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Main > Vivo Codex > Organization, Command & Capability > HQ > The Armoury > Weapons & Wargear

+++ WEAPONS AND WARGEAR +++
Listing and explaining special Weapons and Wargear.
Last Updated; November 10. 2005. Imperial Record 1.858.5.2.

WARGEAR

"Faith is the strongest weapon in our armoury!"
- Chaptermaster Metatron -

Designers Note:
Some of the following equipment is for Fluff reasons only,
and may not be used in-game.

+ + + + +

HDLG2 - High Density Liquid Gas Gel
Gas-Gel Grenades are usually used during deepstrike from low orbit, where the marines most commonly jump from a Thunderhawk.
While falling, the gas gel grenades are shot into the ground at just the right moment, creating a shock-absorbing cushion for the marines to land in.
The substance in the grenades is a compressed gas that expands and becomes a dense, liquid gel-like substance in contact with oxygen. As the marine drops into the gel, it and the power armour, absorbs energy from the fall, creating friction-heat that rapidly vaporizes the Gel, leaving the marine free to move within seconds of landing.
The Liquid Gas Gel is impossible to breath in, so only marines in full power armour or better may drop in this way, still it isnt as destructive to its environment as drop pods are, doesnt make anything near the amount of noise, and is in many ways, a favoured way of deepstriking for the Guardian Angels.

A Dense Gas-gel drop works just like normal deepstrike without the drop-pods models, with the following exceptions; Models not wearing power armour or better, vehicles, bikes, Dreadnaught-class models, assault marines, skimmers, and models without helmets, may not deepstrike in this way.
This method of deepstriking goes under the normal deepstrike special rules, so there is no extra cost or benefit.

Designers Note;
The Gas Gel was originally introduced as a plot device in 3d edition, as a way of explaining the deepstrike rules where an actual drop pod was not necessary.
It is still kept in 4th edition for purposes of atmosphere.

Note that the Gas-Gel deepstrike is meant as an explanation for models deepstriking without actual Drop pod models. – Originally it did not give any new or better deepstrike capabilities, but in 4th edition it would mean you save points. - Still, you lose cover and a storm bolter, so all in all it evens out.

 

Scout Vehicle - Mammoth
The Mammoth is an Armoured Reconnaissance Scout Vehicle and Personnel Carrier.
The vehicle was primarily designed to transport scouts and equipment in cold weather conditions containing heavy amounts of snow and ice.
The vehicle has however also been designed as a scout vehicle in its own right, and is equipped with a radar, an advanced auspex and unit surveillance system, as well as searchlights, infra-red lights and powerful floodlights that are capable of lighting the way in the hardest of conditions, like; thick fog and extreme snowstorms.
More info on the Mammoth.

 

Psychic hood
The Guardian Angels Chapter cannot have Librarians, so this device may not be taken at all.

 

Imperial Armoured Robot
Mark VII – Malevolant Class
During older days, the Imperium often employed Imperial Robots as part of the security system onboard spacecraft and in battles. When a ship was attacked, the robots would come online to attack all outsiders.
Through the years, the use of such robots has almost disappeared, but the Guardian Angels have salvaged a few from Space Hulks, and brought them back for use within the Chapter.

An Imperial Armoured Robot is muchlike a Dreadnought, but its a bit smaller, and its mind is an artificial one, much like that of a servitor.
The Chapter owns quite a few Mark VII M.C.I.A.R. robots, that count as a squad of four gun servitors on the Battlefield.

 

Psych-out Grenades
The Chapter are supplied with a small number of Psych-out Grenades, by the Sisters of Silence. This is done in a special, friendly pact, a on behalf of the Adeptus Sororitas, after the Guardian Angels saved a vital Chapel of the Sisters Hospitaler during their battle against Hive Fleet Kraken.
The Chapter uses these grenades in screening tests and training of new recruits.

 

Stasis field Generators
(As mentioned on page 46 of the3´d ed. Tyranid Codex)

Stasis field Generators are actually small cylindrical devices around the size of a grenade. They can also be mounted on larger antenna-like installations to create a stronger force field.
The devices create a high-energy plasma wall contained within a magnetic field.
These forcefield bubbles are much larger, temporary versions of the same type of forcefield generated by the Rosarius. – With some modification they can also enduce a form of real stasis; "freezing" subjects within the field. – But these are rare and hard to operate.

The generators are often used by the Chapter in boarding operations where it is necessary to create a temporary wall between the vacuum of space and a pressurised hull.

The Chapter has also found a use for these devices in temporarily locking down corridors, closing of rooms, staying the advance of an enemy and so on.
More permanent versions have also been used to capture live Tyranid specimens.

 

Hivemind feedback modulators
(As mentioned under; "Synaptic Cortex Bundle"
page 47 of the 3´d ed. Tyranid Codex.)

During their operations onboard Hive Fleet ships, and while fighting Tyranids on and under ground, the Guardian Angels have experimentally been equipped with a weapon that is still under development. – This weapon is designated a Hivemind Feedback Modulator.

The Hivemind Feedback Modulator is a device that finds and blocks out the psychic frequency used by the Hivemind by overloading it with "psychic" noise.
However, as the modulator is still under development, it has a tendency to malfunction.

Still, the Guardian Angels have found it helpful at times.
It is also noteworthy that the Chapter had a bigger model of this device assembled on Irridia Prime, while fighting of a Splinter Fleet that had invaded the planet.
It was believed that this Machine; – going under the code name of; "Java" at the time, could severally hamper Tyranid activity if placed in the right position.
Unfortunately the device was destroyed in a lightning fast surprise attack by the Tyranids, and the Chapter has not been able to rebuild it yet.

 

Mk 8 Power Armour
The Guardian Angels Chapter is suprisingly high-tech for a Chapter with virtually no contact with the Adeptus Mechanicus, and due to this, they have a surprisingly high amount of Mk 8 Errant Armour, especially considering that they are such a strange mix of old, but yet new Chapter.
Many of the Mk 8 Armours have in fact been crafted by the Chapters own forges, some are rebuilt Mk 7 Eagle Armour, and some have been avarded to them through service for the Inqusition.

Tactical Dreadnought Suits
When they where established, the Guardian Angels were given a good amount of Terminator Armour, something that later helped them get a reputation as proximity and boarding experts.
The Inqusition has used the Chapter on many occations for these purposes, and this has in fact helped the Chapter to aquire even more of the rare Armours, as they have been salvadged or avarded to them for service.
All in all, the Chapter has a dazzling 294 suits of Terminator Armour.

 

Firearms
As a Chapter with a good understanding and self-reliance on technology, the Chapter has no problems accessing the weapons they need to fight their enemies, and one can often find the Chapter armed with rare high-tech weapons like; melta weapons.
Other than that they rely heavily on bolter variants, and other "regular" weapons.

Close Combat weapons
Swords are the defining close combat weapons of the Army; Especially Power Swords humming in a blue field of energy. It is unknown why the Chapter use few other close combat weapons, aside from swords, but one may put it down to tradition.
Still, no axes can be found in the Chapter, other than as tools. There are few other close combat weapons than swords, knives, bayonets and the occational hammer.
Also found in the Chapters Armoury, is gear for submergable, high wind or hyperbaric conditions, like:

Planetside HQ Hangar ships for sea-battle and other invation support.
Submergable HQ´s for sea-battle support.
Cargo ships for sea campaigns, as well as cargo and personnel movement where air-drop is to difficult or dangerous.
Sea Frigattes for sea-battle support and recon missions.
Shorline landers for sea to land insertions where air-drop is to difficult or dangerous.
Submergable combat vessels based on standard Standard Template Constructs.
Retailored "swimming" and "diving" Vehicles
Howercraft: Usually used in swampy battlefields.
streamlined helmets for submerged and high-wind areas.
jet-propultion packs for submerged missions.
Converted, submergable weapons for "Wet" Environments.
liquid breathing systems for hyperbaric conditions.
Quad bikes assigned for recon runs in 10th Company.
Buggeys for recon runs in confined areas, like; Hive cities and onboard Space Ships, as well as in high-wind zones where Landspeeders have a hard time.

 

Non Codex Implants
Every Guardian Angel gets a skinplant that usually only looks like a black chapter tattoo on the left shoulder. – This is also an ID tag and has the capability of giving of a weak, white light if the marine wants it to.

All Guardian Angels also get a skinplant computer on their left wrist that gets its power from the marines body heat.
This skinplant is usually invisible, but can be activated by the marine to show a small screen and keyboard. As standard it holds a time and date program, a light up capability, writing and a drawing program. It has up and downloads capability, and a storage capacity of 5Gb. Many marines use this implant to store special war zone survival info, Medical knowledge, tactics, mission specifics and enemy cognition simulators.

Some Marines also get upgrades that allow the computer implant to function as a GPS system capable of telling the marine where he is, as long as he is in range of an Imperial Satellite or communication network, ship scanner or satcom-station.

Some Marines also have access to implanted miniature Com-links that gives the marine communication capability with other Imperial com-links within 300 meters.

In addition to this, some Marines get a mind-computer memory implant that allow uploading nerve impulses though; thought, seen or heard feedback directly to the computer, or through data-uplink. The Marines can then get access to the stored info through neural interlinks and synaptic processes.

Finally, all Guardian Angels get an Emergency beacon implant inset in their chest.
This implant can be activated by the marine, and gives of an emergency signal as long as the marine is alive, and up to 48 hours after his death.
The signal can be picked up by Imperial scanners, satellites and com-equipment within a 1500 meter scan range with no amplification.

Related Topics:
The Forge
Projects of the Forge
The Armoury
The Fleet
The Navy

 


 

 



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