of course, all the debts in the world did not matter. The Chapter mattered. Alba mattered. And whatever was needed to save them both was whatever would be done. One day, Gorinel knew, Alba would be theirs once more. And on that day, he could rest. He was looking forward to it.

my old Desolation Angels and see what I've got...

Licking Their Wounds


It took several hours for the Steel Dogs and Heralds to regroup. At that point, they launched another assault on the storehouse. This time, they encountered no resistance the Lions were gone, leaving behind only a fraction of the treasures the storehouse should have held. Dedicated investigation discovered a
Esca Blackblood resisted the temptation to strangle Captain Skaron Cinereal, Commander of the Most Glorious Fourth Company of the Heralds of Light, Holder of the Sacred Chalice of New Ryxx, Scourge of Zebediah III, and infinitely pious bastard. It would not do to be impolite to an ally. Cinereal had been outmaneuvered (albeit barely). Hed been outwitted (as had they all). He had failed in his most important task of ensuring the Lions could not and did not escape. And now he was berating himself accordingly for his failures and those of Esca and Rhadamanthus. Not that Esca was so arrogant as to think himself without fault. But he was fairly sure that Skaron Cinereal was not the one to judge him for it. It was a small consolation that Captain Rhadamanthus, Commander of the Most Stalwart Sixth Company of the Heralds of Light, Sword of the Morning and Lord of the Inward Territories seemed to be almost as tired of Cinereal as Esca was. As Cinereal held forth again on the unworthiness of these, the Emperors humble servants, Esca eyed him, wondering if a pact with the Chaos gods would be worthwhile if it gave him the power to annihilate Cinereals brain. Damnation surely couldnt be this bad.

Adapting the Campaign


There are a number of possible options available for adapting the campaign those mentioned here are by no means the limit. The only limit is your imagination. And your opponents willingness to put up with your imagination, of course. Persistent Units There are several methods of using persistent units. The first is to simply make use of the unit experience rules

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in the main rulebook (page 263). Simply allow surviving units in each scenario to pick the appropriate rules accordingly. The second is more involved create an initial pool of units for each player to draw on (somewhere around 40005000 points should suffice). Then choose units from that pool for each mission. Each successive scenario a unit survives gives it access to another veteran skill. However, losses are permanent models which suffer Instant Death are gone for the rest of the campaign, and other models which are killed ingame must roll against their toughness if they fail, then they are gone for the rest of the campaign as well. Adding Battlefleet Gothic Large parts of the campaign take place in space, and playing out those is very possible. The first and last engagements of the campaign would both work well with a space component. The fleets involved would be relatively small (more than 1000 points a side would definitely expand the scope of the campaign!) but it adds another dimension. Battlefleet Gothic already contains good advice on integrating with planetary assaults and ground campaigns, which I will not duplicate here (the rules are available free on GWs website, should you be interested). You could even run two separate parallel campaigns the initial meeting engagement, several pursuits, perhaps an ambush or two in the rings of a gas giant. Even if one player is winning on the ground, will he be able to get out again afterward Victory Effects Another option is to provide persistent effects based on what player wins which scenarios. The trick here is not to unbalance things so much that the winner keeps on winning. One option is to just have the victories affect the final scenario for example, victory in Scenario 2 could give the Lions more troops in Scenario 6. Or allow players

to cash in Campaign Victory Points for more troops or other advantages. Replacing Campaign Victory Points Yet another option is to ignore Campaign Victory Points altogether, combining persistent units and victory effects and determining the winner of the campaign only by victory in the final scenario. This has the potential to keep things tense right up to the final minutes even with an overwhelming advantage, a few lucky rolls and good decisions can allow even the most battered army to triumph.

Tau The Tau are certainly canny enough to use Imperial greed against them. As to luring the Tau into a trap: captured Ethereal. Real prison. Simple enough. Inquisition Im sure no Inquisitor has ever perpetrated a sneaky plot to trap a foe. Likewise, Im certain no Inquisitor has double bluffed an opponent by pretending to fall for a trap (or fallen for a trap but escaped due to knowing something his enemy didnt). Anyone who says otherwise is a heretic. Dark Eldar While complicated plans to lure in dangerous foes are not necessarily the Dark Eldars style (why lure when you could be back at his house, eating his familys souls?), the possibility of another force attempting to lure them with a false prize is very real. Replace the fake storehouse with fake refugee camps and the real storehouse with unknown entrance to nearby hive city and things work just fine. Tyranids Tyranids, unfortunately, are difficult to trick and when you lure them somewhere, they ALL show up. It might, be possible to do something with a Genestealer Cult. The concept would be similar to that involved with the Dark Eldar trying to lure out a threat that cannot be struck at otherwise. Of course, it requires that your opponent have enough Genestealers.

Adapting for Other Forces


Although the B&C is a power armoured forum, we recognize that sometimes our members want to shoot other people. Thus, we include some suggestions for how the campaign could work for other races. It isnt difficult. Its remarkable how duplicitous and violent the inhabitants of the 41st millennium are. Chaos Space Marines Adapting this campaign for Chaos Space Marines is simple enough warbands and legions have plenty of reasons to hate each other, and are more than willing to perpetrate convoluted schemes against each other. Likewise, the confusion of the Heresy and Scouring make it a certainty that ancient supply dumps remain undiscovered. Chaos Space Marines could easily fill the role of either side in this campaign. Eldar Like Chaos Space Marines, the Eldar love to scheme. The Eldar work very well as the side that lays the trap. Likewise, since so many Maiden Worlds now lie under Imperial control, it is very possible for Eldar to attack an Imperial world but to be seeking something far different than what their initial strike would suggest, or even for the treacherous mon-keigh to lure the Eldar into a trap by intentionally offending their sensibilities.

Adapting for Other Games


Not all our readers play 40K, of course. Some play other games instead (or additionally). To them, we offer suggestions on adapting the campaign for different games. Kill Team This works well if you want to play through the campaign but dont want to or cant paint up entire appropriate armies. Its remarkably easy to adapt the campaign for Kill Team in concept simply cast one side as the Brutes and proceed from there. The first several scenarios can be easily adapted

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instead of playing the whole battle, play a part. For example, in the first mission the Kill Team must take out an enemy commander during the Drop Pod assault. Perhaps friendly drop pods land and engage enemy Brute Squads? In the final mission, rather than engage the entire enemy army, the Kill Team must find and take out the enemy commander even as Titans and other such units roam the battlefield. In the pursuit mission, the Kill Team must immobilize or destroy several vehicles. Alternately, use the framework of the campaign to come up with entirely new scenarios, and play those. The cinematic nature of Kill Team lends itself well to acting out blood feuds between angry Space Marines, so the results should be more than appropriate. Epic: Armageddon Adapting the campaign for Epic is easy. Simply ensure the players deploy in the appropriate fashion, tailor the objectives accordingly, and make sure the final battle is appropriately grand. The scenario in the battle report will

hopefully provide a good example, but as a further demonstration in the Pursuit scenario, as an example, the Dogs should have several objectives related to destroying enemy formations, while the Lions have objectives related to making it to the other side of the board. Since Marching allows units to really get around, it might make sense to have Lions units achieve an objective if theyre unbroken and within 15cm of the appropriate board edge that gives the loyalists a decent chance to stop them. Alternatively, perhaps they get an objective for moving a certain number of points off the board and dead units dont count. If playing the entire campaign in Epic, all point values should be doubled (approximately), but otherwise adapting the scenarios should be fairly simple. Since this is a war of annihilation (at least for one side), slightly limiting the number of objectives placed on the board in order to encourage more destruction might be a good idea (especially in the battle scenarios.

Battlefleet Gothic Adapting the campaign for Battlefleet Gothic is also remarkably easy. Supplies can be stored in space as easily as on a planet, so the basic concepts and most of the objectives still work. As an example, the Infiltration scenario can be adapted to work with a few squadrons of Rapid Strike Vessels. The table is the area covered by the storehouse sensor net, and once outside the net the scout force can safely disengage and slip away. Or as another example, the breakout scenario can involve running a blockade out of several planetary gravity wells (using the rules for those in BFG) through a network of asteroid emplacements.

Conclusion
Hopefully weve provided you with some helpful ideas to make the Nemean Campaign work for you. I hope youve enjoyed these articles, and the Legio Imprint. Thanks for reading. Octavulg is a Lexicanium, Liberite, law student, and man about town. He also (apparently) edited this Imprint.

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Credits
Artists:
Colrouphobic (Cover, pages 7, 10, and 59) http://www.freewebs.com/studiocolrouphobia/ Greyall (pages 34, 69, 81, 92, 103) The Bolter & Chainsword would like to state that this electronic magazine is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine Chapters, Space Marine Chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. Finally A quick Hello and we did follow all the rules! to GW Legal if they ever read this.

http://greyall.deviantart.com/
Firenze (pages 13, and 36)

http://lazarus-firenze.deviantart.com/
slaine69 (pages 71 and 73) http://slaine69.deviantart.com/ Chronophague (page 82) http://chronophague.deviantart.com/ nurgling6688 (pages 90 and 98)

http://mengelminiatures.blogspot.com/ & http://mengelart.wordpress.com/


Aerion the Faithful (pages 80 and 104) http://aerion-the-faithful.deviantart.com/ madscuzzy (pages 39, 65, and 67) http://www.scuzworks.com/

Miniatures:
DV8, Cigar_of_Nurgle, GooseDaMoose, -JK-, Apologist, Lord Tybault, DaemonPrinceDargor, Cheexsta, Muskie, DrudgeDreadnought, John Thompson, Pig of Sparta, Fallout1983, and Artekus.

Production:
Octavulg, Inquisitor Kravin, Brother Tyler, Strike Captain Lysimachus, Sigismund Himself, Aurelius Rex and Brother Argos.

Acknowledgements:
To all the authors and artists, who did sterling work. To Grey Mage and Allerka for their work on scenarios. To Greyall, Colrouphobic, madscuzzy and Chronophague, for last-minute illustrations that dont look last-minute. To Aurelius Rex, Strike Captain Lysimachus, Inquisitor Kravin and Sigismund Himself for invaluable feedback and proofreading. To Inquisitor Kravin for fearlessly charging ahead in all circumstances. Finally, thanks to Brother Tyler and Inquisitor Kravin, whose assistance at the eleventh hour helped ensure youd actually read this. ...And thanks to the future Mrs. Octavulg, too. Produced by The Bolter & Chainsword. Copyright The Bolter & Chainsword 2012. All Rights Reserved. The Bolter & Chainsword Skull emblem are The Bolter & Chainsword 2012.

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