Official Game Guide Foreword Allies and Enemies.......................... 157 Foreword............................................3 Ultramarines.............................................................. 158 Meet Relic Entertainment.....................4 Imperial Allies............................................................ 162 How to Use this Guide........................ 12 Walkthrough..................................... 13 The Orks................................................................... 165 Forces of Chaos......................................................... 170 Multiplayer..................................... 175 Chapter 1: Planetfall................................. 13 Classes...................................................................... 176 Chapter 2:Against All Odds........................ 19 Modes....................................................................... 179 Chapter 3: Belly of the Beast......................32 Experience................................................................. 179 Chapter 4:Titans of Graia.......................... 40 Chapter 5: Against All odds.......................46 Chapter 6:Lair of Giants............................54 Chapter 7: Heart of Darkness..................... 61 Challenges................................................................ 181 Customizer................................................................ 185 Perks......................................................................... 187 Appendix........................................ 198 Servo Skulls .............................................................. 199 How do you adapt one of the most beloved science-fiction universes ever conceived with nearly 25 years of accumulated history and a rabidly dedicated fan base to a format that, by its nature, must appeal to a broader audience than the one for which the universe was originally conceived? The answer is simple: with painstaking care and dedication. With Space Marine, we set out to take the iconic superhuman warrior of the 40k setting and put the player directly in his armor for the first time. We felt that the character of the Space Marine, and what he represents to humanity in the 41st millennium, was a compelling enough fantasy to craft an entire experience around. As a creative endeavor, this was an enormously satisfying challenge, the kind that most people only dream of taking on. But it was also one fraught with peril. We proceeded with enormous trepidation, as we realized we were playing with the dreams of millions of people who had dedicated countless hours to this universe as their playground—and how could our work ever live up to the far-flying fancies of their imaginations? Thousands and thousands of human-hours of passionate effort have gone into the creation of this game, this experience. Not everyone on the team was a die-hard 40k fan from the outset, and many remain on the periphery of 40k fandom, but every single one has found a degree of appreciation and respect, if not outright passion, for the richness and depth of this amazing world. This respect— and often, love—comes across in the attention to detail, the craftsmanship that binds this experience together. In the end, we hope we have created a piece of work that can stand proudly within the extensive canon of 40k material, and one that also serves as a gateway for people who have only experienced the 40k fiction as outsiders. Space Marine is simultaneously our personal expression of this universe, our gift to the fans for their dedication and devotion over the years, and the culmination of our own epic journey as passionate game creators and lovers of adventure. Chapter 8: Whispers of the Dead................69 Servo Skull Transcripts .............................................................204 Chapter 9: The Weapon.............................82 Achievements............................................................ 209 The greatest reward we could hope for is for you to count Space Marine among your list of favorite game-playing experiences. Trophies.................................................................... 210 Know no fear, Chapter 10: House of Secrets.................... 91 Chapter 11: Point of No Return....................98 Concept Art.................................... 212 Chapter 12: Dying of the Light.................. 102 Index............................................. 237 Planetfall Contents............................................2 CH.01 Contents Raphael van Lierop Game Director, Warhammer 40,000: Space Marine Chapter 13:Wake the Sleeping Giant..........113 Chapter 14: Victory and Sacrifice............. 122 Chapter 15: Prince of Daemons................ 127 Chapter 16: Spire of Madness.................. 133 Chapter 17: Man Against Daemon............. 142 The Codex...................................... 148 Space Marines........................................................... 149 Weapons................................................................... 152 2 3 Meet Relic Entertainment Q&A with Raphael van Lierop, Game Director Q First off, why create Space Marine? Relic’s pedigree is in RTS games, and the Dawn of War series has been extremely successful for you. Why branch out into third-person action? A Exploration is part of Relic’s DNA. We’ve never been satisfied to sit on our laurels, and with every game, we’ve tried to push out and explore beyond our comfort zone. Space Marine is a result of that—taking a fictional universe we are really comfortable with but trying to deliver a fresh experience in that universe, to show it from a completely different point of view. It was important to explore something new in 40k. Q Why name the game Space Marine? Does that come across as a generic title, given the industry joke about the bald space marine? A “Our hero isn’t a space marine, he’s THE Space Marine.” In 40k, the Space Marines are something very specific. It’s not that we were ignorant to the perception of space marines in the market, but we were more concerned about delivering a compelling fantasy in a blockbuster action expression of 40k. Since the 40k Space Marine has been around for nearly 25 years, he is likely the inspiration for a lot of the other heroes in other science-fiction action games we’ve played. In a way, naming the game Space Marine was a statement toward appropriating the convention of that character and showing that it has specific meaning beyond a simple generic label. Our hero isn’t a space marine, he’s THE Space Marine. Q A What kinds of challenges did you face in creating a third-person action game? Relic’s expertise is in creating award-winning RTS games, so taking on a blockbuster third-person action-shooter was a big step for us. It required learning a whole new set of skills, building new technology, bringing new people and fresh ideas into the studio. We created new roles in the studio, developed a lot of new processes for creating content such as art resources and missions, and developed the technology and gameplay mechanics around a completely new kind of combat system that seamlessly blends melee and shooting. In many ways, looking at our starting point, Space Marine is a game that should never have been green-lit! But, our passion for 40k and our innovative spirit has helped us to navigate the various pitfalls and challenges we’ve encountered along the way. 4 Q What were the challenges you faced with adapting Warhammer 40,000 to the action-blockbuster experience? A The 40k setting is immense and rich, and really there is so much about the IP that really lends itself to this kind of epic blockbuster treatment. But, of course this adaptation was not without its challenges. These varied in scale from things such as how to make the Space Marine move naturally considering the scale of his body and the armor he wears, and how to permit enough freedom of movement so that he could look powerful and responsive in combat without sacrificing the sense of weight and presence in the world, all the way to how to portray difficult nuances in relationships between the various “classes” that exist in the society of 40k—for example, how to make an Imperial Guard address the Space Marines with a sense of reverence, without sounding weak or obsequious. One of the greatest challenges we faced, interestingly, was in the delivery of dialogue—finding the right actors, the right tone and delivery to capture all the nuances of their relationships, the power dynamics between the various groups, and then being able to hint at hidden depths in the story without giving too much away. Whether or not this translates in the end, it’s something we and Games Workshop dedicated an enormous amount of energy to, because it was so integral to staying true to the values of the 40k universe. In the end, though, the fact that the tagline for 40k is “In the grim darkness of the far future, there is only war” gave us a lot to craft an action game around. The mythos of the Space Marine character is deep and compelling, the enemies are legion, the weaponry is devastating, the backdrops are epic—this really is the stuff of legends. Q A Where did the idea of the combat system come from? The starting point for most decisions in the game was the character of the Space Marine itself. Who is this character? What motivates them? How do they think? How do they fight? What defines them as a military force? And then, what is the backdrop they exist against? In the far, far future of 40k, the universe is a dark and forbidding place where humanity is always on the brink of utter destruction by the nearly endless alien hordes trying to cross its doorstep. Being constantly surrounded by threats is a metaphor that we latched on to in our gameplay design— so every battle fighting as a Space Marine hero referred back to this much larger conflict, and the situation faced by humanity as a whole. The Space Marines are highly trained and possess the most powerful weaponry of their time, so it was clear to us that the combat needed to be hugely satisfying and over the top. The brutality of the fights had to stay true to the portrayal of combat you see in the signature artwork of the tabletop rulebooks, where you often see Space Marine heroes with a gun in one hand and a chainsword in the other. This was the iconic imagery of the Space Marine hero, and the desire to let the player instantly switch between melee and shooting was partly an outcome of that portrayal—having immediate access to whatever weapon is needed at any given point to deal with whatever enemy happens to be mobbing you at the time. “The mythos of the Space Marine character is deep and compelling […] this really is the stuff of legends.” Q You talk about a massive planetary invasion, but the player experiences a smaller-scale conflict. Why is that? A The planetary invasion was always a backdrop for the events of Space Marine. It was important that the player didn’t get lost within a massive conflict or feel that their actions were insignificant compared to the scale of the larger fight. In the end, we wanted the player to feel that the things they were discovering and experiencing in the game were the most important things happening on the planet at that point, even though there are clearly hundreds of other major stories that could be happening simultaneously. Q What do you see for the future of Space Marine? A The game was always conceived with the hope that it would be the first of a franchise. We invested a lot of time and energy into creating a set of characters we hope will resonate with players—and for most of them, Space Marine is not the end of the story. Titus in particular has a lot more road to travel. We also find ourselves in that often-frustrating position of shipping a game right around the point where you have become quite competent at making it, and we’d like to be able to build on the momentum to create even stronger Space Marine games in the future. It will come down to how strongly the game does in the market and whether fans buy into the fantasy we have created for them. But, rest assured, if the interest is there, there is a lot more to be done with this game. 5 Meet the Team Dave T. Cheong Lead Concept Artist Brent Breedveld Animation Lead Q: Where did you start your game industry career, and what was your first title? A: Radical Entertainment was the first video game maker that I worked for. Dark Angel was the first title I contributed to. Q: How does an average day at Relic look as the animation lead of Space Marine? That is, what is your job, and what do you do? A: I’m responsible for directing the cinematics and core gameplay animation, so no two days are ever the same. When it comes to core gameplay, I spend a lot of time with our lead designer, game director, and senior animators. We discuss what combat moves will best suit the design of our gameplay. Once a plan is set, I then speak with the animators and we lock down our animation plan and ensure that everything will flow together. We then film reference of ourselves acting out the combat as best we can. Foam swords and toy guns are in abundance here. The acting gives us a great example for foot placement, basic timing, and posing. Though our acting may be a bit awkward, the animators gain a lot from using it. Animators will then move forward with blocking in animation, pass it to designers, and check their work in-game. I’ll give feedback periodically throughout the day on their animation by viewing it in 3ds Max or in-game. We’ll then continue with animation iteration and feedback until its right. For cinematics, I’ll get a script from our writers. Voice recordings of the actors are cut together by our lead sound designer, Glen. With my Previs supervisor, we’ll plot our story beats for the scene on a whiteboard by drawing thumbnail sketches of the shots and working out camera angles and lenses. I’ll then look at the sequences daily as the previs guys block in the frames and timing in 3ds Max using our game assets. We continue with iteration until the timing of the cuts and basic animation represents the full intention of the scene. Once we lock the camera animation and timing of the sequence, I’ll have a meeting with Newbreed VFX and go over the expectation of each scene. After that, I have daily meetings to view the scenes they are submitting for review. I’ll give notes to them by drawing on the frames of the QuickTime using cineSync. That process is repeated for all cinematics. Once I’ve approved the animation, I communicate a lot with Wayne Wong Chong, our senior technical animator. He’s key in the integration process. Together we make sure that everything is connecting to game the way it should. To help with the scheduling of all this, I’m in constant communication with our associate producers. They are a lifesaver when it comes to organizing all the information and meetings. In addition to that, I like to be hands-on with as much gameplay and cinematics animation as I have time for. Animation is my passion, and I do as much of it as I can. Q: How much of a role did motion capture play in laying down the animations within Space Marine? A: Though facial capture was our choice for the faces, we decided against using motion capture for the bodies in both gameplay and cinematics. 6 We recognized that this game would have a lot of melee combat. To have the Space Marine perform combat that looks and plays well in-game means a lot of exaggeration. We didn’t feel we could achieve this to the level we wanted using motion capture. Though motion capture could have helped in some areas, such as navigation, we wanted an overall consistency to the look and feel of Space Marine animation. We decided to use all key-frame animation rather than risk a disconnected look between melee combat, navigation, shooting, and cinematics. It helps having such a talented group of key-frame animators as well. Confidence in the animation team played a role in the decision as well. In choosing key-frame animation, we still faced the challenge of setting an overall animation style for all the animators to follow. It was important to keep our characters from looking too cartoony or too different from one animation to the next. To give a real-world timing and weight to our animations, we shot reference of ourselves acting out combat moves, Ork taunts, Bloodletter runs, and Space Marine sync kills. You name it, we acted it out. We then would exaggerate and perfect the posing, motion, and gameplay timing needs after that. The only motion capture we decided to use was for the characters’ faces in cinematics. We worked closely with Cubic Motion to capture the facial performances of our actors during the voice-record sessions. As we had such talented actors cast for our characters’ voices, we wanted to use as much of their performance as possible, not just their voice records. The actors all did an amazing job, and we were thrilled with their work. Q: How many animators are working on Space Marine? A: Currently we have 10 very talented individuals. Over the course of Space Marine there have been a total of 15 in-house animators contributing to previsualization, layout, core gameplay, and cinematics. We also used Cubic Motion for facial capture and Newbreed VFX and CIS Vancouver external cinematics for key framing. Q: Where did you start your game industry career, and what was your first title? Q: How long does it take to create a piece of concept art, and what programs do you use? A: My very first stint in the game industry was in 1992 when I was still a snotty-nosed kid in art school. It was a part-time gig as a catch-all artist for a now-defunct company called Xanth Software F/X. My sole published effort from those days was palletizing and touching up of the title splash screen for Faceball 2000 for the SNES. It was in 1997, at Relic’s earliest incarnation, that I had the honour of being a modeler/ texturer on Homeworld. A: It ranges from a couple hours for a quick sketch, to help clarify an asset for a production artist or suggest layout ideas to a level designer to a couple weeks, for tight, polished full-blown production painting or a high-res piece of marketing key art. My two mainstays programwise are Photoshop (for painting) and Picasa (for organizing and searching through my gigantic database of visual reference). Q: How does an average day at Relic look as the lead concept artist of Space Marine? That is, what is your job, and what do you do? A: I am responsible for working with the art director, game director, and other leads to identify what aspects of the project need to be conceived of and visualized and to figure out the degree of effort needed to efficiently execute on those things. This ranges from in-game assets like characters, props, and world environments to external things like logos, graphic design, and layouts for marketing materials. Q: What is the most challenging part when creating concept art for Space Marine? A: The biggest challenge is getting enough concept art coverage. Unlike a game based in the real world, success doesn’t come with creating an outright simulation. We can’t rely on photos to help build our world; everything in our universe must be visualized and still fall in line with the already richly detailed universe Games Workshop has created. Thankfully, we have a conduit to a wealth of Warhammer 40,000 artwork from Games Workshop that gives us a mighty, servo-motored leg up. Q: Do you have any suggestions or guidance for young artists who want to break into the gaming industry? A: What I look for first and foremost in artist candidates is evidence of a good “eye” and capable “hand” expressed in a well-loved sketchbook or well-curated portfolio. I like to see an artist candidate’s ability to generate and reinforce an idea, know the means to exercise that idea on a solid technical level, and prove their tenacity to stick with that idea. Those core attributes are essential because they transcend software platforms and can be transferred to any discipline, be it concept art, character modeling, or level building. Q: What Space Marine chapter are you loyal to? A: I am partial to the Deathwatch because they are like Seal Team 6 of the Imperium, the bad-asses of the bad-asses. Plus they fill their ranks with members across all chapters of the Adeptus Astartes. I don’t have to choose my allegiance. Glenn Jamison Audio Lead Q: What are some of the most challenging aspects of character animation? A: On Space Marine our biggest challenge was bringing the Games Workshop miniatures to life in a believable way. These amazing 40k miniatures are modeled in beautiful dynamic poses, but building and rigging a Space Marine who can perform the way we need him to in-game is a different challenge. As Captain Titus is so heavily armored, we found his geometry would easily collide with itself. It took a while before we found the right ways to push the model and establish the animation style for him. For animation it was all about giving the perception of the agility and speed of Space Marines as they are represented in the fiction. Q: What Space Marine chapter are you loyal to? A: Blood Ravens. Q: Where did you start your game industry career, and what was your first title? A: I started at Radical Entertainment (based in Vancouver) in 1998. After working on a few titles that never shipped, I think my first shipped title was Fox Sports NBA Championship 2000. Q: How does an average day at Relic look as the audio lead of Space Marine? That is, what is your job and what do you do? A: The job of an audio lead changes constantly, depending on what stage of the project we’re in. For me, much of the early stages of the project involved setting the creative direction of the audio and communicating what the game is going to sound like to the team. I plan out how audio will function technically, how we’ll cram all that sound into a tiny amount of memory, how much we’ll stream, etc. Later, once the tone of the audio has been set, we start to ramp up the audio team, and they take over much of the sound design and implementation. I look out for any technical or pipeline-related blockers that prevent my team from working efficiently and work to clear those up. That usually involves working with programmers and communicating process and audio dependencies to the other departments. Once the writers have a script, I’m involved in the casting process and attend the voice-over recordings. Toward the later stages of the project, once we have most of the story in place and the game is coming together, I start working with the composers on the musical direction. There is a constant back-and-forth of me explaining a scene to them, sending them videos, talking with them about what emotions we want the music to communicate, etc. On top of this, we also need to ensure that we’re representing the Warhammer 40,000 IP in the right way. In the very late stages of the project, when all of our content has been thrown in, and it’s really sounding like a mess, I come in and begin the mix. This involves setting levels on sounds, speech, and music; assigning distance curves to different kinds of sounds; and really carving out the soundscape that the user will experience. 7 Q: We have some fairly talented voice actors within Space Marine. What was it like working with Mark Strong, Richard Hawley, and Noah Huntley? A: All of the voice actors were great to work with. They all genuinely seemed excited to be working on this project, and that makes a big difference. When an actor walks in and they don’t seem to care, it can really impact their performance. We didn’t run into this problem at all on Space Marine, and I think it came through in the quality of acting we got. Actors were constantly wanting to do that extra take to get it right and were more than willing to work with us until the performance was nailed. The first actor we recorded was Mark Strong, and as soon as we had met him, and he had recorded his first line, we knew we had picked the right guy. He just sounded like a Space Marine to me. Battlestar Galactica music, MB Gordy. We ended up doing two days of sessions at MB’s studio, and I think he really nailed the vibe of the Orks. Chaos, however, had to be something completely different. Tribal drums weren’t going to work very well for them. Chaos are evil, sadistic, yet not animalistic like the Orks. They’re intelligent and organized. This is where Sascha’s talents really came in handy. He’s great at doing industrial-style electronic music, with evil drone pads all over the place. With Cris’s orchestral scores for the Space Marines, MB’s percussion for the Orks and Sascha’s dark electronic grooves, I think we ended up with a really solid and diverse score for Space Marine. Q: What Space Marine chapter are you loyal to? A: I’d have to say Space Wolves. Q: When setting out to create the music behind Space Marine, what sort of inspiration did the team draw from to provide the overall direction? Ian Cumming Art Director A: I first got into the games industry at a company called Piranha Games as a model/texture artist. For the first month, I didn’t have a computer, which seemed odd at first, but because of this I ended up doing everything from concept to making maps, which set the tone for the rest of my time there. I got my hands into everything. Q: How does an average day at Relic look as the art director of Space Marine? That is, what is your job and what do you do? A: Being responsible for the art on a project as big as Space Marine is a daunting task—fortunately we have one of the most amazing teams I’ve ever worked with. A good portion of my day is spent out of my desk talking with the team, tracking the right people down to help keep the ship from steering off course. This will vary anywhere from getting individual feedback to gathering info to helping solve issues with the game. I’m always working with the other disciplines, solving the look, or refining the quality of some aspect of the game. On the rare occasion that I’m at my desk, I sometimes get the chance to create art. ;) Lead Gameplay Designer Q: Where did you start your game industry career, and what was your first title? A: My first job was in Australia at TeamFortress Software, doing levels and design work for the original Quake version of Team Fortress. I was super young and had a blast—learned a lot too! Q: How does an average day at Relic look as the gameplay lead of Space Marine? That is, what is your job, and what do you do? A: It is my primary job to make sure the overall moment-to-moment experience of controlling a Space Marine is, well, awesome. Everything they can do and everything that happens to them is designed and implemented by the core gameplay group. I keep the group on track and working toward the goal of having a completely fluid and exciting gameplay experience between ranged and melee combat. A: When we started talking with Cris and Sascha (Space Marine composers), Cris mentioned that he knew the percussionist from the Q: Where did you start your game industry career, and what was your first title? Jamie “Antsy” Mactaggart Q: How hard has it been translating the fine details given within the Warhammer 40,000 IP and bringing that to Space Marine? A: The Warhammer 40K universe provides us a lot of tools and content to work with, which is great, and our familiarity with the IP helped us jump right in to Space Marine. Space Marine has definitely been an interesting transition from our DOW RTS series. We focused on capturing the epic scale of the world and its unique mix of massive factory and Gothic architecture, but from ground level—quite a different view than what you would see in an RTS. You end up solving very different problems in a world where you can walk up to everything and inspect or interact with it. This applies to both environment and characters. Q: How big is your team of artists working on Space Marine? A: Blood Ravens . . . a local favorite. Q: The gameplay lead gets to iron out all the details for weapons within the game. How hard is it to balance out those weapons when trying to stay as true as possible to the Warhammer 40,000 IP? A: When the IP specifies that every single Adeptus Astartes weapon is built to do maximum lethal damage to pretty much anything, it becomes a real challenge to balance gameplay expectations and experience. This goes beyond the individual numbers and statistical tuning of the weapons, though—they have to feel correct. The experience of wielding these—controlling them directly—comes first. If the presentation of firing or swinging these weapons doesn’t have the appropriate 40k gravitas, it doesn’t matter what we do with the balance. It is a pretty sweet gig. It has been challenging but also very rewarding. We have some pretty spectacular results, and they will only get better as time goes on. Q: What tricks do you use to create realistic effects without hindering performance? Q: What Space Marine chapter are you loyal to? A: I am going to assume this question is meant for one of our Visual FX artists . . . Our gameplay “tricks” are a well-kept secret, and I would A: I am quite fond of the Raven Guard. Their combat doctrine tends to resonate with me, as does their excessive use of Assault Marines. Jerry Edsall Lead Programmer Q: Where did you start your game industry career, and what was your first title? A: I got my big break in the games industry at a place called Virtual World Entertainment. We made these cool BattleTech Mech simulators. The simulators were fully enclosed cockpits with five monitors, joysticks, foot pedals, and tons of buttons. Each site had multiple cockpits all networked together, so you could get your friends together and beat the snot out of each other in a big multiplayer match. I started there as a lowly intern. A: Thirty-four artists, including tech art. Q: What Space Marine chapter are you loyal to? rather not face the Inquisition to explain this particular heresy should they get out. . . . Q: How does an average day at Relic look as the programming lead of Space Marine? That is, what is your job and what do you do? A: No day on Space Marine is average! We are very close to shipping now, so all of the programmers are focused on fixing bugs. My job is to keep the Space Marine programmers happy and moving in the same direction. We have an amazingly talented group of programmers, so it makes my job easy. Just don’t tell them that! tech internally, stuff like the Darksiders engine at Vigil Studios and Saints Row engine at Volition. We also had our own technologies powering our PC titles like Dawn of War and Company of Heroes. Our team of programmers took all the cool tech we found and assembled it into the Space Marine engine. Q: What supporting technology does Space Marine utilize, and how much work does it take to implement those technologies? A: As you can imagine, we have a lot of technology in Space Marine. One of the coolest pieces of tech we have here is the visual effects system (VFX). We started the VFX engine 11 years ago for Impossible Creatures, and we’ve been adding features to it ever since. Our artists pull off the most amazing stuff with it. We also have extensive tech for animation, rendering, tools, audio, multiplayer, and artificial intelligence. The list goes on and on. The programmers here are tremendously smart. It’s a pleasure coming into work every day to see what kind of crazy tech they have cooked up for Space Marine. Q: What Space Marine chapter are you loyal to? Q: What steps did you and the team take when picking the game engine for Space Marine? A: During preproduction, we looked at pretty much every engine being used to make a game at THQ: We were fortunate to find a lot of great 8 A: Wot u say? I ain’t loyal to no ’umies. You sez dat again and I’ll pluck out your teef one by one. I fights for da greenskinz. ’Eres a pic of me horde. WAAAAAAAAAGGHHHH!!!!! 9 Jonathan Dowdeswell Matthew Jean Childéric Nicolas Berger Relic Studio General Manager Q: Where did you start your game industry career, and what was your first title? A: I started in the games industry at Electronic Arts Canada in 1995. I was a game tester, and my first game was NBA Live ’95. Q: How does an average day at Relic look as the GM of the studio? That is, what is your job and what do you do? A: My job is essentially to make sure that Relic is a profitable business within THQ: To do that, I’m responsible for ensuring that we have games and budget approved by THQ, we have teams and leaders that can staff those games, and we continually deliver on our quality expectations. I’m also ultimately responsible for the support areas of the studio, like HR, IT, and Finance, but the majority of my effort is around the games. An average day doesn’t really exist for me. We have three games in development at one time in general, which means the pressures on each are always different. Some weeks are very focused on reviewing and making changes to games, some are very focused on the staff at the studio in general, and some are very focused on our actual physical space! Q: What was the inspiration to bring Space Marine to Xbox 360 and PlayStation 3? A: We’ve been working toward a cross-platform console release at Relic for years. In 2006 we released The Outfit, which was a 360 exclusive. That game had some cool innovations, but it showed us how much we were going to have to learn in order to be competitive on the consoles. Since then we’ve tried a variety of new ideas and have focused on building team members and technology. During all of that, we’ve also been consistently working with the Dawn of War RTS franchise on the PC. That franchise is based on the Warhammer 40,000 IP, and it’s become something pretty meaningful for Relic. To be able to take all of our lessons and technologies, and merge them with our knowledge of the 40k IP, just seemed like a great thing to do. This is the first time in years, and in our opinion definitely the best realization ever, that a player will be able to take direct control of a 40k Space Marine and experience a battlefield directly from his perspective. The game is pretty juicy. This is a Campaign Lead Designer really exciting time for us now. We’re eager to release Space Marine, we have big plans for how we want to improve in the future, and we hope our first game lives up to everyone’s expectations! Q: How have you seen Relic change over the last five years, and where do you see Relic going in the coming years? A: You know, for all the ways I think we’re different, we’re also really the same. We have a strong desire to innovate, a love for risk-taking, and we probably bite off more than we can chew a little too often. In the coming years, we’re eager to take some of our experience, being consistent with RTS games and push into the console market even more. The types of cinematic and emotional experiences we want to make are perfect for gamers, whether they’re at a computer or on a couch, and we just want to make games that compete with the best games out there. Who knows, maybe we’ll even get to resurrect some venerable IPs soon too. Q: What advice would you give to someone trying to break into the industry? A: Keep trying! It’s a brilliant industry full of hyperintelligent and inspired people. There has been a lot of upheaval in the past years, and it seems sometimes like companies are going out of business all the time, but there have never been more people playing electronic games of some sort than there are now, and that’s only going to increase. You need to be crystal-clear what type of role you want to do, and hopefully that’s what you’re good at, but regardless of that, I’d also recommend that you get familiar with the broader industries of product design, traditional game design, and user interface. Games are about entertainment, but they’re also highly technical, and the more you keep up to date with sophistications in other product industries, the better you’ll do. Q: What Space Marine chapter are you loyal to? A: The Blood Ravens, of course! I was part of their creation on Dawn of War, and they’ll always hold a special meaning to me. Q: Where did you start your game industry career, and what was your first title? Q: What inspirations did the team pull from in laying out the single-player campaign (no major spoilers)? A: I started in QA working for a French publishing company called Microids, and the first title I worked on was an RTS called Warrior Kings by Black Cactus, a UK developer that’s sadly no longer with us. A: A lot of the campaign locations were defined by our story, which was very specific in what was happening and where it was happening, so on a high level we had the skeleton of the campaign laid out— the major gameplay beats, the major locations, what happened to our characters, etc. My first design credit was on the sequel to Warrior Kings (cleverly called Warrior Kings: Battles). Q: How does an average day at Relic look as the campaign lead of Space Marine? That is, what is your job, and what do you do? A: It starts with me dropping off my daughter at day care (gotta take care of the family). The first few hours in the morning often involve going through a lot of e-mails while I sync to the latest build. E-mails tend to get backed up as the day progresses, and while most people know to come to me directly, there’s still a lot of things I need to keep an eye on. The first meetings usually begin around 10 in the morning. There’s a daily standup meeting that’s short which involves all the leads and the production staff where we quickly look at the major issues of the day. Following that is an equivalent campaign standup which has all the campaign designers. The campaign standup is usually run by Scott Cowie, who is the campaign supervisor, so if I can’t get to it, he lets me know if anything major has come up. Because I’m constantly being pulled in several different directions at once, I rely on Scott to make sure that the big problems bubble up to me and to keep the campaign designers moving in the right direction. In between meetings, I’ll play the game and write up feedback items for the designers. When they have a first pass on it, they come and grab me and we play through it together and make corrections as needed. Throughout the day, I’ll get pulled into discussions either to inform me of things that are changing or to discuss decisions that need to be made. Lots and lots of conversation with Tristan Brett, who is the environment supervisor and somehow manages to solve all the layout problems the design changes create. In addition to that, we have a very rich IP that we are working with, and it is defined by the grandeur of the spaces and the sheer scale of everything. So you have the story, which has given you the skeleton of the campaign and the IP that defines the type of spaces you are looking at—40k is all about massive scale for everything. Everything is bigger and over the top; it’s very Gothic and on some level dehumanizing. You’d think that it’s difficult for us to find material for that, but there are some amazing pieces of engineering that people usually don’t know about, and yet there are pictures on these specialized websites. We also looked a lot at Soviet architecture, which has that large dehumanizing cog in the machine vibe (perfect for a Forge World). And sadly when you’re in need of battlefield imagery, destroyed cities and the like, you have a wealth of images and reference material to pick from. We looked a lot at WWII and Stalingrad pictures, but also more recent conflicts in the Balkans. In addition to real-world inspiration, we also have a concept team that did a lot of sketches for us, and they came up with some really unique ideas. And, of course, like everyone else, we use other media as reference. Movies and comics/manga are a very common language, and you’re constantly referencing back to them. I know that I’ve mentioned Akira and Hellboy on more than one occasion for this project. Q: What Space Marine chapter are you loyal to? A: Blood Ravens, of course! (’Course, I have a Daemon and an Ork army as well as a Dark Eldar one waiting to be assembled, so you know I might be on the side of the enemies of the Imperium right now. . . . Some of the decisions are far-reaching and touch upon the vision and foundation of our game, and for those I’ll huddle up with Raphael van Lierop, who is the game director. He’s responsible for maintaining the vision of the game and ultimately makes those calls. Toward the end of the day, the meetings usually run down, and I can get some more playing done and feedback written up for the campaign so that when people come in the next day, they have work to do. Then it’s go home and enjoy the family before it starts all over again. 10 11 How to Use this Guide Space Marine is an exciting game set in the Warhammer 40,000 universe. You play as Captain Titus, a Space Marine in the Ultramarine Chapter. Your squad has been sent to the Forge World of Graia to halt an Ork invasion. However, you discover a much larger threat to the Imperium of Man. The Walkthrough Multiplayer These 17 chapters take you from orbit over Graia down into the trenches of the Imperial Guard to hold back the Ork hordes. Then as you venture into a manufactorum, you begin to learn about a secret weapon that could win the war against the Orks and other Xenos. Eventually a warp portal opens and an army of Chaos joins the fray. In addition to a rich campaign game, Space Marine also includes a fast-paced multiplayer game filled with combat and adrenalinepumping action. This part of the guide covers the various classes you can play and the types of game modes. Find tactics that help you win, and learn how to earn experience points, advance to higher levels, and unlock weapons and perks. Everything you need to master multiplayer can be found here. In the walkthrough, you get all of the information on how to complete your objectives. Embedded in this walkthrough is information on the weapons you can find and the enemies you must defeat. In addition, the locations of all 48 servo skulls are revealed here complete with directions on how to get them. These servo skulls are audio recordings of events that took place prior to your arrival on Graia as the Ork invasion was beginning. The walkthrough chapters will help you make it across the battlefields of Graia to bring honor to the Ultramarines. The Codex The Codex is the guide in which all Space Marines are indoctrinated during their training and serves them throughout their lives. Look to this tome for inspiration and guidance. This section of the guide serves the same purpose. It defines what a Space Marine is and then covers the tactics used by Space Marines as they fight against enemies in ranged and melee combat. Since weapons are the tools by which Space Marines accomplish their objectives, this section also includes all the information you need to know about weapons from the standard-issue bolter to the massive thunder hammer. Allies and Enemies 12 Though they may have to fight on their own at times, a Space Marine is a member of a squad and part of the Imperium’s military might. Therefore, this section of the guide introduces you to not only your character, Captain Titus, but also your allies, including your Ultramarine squadmates and members of the Imperial Guard and the Inquisition. Since a Space Marine must know his enemies as well as his allies, the second part of this section covers the various enemies you face on Graia—the Orks and the Forces of Chaos. Learn about the leaders of these factions as well as tactics for defeating them and their armies. appendix The Appendix provides the secrets of Space Marine. Here you get a comprehensive list of all of the servo skulls and their locations so you can be sure to find them all. Also included are the transcripts of the audio recordings from all 48 servo skulls. Finally, all of the achievements and trophies you can earn in Space Marine listed in this section of the guide. If you are having trouble finding something, then turn to the Appendix for an answer. Concept Art This section features a vast collection of concept art, accompanied by commentary from Raphael van Lierop, Game Director of Warhammer 40,000: Space Marine. Chapter 1: Planetfall Chapter Overview None New Weapons New Enemies Bolt Pistol Gretchin pg. 16 pg. 14 Combat Knife Boyz pg. 14 pg. 14 Achievements None pg. 16 Kill Krooza Gretchin are often armed with a small choppa. While a single one is no threat, they often attack in swarms. In addition, they can serve as distractions so heavier units can attack you. A single slash of a combat knife is sufficient to kill any Gretchin within range. Objective: Reach the surface of Forge World Graia. The Forge World of Graia has been invaded by Orks. Extremely important to the Imperium, this planet-sized factory is the source of many weapons—including the Warlord-Class Titan. The only force close enough to Graia to stop the invasion in time are the Space Marines. The Ultramarine chapter is the closest to Graia and has been sent to stop the Orks and prepare for follow‑up forces. The main objective is to secure the Titans. Three Space Marines are deployed to the planet. 14 On the way down, you land on an Ork Krooza flying above the planet. While you are here, you might as well neutralize this Krooza and its firepower. Once you land on the deck, fight your way to the antiaircraft gun at the rear and use it to send this Krooza down to the surface. Combat Knife You begin with a combat knife for your melee weapon. Press the Strike button to slash with your combat knife, which inflicts light damage. You can also perform more powerful attacks by chaining together strikes. Press the Strike button twice in a chain to perform a heavy slash for medium damage. Chain three strikes to perform a heavy stab for heavy damage. While the combat knife is the least damaging of the melee weapons, it is fine for the foes you face on the Krooza. you. In addition to the Gretchin, a couple Boyz come at you as well. Continue using your combat knife. However, it takes a few slashes to finish them off. As you are fighting, rotate your view to look around and ensure no Orks are sneaking up on After you defeat all of the Orks in the first area, three more Boyz break through a barricade to attack you. Try using a stun attack. As they come in close, press the Stun button to knock them out of the fight for a few seconds so you can finish them off without receiving damage. Kill these three Boyz and then advance. TIP Stun attacks are a great way to decrease the number of enemies attacking you. Move in close and press the Stun button to hit your target. A bluish glow surrounds stunned enemies, and they are unable to move or attack for a few seconds until the effect wears off. You can then execute the stunned foe, concentrate on other enemies, or finish off your stunned target with subsequent strikes. Boyz Ork hordes consist of millions of Boyz, the rank-and-file of this barbaric alien race. Wielding hatchetlike choppas, they operate in large hordes and are constantly itching for a fight. Boyz are the melee fighters and rush in close to attack. They often strike in groups of two or more to try and overwhelm their enemies. Eliminate Boyz with a few melee strikes. When a large group is charging, thin them out with ranged fire and then finish off the survivors with melee attacks. Also use stun attacks to slow their attacks or to set them up for an execution. Warhammer 40,000: SPace marine // official game guide You are Captain Titus—along with Sergeant Sidonus and Leandros, you must get down to the Forge World’s surface. However, the Orks have taken control of the planetary defense weapons and are shooting down anything that does not belong to them. Since the unit’s Thunderhawk landing ship can’t make it to the surface, Titus orders his unit to use their jump-packs to drop from the Thunderhawk down to the surface. Gretchin (or Grots) are the smallest of the Orks, the slave race of the species. Cunning, cruel, and cowardly, they flee from open combat but take pleasure in ambushes and opportunities to inflict pain. They bow and scrape before larger Orks but grumble insults behind their backs. Planetfall Shoota Boyz Gretchin CH.01 Servo Skulls After landing on the Krooza, get ready for combat. A swarm of Gretchin attack. Concentrate on using your combat knife. Since they rush in fast, it is easier to kill them with melee attacks, and a single slash kills several Gretchin. Try to rush into a group of these enemies to finish them off quickly. 15 Bolt Pistol Objective: Disable the Ork ship TIP Press the Evade button to perform a combat roll. Moving when you use a combat roll allows you to select the direction you want to roll. Combat rolls are great for quickly getting away from grenades or for evading enemy fire to get behind cover. Planetfall The explosion takes out another section of pipe. Advance through the gap into the next area. The Warboss appears at the Krooza’s far end and throws grenades at you. Watch for the icons that appear in the screen’s center. They show you where the grenades are relative to you. The aiming reticule in the center represents you, so a grenade above it is in front of you while one below the reticule is behind you. Perform a combat roll to move quickly away from the grenades. CH.01 The bolt pistol is the basic sidearm of the Space Marines. While not as powerful as other weapons, it has the advantage of unlimited ammunition. Therefore, you can always fall back on this weapon if your more powerful weapons run out of ammo. The bolt pistol holds eight rounds in its clip. It takes several of these .75caliber rounds to kill an enemy, so aim and fire several times. Since this weapon is semiautomatic, each time you press the Fire button, the bolt pistol shoots a single round. As you move forward, you come under fire from a Shoota Boy. Since it is up on a higher platform, you can’t get in close enough for melee attacks. Time to use your bolt pistol. Hold down the Aim button and center the reticule on your target and fire. It takes several shots to kill Orks. Once the Shoota Boy is toast, aim at the red spherical tank to the right and fire to blow it up. After it explodes, a couple of pipes blocking your way also explode and allow you to continue. Shoota Boyz Shoota Boyz are Orks who have picked up makeshift firearms, adding streams of gunfire to the oncoming charge. Most Shoota Boyz remain brutal savages, favoring rate of fire and noise above any sense of accuracy or finesse. Shoota Boyz usually try to attack from behind cover or from higher levels. If an enemy gets into close combat, Shoota Boyz use their weapons as clubs for melee attacks. TIP Executions are an effective way to finish off an enemy. In order to perform one, you must first stun an enemy. Then move in close and press the Use button. The advantages of an execution are that it kills the stunned target and you regain more health. However, while performing an execution, you are vulnerable to attack from other foes. Be sure all nearby enemies are stunned before performing an execution. This is also a good way to kill Gretchin. These little Orks don’t have to be stunned to execute them. Just get in close and press the Use button to pick one up and slam it into the ground. NOTE The bar at the screen’s top helps you keep track of your armor and health. The red bar is your health and the golden border around the red represents your armor level. As you take damage, your armor level decreases. Once it is completely gone, additional damage decreases your health. Your armor level is restored over time while you are not taking damage. Therefore, it you start losing armor, take cover or quickly eliminate your enemies. Health, on the other hand, is restored by executing enemies. Therefore, if you start getting low on health, wait until your armor is back up to full strength and then start laying waste to hostiles. 16 TIP To perform a charge attack, hold down the sprint button and rush right into the enemies. When you hit them, the charge attack knocks them back and stuns them. This attack works great when going against a large group of enemies. It stuns several of them and gets you into melee combat quickly. It also is useful when attacking a single enemy and sets you up for an execution. Hold down the Sprint button and charge up the ramp. Perform a charge attack on the Boyz coming at you. Warhammer 40,000: SPace marine // official game guide Shoota Boyz should be one of your primary targets in an engagement, since they can cause a lot of damage if not eliminated quickly. They stay back and fire at you while others move in for melee combat. Take out Shoota Boyz with your ranged weapons before engaging in melee combat. If there are several firing at you, take cover so you can shoot at one Shoota Boy at a time without exposing yourself to the others. Move through the opening in the pipes to the next area. There are several Boyz up ahead, and they charge toward you. As you advance, part of the deck explodes and you take damage. It also kills some of the Boyz. Fire the bolt pistol to take out one or two before they reach you, then move in with your combat knife. Try to stun the Boyz and then press the Use button to perform an execution on a stunned enemy. As you approach this area’s far end, watch out for a Shoota Boy at the far right side. Take him out by firing at the nearby red spherical tank. One hit and it explodes—taking the Shoota Boy with it. As you move away from the grenades, advance to this area’s right side to engage the Shoota Boy there. Kill it first, and then engage the other Boyz coming at you. Watch out for a couple more Shoota Boyz on the level above on the right side. Aim at the explosive barrel near them and blow it up to kill them both. This also creates a gap in the pipes on the left side so you can head up the ramp to the final area. 17 The large gun turret is located in this final area, and you must use it to disable the Krooza. The Warboss continues to attack by throwing grenades and sending groups of Boyz after you. Evade the grenades and kill the Boyz before moving next to the turret. Press the Use button to begin turning the turret so it is facing the Warboss and the superstructure of the Krooza. Now that the Krooza is disabled, it loses altitude and crashes onto the surface of Graia. Captain Titus has arrived on Graia and is ready for some more fighting. Ork Kill KroozA Ork Kill Kroozas are built for direct, head on attack and will seek to close the range rapidly. At close range the heavy guns which festoon the Kill Krooza’s prow and flanks can cause dreadful destruction. 18 Chapter 2: Against All Odds Chapter Overview New Weapons Bolter Guardsman Alexander (1/5) Chainsword pg. 21 pg. 24 pg. 22 Bomb Squig pg. 25 2nd Lt. Mira (1/5) pg. 27 pg. 23 Nob The Might of the Righteous pg. 28 pg. 26 Blast Radius pg. 25 Heavy bolter pg. 29 Command Squad pg. 24 Frag grenade Medicae Station Ventris (1/5) pg. 27 Achievements Into the Breach Audio Log: Workshift 465 (1/5) Servo skull recording of events on Graia: conversations between assembly-line worker Lilith and welder Caleb, during their work shift at Manufactorum Ajakis. pg. 31 Stalker pattern bolter Guardsman Alexander (2/5) VOICE OF GRAIA (on loudspeaker) Workers, assemble. pg. 28 pg. 29 Against all odds Workshift 465 (1/5) pg. 21 New Enemies Servo Skull CH.02 Servo Skulls However, before entering the building, turn around to locate an Ork barricade. Shoot at the explosive barrels by it to blow up the barricade. Kill the Gretchin on the other side and then move in to search the area to find your first servo skull. LILITH Caleb, there you are. The Shiring brothers are saying we’re under attack! Chapter Start CALEB The brothers are idiots, Lilith. LILITH They saw rocks in the sky. Objective: Reach squadmates Leandros and Sidonus. Once you have the servo skull, move into the cathedral-like structure. Kill a few more Gretchin and then walk up to the shrine to acquire a new weapon. CALEB Xenos, here? Damned unlikely. Bolter TIP Now that you have the bolter, you can switch between the bolt pistol and the bolter. If you run out of ammo for the bolter, use your bolt pistol until you find an ammo cache. Keep going until you reach a ledge. Drop to the lower level and head left. There are a few Gretchin moving about. Take them out with your bolt pistol and keep moving toward a large, cathedral-like structure. Move through a small courtyard and continue into another structure. There are Orks moving about on the upper levels. However, they don’t attack since they are headed toward one of your squadmates. Keep moving and save your ammo. 20 The .998 Godwyn pattern bolter is the characteristic Space Marine battle rifle. It fires bolts, each of which contains an integrated solid propellant that acts like a miniature rocket. These bolts have an explosive tip that detonates inside a target for additional damage. The bolter holds 30 rounds in the clip, and Space Marines can carry a total of 330 rounds at one time. The bolter is your primary weapon. It has an automatic rate of fire, so as long as you hold down the Fire button, it keeps shooting until the clip is empty. However, it is a good idea to fire this weapon in short bursts in order to increase accuracy and save ammo. A couple short bursts will kill most Boyz. Take time to aim, especially when targeting enemies at a distance, to further improve your accuracy. After eliminating an enemy or group of enemies, reload your bolter. This gives you a full clip for the next engagement, and reloading a partial clip is faster than reloading an empty bolter. Warhammer 40,000: SPace marine // official game guide Get ready to use your new bolter. After you pick it up, a couple of Shoota Boyz break down a door and attack. Take aim and dispatch them with a few short bursts each. Then head through the door. Now that you are on the surface of Graia, it is time to find the rest of your squad. Make your way through the rubble until you emerge outside, overlooking the large defense gun in the distance. Follow the path that leads down and to the right. 21 There are a couple ammo caches in this area. One is to your left and the other is forward and to the right. Use the one on the left when you get below 200 rounds. Each ammo cache gives you 90 rounds. Also be sure to reload your weapon before picking up ammo. Reload at the second ammo cache as you exit this area. Servo Skull Journal: Guardsman Alexander (1/5) Situation: Thomas Alexander, 20, is a low-ranking Imperial Guardsman sent to Forge World Graia with a small detachment of soldiers. These are his private journals. Defeat all the Orks and then listen to a conversation with Leandros. Next, a horde of Gretchin attack. Don’t waste ammo on them. Instead, either slash at them with your knife or execute them. Once they are dead, head through the opening from where they charged and then follow a path to the left. ALEXANDER Personal message cache; Guardsman Thomas Alexander. We’ve been diverted to a Forge World under Ork attack. The defenders are all dead, the Orks are killing everyone on the planet, and we’re the only Imperial Guard in the sector. Achievement/Trophy You earn the Command Squad Achievement/Trophy as soon as you reunite with your Space Marine brothers. The Trenches Objective: Get to the command bunker to find the leader of the Imperial Guard forces. The fleet’s on the way—but they’re a couple of weeks out. We’re in for a hard fight. Keep advancing through the rubble and look for a servo skull near some sandbags where the path turns to the right. Pick it up and listen to the message before continuing on. 22 The soldiers open a door into a nearby building. Inside, the Imperial Guard have set up an area to rest between battles and treat the wounded. Continue through the building and emerge out the other side. Sidonus contacts you. He is located near the large statue up ahead. Move to the statue to complete your objective and rendezvous with your squad. TIP This is a good time to use the charge attack. Sprint toward a group of Orks and then press the Slash button to knock them away and stun several of them. Then follow up with melee attacks to finish them off. Chain your attacks, combining slashes and stun attacks to cause the most damage. Now that you have the entire squad together, it is time to get a new weapon. Walk up to the shrine and exchange your knife for a chainsword. Right after you get it, you have a chance to test it out on a group of Boyz. Chain your melee attacks together for more damage. Warhammer 40,000: SPace marine // official game guide Must be winter back home. No snow here, that’s for certain. As you advance, you see a large group of Orks charging an Imperial Guard position. Rush in and start taking them out. The soldiers are behind a barricade. Move forward and kill Orks as you go to help the soldiers repel the attack. Melee attack your way to the barricade and then open up with your bolter to stop the assault. There is an ammo cache behind the barricade where you can restock when necessary. After the fight, talk to the soldiers to learn about the situation on Graia. Against all odds TIP Make your way down into some trenches. Up ahead, some soldiers of the Imperial Guard are under attack. Move forward to take out a couple Boyz and then continue through the trenches. CH.02 A bit farther, you run into Leandros, who is taking on several Orks on his own. There are several Shoota Boyz on the upper levels firing down on you. Use aimed fire to take them out. However, watch out for Boyz with choppas to charge your position. You need to learn to balance ranged and melee combat. There are some large stone blocks in this area that offer good cover. Pull back to them if you start to get overwhelmed so you can deal with the melee attacks and then go after those Shoota Boyz. Watch out for the grenades the Orks throw at you. Roll away from them and then kill the enemies who are throwing them. 23 Chainsword Advance through the trenches and head left at the intersection. Shoot at the explosive containers at the end to blow up a barricade so you can access an ammo cache. Return to the intersection and go left. 24 After you see a new enemy, the Bomb Squig, blow up some Imperial Guard soldiers, head up the ramp to the left so you are above the trenches. Follow the trenchline so you can look down into the trenches. Another Squig comes running along the trench. Shoot it to blow it up. After fighting off several waves of enemies, the dropship brings in an Ork leader, a Nob. This is a tough enemy to kill. Save a couple grenades for this Ork. As soon as he lands, throw the grenades to stun it and cause damage. Then rush forward to attack. When close to the stunned Nob, press the Execute button. You then have to quickly press the button that appears onscreen to overpower the Nob and finish it off. This is one of the standard Space Marine grenade variants. It is designed to fragment upon explosion, taking out infantry within a wide radius. Press the Grenade button to throw a grenade in front of you. Be careful: Grenades damage you as well as enemies if you get too close. Use grenades to clear out large groups of enemies. Each cache provides three grenades, and you can carry a total of five at one time. Achievement/Trophy The fight at the entrance to the command bunker is an excellent time to earn this award. Throw a frag grenade into a large group of Orks. If you kill five with one grenade, you get the Blast Radius Achievement/ Trophy. Warhammer 40,000: SPace marine // official game guide The Orks attack in waves. Focus on the Shoota Boyz at the top of the trenchline and kill them when they come into view. Your fellow Space Marines and the Imperial Guard also help out and usually take care of the Boyz charging for melee attacks. Once the Shoota Boyz are silenced, aim at the other Boyz and Gretchin charging your lines. There are ammo and grenade caches to your right; restock when you need it. Bomb Squig Squigs are the simplest species of Orkoid life and are little more than snapping, fanged mouths on legs. Trained by the Orks as attack pets, the Squigs are deadly against most foes. As an additional layer of lethality, some Orks strap a Squig with explosives and send it rushing toward a foe as an explosive device. Shoot at these enemies to blow them up before they get close to you and cause a lot of damage. You can often hear them coming before you see them. Listen for a grunting sound and then get ready to fire. If you shoot a Squig while it is near other enemies, the resulting explosion often kills several Orks. An Ork dropship is deploying enemies to attack the command bunker. You must stop their attack. Quickly move to join the Imperial Guards behind the barricades, killing Shoota Boyz as you advance. Try not to hit the explosive containers just yet. You can use them to greater effect later. Frag Grenade Against all odds The chainsword provides more power for melee attacks. Chain your strikes for more damage. A strike, performed by pressing the Strike button once, causes light damage. Press the button again to perform a backhand strike for medium damage. Continue with another button press to perform a slash for mediumheavy damage, and a fourth button press results in a spinning slash for heavy damage. Pressing the Stun button results in a backhand that stuns a single target. Do a stun after a strike to kick and stun enemies in a wedge in front of you. A stun after a backhand strike allows you to perform a shoulder bash that stuns enemies in a larger wedge around you. Finally, if you complete a slash with a stun, your Space Marine does a foot stomp that stuns all enemies in a radius around you. It is important to use these chains of attacks when fighting large groups of enemies in melee combat. Drop into the trenches again and continue toward the command bunker. Another Squig along with some Gretchin come at you. Aim for the Squig, and when it detonates, it clears the trench. As you get near the end of the trenches, stop at a cache to pick up some grenades. You definitely need them for the next engagement. CH.02 The Mk XI Hell’s Teeth chainsword is the close-combat weapon of choice among Space Marines. Combining terrifying power and great speed, its motorized biting teeth are capable of slicing through bulkheads and thick armor—as well as flesh and bone. Head up the steps where the Orks attacked you and then follow the trenches. Watch out for Shoota Boyz along the sides of the trench walls. They fire down on you. Take time to aim and blast them away with your bolter at a distance. It is important to kill them as soon as you see them, because more Boyz come down the trenches to attack you with their choppas. Quickly switch to melee combat and wipe out the Orks coming to get you. 25 Nobz are tough to kill. It takes a lot of firepower to bring them down. Be careful engaging them in melee combat. They are strong and can take lots of damage. Try to use explosives such as grenades to weaken them. If a Nob gets in close, use chained melee attacks so you inflict more damage. Once the Nob is stunned, move in for an execution. However, after pressing the Execution button, you must continue pressing it rapidly in order to finish the Nob off—or it can kill you instead. Inside the command bunker, the Space Marines meet with the acting commander of the Imperial Guard—Lieutenant Mira. The Orks have taken control of the planetary defense gun and are using it to shoot down any support ships trying to bring reinforcements to the planet’s surface. The Imperial Guard do not have the firepower to take out the gun, so it is up to the Space Marines to complete this dangerous task. Objective: Go with Lt. Mira through the trenches toward the Ork-infested gun fortress. Follow Lt. Mira out of the command bunker and back into the trenches. You now have to make your way to the defense gun. 26 DOMINUS Ork projectile to the leg, Magos Cassia. CASSIA Amputations are down the hall. DOMINUS Very well. I shall prepare for the implant grafting— As you come across some Imperial Guards at a barricade, move to the heavy bolter positioned there and man it by pressing the Use button. As long as it remains fixed, you have unlimited ammo. Maintain fire discipline by firing the heavy bolter in short bursts to prevent it from overheating. Once you stop the Ork rush, press the Use button again to leave the position. You can also hold down the Use button if you want to carry the heavy bolter around for a bit. However, for now, your bolter is all you need. CASSIA No implants. Just get rid of her leg and stitch her up fast. We’re at war— Heavy Bolter The heavy bolter is a machine-gun-style weapon in the same family as the bolt weapons. It fires a 1-caliber bolt capable of tearing through the thickest armor. This heavy weapon is often found in a fixed position. However, a Space Marine can tear it off its mounting by holding down the Use button. While fixed, the heavy bolter has an unlimited amount of ammo. However, once you remove the weapon, the ammo is limited to 150 rounds in the magazine. While carrying a heavy bolter, you can’t switch to other weapons, throw grenades, use melee weapons, or sprint. Press the Use button to drop it. The heavy bolter heats up when fired. Continuous fire overheats the weapon and requires that it cool down before you can use it again. Therefore, fire it in short bursts to control the heat. This weapon can clear out large groups of enemies in a short amount of time. Warhammer 40,000: SPace marine // official game guide Before you leave the bunker, stop at the shrine and pick up the purity seal. This unlocks Fury, which gives you an extra advantage during combat. Audio Log: Medicae Station Ventris (1/5) Servo skull recording of events on Graia: At Medic Station Ventris, Senior Medic Cassia and Junior Medic Dominus deal with the injured and dead—casualties of the Ork invasion. CASSIA —not in the disease ward, Dominus. What’s wrong with her? After picking up the servo skull, advance through the gap between the diggas and continue through the rubble. Along the way, you stop at some caches to pick up ammo and grenades. You definitely need both. Keep moving and clear out Orks as you go. Fire your bolter at Shoota Boyz and then move in for melee attacks against the other Boyz. NOTE Every time you damage an enemy, you gain Fury. The Fury meter is located in the screen’s lower left corner. When it is full, you can activate Fury mode. Currently you have only melee Fury. While in Fury mode, all of your close-combat attacks are enhanced and you regain health. While in this mode, the Fury meter drains; once empty, Fury mode ends. However, you can damage more enemies to build it back up. Servo Skull Against all odds Orks literally thrive on combat, growing physically larger and stronger the more they fight. When an Ork becomes big enough, they become a leader known as a Nob. They weigh several tons and are impervious to attacks that would slay a normal Ork. Even to a Space Marine, a Nob is a worthy adversary—the Nobz can counter their attacks. Upgraded Nob units may sport heavy armor and improved weapons, making them even more capable against the most elite units. As you move along the trenches, a couple of Ork diggas emerge from the ground and begin unloading Boyz. This is a perfect time to try out Fury. Activate Fury mode and move in for melee combat. All of your attacks inflict more damage, and you can quickly clear out all of the enemies. Even after Fury mode ends, keep melee attacking until you kill all the Orks. Then move into the nearby bunker to find a servo skull. CH.02 After you defeat the Nob and other Orks, the Imperial Guard open the door to the command bunker. Enter and head to the control center to learn more about the situation on Graia. Nob 27 The stalker bolter has a ten-round clip, and Space Marines can carry a total of 40 rounds for this weapon. Hold down the Aim button to bring up a zoomed scope view that makes it easier to target enemies. It usually takes two shots to bring down most Boyz; however, if you get a headshot, one bolt will do the job. Use the stalker bolter for taking out Shoota Boyz at long range, then switch to other weapons for closer enemies with only melee weapons. Achievement/Trophy You can earn The Might of the Righteous Achievement/Trophy during this mission without any trouble. All you have to do is eliminate 100 enemies. Move forward and then up some steps, clearing out enemies as you go. Enter a building that is still standing among the rubble and locate a shrine where you can pick up the stalker bolter and add it to your arsenal. Exit the building and keep moving into Ork territory. There are a few enemies in the area for you to kill. Once they are gone, enter the bunker on the left side to find another servo skull. As you enter the courtyard, watch for a Shoota Boy directly ahead. Time to use your new weapon. Aim through the scope of the stalker bolter and try for a headshot. The rest of the attacks come from the right. Take cover behind the objects in the courtyard, and pick off the Shoota Boyz up on the higher levels of the buildings as they try to shoot your squad. They also throw grenades, so watch for the Grenade icon to appear and be ready to roll away from them. As you approach the door in the wall, a horde of Boyz drop from the wall and attack. Pick up some with your bolter and then move in for melee combat. This is a good time to use Fury mode, so if you have been saving it up, activate it and lay waste to the Orks. Use chain attacks along with some stuns to defeat the horde. Once it is clear, open the door and enter the battlements of the fortress complex. Pick up some ammo inside. No Man’s Land Objective: Cross Ork territory and enter the gun fortress through the breach in its walls. IMPERIAL CAPTAIN —just get the ship out of orbit, pilot. Lieutenant Mira! The Orks cut off our reinforcements. MIRA Damn it—I suggest we move the unit to a more defensible position, sir. IMPERIAL CAPTAIN Do it. And make sure— Servo Skull Journal: Guardsman Alexander (2/5) Situation: An Imperial Guardsman records a journal entry. ALEXANDER Personal message, Guardsman Alexander. I’ll be quick. The Orks are beating us bad. 28 We’re completely outnumbered—every time you kill one of the bastards, feels like a dozen take their place. And my mate Gareth. An Ork chopped his leg off and he bled out—nothing I could do. The officers are all dead. A second lieutenant’s taken over. She’s keeping us focused— Wait—we’re moving out. More soon. Warhammer 40,000: SPace marine // official game guide Lt. Mira leads you out of the structure and shows you the gun fortress and the breach through which the Orks entered it. You must enter through that same breach. Now head toward a large open courtyard, picking up some ammo and grenades along the way. After getting the skull, move out. Engage Orks as you advance toward the next bunker. If you need some grenades, break down the barricade to the bunker’s left to reach the cache. There is an ammo cache inside the bunker. Once you are restocked, continue toward the wall of the fortress. Battlefield Log: 2nd Lt. Mira (1/5) Servo skull recording of events on Graia: Imperial Guard in the midst of battle with Orks. Against all odds This modified bolter is equipped with a targeter and high-accuracy shells that can drop enemies from great distances. This weapon has a semiautomatic fire mode, and its ammunition is designed to penetrate terrain and objects, including enemies. It functions equally well as a precision battle rifle or a sniper weapon. Servo Skull CH.02 After you eliminate all the Orks on the building, switch to your bolter and advance up the ramp by the main building. Head through the opening to the right and enter the building. Watch for Orks on the level above that shoot down on you and throw grenades. Take them out, then pick up some ammo and grenades in this area. You also find another servo skull in an alcove near the grenade cache. Stalker Pattern Bolter 29 Battlements Once you are used to the jump-pack, walk toward the door leading into the next area. Jump onto the wall while the rest of your squad goes through the door. The area near the door is clear, so practice some ground pounding onto platforms as you advance. While your squadmates stay low, jump from platform to platform. Achievement/Trophy To earn the Into the Breach Achievement/Trophy, you must fight your way to the crashed Rok. Get to the end of this chapter and accept your award. Against all odds The jump-pack allows you to make short jumps into the air. Press and hold the Jump button to fire the jump-pack. Releasing the button cuts the thrust and you glide back down. The jump-pack cuts off after a couple seconds, so you can’t jump too far. While up in the air, look down to see a yellow reticule below you. Press the Strike button and you will blast to the ground, damaging and stunning any nearby enemies. While wearing a jump-pack, you can use only a bolter or bolt pistol and your melee weapon. Head down the ramp and open another door to continue into the battlements. Walk over to the assault support pod and pick up a jumppack. You need it to get through the next area. Take some time to practice using the jump-pack in this area. CH.02 NOTE Once again, take the high road while the rest of your squad stays low. There are several enemies on the upper platforms. Use the same tactics as before and lay waste to the hordes. After you kill all the enemies, join your squadmates and move through the breach into the fortress created by the crashed Rok. There are several Shoota Boyz on the platforms on the area’s other side. Jump up and pound into them. Clear off a platform and then jump to the next one to take out more Orks. These Shoota Boyz are armed with rocket launchers, so be careful—a hit from one of these inflicts a lot of damage. After clearing out the platforms, fire down on the Orks below to help your squad or jump and ground pound them. PLANETARY DEFENSE GUN 30 Warhammer 40,000: SPace marine // official game guide Finally, kill the Shoota Boyz near the door at the area’s end and any other remaining enemies. Now head through the door. There are ammo and grenades on the other side—as well as more Orks. 31 Chapter Overview New Weapons Transmechanic Petronius (1/5) Vengeance launcher pg. 33 New Enemies Achievements ’Ard Boyz Precision Killer pg. 36 pg. 39 pg. 34 Silence the Cannon pg. 39 2nd Lt. Mira (2/5) pg. 35 Chapter Start Belly of the beast Belly of the Beast Servo Skulls CH.03 Chapter 3: Objective: Enter the gun fortress through the breach in its walls. Servo Skull Duty Log: Transmechanic Petronius (1/5) Situation: Duty logs of Transmechanic Second-Class Petronius, a techpriest who operates a communications station on Graia. At the start of this chapter, you must move through a cavelike breach in the fortress walls. There are a few Orks inside. Kill them and keep moving until you arrive inside the fortress. PETRONIUS Transmechanic Second-Class Petronius, entering duty log 31127 Communications console functioning: Normal. Issues of note: One. I detected a signal that should not have been there, but Transmechanic First-Class Aleric refused to believe me. Yes, I’ve made mistakes before. That pulsar I thought was a Tau warship. Missing the signal from the Fabricator General’s transport. There’s something approaching from the far side of the sun. I know it. As you enter the fortress, head to the right to pick up some ammo. Also break through the barricade next to the ammo cache to access an alcove where you can find a servo skull. There is also another alcove on the left side with another ammo cache inside. Warhammer 40,000: SPace marine // official game guide But I am not wrong every time! 33 Armory The experimental Graia-pattern vengeance launcher is a specialized launcher for magnetized fusion charges that adhere to walls and enemy armor. Up to five charges can be fired and then detonated either one at a time or all at once. Press the Fire button to launch the charges, and press the Reload button to detonate them. The vengeance launcher holds 18 charges at a time in a single magazine. It is very useful against large groups of enemies. Fire charges in front of their advance and then detonate them as the enemies move over them. Also try using it against powerful enemies. Launch a few charges so they stick to the target and then detonate them. Keep moving farther into the fortress. Go through a couple of doors until you reach a long room with a platform running down the left side. There’s an ammo cache next to it. There are some Orks at the far end. This is a good opportunity to test out the vengeance launcher. Fire a couple charges toward the enemies and detonate them; then work your way toward the door at the far end. IMPERIAL CAPTAIN (agonizing scream) MIRA Hold on, Captain! Get me a medipack! After getting the servo skull, advance to the right. Up ahead are several enemies. In addition to the Shoota Boyz, Bomb Squigs come charging toward you. Kill them with bolter fire, then snipe at the Shoota Boyz with your stalker bolter. Objective: Find the artillery shell storage and sabotage a shell with melta charges. As you leave the armory, you come under attack. Boyz rush toward you while Shoota Boyz fire at you from the far end. Fire some vengeance launcher charges at the Shoota Boyz to take them out, and then get ready with your chainsword to deal with the other Boyz. You can also use your stalker bolter to snipe at the Orks at the area’s far end. Advance through the next storage area, killing enemies as you go. Beware of charges placed by several Bomb Squigs. Shoot them before they get in close to blow them up. Look for a barricade with an explosive container off to the right. Blow up the barricade and enter an alcove where you can find caches of ammo and grenades. Keep moving to the large door and open it to continue. 34 MIRA —not enough cover— Get down, get down! Warhammer 40,000: SPace marine // official game guide After arriving inside the armory, pick up ammo, grenades, and the melta charge. You can use it to destroy the gun by placing this melta charge on one of the gun’s shells. Grab the melta charge and then exit the armory. Upon reaching your destination, walk off the elevator and move through a large area. A couple Orks run away. However, before you go after them, head to the area’s opposite side to find an ammo cache and a servo skull. Battlefield Log: 2nd Lt. Mira (2/5) Situation: Servo-skull recording events on Graia; Imperial Guard under heavy attack. Belly of the beast Advance into the next area and walk up to the shrine. A vengeance launcher is inside. Pick it up and add it to your arsenal. Vengeance Launcher Servo Skull CH.03 Objective: Clear out the Ork-infested fortress to take control of the gun battery. Continue back toward where you entered the fortress, where a group of Orks have disembarked from an elevator. Kill them all and then enter the elevator. Activate the controls and ride it down to the shell storage area. 35 ’Ard Boyz CH.03 After disembarking from the elevator, follow a corridor to the right. Pick up some ammo and grenades from caches before moving through the door. Get ready for a fight. These Orks can take a lot of punishment. One strategy is to kill them with headshots using the stalker bolter, if they are far enough away for you to take time to aim. If they are closer, hit them with grenades or vengeance launcher charges to weaken them and then use the chainsword or other melee weapon. Chain your attacks for more damage, and don’t forget to use stuns as well. There are a few Orks up ahead. Kill them and then cautiously advance. A horde comes at you through the opening in the room’s center. Use this narrow spot as your kill zone. Blast away with your bolter, drop some vengeance charges in the area, and lay waste to all of the enemies who rush to attack you. Advance into the room, watching for Shoota Boyz up on the crates. Shoot them and then get ready for some melee combat with various Orks on the ground level. Chain your melee attacks and stun them until you defeat them all. Once it is clear, restock your ammo at a cache and then open the door to continue. Move to the console in the room’s center and activate it. A large shell rises onto the track. Place the melta charge on the shell and then push it onto the shell lift, which takes it up to the gun. It is in place. However, you need to make sure that it makes it into the gun. Head around a walkway. Stop at a side room, where you find more ammo, then continue to a secondary lift. Walk into the lift and activate it to finally reach where the shells are loaded into the gun. Objective: Go up to the loading chamber to make sure the gun fires the sabotaged shell. Backtrack through the shell storage area to the elevator. However, as you arrive there, some Orks are waiting for you. Lob a grenade or two at the Nob and try to take out the four Shoota Boyz as quickly as possible. The vengeance launcher works well for this. The Nob charges you. Hopefully the grenades did some damage. Fire some vengeance launcher charges right at it and then detonate them at once. Finally, hit it with some chained melee attacks until you can stun and execute the Nob. After killing all of the enemies, climb onto the elevator and ride it to a higher level. Move into the next area and kill some Gretchin before walking up to the shrine. Pick up the purity seal, which unlocks Marksman mode. Once you have the purity seal, pick up some more ammo and continue through the door. TIP When you activate Fury mode, you can now also enter Marksman mode. Hold down the Aim button to slow time, allowing you to place shots with lethal precision. This lasts until either you release the Aim button or the Fury meter is empty. Combine this with the stalker bolter and you can get a lot of distance kills in a very short amount of time. Be ready to use this new mode in the near future. Warhammer 40,000: SPace marine // official game guide Shell Storage 36 Belly of the beast ’Ard Boyz wear heavy armor pieced together from steel plates and equipment scavenged from defeated foes. Their armor and natural resilience allows them to wade through fire that would shred most Orks. The ’Ard Boy can also wield a heavy riot shield and choppa to get close to you and deal out some pain. On the door’s other side is another storage area—filled with Orks. These ’Ard Boyz are tougher to kill than other Boyz. Throw a few grenades to weaken them and then blast away with your bolter. If they keep coming, you may need to finish them off with melee combat. Once they are all dead, move in and pick up some more grenades from a cache. 37 As soon as the sabotaged shell is moved into the firing sequence, it is time to get out of the gun fortress. Complete this mission and destroy the orbital gun in order to earn the Silence the Cannon achievement/trophy. Belly of the beast You can earn the Precision Killer achievement/trophy in this mission during the final fight. Use the stalker bolter to kill two enemies with one shot. Fire into the Gretchin charging your position and you should be able to score a couple kills with a single shot since they are bunched together. Achievement/Trophy Move back into the alcove, where you should pick up ammo and grenades, as you need them later. At this spot, you are not so exposed but can still fire at Orks headed your way. As the Shoota Boyz start moving on the upper deck, take out your stalker bolter, activate Fury, and hold down the Aim button to enter Marksman mode. Take out as many Shoota Boyz as possible with headshots. Don’t focus on the Shoota Boyz for too long. Hordes of other enemies are charging your position. Switch to your bolter and blast away. Target the Bomb Squigs, and when they blow up, they take out nearby Orks as well. Use some of your grenades, but save a couple for later. Also let your Fury build back up. Achievement/Trophy CH.03 As you enter the loading area, you find the sabotaged shell has been taken out of the firing sequence. After killing a few Boyz, one of your squadmates starts to push the shell back into position. Provide cover fire for them. The explosion silences the defense gun and destroys the fortress. Now the Imperial Guard can get their support ships and reinforcements down to the surface. PLANETARY DEFENSE GUN 38 Warhammer 40,000: SPace marine // official game guide After the hordes rush toward you, a Nob brings up the rear. Toss a couple grenades his way and then activate Fury if possible. Lay into the Nob with chained melee attacks until it is stunned. Then go in for the execution. The battle is not yet over. Switch back to the stalker bolter and again snipe at Shoota Boyz on the upper level before dealing with any remaining Orks on the ground. 39 New Weapons Medicae Station Ventris (2/5) Plasma Cannon pg. 45 New Enemies Achievements None None pg. 42 Chapter Start Objective: Get to the Manufactorum Ajakis to secure the Titan war machines. The fortress gun is in ruins. Now the Space Marines must secure the Titan war machines. Advance along the walkway toward the giant bridge in the distance. At the walkway’s end, head down the ramp to the left. titans of graia Titans of Graia Servo Skulls CH.04 Chapter 4: Chapter Overview Continue down a stairway. There are several Orks down below; however, they don’t seem to want to attack. Instead they are all moving away from you—toward the large train station. Kill those who don’t move quickly enough, and pick up some ammo and grenades located near crates. Then open the large door and enter the train station. Train Station Objective: Stop the Ork-controlled train before it crashes through the manufactorum gates. Warhammer 40,000: SPace marine // official game guide Follow the walkway through the train station. When you come across a weapons and ammo cache, look for a barricade off to the right. Shoot the explosive container and then get some grenades. By now you should be maxed out in ammunition and ready for some fighting. 41 Servo Skull CASSIA That’s from an Ork choppa. We can’t stop him from going septic. Make him comfortable and move on. DOMINUS You’ve seen these kinds of wounds before? CASSIA Unfortunately, yes—in my first Ork invasion, which I hoped would be my last. Yet, here I am again. Right, who’s next— Fight your way to this platform’s end. There are several Shoota Boyz here that like to take shots at you. Kill them and head up the stairs to grab some ammo. Before going right toward the train, turn left and enter an alcove where you can find the only servo skull in this mission. titans of graia DOMINUS —has a deep wound to the arm. Signs of blood poisoning. CH.04 Audio Log: Medicae Station Ventris (2/5) Situation: At Medic Station Ventris, Senior Medic Cassia and Junior Medic Dominus struggle to treat casualties of war. Keep moving toward the loading platforms so you can get aboard the train. The Orks have set up barricades along the way. Kill as many as you can with your bolter or other weapons at long range, and then resort to melee combat when they get in close. Watch out for Bomb Squigs as you advance. Shoot them to blow up nearby enemies. Move along the platform to the next area. A Bomb Squig tries to blow you up along the way. After climbing the stairs, hold before continuing into the maze of crates. Take out some Shoota Boyz with your stalker bolter before entering. This makes getting through the area easier, since you don’t have to worry about these Orks firing at you from atop the crates. As you advance through the crates, Bomb Squigs come out of hexagonalshaped pipes. Make them priority targets so they don’t blow up next to you. Continue up the ramp and then drop onto the train below. Stop the Ram Sprint along the walkway that leads over the tracks to the area’s other side. As Boyz come at you, charge right into them and knock them down before finishing them off with your chainsword. Get in some executions on the last few enemies here. Once you get down to the platform, take out a couple Shoota Boyz and then get ready for melee combat. A train car full of Boyz arrives, and they charge at you with their choppas. Mow down a few with your bolter and then rush in with your chainsword. Another tactic is to fire several vengeance charges in their path and detonate them as they move near them. 42 Now that you are on the train, open and move through three doors, stopping to pick up some ammo along the way. Orks attack as you reach the opentopped railcar. An ’Ard Boy joins the attack, so stun him and then move in to finish off him and the others. 43 If your Health meter is not full, perform some executions to fill it completely. Keep advancing to the next fight, picking up some ammo from a cache along the way. The next area has Shoota Boyz up high that fire down on you. When you see them, kill them at a distance and watch out for grenades the enemy throws at you. Plasma Cannon This large weapon fires charged shots that explode on impact. These shots leave plasma residue that continues to burn. The plasma cannon is effective against vehicles and enemy soldiers. While it has unlimited ammo, it builds up a lot of heat as you fire, so you must vent it by holding down the Reload button. When firing at long range, you must lead the target, since the plasma shot travels slower than bolter rounds. titans of graia TIP The dropship is armed and fires at you. The key to defeating it is to find cover and then move out to get in a few shots before returning to cover. Watch your Armor and Health meters. The dropship’s weapons cause a lot of damage, so when your Armor meter starts dropping, get to cover. CH.04 A Nob comes at you next. If you have Fury, activate it and melee attack the Nob. With chained attacks in Fury mode, you should not have much trouble taking out the powerful Nob. Keep fighting the Boyz and another ’Ard Boy. This is a very powerful weapon, though it has a slow rate of fire. Vent it after a few shots to prevent it from overheating. The best time to score some hits is when the dropship is centered and coming in close. Get in several shots as it prepares to drop off some Orks. As you move forward, fighting Boyz in melee combat, watch out for a plasma turret up high. Shoot the Ork manning the gun and then deal with an ’Ard Boy and other Orks. 44 After taking shots at the dropship, quickly vent the plasma cannon and fire at the Orks. Each drop consists of a Nob and some ’Ard Boyz. A couple of plasma cannon hits will drop those Nobz like nothing else. Take your time and stay alive. You won’t run out of ammo, and it is more important to maintain your health rather than go for a quick kill. Flames appear on the dropship as it takes damage, and eventually you shoot it down, causing it to crash into the ram and halting it before it reaches the manufactorum. Warhammer 40,000: SPace marine // official game guide Head up the stairs to an upper deck. If you have not already killed the Shoota Boy, take him out and then man the plasma cannon. You need to shoot down the dropship. If you leave the plasma cannon on its mounting, you are a dead Space Marine. Therefore, hold down the Use button to tear it off its mounting. 45 Part II: The Inquisitor New Weapons Guardsman Alexander (3/5) Power Axe New Enemies None pg. 51 Achievements Lexicanum pg. 53 pg. 48 Inquisitor Drogan (1/5) pg. 53 Against all odds Against All odds Servo Skulls CH.05 Chapter 5: Chapter Overview Chapter Start Objective: Find a way to stop the Orks laying siege to the Manufactorum Ajakis. You have stopped the Ork ram from breaching the manufactorum. However, the Orks won’t rest until they have entered the structure to get the weapons inside. You cannot allow that to happen. Advance into the building and pick up some ammo from a cache. Then open a door that drops down to form a bridge. Overhead you see a giant crane the Orks are using to try to force their way into the manufactorum. Move across the bridge to get into the action. Warhammer 40,000: SPace marine // official game guide Make your way from the train to the ground below. There, a servo skull (not a collectible one) is looking for a live person to deliver a message. The Inquisitor is still alive and needs help preventing the Orks from reaching an experimental weapon. You are his only hope for now. 47 Servo Skull Today was a good day. We were clearing a foundry of Orks when I heard banging from inside the furnace. Good thing I didn’t throw a grenade inside, because it was full of civilians—starving, scared, some no more than kids, but still alive. It cheered everyone up to see them. Gives us something worth fighting for, you know? Now we’ve just got to keep the Orks away from them. Continue across the middle of the room toward the control room. Lob a grenade or two into a horde of Boyz and a Nob that comes at you from the control room. By now, you should have no trouble killing a Nob. After you kill all the Orks, move through the crates toward a ramp. Before heading up the ramp, look behind some crates to the right to find a cache of grenades and a servo skull. Head up the ramp and enter a building where more Boyz are waiting. Blow them away with your bolter and other ranged weapons, but don’t get into a melee just yet. More Boyz will arrive shortly, and you don’t want to be in the middle of the fight when they do. The Orks have managed to power up the gun suspended from the crane. If they fire it, the cannon will blast a hole into the manufactorum. Move to the crane control panel and activate a switch that releases the gun, dropping it onto the Orks below and destroying the cannon in the process. Now that you have slowed down the Orks’ efforts, head to the side to retrieve ammo from a cache and weapons if you need them. After the Gun Objective: Get to the Manufactorum Ajakis to secure the Titan war machines. Open the door near the cache and advance into the rubble below. There are several Shoota Boyz among the crates. In addition to firing at you, they also throw grenades. Fire as you move toward them, and then kill them with melee attacks. There is also an ammo cache in this area, so after you clear out some of the enemy, load up your weapons. Warhammer 40,000: SPace marine // official game guide As the Ork reinforcements start pouring in, use grenades and vengeance launcher charges to blast holes in their horde and to damage the Nob that accompanies them. This is a good time to activate your Fury and then move in to kill the Nob before finishing off the Orks. After you kill them all, head up the ramp that the Orks had advanced down and continue into the building. 48 Against all odds ALEXANDER Personal message cache, Guardsman Alexander. The next room consists of several catwalks. You immediately take fire from a Shoota Boy. Follow the tracers from his weapon to locate him, and then silence him with some fire of your own. Advance along the catwalks leading around the room’s perimeter, killing a few more Shoota Boyz along the way. CH.05 Journal: Guardsman Alexander (3/5) Situation: A young Imperial Guardsman records a journal entry. Down in a lower area with lots of crates, a horde of Orks is milling about. Open fire with your bolter and kill as many as possible before moving in with your chainsword. 49 TIP Cargo Bay Walk along the catwalks in the cargo bay until you come to a damaged section and can drop to the floor. Move to the shrine and exchange your chainsword for a power axe. You are going to need it shortly. Pick up some grenades from a cache by the high crates, then drop into a lower area. Hordes of Gretchin come charging at you. Save your ammo by either killing them with melee attacks or shooting one of the explosive containers as they move near it. Shoota Boyz fire at you from the walls, so after clearing out a horde of Gretchin, take out the Shootas. Once it is clear, head up the ramp and go right to grab some ammo. Against all odds As you move toward some larger and higher crates, watch for Shoota Boyz atop the crates. They shoot and throw grenades. Back out of grenade range and snipe at them with your stalker bolter. After clearing out all of the enemies, move though the barricades and down a series of ramps to a cargo bay. Pick up some ammo and grenades before continuing into the cargo bay. CH.05 The Bomb Squigs might get close enough to cause damage in this area since they tend to use the crates as cover as they run toward you. If they do explode near you, your armor should take the brunt of the damage. Quickly get behind cover and wait for your Armor meter to fully recover before resuming the fight. Also get in some executions to help raise your health if necessary. More Shoota Boyz attack from the right. The Orks also send in Bomb Squigs to attack. Kill them before they get too close. Try using the stalker bolter to snipe at the Shoota Boyz, and try to score some headshots. However, if you hear the grunt of a Squig, switch to your bolter and blow them away. As the Orks start throwing grenades, move in close for melee combat. As soon as you have the power axe, get ready for an attack. The lift you are waiting for is next to the shrine. However, before it arrives, you must defeat a massive Ork charge. Start off by firing five vengeance launcher charges in a line across the middle of the cargo hold and detonating them as the lead Orks come at you. Power Axe The power axe is sheathed in a sparking power field and delivers devastating blows able to crack open heavy armor. It is a very effective melee weapon. Chain your power axe attacks to increase damage. Press the Strike button once for a light damage strike. Press it a second time to perform a medium-damage backhand strike. Press it a third time for a medium-heavy damage chop, and press it a fourth time to jump-strike for heavy damage. Two strikes followed by a stun provides a heavy stunning shoulder bash that affects a large wedge in front of you, while three strikes and a stun results in an overhead smash that causes superheavy stuns all around you. Continue through the next area where you fight some Boyz. This is a good opportunity to get some executions after you stun them and restore your health. 50 Keep advancing until you come across several Shoota Boyz up ahead. Clear out the Boyz and take cover behind these large armor plates. Use grenades and vengeance launcher charges to thin out some of the enemies, and use the stalker bolter to get those up high. If you have Fury built up, activate it and go into Marksman mode. As time slows, you can take out a lot of enemies with your stalker bolter. Warhammer 40,000: SPace marine // official game guide Blast a few with your bolter, and then this fight turns into a free-for-all melee. Your new power axe slices through the Orks. You also want to build up fury. Hit them with four-strike chain attacks or three strikes followed by a stun. However, if your Fury meter maxes out, don’t activate it just yet. The first wave of Orks consists only of Boyz, so slash away and get in a few executions. 51 When the lift arrives at your destination, follow the walkway to find a servo skull. Servo Skull CH.05 Encrypted Report: Inquisitor Drogan (1/5) Situation: Inquisitor Drogan records an update to his superiors in the Inquisition. INQUISITOR Encoded transmission from Inquisitor Drogan to Inquisitor Lord Sharpe. As we’d hoped, my lord, Forge World Graia is an ideal location to focus on my work. Though helpful, the techpriests of the Adeptus Mechanicus are forever curious. Interest can easily turn to interference. . . . I will be cautious about involving them in my experiments. TIP Keep an eye on your health during this fight. If the screen starts to go black and white, you are nearly dead. Pull back to the flanks and let your armor recover. Then stun a few Boyz so you can execute them and get your health back up quickly. Also, there is an ammo cache near the lift if you need to restock during the fight—or afterward. At least, for now. Achievement/Trophy Continue along the walkway and grab some ammo from a weapons cache if you need it. Then head up the ramp at the end to enter the manufactorum and complete your objective. More Boyz come in the next wave, along with two Nobz! Now is the time to activate your Fury. Throw a couple of grenades into the horde and then rush in with your power axe swinging. As soon as you can stun a Nob, execute it and then go after the other Nob. Titan Factory Crane If you have found all of the servo skulls so far, you have ten and earn the Lexicanum award. Good Job! Warhammer 40,000: SPace marine // official game guide After you defeat all the Orks, the Imperial Guard bring up the lift. Walk onto it and it carries you down to the entrance to the manufactorum. 52 Against all odds Some Shoota Boyz come next. They tend to move to the sides of the cargo bay and shoot at you from the flanks. Go after them with your bolter or your power axe and clear them out; otherwise they can really damage you during the melee in the middle. 53 Lair of Giants Servo Skulls Workshift 465 (2/5) pg. 56 New Weapons Plasma Pistol New Enemies Achievements None You Must Carry It pg. 58 pg. 60 CH.06 Chapter 6: Chapter Overview Inquisitor Drogan (2/5) pg. 56 lair of giants Chapter Start Objective: Reach the Inquisitor before the Orks do. You have reached the Titan Manufactorum. Now you have to get to the Inquisitor. Advance to the basilica’s opposite end to begin your search. At the hall’s end, activate the lift and ride it up into the manufactorum. Along the way, you see the Titan Invictus, a giant war machine. When the lift halts, walk over to the door, open it, and head into the next area. Leandros uses the auger station to scan for life signs and detects the Inquisitor—as well as alien signals throughout the facility. The Orks are already inside and are looking for the Inquisitor as well. Time to move out. Pick up some ammo at a cache and then head down the ramp to the walkway. NOTE See the following page for details on this Servo Skull Warhammer 40,000: SPace marine // official game guide Advance along the walkway. As you do, look for a ramp leading down to the left. Descend to a platform, where you find a servo skull to add to your collection. There is a grenade cache to the right of the servo skull, so stock up now. 55 Servo Skull CH.06 LILITH The Orks have reached the Western territories. That’s close, Caleb. CALEB Not when all the planetary defenses—and the Skitarii manning them—stand between us and them. LILITH First you don’t believe there’s an invasion, and now you’re not worried about it at all. CALEB Lilith, we have a far better chance of being killed on the assembly line than by a far-away Ork. VOICE OF GRAIA (on loudspeaker) Workers, take your stations. Be productive, be dutiful— Servo Skull INQUISITOR Transmission to Inquisitor Lord Sharpe My lord, the research facility is operational ahead of schedule, thanks to the techpriests. I’ve already begun my work to create a stable energy matrix. Harnessing these . . . unorthodox . . . energies is proving more promising than I could have dreamed. 56 Head back up another ramp to the walkway and continue to a lift at the end. Activate the controls and ride the lift to a lower level. Open the door when the lift stops and enter a communication room. Leandros operates the equipment and contacts the other Ultramarines. Squad Solinius is already on the ground. Captain Titus gives Solinius a new order to secure the Titan while he and his squad go after the Inquisitor. Now open the door to the right and advance along the walkway toward the forge area. There is an ammo cache on the way; top off your loadout if necessary. As you move through the forge area, Orks begin emerging from the pipes. Advance along the walkway toward a door on the area’s other side. Orks start shooting and dropping grenades, so sprint. However, instead of going to the door, head up this ramp to the door’s left to find a servo skull. After grabbing the servo skull, take out the Shoota Boyz up on the pipes, then get to the door. Open it and move onto a platform. Activate the controls to lower a lift to create a bridge that allows you to cross to the other side. The Inquisitor tells you about the experimental device. It is actually a power source, not a weapon. However, if the Orks try to dismantle it, the power source could destroy the entire planet. With Drogan Objective: Go to the generator room and remove the power source. Follow Drogan and open a door to exit the control room and enter a factory area. However, you are not alone. The Warboss is here and has brought along a horde of Orks. Start killing the Boyz that attack first. Try to stay near cover since the Warboss is firing his weapon at you as well. You can’t hurt him right now, so focus on the Boyz and keep moving. The Warboss has also brought along some ’Ard Boyz. Your power axe is the best way to defeat them, so try to keep some crates between you and the Warboss when fighting them. As the Orks converge on you, activate Fury mode to quickly cut through the horde. If possible, go to where the walkway is covered and wait for the Orks to come to you. This area is perfect for using your bolter, grenades, and power axe. The cover protects you from the Warboss and forces the Shoota Boyz to come closer to you. After the fight, pick up ammo and grenades from the caches in the area. Warhammer 40,000: SPace marine // official game guide Encrypted Report: Inquisitor Drogan (2/5) Situation: Inquisitor Drogan updates his superiors at the Inquisition. Open another door and enter the control room to find Inquisitor Drogan. Another objective completed. lair of giants Audio Log: Workshift 465 (2/5) Situation: Conversations showing the start of the Ork invasion from the perspective of workers at Manufactorum Ajakis. 57 Plasma Pistol Once the lift halts, step and walk around to the room’s opposite side. Open the large door there and advance down a corridor to another door to reach the generator room. Objective: Seize the power source. Walk down the ramp to a lower area and then go to the shrine. Here you can swap out your bolt pistol for a plasma pistol. This is a chance to test out the plasma pistol. Charge it up and fire it as you back away from the ’Ard Boy. You should be able to get in a couple shots. Then move in and hit it with the power axe. After the ’Ard Boy is dead, two more appear on the walkway. Use the same strategy as before. Try throwing a frag grenade as well to soften them up before moving in for melee kills. Go for an execution on the last one. After they are all dead, continue to the walkway’s end and activate the controls on the lift that will take you down to the generator room. Move toward the control panel on the opposite side of the central chamber. As you approach it, the Warboss appears and warps in two Nobz. Let them have a few blasts with the plasma pistol, then activate Fury if you have it built up. Hit them with powerful chained strikes using the power axe. Keep hitting them hard until they go down for good. Next the Warboss fires rockets at you while sending in hordes of Gretchin to distract you. Dodge the rockets and kill the Gretchin with your bolter or power axe. Get an execution or two in on the Gretchin for some extra health. Warhammer 40,000: SPace marine // official game guide After getting the plasma pistol, pick up some grenades and ammo from caches in the lower area and then head back up the ramp. As you advance along the walkway on the room’s side, a Weird Boy appears and summons an ’Ard Boy with a shield. 58 The Inquisitor moves to a control panel and lifts the primary shield from around the generator. While he is doing this, pick up some ammo. There is also a weapon cache where you can get a vengeance launcher or power axe if you need one. Once the shield is open, drop off the ledge to the lower area and head into the central chamber. lair of giants The plasma pistol never runs out of ammo and makes for a powerful backup weapon. It can also be useful against armored Orks such as ’Ard Boyz. Press the Fire button to shoot a quick blast. However, for more damage, hold down the Fire button to charge up a shot. When the top of the reticle is fully lit up, the pistol is charged. Release the Fire button to fire. Plasma continues to burn for a while where it hits. The plasma pistol must be vented after several quick shots or a single charged shot. This weapon works great against powerful enemies when combined with melee attacks. Get in a charged plasma shot or two and then move in close for the kill with a melee weapon. Generator Room CH.06 The MK III Sunfury plasma pistol fires balls of superheated plasma. It can fire quick shots or a powerful charged blast. This weapon permanently replaces your bolt pistol. The plasma shots can melt through enemy armor. The Warboss leaves toward the end of the fight, so finish off the Orks down where you are and then follow the walkway around to a door. Open the door and enter a small chamber. Once the Inquisitor and the rest of your squad has caught up to you, open the next door and enter another factory area. 59 A couple ’Ard Boyz join the fight. Lay into them as you work your way toward the control panel. Keep using chained melee attacks, and once you are near the console, press the Use button to activate the controls. Achievement/Trophy Retrieve the power source in order to earn the You Must Carry It achievement/trophy. Break away from the fight and get to the power source. Pick it up before the Orks can get their grimy hands on it. titan assembly 60 Titan manufactorium floor medallion As you pick up the power source, a burst of energy is released and the entire room starts to collapse. Chapter 7: Heart of Darkness Chapter Overview New Weapons Transmechanic Petronius (2/5) Melta Gun New Enemies Achievements None Success is Measured in Blood pg. 68 pg. 65 pg. 64 Angel of Death pg. 68 pg. 65 Chapter Start Objective: Find a way out of the sewers beneath the manufactorum. Though you are stuck in the sewers below the manufactorum, you have the power source. You must now carry it to the surface and ensure it does not fall into the hands of the Orks. After killing all of the Orks, begin advancing through this area. Pick up some ammo and deal with Boyz that jump out of pipes and Shoota Boyz that appear on the catwalks. A large group of Boyz charges at once from the end of the area. This is a good chance to use the vengeance launcher. Fire several charges in front of them and then detonate them all at once to clear away some of the menace. Then move in and finish off the rest with melee attacks. After you kill the enemy, head up the ramp and search the catwalks for grenades before moving into another tunnel. heart of darkness Medicae Station Ventris (3/5) CH.07 Servo Skulls As you emerge into a larger area, take out your stalker bolter and snipe at a Shoota Boy up on a catwalk. A horde of Gretchin charges toward you next. Stay back in the tunnel and let them come to you, or blast them with the bolter. More Shoota Boyz move onto the catwalks to fire at you. Snipe at them once you get the Gretchin menace under control. If you move out into the open, you risk being shot at from different directions while simultaneously facing melee attacks. TIP As you move through the tunnels, look for sections of red pipe. These are explosive. Shoot them and they blow up, damaging or killing nearby enemies. Advance cautiously through this set of tunnels. There are several Orks in here. Keep your bolter ready to deal with Shoota Boyz and Bomb Squigs. The Squigs are the biggest threat since they can run at you from around a corner or just drop on top of you from above. It is important to keep your armor at its highest level so you can absorb the Squig attacks. Keep going until you reach a door. Open it and continue. At each intersection, look around. There is only one way to go, so don’t worry about getting lost. After a couple turns, a small group of Gretchin attack. Don’t even waste bolts on them. Just execute them or kill them with your melee weapon. When you come across a barricade with an explosive container, blow up the barricade and then move past it to find caches of ammo and grenades. Once you are stocked up, continue through the tunnels to a cache of weapons. Pick up any you need and then open the nearby door to continue. 62 In the next section of tunnels, look for some grenades in a short branch off to the right; then head through the tunnels, killing Orks as you go. When you come to another large area, move along the catwalk until you reach a place where the railing is damaged and can drop to the floor below. Warhammer 40,000: SPace marine // official game guide There is a ramp of rubble in the room where you begin. Head up the ramp and enter the sewer tunnels. There are lots of dead ends, so you must work your way through the maze of tunnels to get to your destination. 63 Servo Skull Duty Log: Transmechanic Petronius (2/5) Situation: A young communications techpriest records his daily duty logs in the early days of the Ork invasion. That’s when I told Aleric. You should have seen the shock on his face. If he’d believed me a week ago, we would have had that much more warning. He was wrong—I was right. Finally. 64 Move through the tunnel, watching out for Bomb Squigs. There are several in here that run right up to you or drop down as you walk under grates. Another attack includes an ’Ard Boy followed by a few more Squiqs. If you start engaging the ’Ard Boy, the Squigs can get you. Back up and shoot a Squig while it is next to the ’Ard Boy to damage the ’Ard Boy. Continue to withdraw until all of the Squigs have been killed—and by then the ’Ard Boy is probably dead as well. The Vulkan Assault Pattern Melta Gun fires a scorching plume of molecularly agitated heat at close range. This power comes at the expense of low ammunition stores and a long recharge between shots. Space Marines can carry 10 charges for this weapon at a time. The melta gun is a powerful weapon for targets at close range. The downside is the low amount of ammo that you can carry for it. Use this weapon for larger, more powerful enemies that can take a lot of damage. Other enemies that get in close can be killed with melee attacks. Servo Skull Audio Log: Medicae Station Ventris (3/5) Situation: At Medic Station Ventris, Senior Medic Cassia and Junior Medic Dominus struggle to treat casualties of war. After taking out the first group of Orks, advance to take on the next, which includes some ’Ard Boyz. After you defeat them, move into the next tunnel and pick up some ammo before continuing on. At the end of the short tunnel, drop onto a catwalk. Head left and shoot an explosive container to destroy a barricade. Move through the wreckage to get some grenades and a servo skull. DOMINUS We’re almost out of sterile dressings. I haven’t even begun to treat the new burn victims. CASSIA You can’t treat them. Give them something for pain. But that is all. DOMINUS I am a Magos Biologis. No wound or malady is beyond me. CASSIA You are in a triage situation. Observe, analyze, and decide who we can save. Warhammer 40,000: SPace marine // official game guide PETRONIUS I was right! For days, I tracked that signal coming from beyond the sun. I didn’t tell Transmechanic First-Class Aleric because I didn’t want to be ridiculed. And today I heard voices—the signal’s an Ork fleet heading straight for Graia! Head up the ramp and then go through the tunnel on the left, even though the Objective icon indicates the tunnel on the right. Follow the left tunnel for a short distance to find a servo skull. Once you have it, go through the tunnel on the right. Continue through the door to the next tunnel. After you pick up the melta gun, a horde of Orks rush into the room. Back up from the shrine and onto the ramp to give yourself some room to use your ranged weapons. This is a good opportunity to try out the melta gun. It literally melts an enemy. Melta Gun heart of darkness Advance through the area and more Boyz and ’Ard Boyz charge toward you. Use the same tactics as before. Since you have more of a warning this time, use the vengeance launcher to set up some traps for them. Eventually a Nob shows up. This is a good time to activate Fury mode—especially if there are still ’Ard Boyz around. Once the fight is over, pick up some ammo from a cache. At the tunnel’s end, open a door and enter a room with a shrine. At the shrine, exchange your stalker bolter for a melta gun. CH.07 As you reach the bottom, get ready for an attack. Boyz and ’Ard Boyz charge you. Break up the horde with a grenade or two, followed by bolter fire and then melee attacks. Shoot at the red pipes to create explosions as well. 65 TIP heart of darkness Move to the control panel at this room’s far end to activate a lift that takes you up to the next level. When the lift halts, go to a shrine and pick up a purity seal. This unlocks Supreme Fury. Now when you use Fury mode, the Fury meter drains significantly more slowly, allowing you more time to wreak destruction on your enemies. A Shoota Nob is also down on the ground floor. His fire can be quite damaging to a Space Marine. Sprint in close to take away the advantage of his ranged firepower and hit this Nob with chained melee attacks. CH.07 While the melta gun has a lot of close-range firepower, the stalker bolter is more useful for completing this chapter. Therefore, after trying it out some, swap the melta gun for a stalker bolter at the weapon caches. After picking up the skull, advance along the catwalk and up a series of stairs. At the top, open a door and continue through a long passage. You emerge into a large room filled with Boyz. However, they don’t seem to want to fight. Most run away and take a lift out of the area. Move in and kill those who are left behind. This is a good chance to get some executions and max out your health. There are also a couple weapon caches in this area if you want to swap out weapons. Follow a passage leading to this area’s end where you find a few more Orks and your squadmates. Pick up some ammo and grenades, since the caches have been scarce since the last couple of fights. Second Reunion Objective: Meet Inquisitor Drogan at the rendezvous point in Habitation Center Andris. After getting as many Orks below as you can, rush along the catwalk and down the stairs to reach the ground floor. There you must face off against Boyz and ’Ard Boyz as well as Shoota Boyz you missed earlier. If your health is starting to get low, activate Fury mode to restore it and to slice through the enemies much easier. 66 Open the large door and advance into the next area. Continue to some stairs leading into a lower area. However, don’t go down yet. Use the stalker bolter to snipe at Shoota Boyz down below. In addition, Boyz charge at you. Pull back so you are not a target for the Shoota Boyz and deal with the Boyz, then position yourself to the left of the stairs so you can continue sniping enemies below. Try for some headshots. Warhammer 40,000: SPace marine // official game guide Now continue up some stairs onto a walkway that is on the edge of a larger area. Pick off some Shoota Boyz with your stalker bolter while keeping some cover between you and the middle of the area to avoid taking fire. Also watch for Bomb Squigs. Use your bolter to mow down most of the Boyz as they approach so you can stay behind cover from the fire from below. Once you defeat them, snipe at the Shoota Boyz down below. Some of them have rokkit launchas, which cause a lot of damage, so try to dodge or avoid their fire. 67 After sniping at all of the enemies you can see, move down the stairs and clear out the remaining Orks in the lower level. There should be only a handful left. While you are on the lower level, more Orks come down a ramp of rubble. Turn your attention to them and kill them— especially the Shoota Boyz. Achievement/Trophy By this time in the game, you should have earned the Success Is Measured in Blood reward or be very close to it. You need to kill 500 enemies using melee weapons. Achievement/Trophy Angel of Death is another award you can earn or get close to by this point in the game. You must kill 500 enemies using ranged weapons. Finally, head up the ramp and advance through rubble to some stairs. Climb the stairs to exit the sewers. The Sewer 68 Chapter 8: Whispers of the Dead Chapter Overview New Weapons Lascannon Inquisitor Drogan (4/5) pg. 75 Workshift 465 (4/5) pg. 79 pg. 71 Inquisitor Drogan (3/5) pg. 72 Worker Nathaniel (2/5) pg. 77 Inquisitor Drogan (1/10) pg. 79 Thunder Hammer Workshift 465 (3/5) Inquisitor Drogan (5/5) pg. 78 Workshift 465 (5/5) pg. 72 pg. 80 pg. 77 New Enemies Weird Boy The Astartes Man-Portable Lascannon fires a charged energy blast along a powerful laser and can cut through almost any armor at extreme range. It features a powerful optical scope with variable magnification. After each shot, the weapon’s battery must recharge before it can be fired again. pg. 78 Worker Nathaniel (1/5) pg. 74 Achievements Death from Above pg. 81 Hold down the Aim button to bring up a scope view similar to the stalker bolter. This makes the lascannon great for sniping at enemies. Try to conserve your ammo for this weapon. It holds only 15 shots, and each ammo cache restores 8 shots. The lascannon kills most Orks with a single shot to the body. Nobz take a few more shots to kill. This weapon is very useful for taking out Shoota Nobz at long range. Chapter Start Objective: Meet Inquisitor Drogan at the rendezvous point in Habitation Center Andris. Your squadmates and you emerge from the sewers into a habitation block. The street ahead is destroyed, so head up the ramp on the left into a building to get around the wreckage. Servo Skull As you move through a hallway, look inside rooms with open doors to find ammo and grenade caches. Audio Log: Medicae Station Ventris (4/5) Situation: At Medic Station Ventris, Senior Medic Cassia and Junior Medic Dominus struggle to treat casualties of war. DOMINUS It’s completely full. That’s where I’ve been moving the dying. CASSIA That’s it, then. Bar the doors. DOMINUS You’re closing the infirmary? CASSIA We are being overrun. We must focus on the wounded already under our care. This is the only way. Take the servitors to keep the crowds back. 70 The end of the hall is blocked by rubble, so go through the last door on the right and drop into the rubble below. Before heading out into the street, turn around to find another hallway. Move to its end to get a servo skull. Move to the shrine in the middle of the open area. There you exchange your melta gun (or stalker bolter, depending on what you are carrying) for a lascannon. You are going to need it right away. As soon as you have the lascannon, move forward and take cover behind some rubble. Shoota Boyz and Shoota Nobz have taken position on the upper levels of the building in front of you. Their fire can be deadly. Use the lascannon to take out the Orks firing at you. If you start taking damage, roll to the side and get behind some taller cover until your armor level is restored. Keep firing until you eliminate all of the enemies on the building. Time to move out. Advance to the doorway on the far right side of the open area, and enter a hallway. Go into a room on the right side to find a servo skull. Warhammer 40,000: SPace marine // official game guide CASSIA There’s no room for them in the south ward. Put them on the second level. whispers of the dead Medicae Station Ventris (4/5) pg. 70 Lascannon CH.08 Servo Skulls Continue down the street. As you approach an open area, an Ork Rok flies past. It is followed by several more. The Orks are dropping more troops onto Graia, so be ready for some resistance. 71 Encrypted Report: Inquisitor Drogan (3/5) Situation: Inquisitor Drogan updates his superiors. INQUISITOR Report to Lord Sharpe: The Fabricator-General of Graia shares my vision for the power source. Today, he offered up the Titan Manufactorum to test the device’s capabilities. There is a risk that the power source may overload and destroy the entire facility. But it is an acceptable risk. And the techpriest does not need to know. Servo Skull After picking up the skull, exit the room and continue down the hall. Head up the stairs and move through another hall. Enter the room on the hall’s left side to find another servo skull. Once most of the Shoota Boyz are down, switch to the lascannon and target the Shoota Nobz. During this fight, if you start taking damage or see several rockets headed your way, roll to the side and take cover. Keep picking off Orks until they are all dead. Continue out into the hallway, stopping in another room to collect some ammo; then drop through a hole in the floor to a lower level. Continue through a series of hallways until you emerge back out onto the street. Kill a horde of Gretchin that come after you; next, kill the Shoota Boy up on the building that is shooting at your squad. Begin to advance along the walkway to your left. However, keep an eye on the area you just cleared of the Orks. More foes are coming—this time ’Ard Boyz. Fire at them from the walkway on your side to weaken them. As they get closer, move to where the walkway turns right, then fire into the ’Ard Boyz with your bolter. If you already weakened some with long-range fire, the bolter may finish off a few. As they get in close, start swinging your power axe to finish off the rest. Audio Log: Workshift 465 (3/5) Situation: Conversations showing the start of the Ork invasion from the perspective of workers at Manufactorum Ajakis. CALEB I’m surprised you showed up. There’s no one here. VOICE OF GRAIA (loudspeaker) Workers, assemble. CALEB I think people are right. VOICE OF GRAIA (loudspeaker) The increase in worker absences has been noted. Delinquent workers will be disciplined. LILITH Caleb, what are we going to do? 72 Head up some stairs to find a weapons cache. Swap out weapons to your liking— however, it is a good idea to keep the lascannon for now. There is an ammo cache near the ramp. After you have what you need, go up the ramp and get ready to fight again. Continue to the walkway’s end, picking up ammo and grenades along the way. Near the stairs, look over the railing and down at the street where a Rok has crash-landed. Orks are pouring out of it and other Roks. There are several Shoota Boyz down there, so start killing them with ranged fire from your bolter or vengeance launcher. Shoot at the explosive containers to blow up nearby Orks. Now begin heading down the stairs. There is a large group of Boyz and ’Ard Boyz moving toward the bottom of the stairs. Throw a couple grenades into the middle of the group to kill or severely wound several of them. Then move down and finish them off with the power axe. Warhammer 40,000: SPace marine // official game guide LILITH I didn’t know where else to go. LILITH People are saying the Skitarii are dead. whispers of the dead More Orks have arrived. Shoota Boyz and Shoota Nobz are on the opposite walkway directly ahead of you. While your squad begins firing at them, stay back and take cover. Use your lascannon to snipe at the Shoota Nobz and quickly take them out to reduce the amount of firepower coming your way. Next, go after the Shoota Boyz with the lascannon or your bolter. CH.08 Street Warfare Servo Skull 73 Servo Skull Hannah hasn’t returned—I think they’re going to close off that whole stratum. I have to get her. You’ll be back from the food depot before we are. Tell your mother where I am when she arrives—and both of you, stay there. Pack up the food as best you can. Reports are that the Orks have already reached the manufactorum. We’ll need to leave as soon as we’re together. I’ll be home soon. Move toward the room’s center until more Orks show up. Shoota Boyz and Shoota Nobz take positions at the top of the area on the left. Get in a few shots at them and then back up behind cover. When a Nob comes down the stairs and moves to attack you, don’t leave your cover. That is what the Orks want. Instead, stay where you are and kill it with the lascannon before it even gets close to you. 74 As you reach the ramp’s top, the Orks who fled are waiting. Throw a grenade and back away until it detonates. Then move forward until they are in your sights and kill them. If a Shoota Nob is with them, kill it with the lascannon, then finish off the rest with bolter fire. Encrypted Report: Inquisitor Drogan (4/5) Situation: Inquisitor Drogan updates his superiors at the Inquisition. INQUISITOR To Lord Sharpe: The power source succeeded in fueling the entire Titan Manufactorum—a remarkable feat. But I have not forgotten my true purpose on Graia, my lord. I have dedicated my life to defeating the alien horde. Now I will use the power source in a weapon that exploits the very weaknesses of our alien foe. . . . Head left and follow the rubble pathway back toward the street. However, there are some Orks up on the tall building to the right. Dodge their fire and use the lascannon to kill them. Take cover as needed, then continue. Once you get down to ground level, move through an alley and keep going until you meet up with the Inquisitor. Warhammer 40,000: SPace marine // official game guide Continue sniping at Orks on the catwalks and at the top of the area on the left. Hit red-painted explosive containers and pipes to blow up adjacent enemies. When another Nob comes after you, use the same strategy as before. If you are low on lascannon ammo, fire your bolter at the Nob and let it come to you. Use melee combat to keep out of the other Orks’ line of fire. As you get near the ramp, turn left and advance to find another servo skull. Collect it, then head up the ramp. Servo Skull whispers of the dead NATHANIEL Benjamin, plans have changed. Continue through the tunnel and climb up a ramp of rubble to return to street level. There are some weapon caches where you can swap out weapons if you choose. Move into the building, but don’t go too far. In fact, it is best to hang back by the entrance so you can see the stairs and catwalk up ahead. Snipe at Shoota Boyz on the catwalk. If you take damage, strafe back to the left to take cover. If you get low on ammo, rush forward and then sprint to the left to find grenade and ammo caches. These are actually located underneath the Orks up on top, so they can hit you while in this area. After clearing out most of the Orks on the catwalk and up on the left, sprint to the stairs and climb to the top. By this time, most of the Orks are running away. Kill any near you and then pick up some ammo as you head toward a ramp of rubble. CH.08 Personal Message: Worker Nathaniel (1/5) Situation: Nathaniel is a father and factory worker on the run from the Orks with his wife and daughter. He leaves messages for his teenaged son, Benjamin, to follow them to safety. Advance into the tunnel leading under the street to find an ammo cache. Continue through the tunnel, watching for an alcove off to the right. There you can find an ammo cache and a servo skull. 75 Drogan’s Return Objective: Take the power source to the Inquisitor’s weapons research facility. Thunder Hammer The mighty thunder hammer is the rarest of Space Marine melee weapons. Each blow discharges a powerful blast from the hammer’s dedicated power field. Ranged weapons are limited to pistol and bolter when wielding the thunder hammer. Enter a building through a doorway near where you spoke with the Inquisitor. Follow a long hallway a large open room. Pick up some ammo and then continue down a ramp into the rubble. As you walk through the rubble, you find a cache of grenades. Pick some up and then continue to the right of the grenades to find a ramp that takes you to the lower level. TIP After picking up the skull, move through a doorway and follow a ramp of rubble to a lower level. The Imperial Guard are fighting against the Orks. You must help them in their battle, but don’t rush in. Instead, stay to the battle’s left side and use the rubble for cover. There are several Orks with shootas on the structure to your left. Snipe at them with your lascannon, and when you see rockets headed your way, roll left to get back behind cover. Also watch for a Nob that walks across the battlefield. You can take him out with ranged weapons, but don’t rush out and expose yourself to enemy fire to kill it. 76 While it is very powerful, the thunder hammer is also the slowest of the melee weapons. A single blow can kill an Ork Boy, and a few hits can stop a Nob. Instead of quick slashes like other weapons, you must find a slower rhythm when fighting with the thunder hammer. However, it can destroy Orks like no other melee weapon—especially when you chain the attacks. A single press of the Strike button swings the hammer for medium damage. Press the button a second time for a heavy swing that inflicts heavy damage. A third strike in the chain results in a superheavy swing for very heavy damage. The thunder hammer also stuns. Press the Stun button for a hammer bash. A strike followed by a stun gives you a stunning swing that affects a larger wedge. Finally, two strikes followed by a stun performs the thunder smash for very heavy damage and stuns in a radius around you. Notice that the thunder hammer has maximum chains of only three button presses instead of four, as with other weapons. However, you don’t need as many strikes in the chain to get a lot of damage. Jump-Pack Now that you have the jump-pack, you must use it to get around. Jump up to a higher walkway and land. Grab some ammo. Follow the walkway as it leads along the wall on the area’s right side and then jump up to the next level to find a room where a servo skull is located. Pick it up and then jump to the lower level. An Ork Rok has landed in the lower area. Boyz and a Nob come toward you. This is a good chance to try out the thunder hammer. If you need some ammo after the fight, search the side alcoves on the upper level just above the lower area. Servo Skull Personal Message: Worker Nathaniel (2/5) Situation: Factory worker Nathaniel leaves messages for his son to follow the family on their flight from the Orks. NATHANIEL Benjamin, we’ve waited as long as we can. Where are you? The Orks are crossing the mainline bridge. I have to get Hannah and your mother out of here. When you get this message, leave immediately—go to hab block seventy-four. We’re going to gather with others from our shift-group. We have your things. Come and find us—stay safe. And hurry. Warhammer 40,000: SPace marine // official game guide The vengeance launcher works quite well in this situation. For distant targets, aim above the target so that the charge lands where you want after following its arced flight path. If you hold down the Aim button, use the ticks under the reticule to help judge how high above your target you need to aim. This takes a bit of practice, but after a few shots, you should be able to place the charges where you want them. By using the launcher, you can save up charges for the lascannon and still take out enemies at long range. whispers of the dead Once you meet up with him, the Inquisitor informs you of a secret, experimental weapon that could destroy the Orks—the Psychic Scourge. It is located at the Inquisitor’s research facility. To get him to that facility, you first must get to the Imperial Guard rally point where you can obtain some transportation. CH.08 You now have to split up. Since the Inquisitor’s wounds are slowing him—and you—down, you must take the power source and lead the Orks away from your squad as they get the Inquisitor to the Imperial Guard rally point. Move across the battlefield to the right of the Ork structure and climb the stairs. Continue moving through the wide corridors until you find an assault support pod. Inside is a jump-pack and a thunder hammer. 77 Servo Skull INQUISITOR To Lord Sharpe: Integrating the power source makes this weapon far more devastating to the alien biology than I’d envisioned. LILITH A last stand? You’re no Skitarii, Caleb. My lord, I believe that this weapon—this psychic scourge—could end the alien threat against the Imperium for all time. VOICE OF GRAIA (on loudspeaker) Workers, alert. Xenos presence detected. This is not a drill. CALEB If I’m going to die today, I want to face it straight on. Weird Boy After getting the skull, jump to a higher level to the right of the stairs and follow the passage to a large room. A Weird Boy is teleporting in Orks to try to stop you. Since you are armed with only a plasma pistol and bolter for ranged weapons, you need to rely on your jump-pack and thunder hammer. Move to the edge, jump to the round platform in the center, and ground-pound the Shoota Nob there. If you hit close enough to the enemy, you stun it and can then finish it off with an execution. The Weird Boy has sealed the way out with a green energy field. However, before dealing with him, jump to the energy field to take out some Shoota Boyz before they can hurt you. Then jump to where the Weird Boy is located and attack. The Weird Boy leaves rather than fights—and the energy field no longer blocks your way. If you need some ammo, look around this area. There are some caches. Follow the passage around and then drop to a lower level. Head right and keep moving past some stairs leading down. Instead of going right at the stairs, go straight and jump over some rubble. On the other side you find a servo skull. Head back to the stairs leading down and now turn left. The Orks are fighting against the Imperial Guard up ahead. Watch out for Boyz and a Nob that come to attack. Let them have it with your thunder hammer. Climb up the short flight of stairs, turn right, and look up. There are two upper levels. Jump to the first one, and from there jump to the second level to find a servo skull next to a statue holding a monitor. NOTE See the following page for details on this Servo Skull LILITH You stubborn fool—you are not going to die today! There’s got to be a place we can hide. Servo Skull Journal: Inquisitor Drogan (1/10) Situation: Inquisitor Drogan kept a secret journal detailing the true nature of his work on the Forge World. This is his first entry. INQUISITOR Encrypt recording. Authorization Drogan, Inquisitor Ordo Xenos. I have arrived on Graia to begin my research. This work could change the course of history. I would be a fool to leave no record. . . . The Imperium must not forget the good I have done. These journals will remain sealed until my death, for here I will speak the truth that could damn me. Warhammer 40,000: SPace marine // official game guide Weird Boyz are usually not that dangerous by themselves. Their main threat is teleporting other Orks to attack you. They often avoid fighting you directly, other than launching attacks from a distance, so try to kill them with ranged weapons or get in close for melee combat. 78 Audio Log: Workshift 465 (4/5) Situation: Conversations showing the start of the Ork invasion from the perspective of workers at Manufactorum Ajakis. CALEB I say we stay here. This factory is a far better place than the hab blocks to make a last stand. The weapon is working. Weird Boyz are Ork Psykers acting as a sort of psychic sponge absorbing the energies of nearby Orks and unleashing them as devastating psychic attacks. As well as offensive attacks, the more talented Weird Boyz can teleport themselves and other Ork units in and out of combat at will. Servo Skull whispers of the dead Go down the stairs to the right of the cleared passage to find a servo skull and some grenades. Then head back up the stairs and go through the passage to reach the next area. CH.08 Encrypted Report: Inquisitor Drogan (5/5) Situation: Inquisitor Drogan updates his superiors at the Inquisition. Advance past the burning Rok from which the Orks came and pick up some ammo and grenades. Then look to the right of the stairs just past the Rok to find another servo skull. 79 Servo Skull CALEB I saw them. The Orks are in the loading bays. Help me drag this over. LILITH Why are you blocking the door? This room isn’t safe enough—we have to go, Caleb! whispers of the dead LILITH What took you so long? While you are fighting, look for the Weird Boy who launches blasts at you. When you see this Ork, jump and ground-pound him. Keep hitting the Weird Boy until you defeat him and the energy field disappears. There is no need to continue fighting all of the Orks, so move through the passageway that had been blocked. CH.08 Audio Log: Workshift 465 (5/5) Situation: Conversations showing the start of the Ork invasion from the perspective of workers at Manufactorum Ajakis. Drop back to the lower level by the stairs, and head into the large area where the battle is raging. Since your ranged weapons are not that powerful, use your jump-pack to perform groundpound attacks followed by bashes with your thunder hammer. Jumping is not only a good way to attack, but it also helps you get out of danger quickly. If you see rockets headed your way, activate your jump-pack to escape. After you kill all the Orks, the Imperial Guard contacts you. There are several ammo caches around, so pick up some ammo if you need it. TIP While your bolter is not very powerful, look for Orks standing near explosive containers. Aim for the container and the explosion does the damage for you. Follow the passage until you arrive outside the structure and can see the Imperial Guard forces below you. Talk to Lt. Mira and then head to the Valkyrie where the rest of your squad is waiting for you. VOICE OF GRAIA (on loudspeaker) Workers, evacuate. Xenos detected. Your safety is not guaranteed. CALEB It’s too late, Lilith. There’s nowhere to run. Achievement/Trophy Since you use the jump-pack a lot during this mission, try to get the Death from Above achievement/ trophy by killing 25 enemies with ground-pound attacks. From the large area, advance up the long flights of stairs to reach another large area with lots of Orks. Several Boyz try to stop you, so use your thunder hammer on them. If you are not at full health, execute a few to get it there. Then pick up some ammo if you need it before moving into a big fight. 80 ork drop pod Warhammer 40,000: SPace marine // official game guide Once again, the exit from this area is blocked by an energy field. Therefore, you need to jump around killing as many Orks as possible. Go after the Shoota Nobz when you see them, since they can cause a lot of damage. If you start losing health, move into one of the side rooms where you are protected from ranged fire. Wait for Boyz or other enemies to come in, then stun and execute them for more health. If you are getting low out in the large area, activate Fury mode to restore your health quickly and get in extra damage on the Orks. 81 Chapter 9: Worker Nathaniel (3/5) pg. 86 New Weapons New Enemies Achievements Storm Boy None Not So Tough pg. 83 pg. 84 Nob Down Medicae Station Ventris (5/5) pg. 87 pg. 89 2nd Lt. Mira (3/5) the weapon The Weapon Servo Skulls CH.09 Part III: The Weapon Chapter Overview pg. 90 Chapter Start Objective: Use the gun turret to repel the Ork assault. Storm Boy Storm Boyz are fierce Ork warriors who gamble with their lives by strapping on crude rokkit packs to propel themselves toward the enemy. They are armed with shootas and melee weapons for aerial attacks. Your squad boards the Valkyries and takes off toward the Inquisitor’s weapons lab. However, the flight won’t be uneventful. Storm Boyz can be tough to kill since they are usually flying around. With their large rokkit packs, they are bigger targets than other Boyz, and a few short bursts with a heavy bolter brings them down. In addition to firing at you, the Storm Boyz also grab on to Valkyries and attempt to disable them by hand. As an adjacent Valkyrie comes under attack, shoot the Storm Boyz off the craft before they make it crash. Warhammer 40,000: SPace marine // official game guide As your fleet of Valkyries are flying, a large group of Storm Boyz flies in to attack. Man the heavy bolter on the side door of the Valkyrie and start blasting away at them. They fire at you and you take damage, so take them out as quickly as you can. 83 CH.09 As the Ork gunship moves to the side of your Valkyrie, keep firing at the Shoota Boyz standing on the external platforms and kill them before you take too much damage. The Bridge Objective: Get to the rendezvous point to reunite with Lt. Mira. Achievement/Trophy If you have not already earned the Not So Tough award, you definitely get it here. You just have to kill 10 ’Ard Boyz. 84 Some ’Ard Boyz and Gretchin join in. Use grenades to break up the attackers so they don’t all hit you at once. If you start to get overwhelmed and lose health, activate Fury mode to replenish your health and increase the damage you are inflicting on the Orks. As the melee attacks wind down, Shoota Boyz on towers start firing at you. Take cover behind one of the bridge supports and then move out to fire at the Orks. Try to expose yourself to only one or two enemies at a time as you shoot. Also be ready for more attacks on the ground. ’Ard Boyz and Boyz continue to come after you. You can’t just stay at the end of the bridge where you landed. To meet up with Lt. Mira and get off this bridge, you must advance. Snipe the Orks on the towers since they can cause a lot of damage. At the same time, deal with the Orks on the ground. After you eliminate all the Orks on the bridge, Lt. Mira brings her Valkyrie down to pick you up so you can continue the mission. Kalkys Outskirts Objective:Take the power source to the Inquisitor’s weapons research facility. The Valkyrie drops you off to reunite with your squad and the Inquisitor. At the nearby weapons cache, you can adjust your loadout if necessary. Be sure you have a power axe and either a stalker bolter or a lascannon. You need some long-range firepower and a good melee weapon. Warhammer 40,000: SPace marine // official game guide Despite your efforts, a Storm Boy succeeds in bringing down your Valkyrie by getting sucked into the engines. You are able to jump off onto a bridge before the craft crashes. However, you are not alone. The bridge is in Ork territory. A horde of Boyz sees you land on the bridge and comes to welcome you. Fire away with your bolter and then use melee attacks when they get in close. TIP If you start taking damage, move behind a bridge support so the Shoota Boyz can’t hit you. Wait for the Boyz to charge at you. Stun and then execute them while staying behind cover to build up your health. the weapon An Ork gunship joins the fight. Fire at it as it appears near your door, then fire the heavy bolter out the back of the Valkyrie. At the same time, Storm Boyz are trying to board your Valkyrie. Blast them away. 85 Personal Message: Worker Nathaniel (3/5) Situation: Factory worker Nathaniel leaves messages for his son to follow the family on their flight from the Orks. NATHANIEL Benjamin, I feel like I’m leaving breadcrumbs for you to follow. We can’t wait for you here. The shift-group left without us. The whole idea was safety in numbers, but they didn’t bother to wait. This hab block’s completely looted. We’re heading for Evacuation Center Epsilon. Look for us there. Be careful, Ben. Before you can cross the bridge, an Ork Rok crashes into it, destroying it. However, before continuing on, head down a side canyon to the bridge’s left. At the end, you find a servo skull. Return to the bridge and then move through a small canyon to the bridge’s right. The entrance is near an ammo cache. Watch out for an ’Ard Boy and a Shoota Boy. Kill them and then pick up some grenades as you continue. The pathway emerges near a crashed Valkyrie. Pick up the servo skull near the Valkyrie, and if you don’t already have a lascannon, swap out your stalker bolter for one at the weapons cache. Audio Log: Medicae Station Ventris (5/5) Situation: At Medic Station Ventris, Senior Medic Cassia and Junior Medic Dominus struggle to treat casualties of war. DOMINUS Radio says the Orks are two streets away. CASSIA Help me with this, Dominus. Hurry. DOMINUS What are you injecting him with—stop! This is a fatal dose! CASSIA Yes, it is. I have enough for every patient. DOMINUS You’re murdering them now? As you continue, there are more Orks up ahead. The Shoota Boyz are trying to blast a way into the research facility. While they are occupied, snipe at them with the lascannon before they start firing at you. You can also use the lascannon to get in a couple shots on the Nob that charges toward you. Finish off the other Orks and pick up some grenades. CASSIA I’m showing them mercy. In ten minutes, the Orks will break through those doors and slaughter them all in their beds. Better to die in peace before that. It’s the last thing I can do for them. 86 Warhammer 40,000: SPace marine // official game guide Continue onto the ridge by the grenade cache. From there, you can see some more Shoota Boyz. Use your bolter to take out the closest ones; then as more appear in the distance, snipe at them with the lascannon. The canyon exits into a large open area. Snipe at the Shoota Boyz up on the pipes and on the ground. Jump to the sides to avoid incoming rocket attacks. After a Rok crashes into the area, kill the ’Ard Boyz and Shoota Boyz that get out. the weapon Servo Skull Fight your way through a horde of Boyz and continue advancing toward the bridge. Clear out all remaining Orks as you go. Servo Skull CH.09 As you begin advancing through a canyon, Shoota Boyz up on the ledges fire down at you. Snipe at them as soon as you see them. Another Rok crashes and unloads more Orks, including a Nob. Throw some grenades into the group and cause as much damage as possible with your ranged weapons before finishing them off with melee attacks. After you kill them all, continue advancing past the second Rok and up a passage, picking up some ammo along the way. 87 TIP You should have a full load of grenades before you reach the facility entrance. Therefore, don’t try to pick up more right away. Instead, wait until you have thrown at least three to get more. That gives you a total of eight grenades you can use for this fight if necessary. Achievement/Trophy Nob Down is another award you can definitely earn during this mission if you have not done so already. You need to win 10 struggles against Ork Nobz. Once the two large Nobz are dead, or even before if things are going badly, rush into the facility. There is a whole lot of ugly coming and no way for you to survive a horde of ’Ard Boyz and Nobz. Once you are inside, the Inquisitor quickly closes the door and you are safe for the moment. It is now time to exchange your thunder hammer for the power axe and other weapons. Cross the bridge and take the pathway to the right so you can pick up some grenades and kill a few Shoota Boyz. Keep advancing and stop at the ammo cache as you head to the entrance to the Inquisitor’s facility. The Inquisitor opens another door that leads out into a canal area. Stay on the platform near the door and get ready for an Ork charge. Open up with the bolter and fire at Boyz and Bomb Squigs to prevent them from getting close to you. As the attacks slow down, advance along the canal, killing Orks as you go. More Boyz and Squigs attack as you are advancing. While you have to get into a melee fight, be ready to fire your bolter at Bomb Squigs that drop from the pipes and run toward you. As you advance on the first large pipe that crosses over the canal, be ready for some ’Ard Boyz. Use a grenade to weaken them and then finish them off with ranged fire or melee combat. There is a grenade cache on the left under the pipe. Stay under the first pipe and get out your lascannon. Snipe at the Shoota Boyz on top of the second large pipe over the canal. If you don’t kill them as soon as possible, their rockets can really hurt you. 88 The attack begins with some ’Ard Boyz and Boyz. Use the bolter to damage them as they approach and then start swinging the thunder hammer. More waves of attacks follow the first. Use a grenade when you see lots of ’Ard Boyz together, and be ready to activate Fury if necessary when you fight against a Nob. Remember to chain your attacks, and after a couple strikes, stun all of the enemies around you. Even if you don’t plan on executing them, stunned enemies are easier to kill. Warhammer 40,000: SPace marine // official game guide Near the entrance are caches of ammo, grenades, and weapons. You have a big fight ahead, so swap out your power axe for a thunder hammer. Though you won’t be able to use your heavy ranged weapons, you definitely need the melee damage the thunder hammer can impart. In addition, the more you use the thunder hammer, the faster your Fury meter builds up. It will take some time for the Inquisitor to open the entrance, so you have to fight off the Orks until then. TIP When fighting a Nob, go for the execution once they are stunned instead of just continuing to attack. The execution creates a blast of power that stuns nearby enemies—including ’Ard Boyz. This gives you a chance to immediately get in some more executions. the weapon More waves of ’Ard Boyz attack. Kill them and then get ready for a big fight against a Nob and a large Nob. Cause as much damage as possible against them at range. This is also a good time to activate Fury mode—especially if you have to fight both in melee combat. Keep fighting. When you see some ’Ard Boyz with shields, you know the battle is reaching its climax. Kill them as quickly as possible, then watch for a couple big Nobz. They approach from the left, one a bit earlier than the other. Now is the time to use your grenades. Throw them and then start bashing with the thunder hammer. When the second one arrives, activate Fury and lay into them both. About this same time, the Inquisitor opens the entrance. CH.09 Approach the bridge near the ammo cache. Finish off any Shoota Boyz with your lascannon and then get ready for some ’Ard Boyz. Take out a few with either the vengeance launcher or melta gun—whichever one you are carrying— before you grab the ammo. Then finish off any survivors with the power axe. 89 Servo Skull Battlefield Log: 2nd Lt. Mira (3/5) Situation: Servo skull recording events on Graia; Imperial Guard at their outpost in between attacks. IG GUARDSMAN We’re all going to die out here— MIRA You are an Imperial Guardsman. Start acting like one! IG GUARDSMAN But, Lieutenant— MIRA We’re not dead yet! So do your bloody job and defend the line before they— Advance under the second pipe and head toward a ramp of rubble. Before heading up the ramp, go left to find a servo skull. Once you have the servo skull, head up the ramp, then turn right and move across the walkway over a pipe. A horde of Gretchin come after you. Execute them to restore your health and then move through the rubble. Enter a pipe and follow it to an intersection of pipes. Enter another pipe to the right and use it to enter the Inquisitor’s facility. Storm Boy Attack 90 Chapter 10: House of Secrets Objective: Take the Inquisitor to the security control room to deactivate automated defenses. Chapter Overview New Weapons Transmechanic Petronius (3/5) Kracken bolter pg. 95 New Enemies Achievements None None pg. 94 pg. 95 Inquisitor Drogan (2/10) pg. 97 Chapter Start You have led your squad and the Inquisitor to his research facility. Head up the stairs and continue to the door. However, the Inquisitor has some bad news: The facility has a security system that shoots at everything—including you. TIP It is important for you to watch your health in this facility. There are no Orks here—just servo turrets—so you can’t perform executions to restore your health. Therefore, if you start taking damage, get behind cover before your armor level is depleted. Wait for it to restore, then get back into the fight. 92 Don’t step into the room just yet. There are three servo turrets in this room, suspended from the ceiling. Use the lascannon to take out all three—each with a single shot. Stay by the door so you can roll to one side for cover if you start taking hits. Once all three turrets are down, move into the room. Move to the left and use the same tactic to take out the servo turret along the left wall. Move forward a bit and another turret activates. Destroy it as well. Be sure to have cover before attacking. Some turrets may take more than one charge to destroy, depending on where the charge lands and if your squadmates have already been shooting at it. Don’t advance forward since there are two turrets at the far end and you want to destroy the others first. Now head to the room’s right side and take out one turret on the right wall and one near the center. If you have to, use your bolter to destroy servo turrets—it just takes longer. A stalker bolter also works, but it takes a few shots to do the job. Finally, take out the two turrets near the door on the room’s far side using any method you choose. Go through the door beneath the last two turrets. You can pick up some ammo from a cache in the next room. As you walk up the short set of steps, watch out for a servo turret on a rail to the left. It moves past a series of three sets of explosive containers. Shoot the explosives as it gets near them to destroy the servo turret—or you can just blast it with the lascannon. As you advance along the walkway in the room’s center, a second servo turret on a rail activates and begins moving toward you. Destroy it as well. Warhammer 40,000: SPace marine // official game guide Open the door and continue down a corridor. Turn left at the intersection and keep walking until you reach a weapons cache. If you still have the lascannon, keep it. Pick up some ammo for the vengeance launcher and make sure you still have a power axe. Once you are ready, continue to the door and open it. hosue of secrets Transmechanic Petronius (4/5) Continue into the next room. Here you can’t just stay by the door. Move toward the room’s center. There are seven servo turrets in here, and all start off deactivated. Don’t try destroying them while they are deactivated, since they can’t be destroyed in this state and you will only waste ammo. As you move in, the one in the room’s center activates. Get behind cover, and after it fires, move out and shoot a vengeance launcher charge at it to detonate the charge. CH.10 Servo Skulls 93 Servo Skull And today, Transmechanic Aleric insisted I contact every single planetary defense outpost. A hundred stations! He just didn’t want to do it himself. None of the stations picked up. When I told him that, Aleric rushed off. No acknowledgment, no thanks. I suppose even an Ork invasion cannot change some people. After the first two turrets are down, sprint toward the room’s center and take cover behind a container. There are three more turrets in this room. Move to the container’s right side to take out the one on the right, then go after the other two; be sure to expose yourself to only one turret at a time. Before heading through the door with the green light on the panel, check the area for some ammo. As you open the door, be ready for a turret in the center of the small room. Quickly destroy it and then move through the series of small labs to find a weapons cache and a grenade cache. Pick up what you need, and then return to the large lab area and the door where the Inquisitor is waiting. 94 This modified bolter fires adamantinecored kraken ammunition. It does heavy damage to enemy armor. This weapon permanently replaces your standard bolter. Open the door to the right of the viewing port and advance down another safe corridor to the next door. This leads into a lab with many turrets. To successfully clear out the lab, take your time, use cover, and make your shots count. Sprint to the right and take cover behind a large container. Quickly take out the servo turret in front of you. Then move to the room’s left side and take out the turret there. Now two more turrets activate. One is on the right side and moves along a rail. Wait for it to move into view and shoot it. Then destroy the next turret in the room’s center. Advance toward the room’s center and take cover behind some pillars as another servo turret to the right activates. Shoot it and then deal with two more. One is on a rail to the left of the one you just destroyed, and the last one is near the left wall. After you destroy the turrets in the main part of this lab, move into a couple smaller rooms off to the side. One of them contains a turret. Take it out and then pick up some ammo and a servo skull. There is also a weapons cache in this room. Servo Skull Duty Log: Transmechanic Petronius (4/5) Situation: A young communications techpriest records his daily duty logs in the early days of the Ork invasion. PETRONIUS The Orks broke into the temple. I couldn’t hear them—I was plugged into my console. Then someone crashed into me, hard, from behind—it was Transmechanic Aleric. He had an Ork axe in his chest. He’d blocked the attack meant for me. The Ork went berserk—he grabbed for me but only caught my robe. I ripped free and ran. Aleric saved me. He died, saving me. Warhammer 40,000: SPace marine // official game guide The Labs Kraken Bolter hosue of secrets PETRONIUS The Orks have thrown my duties into chaos. I only get distress calls now: “The xenos are here,” “The hab block’s on fire.” After getting the skull, follow the corridor to another door. Open it and enter a lab. Quickly sprint to take cover behind some crates to the left. There are two turrets you can see from here. Destroy the one right in front of you, then get the one on the room’s far side. Advance through a turret-free passage to another door. Head through it and into a larger room with a shrine. Walk up to the shrine and pick up a kraken bolter. The Inquisitor then opens a viewing port of the firing cylinder for the weapon. However, before you can worry about that, you still need to get the Inquisitor to the security room to deactivate the turrets. CH.10 Duty Log: Transmechanic Petronius (3/5) Situation: A young communications techpriest records his daily duty logs in the early days of the Ork invasion. After you destroy both servo turrets, move to the walkway’s end. While you eventually want to go left at the intersection, first head right to find a servo skull. 95 Objective: Follow the Inquisitor’s instructions to power up the Psychic Scourge weapon. hosue of secrets Move through another door into a larger room. Follow the walkway to the left, toward the door with a green light; pick up ammo as you go. After moving through a short corridor, open another door and enter a large room with some turrets. Security Room CH.10 After getting the skull, return to the larger lab area and go through the door with the green lit control panel. In the next room are two servo turrets on rails. Destroy both of them and then move into an alcove on the right, where a weapons cache is located. Continue cautiously along the walkway in the room’s center, toward an ammo crate. There is another turret at the room’s far end, so be ready to destroy it when it activates. After the Inquisitor opens the door for you, move along the catwalk to the right. Stop at the first platform; don’t go up the stairs to the area’s center. Instead, use your bolter to kill any Shoota Boyz on the other catwalks. Kill them first so they won’t be a threat later. A horde of Boyz charges your position. Shoot some vengeance launcher charges along the stairs to take some out and then switch to your bolter. Finally, use the power axe as they get in close. During this melee fight, watch for Bomb Squigs; be ready to shoot them before they get close to you. Also try to get in an execution or two if your health is not full. Servo Skull The servo turrets are deactivated and are at the room’s far left end. Stay behind the large containers as you advance. As two activate, shoot the one on the right and then the one on the left. About this time, three more servo turrets activate. Two move back and forth along the left and right sides of the room while the third moves along a rail at the room’s far end. Pick off each of these turrets with the lascannon while avoiding getting shot. Once you destroy all of the turrets, advance to the stairs at the room’s far side. Don’t forget to stop by an ammo cache on the way. Journal: Inquisitor Drogan (2/10) Situation: The true Inquisitor Drogan records a private journal about his research. INQUISITOR My work began with two simple questions. On that day, my ship had just entered the dimensional limbo of the Warp. Most people do not like to think of the Warp’s true nature. After all, it lets us travel between the stars. But the Warp is the realm of Chaos. Creatures of absolute evil—and absolute power—take their strength directly from it. So, I asked my questions: Could I tap into that power? And what could I do with it? Now advance to the room’s center and insert the power source into the socket of the Psychic Scourge. The power source is now in position. However, the Orks have sabotaged some of the equipment. You must manually restart the array alignment for the weapon to function. Objective: Get to the weapon firing chamber to prepare for its detonation. Head to the lift, which is behind the door with the green-lit control panel. Once inside, activate the lift controls to begin your ascent to the firing chamber to repair the sabotage. 96 Warhammer 40,000: SPace marine // official game guide Open the door to enter the security control room. Inside you can find a weapons cache and a shrine. Approach the shrine to get a purity seal, which unlocks Supreme Fury. This means you now gain Fury at an increased rate so you can use Fury mode more often. Also swap out your lascannon for a melta gun since you are done sniping at turrets and need to deal with Orks. When the melee is over, move up the stairs and kill any remaining Shoota Boyz. Then head down a side walkway toward a burning door to find a servo skull. 97 New Weapons None None New Enemies Achievements We Take Our Chances pg. 99 Bloodletter Daemon pg. 100 Chapter Start Objective: Fix the Ork-sabotaged firing mechanism to fire the weapon. When you arrive at the firing chamber, it is infested with Orks. Start firing your bolter at the Shoota Boyz to take them out before the other Boyz close in for melee combat. point of no return Point of No Return Servo Skulls CH.11 Chapter 11: Chapter Overview Once all of the Orks are dead, walk over to this console and close it. Objective: Fire the Psychic Scourge to destroy the Ork invaders. After the weapon fires, an Ork gunship flies into the area and drops off the Warboss. He wants the power source. Just as he starts moving toward you, the weapon releases a burst of energy and knocks everyone down. Achievement/Trophy Earn the We Take Our Chances achievement/trophy by firing the Psychic Scourge. Warhammer 40,000: SPace marine // official game guide Head up the stairs and walk over to the control panel. Activate the device and the weapon fires at the space spire. 99 Bloodletter Daemon CH.11 Daemons engage only in melee attacks. However, their ability to warp allows them to move across a battlefield extremely fast. You might be shooting at a Daemon one instant and then it could be right next to you, ready to slash you with its sword. The weapon does not kill the Orks. Instead, it opens a portal into the Warp and Bloodletter Daemons come rushing out to kill the Orks. They also knock the Warboss off the platform. point of no return Summoned directly from the Warp, the Bloodletter Daemons strike fear and despair into the hearts of men. Their vicious swords inflict a powerful rending attack that can be devastating even for a Space Marine. They move and fight in packs, “warping” from one position to another, making them lethal adversaries. When the lift reaches its destination, Daemons are fighting against Orks. Move into the battle and attack both sides. The Daemons and Boyz have only melee weapons, so use your ranged weapons for an advantage. However, you end up using the power axe as well. After killing all of the enemies, move into a room where you find a weapons cache and a shrine. You already got the purity seal out of this shrine in the previous chapter. However, exchange any weapons you choose. It is a good idea to hold on to the power axe and consider a melta gun for heavy damage at close range. In addition to the Daemons, a Chaos Lord also comes out of the Warp. He deals with the Inquisitor, who it turns out was serving Chaos the entire time. The Psychic Scourge was not a weapon but a device for opening the Warp to allow the forces of Chaos to enter your world. Escape Objective: Escape from overwhelming numbers of Chaos forces invading the research facility. The Warboss returns and begins fighting the Chaos Lord. It is time for your squad to get out. You must fight your way through the Daemons. You can use ranged weapons at first, then attack with your power axe as they get in close. It cuts through Daemon just as easily as Ork. Head down the stairs and get to the lift. Activate the controls and ride it down to the facility. bloodletter daemon concept 100 Warhammer 40,000: SPace marine // official game guide Open the door and advance into the next room, where more Daemons and Orks are fighting. You must kill all enemies in this area to open the large door at the room’s far end and escape from the facility. 101 Part IV: Dying of the Light New Weapons New Enemies Worker Nathaniel (4/5) pg. 103 Inquisitor Drogan (4/10) pg. 108 Plasma Gun pg. 108 Chaos Space Marines pg. 105 Inquisitor Drogan (3/10) pg. 104 Transmechanic Petronius (5/5) Iron Halo Renegades 2nd Lt. Mira (4/5) pg. 105 Guardsman Alexander (4/5) pg. 107 pg. 104 pg. 108 Guardsman Alexander (5/5) pg. 109 2nd Lt. Mira (5/5) pg. 111 pg. 106 Warboss pg. 111 Achievements But I Am FInished with You pg. 112 dying of the light Dying of the Light Servo Skulls CH.12 Chapter 12: Chapter Overview Chapter Start Objective: Get to the Manufactorum Ajakis to secure the Titan war machines. Your squad has made it out of the Inquisitor’s research facility. Once again you are carrying the power source. You must close the warp portal before the Chaos Lord can bring in an entire fleet to invade the planet. If you can get to the Titans, you can use the power source to supercharge a Titan and destroy the warp portal. Personal Message: Worker Nathaniel (4/5) Situation: Factory worker Nathaniel leaves messages for his son to follow the family on their flight from the Orks. NATHANIEL Benjamin, something terrible has happened. Your mother—my Julia— (breaks off) We got caught in an Ork ambush. Climb up a flight of stairs and turn left. Destroy the barricade at the passage’s end so you can continue around a corner to find a servo skull. They cornered your sister—she was screaming—and your mother threw herself at them. They laughed, Benjamin—the worst sound I have ever heard—and I grabbed Hannah. But your mother—they took her and they broke her and I couldn’t—(stops, regains control) We made it to Epsilon Centre. Find us, Benjamin. Please, find us. Warhammer 40,000: SPace marine // official game guide Advance across the remains of a large bridge and then drop into a pipe that leads to a larger room. Servo Skull 103 Servo Skull Once you have the skull, turn around and follow the passage in the opposite direction. Continue past the stairs you climbed and blast another barricade so you can reach ammo and grenade caches. Then continue into another room with a weapons cache and a shrine. Approach the shrine to get the Iron Halo. Also search this room to find a servo skull. TIP Journal: Inquisitor Drogan (3/10) Situation: The true Inquisitor Drogan records a private journal about his research. INQUISITOR On that fateful journey through the Warp, in my exhausted musings, I let my guard down . . . something a psyker should never do. My desire—my psychic will—reached out into the Warp . . . and the Warp reached back. A spark of Warp energy appeared before me. Tentative, flickering, and powerful—I felt it batter my psychic shields. My shock was absolute. I lost focus, and the spark disappeared. I knew I had to get it back. The thunder hammer works great when dealing with several of the Chaos enemies. However, you must also engage with ranged weapons. While carrying the thunder hammer, you can only use your plasma pistol and bolter. Take the hammer if you feel confident in your ability to use these two ranged weapons. Otherwise, stick with the power axe and a stalker bolter. As you leave this area, you come across another fight between Chaos and the Orks. This time there are Shoota Boyz and Chaos Space Marines. Engage these ranged fire units first from a distance with your bolter or other weapons. Don’t forget about the vengeance launcher. It works well against the Chaos Space Marines. Chaos Space Marines are tough to kill— just like your squad. Lascannons work well. However, if you don’t have one of these weapons, use the vengeance launcher for killing them at range. If you can get in close, go for the melee attack. You can win that as long as there are not many other enemies shooting at you at the same time. Usually save the Chaos Space Marines for last and take out the easier enemies such as Renegades first. If you stun one of these units and go for an execution, you must continue pressing the Execute button to beat them and complete the execution—just like you do for a Nob. Servo Skull Battlefield Log: 2nd Lt. Mira (4/5) Situation: Servo skull recording events on Graia; Imperial Guard at their outpost planning an attack. Use the stalker bolter to snipe at the Renegades. Watch for the grenades they also throw at you. When you see the Grenade Warning icon, roll to one side. After killing all of the Renegades, pick up some ammo and continue. MIRA Send a runner to the depot at Position Alpha. Let’s go. IG GUARDSMAN You’re not leading this raid, are you? MIRA Of course I am. IG GUARDSMAN Lieutenant, we need you in one piece. Let’s face it—you’re holding us together out here, and if you get— 104 Warhammer 40,000: SPace marine // official game guide As you advance into the battle, stay back and clear as you go. Most of the enemies will then concentrate on killing each other, thus allowing you to move in for the kill without taking too much return fire. Reach the other side of this area, whether you kill all of the enemies or not, and head up the ramp into a structure. After getting the skull, head downstairs and follow a long corridor until you reach an area with Chaos forces. There are no Orks this time, so they focus entirely on your squad. Chaos Space Marines are the dark reflections of the heroes of the Ultramarines. Before falling to Chaos, they were once loyal warriors of the emperor. In combat, Chaos Space Marines are brutal and efficient killing machines. Some servants of Chaos may revel in berserk fury, but these Chaos Space Marines march with deadly precision, dispatching all who face them without pity. dying of the light This ancient artifact generates a personal energy shield that greatly reinforces the resiliency of Space Marine power armor, allowing them to weather even the fiercest attacks. Iron Halos are so rare that only Space Marine captains and company champions are authorized to use them. Chaos Space Marines CH.12 Follow a short corridor into a hab area. Pick up some ammo and swap weapons at the weapons cache if you desire. A stalker bolter comes in handy, so consider taking it. Now head up the stairs and go right to find a servo skull in one of the rooms on the upper floor. Iron Halo 105 These enemies are easy to kill. A single shot with a stalker bolter does the job, as does a slash with a melee weapon. However, they are deadly, since they usually attack in groups. They snipe at you with their lasguns and throw grenades that can cause a lot of damage. Try to kill Renegades at long range—preferably outside of their grenade throwing range. More Renegades warp in along with Chaos Space Marines and Daemons. Throw a grenade or two into their midst and then charge to take them out with melee attacks. Execute the Chaos Space Marines if you need some health. Eliminate all of the enemies and then head downstairs to meet up with some Imperial Guards. Help them fight against a Daemon attack. Finally, pick up some ammo before heading through the door on the lower level. Enemies Aplenty Objective: Rendezvous with the Imperial Guard at Bastion Primus. There is a weapons cache on the door’s other side. Get what you need—such as a stalker bolter if you don’t have one— and then continue into another Chaos and Ork battle. Move to the left side of the fight and clear out the Shoota Boyz inside a building on both the ground and upper floors. By killing them first, you ensure they are not firing at you while you fight on the battlefield below. 106 There are now fewer enemies out in the open area. Kill stragglers as you advance. Continue upstairs and follow a walkway. At the far end are several Shoota Boyz. Use the vengeance launcher to fire several charges into their midst and detonate them. Then rush in to finish them off. Activate the lift at the walkway’s end and ride it to a lower level. Advance past the cache and climb up a series of stairs to reach a catwalk filled with Shoota Boyz. Kill them as you advance and descend another flight of stairs. Pick up some ammo along the stairs and near the weapons cache by the foot of the stairs. There are more Orks down here. Snipe at the Shoota Boyz and then deal with some ’Ard Boyz. Watch out for Bomb Squigs that race toward you as well. Advance on the enemy positions and kill them with bolter fire and melee attacks. Journal: Guardsman Alexander (4/5) Situation: A young Imperial Guardsman records a message for his journal. ALEXANDER I want to be strong—to say everything’s all right, but it’s not. dying of the light Renegades are human soldiers who have forsaken the emperor and cast their lot with the dark and unknowable powers of Chaos. Although some actively worship the Dark Gods, most are more akin to madmen who have surrendered to bloodlust and move from battlefield to battlefield. Renegades are equipped with grenades and lasguns. Servo Skull CH.12 Meet up with Lt. Mira at the lower level and continue down a corridor to a large room with lots of Orks. Take cover behind some crates and kill the Shoota Boyz. There are a lot of them. Fight your way carefully across the area, killing as you go. After you defeat all the Orks, pick up a servo skull along the back wall of this combat area. There is also a weapons cache near the skull where you can pick up a lascannon. Renegade The dead are everywhere. Stinking, rotting . . . we burn the bodies when we can, but the fire attracts more Orks. If you stop and think about the billions dead here, you’ll go mad. But no matter where you go, you find the people of this world . . . all dead, all waiting for help that never came. TIP Don’t forget about Fury mode. If you face several enemies or are getting low on health, activate it. Since it now fills quicker and lasts longer, you should use Fury mode more often than you did before. As you are fighting, watch for a Shoota Nob up on a catwalk. Line it up in your lascannon sights and burn a hole through it. After all the Orks are dead, return to the area near the stairs and climb aboard a lift that carries you to a higher level. 107 Servo Skull Objective: Defend the Imperial Guard outpost from heavy Ork attack. INQUISITOR With my psychic abilities, I had drawn energy from the Warp. If I could summon it again—contain it, control it—then perhaps I could use it to defend the Imperium. After stepping off the lift, follow a walkway until you can turn right down a corridor. Follow the corridor to find a side area on the right. Grab a servo skull here. dying of the light Journal: Inquisitor Drogan (4/10) Situation: The true Inquisitor Drogan records a private journal about his research. CH.12 Move through an opening in the rubble to emerge outside the buildings. The Orks are attacking and you must help the Imperial Guard defend their outpost. As you reach the Imperial Guard soldiers, start picking off Shoota Boyz. Then move in to take on ’Ard Boyz and other enemies in melee combat. Throw some grenades at groups of enemies and pick up more grenades and ammo from the nearby caches. So, I made another interstellar journey through the Warp. Barely daring to hope, I lowered my psychic defenses and willed the energy to return. It did. I captured the spark in a containment device and marveled at its potential. My work could now begin. Bastion Primus Servo Skull PETRONIUS It’s been three days since Aleric died, and the Orks have finally left the temple. I accessed a comm station. The liberation fleet is en route, with Ultramarines leading an advance force. But they are only now entering the Immaterium. I hope I am wrong, like I’ve been so many times before. But I fear that by the time the Ultramarines come to our rescue, everyone on this planet will be dead. 108 Plasma Gun The MK XII Ragefire-Type Plasma Gun fires charge energy pulses to damage heavily armored targets. This weapon is deadly but prone to overheating. The plasma gun is a decent weapon. Its standard shots cause some damage, but if you hold down the Fire button, you build up a charge that makes your shot much more damaging. These charged shots also use up several shots’ worth of ammo. Be sure to press the Reload button to vent it as it heats up. A large Nob follows the ’Ard Boyz into your defenses. Throw grenades at it and fire away to cause as much damage as possible. Then use chained melee attacks to inflict more damage to stun it and then perform an execution. Pick up more ammo and grenades from nearby caches, and then head into the trench to get more ammo and grenades. Follow the trench around to some more fighting and a new objective. Objective: Restore power to the Imperial Guard sentry guns. Drop down into another trench, where a weapons cache is located. Hang on to the plasma gun since it gives you some ranged firepower. Also pick up the servo skull right next to the cache. Advance to the end of this trench and climb out to help some Imperial Guards defeat a horde of ’Ard Boyz and other Orks that just arrived in a digga. Servo Skull Journal: Guardsman Alexander (5/5) Situation: A young Imperial Guardsman records a message for his journal. ALEXANDER (in pain, delirious) I moved too slow . . . got shot in the gut. Stupid of me. Doesn’t hurt now, though—the medics gave me something. But they’re not stitching me up. I wish they would. Is it winter back home? Did I ask that? There’s something wrong with me. . . . Warhammer 40,000: SPace marine // official game guide Duty Log: Transmechanic Petronius (5/5) Situation: A young communications techpriest records his daily duty logs in the early days of the Ork invasion. Move back to the corridor and follow it to the end. Head along a catwalk that leads down into the rubble. You come across a weapons cache and a shrine, where you can get a plasma gun. There is also a servo skull located near the shrine. Once you clear the Orks in the defenses, take up a position to fire at the enemies advancing toward your lines. They are mostly Shoota Boyz, but look carefully for Bomb Squigs. Eventually a large group of ’Ard Boyz charges. Try to shoot the Squigs near them to cause extra damage. 109 After you kill the Orks, move into a bunker. From here, fire at Shoota Boyz out on the battlefield. The bunker provides some protection from the rokkits. Also get in as many shots as possible on a large Nob headed your way. Objective: Travel back to the Manufactorum Ajakis in order to press the Titan Invictus into service. Head back toward the bunker. Now a doorway is open across from the bunker. Pass through the door to enter a corridor. Follow it into an underground railroad network. It ends at a weapons cache. There is also a servo skull hidden behind some crates near the cache. Get the skull and some ammo and grenades. IG GUARDSMAN Still don’t think this is a good idea. MIRA It’s not your call, is it? I say this is our best chance of taking the gun. IG GUARDSMAN 4 But a nighttime assault? Now that you have killed off the Ork melee fighters, you must kill the Shoota Boyz. Take your time and kill them with carefully aimed shots. An occasional ’Ard Boy charges, but you can kill him with your bolter before he gets to you. Advance a bit at a time, moving from cover to cover. Whenever a horde of melee-fighting Orks heads your way, pull back toward the bunker so you are out of range of the Shoota Boyz and can engage in melee combat. MIRA Have some faith, Sampson. In the dark we might catch those Orks off their guard. Unless they’ve— Showdown Objective: Destroy Warboss Grimskull once and for all. Warboss Open the door near the weapons cache and get ready for a fight. The Warboss has you sealed in a room with him, and only one of you is going to leave alive. You don’t have much time to fire on the Warboss before he rushes forward. Start using chained melee attacks against him and activate Fury mode to restore your health and increase the damage you inflict. All Orks start at a similar size when fully matured, but through fighting and survival, some will grow to gigantic proportions, becoming leaders in Ork society known as Nobz. Every now and again, one of these Orks is truly exceptional and rises to the position of dominant leader or Warboss, commanding the entire Ork horde. Warhammer 40,000: SPace marine // official game guide Continue the advance-and-withdrawal tactic as you kill the Orks in the area. Pull back when your armor level takes a hit; once it is restored, move forward again. Clear out the area around the power supply, which the Orks are protecting, then move forward and activate it to power up the sentry guns. Don’t worry about more Orks headed your way. Once the guns are activated, they take care of the enemies. 110 dying of the light Battlefield Log: 2nd Lt. Mira (5/5) Situation: Servo skull recording events on Graia; Imperial Guard at their outpost planning an attack. Stay inside the bunker and throw some grenades out the door as the large Nob approaches. The grenades inflict damage and make the enemy pause so you can get in some more shots. The tactic is to try to stun the Nob in the doorway and finish it off with an execution. If that does not occur, then melee fight the Nob inside the bunker so you don’t have to worry about enemy fire. Several ’Ard Boyz follow the Nob, so be ready to deal with them as well. CH.12 Servo Skull 111 The Warboss throws several grenades at you, so roll away. As he retreats, throw grenades at him. After he knocks holes in some walls, hordes of Boyz rush in. Hit them with melee attacks to kill them and build up your Fury meter so you can activate it again. TIP There are ammo and grenade caches in the corners of the room. Access them whenever you need more. This allows you to fire your vengeance launcher and other weapons as much as you like. It takes a lot of damage to kill the Warboss, so use all the ammo you need. Achievement/Trophy After you defeat the Warboss, you earn the But I Am Finished with You award. To get away from your deadly melee attacks, the Warboss climbs onto a ledge and starts firing at you and sending Bomb Squigs to attack. Throw some grenades at him and fire five vengeance launcher charges right at him. Detonate them at the same time to inflict a lot of damage. After a tough fight in which you must use all of your skills in both melee and ranged combat, you finally defeat the Warboss. Warboss concept 112 Ride the lift out of the fighting area, and take the walkway to the railcar where your squadmates are waiting for you. Chapter 13: Wake the Sleeping Giant Chapter Overview New Weapons Journal: Inquisitor Drogan (5/10) pg. 115 Journal: Inquisitor Drogan (7/10) Storm Bolter Chaos Psyker pg. 119 pg. 116 Achievements Hammer of the Imperium pg. 121 Havoc pg. 116 Chaos Drone pg. 119 Journal: Inquisitor Drogan (5/10) Situation: The true Inquisitor Drogan records a private journal about his research. pg. 118 Inquisitor Attacked (1/3) pg. 120 Chapter Start INQUISITOR With my psychic abilities, I had drawn energy from the Warp. Advance along the catwalk. However, before heading up the ramp, go through the doorways on the left to find a servo skull. I found a planet where I could work, unobserved: a remote Forge World. The Adeptus Mechanicus gave me free rein when I told them I was developing a weapon with a new, “unorthodox” energy source. They know the xenos will soon choke humanity out of the galaxy. Objective: Commandeer the Titan Invictus to destroy the Orbital Spire. If my weapon will help keep our species alive, they will not ask questions. Desperation cuts through bureaucracy. The railcar stops at the Manufactorum Ajakis. Now you have to reach the Titan. Follow the walkway around the side of the station room and go through the door on the opposite side. Continue through a short corridor to another door and yet another corridor. A door to the side opens, revealing a weapons cache. Get the weapon loadout you need and then continue to the next door. A stalker bolter is useful for an upcoming fight. Advance through more corridors until you come to a room with two doorways leading out into a large area with catwalks. If you have the stalker bolter, move farther away from the enemy so you are out of grenade range, and pick off the Renegades with long-range fire. Then move closer to deal with the other enemies. Also, when you start taking damage, duck back through the doorway into the previous room and let your armor restore itself. 114 Go through the door on the right and be ready to come under fire. Renegades and Chaos Space Marines are along catwalks to the left. Take cover and start killing the Renegades. Roll out of the way when they throw grenades at you. Now advance up the ramp into another room. Pick up some ammo and swap weapons at a weapons cache. Open the nearby door and follow the walkway to the left to another door. Open it and get ready for a fight. The forces of Chaos are waiting for you. Don’t enter the room yet. Instead, back away from the door a bit and take cover. The main threat is a heavy bolter mounted on the catwalk. Snipe at the enemy manning this weapon and continue watching the heavy bolter, since other enemies try to man it once a gunner goes down. Pick off Renegades on the catwalk as well. After reducing the amount of fire coming from the catwalk, sprint into the room and take cover behind a large container in the center. From here you can engage enemies near the ramp on the right. When it looks clear, rush up the ramp to the catwalk. Clear out any remaining enemies, and then advance slowly (don’t sprint) down another ramp toward the door on the room’s opposite side. Warhammer 40,000: SPace marine // official game guide TIP wake the sleeping giant Inquisitor Drogan (6/10) pg. 117 New Enemies Servo Skull CH.13 Servo Skulls Fire vengeance launcher charges at the Chaos Space Marines to damage or kill them. Also, once you have cleared out most of the enemies, activate Fury mode and rush forward to melee attack remaining enemies. 115 Chaos Psyker As you enter the next room, you come under attack from Havocs armed with lascannons. One hit from these weapons inflicts a lot of damage on you, so don’t get hit. Quickly sprint to the room’s left side to get under a catwalk. This prevents the Havoc on the catwalk from getting a line of fire on you. The Havoc lascannons have a green targeting laser that shows you where they are aiming. If you see one of these targeting lasers near you, move behind cover since a blast quickly follows. After picking up the skull, move through a corridor, open a door to continue along a walkway, and head through another door to arrive at the room where the Titan is located. Use the control panel to activate the Titan. However, its mooring clamps must be released before it can move out of the manufactorum. Swap weapons if you want at the ammo cache, then head through the nearby door. Havoc Havocs are tough to kill and can inflict a lot of damage. If you face more than one, get behind cover and then deal with them one at a time. Havocs usually stay back and let their weapons do the damage at long range. Either kill them with ranged weapons, or approach them while moving from cover to cover and get in for a melee kill. 116 Now take out the Havoc on the room’s other side with long-range fire from your stalker bolter or other weapon. It takes several shots, so keep at it. Now kill the other Havoc on the room’s far side before you carefully take out the one above you. There are several ammo caches in this room from which you can stock up on ammo during and after the fight. Once the battle is over, head through the next door and use the control panel to activate the lift. Journal: Inquisitor Drogan (6/10) Situation: The true Inquisitor Drogan records a private journal about his research. INQUISITOR Experimentation with the Warp energy is proceeding rapidly. I no longer need to travel into the Warp to pull more energy into this reality. But I am encountering . . . unexpected . . . activity. I was naive to think that my incursion into Warp space had gone unnoticed. Someone— some thing—has taken an interest. When I manipulate the energies, I feel a presence pushing against my psychic defenses, testing them. Testing me. Climb the stairs and move onto a catwalk. Take cover behind the crates and start killing enemies out on a large platform. Start off by shooting the explosive containers to kill a couple Renegades. Now that the forces of Chaos know you are here, they start returning fire. Snipe at the Renegades to kill as many as possible, then use vengeance launcher charges to weaken or kill the Chaos Space Marines. Warhammer 40,000: SPace marine // official game guide Havocs are Chaos Space Marines who specialize in killing at range with heavy weaponry. Armed with heavy bolters, and other devastating ranged equipment, this foe can cut down even the best armored Space Marine warrior. Havocs are equipped with lascannons and plasma cannons. Once you are under the catwalk, you are fairly safe. Now it’s time to clear out this area. In addition to the Havoc above you, there are two more on the room’s far side, up high on a platform and down low to the left. A fourth is closer on your left. Go after the one on the left first, since it is close. Use bolter fire, grenades, and vengeance launcher charges to kill it. Servo Skull wake the sleeping giant Locate and destroy Chaos Psykers as soon as they appear—the longer they stay active, the more Chaos troops they will usher onto the battlefield. They also have their own attacks that you must watch out for. Use long-ranged weapons to kill these enemies. They can take a bit of damage, so find cover you can move behind to dodge their attacks while you are trying to kill them. When the lift reaches the lower level, open the door and move into the room. Pick up a servo skull in the corner on the left. Free the Titan CH.13 Psykers are humans with psychic powers who tap into the corrupting power of the Warp—and the Chaos Gods who inhabit it. Tainted Psykers have been driven mad by constant exposure to this dark power, falling to Chaos and stripped of all that once made them human. Chaos Psykers are consumed by the power within them and explode into portals into the Warp itself, allowing Daemons and Chaos enemies to invade this reality. They can also use the Warp to shield themselves from enemy fire. As you reach the lower level, a Chaos Psyker appears and opens a portal into the Warp, allowing more Renegades to rush into the room. Head back up a ramp to reach one side of the room, and take cover behind a container. Start firing at the Psyker while watching for grenades thrown by the Renegades. Alternate between killing the Renegades and shooting the Psyker until it is dead. Then finish off any remaining Renegades. Once they are gone, pick up some ammo from a cache on the lower level and go through the door. 117 Once the lift halts, move onto a platform. Head down a ramp to visit a shrine and get a storm bolter. Journal: Inquisitor Drogan (7/10) Situation: The true Inquisitor Drogan records a private journal about his research. INQUISITOR I needed to test the Warp device’s capabilities. Running the Titan Manufactorum with it—or rather, with the “power source”—provided a convenient opportunity. The techpriests are practically giddy with its success. But this was a trivial accomplishment. I am impatient to begin testing the Warp device’s psychic attributes. I am just waiting for the live cargo to arrive. When you are almost done killing the enemies, a large Chaos Space Marine warps into the fight. He is armed with only a melee weapon, but he’s very powerful. Move away quickly, then throw grenades and use the vengeance launcher to damage this enemy as much as possible. As he approaches, activate Fury mode and begin melee combat. Chain your attacks for maximum damage and keep fighting until the enemy is dead. Clear out any remaining enemies here. Now head through the door and enter a room with a weapons cache. Select some ranged weapons if you don’t already have them and continue out onto a lift. Activate the lift’s control panel to reach a higher level. 118 Once you have your new weapon, head up the ramp and take the walkway to a control panel, where you release the mooring clamps. As the Titan starts to move, go through the door and into the next area. This weapon has a 60-round magazine, and a Space Marine can carry a total of 360 rounds at a time. Use it against moving targets at close to medium range, and try to fire in bursts to improve accuracy. Objective: Take the elevator to reach the Titan. Chaos Drone As you advance, a Chaos Drone appears and begins attacking. Use the storm bolter to return fire. Fire in bursts to save ammo and continue attacking until you destroy the Chaos Drone. Now follow the walkway. Pick up some grenades and ammo as you move toward a small room to the left, where you find a servo skull. A large, Daemon-possessed aerial unit equipped with a heavy bolter, the Chaos Drone provides aerial support to the forces of Chaos. Its central eye can see its target no matter what cover the enemy hides behind. An insane Warp manifestation, the Chaos Drone is part flesh, part machine, and pure evil. Since the Chaos Drones fly around as they attack, they are difficult to hit with more powerful, slower-firing weapons. Instead, use the storm bolter or bolter to shoot these down while using cover for protection from their attacks. NOTE See the following page for details on this Servo Skull Warhammer 40,000: SPace marine // official game guide Head up the stairs to a higher platform. Your squad must split up. While you take care of the mooring clamps, your squadmates must open the door of the manufactorum so the Titan can move out. Before you go through the door at the platform’s end, follow a walkway to the left and into a side room where you find a servo skull. The storm bolter is a double-barreled boltgun with a rate of fire slightly slower than that of the much bulkier heavy bolter. This hail of projectiles comes at the expense of stability, limiting the weapon’s effectiveness at medium or long range. wake the sleeping giant Servo Skull CH.13 As the Chaos Space Marines approach, try to stun them with fire and then finish them off with an execution. As you move out onto the platform, some Bloodletter Daemons warp in and attack. They are no match for your power axe. Watch out for more Renegades as you finish off the Chaos Space Marines and Daemons. Storm Bolter 119 After you kill a couple Psykers, a drone appears and attacks. Switch to your storm bolter and shoot it down. Take cover from the Psykers so you deal only with the drone. Servo Skull CH.13 INQUISITOR Lock it down! A Daemon is in the labs! VOICE OF GRAIA Authorization required to implement security protocols. Once you have the skull, head back to the walkway and continue to a door. Open it and then activate the controls of the lift in the next room to rise to a higher platform. Continue up a ramp. At the top, drop onto the Titan itself. Keep attacking the Psykers after you defeat the drone. You can even use your plasma pistol if you run low on bolter ammo. Fire charged shots. Since the charged shots fall as they travel over a distance, you have to aim above the target. After a couple shots, you’ll get the right elevation for your shot, and the charged shots start hitting the Psyker. wake the sleeping giant Inquisitor Attacked (1/3) Situation: Inquisitor Drogan tries to contain a Chaos attack at his laboratory. INQUISITOR Drogan. Inquisitor, Ordo Xenos. DAEMON You can’t run, human! Now move across the front of the Titan to reach the right shoulder. When you get there, Captain Titus automatically inserts the power source into the Titan’s volcano gun to supercharge it. VOICE OF GRAIA Repeat authorization. Speak clearly. INQUISITOR Drogan! Inquisitor, Ordo— Boarding the Titan Achievement/Trophy You earn the Hammer of the Imperium achievement/trophy after destroying the Orbital Spire. Objective: Use the power source to supercharge the Titan and destroy the Orbital Spire. Stay on the Titan’s left shoulder where you first boarded. Use its head for cover as you begin attacking the Chaos Psykers one at a time, beginning with the one on the left. The key is to expose yourself to only one Psyker at a time and thus reduce the amount of attacks you take. Watch your armor level. If you start taking hits, move behind cover and let it recharge before continuing your attack. TIP 120 While you just picked up the storm bolter and used it to shoot down the Chaos Drone, don’t use it against the Chaos Psykers. They are too far away for this weapon to be effective, and you will run out of ammo before you kill even one of them. Instead, use your bolter since it can handle the longer range to the target. The crew of the Titan takes aim and fires at the Orbital Spire and destroys it. Warhammer 40,000: SPace marine // official game guide As you drop onto the Titan, several Chaos Psykers warp into the area to try stopping you and the Titan. Don’t try to deliver the power source to the Titan’s right arm just yet. Instead, you must first defeat all of the Psykers. 121 New Weapons New Enemies Achievements None None None None Chapter Start Objective: Get to the rendezvous point to reunite with Lt. Mira. victory and sacrifice Victory and Sacrifice Servo Skulls CH.14 Chapter 14: Chapter Overview Now that the Titan has destroyed the Orbital Spire, the rest of your squad meets up with you. Activate the lift controls to descend to a lower level. Once there, advance across a room to a weapon cache. Grab the lascannon while you are there. As you prepare to leave, Captain Titus gives the power source to Sergeant Sidonus for safekeeping. Head through a door and across a walkway to another door. Go through this door into a larger room. Drop to the floor below and get ready for some action. Warhammer 40,000: SPace marine // official game guide \Take cover by the ammo cache near the door. Sidonus advances to the landing pad while you and Leandros stay behind to deal with several Havocs that rush into the room and fire at you from a catwalk. Use the lascannon to snipe at them. It takes two hits to kill a Havoc, so don’t pick up the ammo until you are almost out of charges. Meanwhile, be ready to roll out of the way when grenades are thrown near you. 123 Quickly move to an ammo cache and restock your ammo. There are caches at the sides of the landing platform, and you need as much ammo and grenades as you can get. CH.14 Focus on the Havocs first. Renegades join them, but don’t waste lascannon shots on them. Instead, use your blaster. If your Fury meter is full, activate it and then hold down the Aim button to slow time in Marksman mode. This is very effective for quickly taking out Havoc. The vengeance launcher is also an effective way to kill Renegades while also damaging or finishing off Havocs. Use the lascannon to immediately kill one or two of the Psykers. It takes about two shots for each. Then go after the many Renegades. Their main threat is the grenades. Use your own grenades and fire at explosive containers for additional destruction. Fallen Brother Once the enemies are gone, join up with Sidonus. However, Chaos Lord Nemeroth warps onto the landing platform and kills Sidonus. After taking the power source, the Chaos Lord warps away. However, you are not left alone. 124 As you approach, help your squadmate by taking out Chaos Space Marines with your lascannon. After your Fury has built up, activate it and get into Marksman mode so you can take out the remaining Psykers. Once they are dead, no more Renegades warp in to fight. Now you just have to mop up the remaining Renegades. Move back and forth across the landing platform, taking out Renegades with your bolter. Warhammer 40,000: SPace marine // official game guide Advance along a walkway toward the landing platform to meet up with Sidonus, who is under attack. victory and sacrifice Several Chaos Psykers appear and open warp portals for other enemies to enter the battle. Take cover behind some containers and start fighting back. As the battle begins to wind down, watch out for Renegades that come through the door next to you. Hit them with your power axe, then open the door and get away from the fight. 125 These Renegades are still dangerous, so don’t stay out in the open. Move from cover to cover as you avoid their grenades. Just when you think the battle is over, Chaos Space Marines warp in and fire their plasma guns at you. The lascannon is the best weapon for dealing with them. If necessary, sprint to ammo caches to get more ammo. Two big Chaos Space Marines rush forward to engage you in melee combat. Hit them with chained melee attacks until you can activate Fury mode. Kill both of them and then eliminate any remaining enemies to secure the landing platform. A Valkyrie flies in and drops off Lt. Mira. After the three of you confer, Captain Titus goes off to deal with Chaos Lord Nemeroth to prevent him from using the power source to become a Daemon Prince. 126 Part V: Prince of Daemons Chapter 15: Prince of Daemons Chapter Overview Servo Skulls Inquisitor Drogan (8/10) pg. 128 New Weapons New Enemies Achievements None None None Inquisitor Attacked (2/3) pg. 132 Prince of daemons Worker Nathaniel (5/5) pg. 130 CH.15 Renegades are up ahead. Return fire with your bolter and kill as many as you can. Watch out for their grenades. As you engage the enemies directly ahead, some Renegades rush to the right to try to flank you with their fire. Turn to engage them. Withdraw back along the ramp if necessary. Chapter Start Objective: Get to the Orbital Spire to thwart the Chaos Lord’s ascension to daemonhood. Servo Skull Journal: Inquisitor Drogan (8/10) Situation: The true Inquisitor Drogan records a private journal about his research. INQUISITOR The stench of aliens permeates this facility—but it is tolerable, because it represents progress. I acquired specimens for experimentation: Ork, Tau, Eldar. Even a Tyranid lictor, which nearly caused a revolt among my techpriest allies. When I put it to practice, however, the specimen’s head explodes. Distasteful, but effective. The weapon works. As you descend into a structure, you see ammo and weapon caches up ahead as well as a servo skull to the right. Get the skull and then visit the caches. Make sure you have a lascannon with a full load of ammo. Advance past the weapons cache and onto a walkway. After heading down a ramp, take cover behind these containers on the walkway’s left side, since you have a fight on your hands. 128 Some of the Renegades are so corrupted by Chaos that as they die, they allow a Bloodletter Daemon to warp in. As you see these, move back up the ramp so you have complete cover from the Renegades’ fire and can engage in melee combat to defeat the Daemon. At the walkway’s end, sprint onto the platform to finish off any remaining Renegades. Now head up the ramp leading to the larger area from where all of the forces of Chaos are coming. There is ammo and grenades to the ramp’s left. Get them if necessary. As you kill Renegades, be ready to deal with Daemons as well. As you reach the ramp’s top, a couple Chaos Psykers appear and begin warping in more enemies. Aim with your lascannon and kill the Psykers immediately. Before they die, the Psykers bring in some Chaos Space Marines. Use your lascannon again to kill these threats at very long range. Begin advancing across the large area. There are several Renegades here. Move from cover to cover as you kill them with your bolter. There are some ammo and grenade caches along the way, so pick these up as you go. Warhammer 40,000: SPace marine // official game guide I designed the weapon to use the Warp energies to target the weak points in the xenos brain and rupture them. That is the tidy theory. The Orbital Spire is a distance away from the landing platform where you begin. However, you must get there. Before going anywhere, check out all of the ammo and grenade caches and stock up for your task. Approach the control panel and activate the lift. Ride it to a lower level. 129 TIP Servo Skull Personal Message: Worker Nathaniel (5/5) Situation: Factory worker Nathaniel leaves messages for his son to follow the family on their flight from the Orks. NATHANIEL Benjamin, we have to leave Epsilon Center. The Orks are coming. I’m so sorry, Ben—I can’t leave you the next breadcrumb, because I don’t have a plan anymore. We’ve lost your mother, and I’m so afraid we’ve lost you, too. After both are dead, advance through the area, but keep your lascannon ready. A big Chaos Space Marine moves forward with a melee weapon. Try to get in a shot with the lascannon before you start hacking with your power axe. Now that this area is finally clear, head up the stairs and follow a catwalk down into more rubble. A small group of Renegades opens fire as you step through the remains of a small doorway. Kill them, and as you move past their position, look inside a damaged pipe on the right side to find a servo skull. 130 However, don’t get too focused on longrange targets. Bloodletter Daemons rush in close for an attack. Kill them and try to restore any lost health by executing one of them. After you kill the Chaos Space Marines, head down the nearby ramp and follow a walkway. Shoot down at the Renegades in the area below. It is easier to kill them now rather than later. As you get near the warp portal, more Daemons arrive. Throw a grenade into their group, and then move in to hew them down with your power axe. Continue along the pathway. Pick up ammo and grenades as you go, and kill any enemies you encounter. As you reach the bottom, more Daemons come after you. In addition, a Renegade is manning a mounted heavy bolter. Try to stay behind cover as you fight the Daemons, then kill the gunner on that heavy bolter so you can advance toward the warp portal to kill a few more Daemons. Warhammer 40,000: SPace marine // official game guide I have to keep Hannah safe. That means we can’t stay in one place long. But I promise you, Benjamin, I will find you. I will never stop looking. Inside the structure are weapon and ammo caches. Get what you need, keeping the lascannon, and follow the corridor to a room of rubble. Inside is a Havoc and a Chaos Space Marine. Kill them with your lascannon while staying behind cover so you are exposed to only one at a time. TIP The Chaos Space Marines can be difficult to see in the distance. Use their plasma fire to help you. See where it is coming from and then aim your lascannon at the source to find a target. Prince of daemons Traitor’s Arena Once you have the skull, follow the corridor to a weapons cache, where you can pick up some lascannon ammo. Continue out onto an outdoor platform. Across the open space below are warp portals bringing in the forces of Chaos. Start off by sniping at the Chaos Space Marines with your lascannon. They are firing plasma guns at you. When you see the plasma charges headed your way, dodge or roll to the side. CH.15 If you need to restore you health back up to maximum, throw a stun into your chain of melee attacks when fighting Bloodletter Daemons. Once they are stunned, you can execute Daemons to restore some of your health. Once you reach the area’s far end, turn to the right and follow a walkway back into a structure. As you approach the structure, a warp portal appears and Renegades rush out. Kill them at long range with your bolter, then throw a grenade into the Daemons that emerge as they rush at you in a group. After they are dead, continue into the structure. 131 TIP If you want to avoid a big melee fight with the Daemons, pick up the heavy bolter before you enter the corridor and mow them down instead. Be ready to drop the weapon if they get in close and you need to switch to melee combat. Servo Skull Inquisitor Attacked (2/3) Situation: The Chaos Daemon attacks Inquisitor Drogan. DAEMON The Warp device! Where is it? INQUISITOR Safe from you, daemon! DAEMON You will tell me. After you are dead! (monstrous scream) Pick up some ammo and continue into a corridor. Several Bloodletter Daemons rush forward to attack. Toss a grenade into their midst and then get into the melee. If necessary, activate Fury mode to give your attacks some extra damage and to restore your health. After you kill all the enemies, advance to a weapons cache where you also find a servo skull. After getting the skull, head up the nearby stairs and take the corridor to a doorway with ammo and grenade caches nearby. A warp portal appears in the distance, so get ready for some trouble. INQUISITOR (agonized scream) When another warp portal appears, kill the Chaos Psyker with your lascannon since he is bringing in lots of Daemons. Launch several vengeance charges in the path of the Daemons and detonate them as they approach. After they are dead, advance to the area’s end and head up the stairs, watching for any surviving Renegades who might be waiting to ambush you. 132 Take cover behind some containers and fire your bolter at the Renegades in the area below. After you kill them all, drop to the lower level and take cover behind some containers. Continue into another structure and head down the stairs to a enter a room with containers. Walk onto the lift on the left and activate the controls to ride to a platform overlooking a bridge. Chapter 16: Spire of Madness Chapter Overview Servo Skulls Inquisitor Drogan (9/10) pg. 138 New Weapons New Enemies None None Achievements Librarian of Macragge pg. 140 CH.16 After you deal with the Chaos Space Marines, begin advancing from cover to cover, killing Renegades with your bolter as you go. Die, Heretics Inquisitor Drogan (10/10) pg. 139 spire of madness pg. 141 Inquisitor Attacked (3/3) pg. 139 Chapter Start Objective: Get to the Orbital Spire to thwart the Chaos Lord’s ascension to daemonhood. At the start, you are overlooking a bridge. It appears that the forces of Chaos are battling Space Marine reinforcements that have arrived. Follow the walkway left and head down a ramp. Since you are not fighting alone, you can concentrate on the heavier, more powerful enemies. Start off by using the lascannon to snipe at Chaos Space Marines. Since the Blood Ravens are also firing at the enemies, it may not take as many hits to kill them as when you are doing all the damage yourself. 134 As you advance across the bridge, warp portals open and many Bloodletter Daemons rush out. Since the other Space Marines engage them in combat, you can stay back and use ranged weapons against them such as the vengeance launcher or bolter. After clearing out some of the Daemons, move forward until you can see the Chaos Psykers. Shoot them with your lascannon to close those portals. Then finish off any remaining Daemons. Keep advancing. The next fight is against Renegades and Chaos Space Marines. Get behind cover, kill all the enemies you can from that spot, then sprint forward to another source of cover and repeat the process. Luckily the Blood Ravens draw much of the fire from the enemy as they move ahead of you. Warhammer 40,000: SPace marine // official game guide When you reach the bridge’s deck, you meet up with another Space Marine. Squad Corvus of the Blood Raven Chapter has arrived on Graia as part of the Liberation Fleet. They are currently in a fight to secure the bridge. Don’t just sit back and let them do your work for you—get into the battle. Just ahead is a weapons cache and some ammo. Pick up what you need. Near the first bridge tower, you run into some more Chaos Space Marines. If possible, kill at least one with your lascannon and then move in for melee combat. If you have lost some health, end these fights with an execution. 135 CH.16 Advance into the spire. As the walkway drops off, you can see several Renegades below. Shoot at them with your bolter or jump and ground pound them. spire of madness A squad of Ultramarines drops onto the bridge to help in the fight. Rush forward to the autocannon position and man the gun. Use it to attack enemy units still on the bridge as well as Chaos Drones that fly in to attack. Next, a group of Bloodletter Daemons comes after you. Even though they are fairly close, jump up and quickly ground pound them. This stuns those near where you hit the ground, allowing you to finish them off with a swing of your hammer or execute them. Once you defeat the enemy, pick up some ammo and advance to the waiting Thunderhawk that has landed at the bridge’s end. The Thunderhawk carries you to the Orbital Spire, saving you a very long walk. Ascent Objective: Battle through the Chaos Lord’s forces and find him in the Orbital Spire. TIP Now move to the area’s other side, climb up a short flight of stairs, and jump to a higher level. A group of Renegades waits for you there, so ground pound them as you come down. When you arrive at the Orbital Spire, you are armed with the thunder hammer and a jump-pack. Time to pound some Chaos. 136 Now move left until you see a few steps at the edge of a platform. From this spot, jump to the platform above. Kill a group of Daemons here and watch out for a Chaos Psyker that appears on a higher platform, makes a few attacks, then warps away. Jump to this higher platform. From there you can look down on several Renegades and Daemons. Take a couple shots at them, then jump and ground pound right in the middle of them. Finish off these enemies with additional ground pounds and hammer swings. Warhammer 40,000: SPace marine // official game guide While wearing the jump-pack, you can fire only your bolter and plasma pistol. Therefore, when facing powerful enemies, take advantage of your ground-pound attack using your jump-pack. 137 INQUISITOR I’ve encountered unexpected results. The Warp energies affect different species in different ways. Essentially, I can tune this weapon to cause maximum damage to whatever enemy we face. If humans are caught in the blast wave, they will not be harmed. Good news, I suppose . . . After you kill all the enemies, advance down this corridor. When you reach the end, turn left to find a servo skull. Get it and then turn around to head through the other corridor, picking up some grenades as you go. I have not slept in two days. The more I use the Warp device, the stronger the assault on my psychic shields. I need rest. . . . Vertigo At the corridor’s end, jump across to another platform and ground pound several Renegades, followed by a group of Daemons. Use the same tactics as before to clear this platform. Farther along this area are some Bloodletter Daemons and more Renegades. Jump and ground pound right into the Daemons, then throw a grenade at the Renegades to silence them so you can finish off the Daemons. Once the enemies are dead, your jump-pack runs out of fuel and you leave it behind. From now on, you must move on foot. Now advance to the area from which these Chaos forces came. As you come across a control panel, take a left and follow a corridor to weapon and ammo caches. Swipe out the thunder hammer for the power axe so you can use more ranged weapons. While a storm bolter could come in handy, it is best to stick with the lascannon since it works best for dealing with powerful enemies at long range. Go through the doorway out onto a catwalk overlooking a large area. A Chaos Drone flies up and attacks. Journal: Inquisitor Drogan (10/10) Situation: The true Inquisitor Drogan records a private journal about his research. INQUISITOR The psychic attacks are increasing. I am hearing things, now—a name, a constant whisper in my mind. I must withstand it. Because something completely unexpected has happened: Orks are invading this planet. The timing is perfect. The Psychic Scourge weapon is nearly ready, and millions of Orks will prove the ultimate test subjects. I will save this planet. History will remember this as the moment we turned the tide against the alien threat to our people. . . . Servo Skull Inquisitor Attacked (3/3) Situation: Inquisitor Drogan is dead, killed by Chaos Daemon. The Daemon is now completing a ritual to reanimate and possess the Inquisitor’s corpse. See the following page for details on this Servo Skull 138 Advance to the platform’s end, and a Chaos Space Marine starts firing plasma rounds at you from a small, higher platform. Jump to the platform and ground pound the enemy. After he is stunned, execute the heretic. There is also a servo skull on this platform for you to pick up. Use your lascannon to shoot down the Chaos Drone. It takes a few hits to kill it, and you have to aim carefully since it is moving. After you eliminate this threat, head right and enter a dead-end room where you find the final servo skull. Warhammer 40,000: SPace marine // official game guide DAEMON (daemonic chanting) INQUISITOR (yell of pain) In Nemeroth’s name— I possess this corpse. I possess this Inquisitor. I possess his secrets! The Warp device . . . is here! So close! But how can I get to— NOTE spire of madness Journal: Inquisitor Drogan (9/10) Situation: The true Inquisitor Drogan records a private journal about his research. Servo Skull CH.16 Jump back to the lower, large platform where you were and now head right toward some stairs. Jump up and ground pound down on a Chaos Space Marine and some Renegades. Finish off the Chaos Space Marine first, then deal with the Renegades. Servo Skull 139 Achievement/Trophy TIP You are outfitting yourself for the final battle. In addition to the lascannon, you should choose between the vengeance launcher and the melta gun. Both come in handy. Select whichever weapon you feel more comfortable with. Achievement/Trophy By this time in the game, you should have earned the Die, Heretics achievement/trophy. You must kill 50 Chaos Space Marines. However, if you have not earned it yet, there is still another big fight where you face more of these enemies. Move up the ramp and start engaging more Renegades. There are several containers here behind which you can take cover; there is also a grenade cache and an ammo cache. Shoot for the explosive containers to blow up some of the enemies as you advance from cover to cover, dodging enemy grenades and fire. spire of madness Open the door and head up a few ramps to reach a weapons cache. Pick up ammo, and make sure you have a lascannon if you decided to not carry one earlier. You definitely need the firepower. CH.16 In order to earn the Librarian of Macragge award, you must collect all 48 of the servo skulls scattered throughout the game. Now turn around and follow the catwalk until you reach a large room. There are some containers on the ground floor where you enter and enemies on the platforms above. Start off by throwing a grenade up onto the platform. That kills the Renegades and damages the Chaos Space Marine. Finish him off with your lascannon. Don’t take too long doing this, since a group of Bloodletter Daemons is heading down a ramp to your right to attack. When you are ready, advance through a corridor toward a platform where Nemeroth is performing a ceremony to become a Daemon Prince. A Chaos Psyker opens a warp portal and brings in Chaos Space Marines and Bloodletter Daemons. Use the lascannon on the Chaos Space Marines as you pull back a bit, and take cover so you can fight the Daemons without worrying about enemy fire. Then move into a position where you can fire the lascannon at the Psyker to kill it and close the portal. Orbital Spire 140 Warhammer 40,000: SPace marine // official game guide Move up the ramp to where the Psyker was located. Then continue through a room and out onto a large lift. Approach the control panel and activate the lift to ride it up. Go through the door at the top and pass through a few empty rooms until you reach another door. 141 New Weapons None None New Enemies Achievements Chaos Lord Nemeroth pg. 145 Here, at the End of All Things pg. 147 Chapter Start Objective: Defeat the Chaos Lord to prevent his transformation into a Daemon Prince. man against daemon Man Against Daemon Servo Skulls CH.17 Chapter 17: Chapter Overview As you advance along the platform to where the Chaos Lord is performing his ceremony, you notice that he and his followers are surrounded by an energy shield. Don’t waste ammo shooting at them right now. You have plenty of time for that later. TIP This is a long battle with lots of enemies. Therefore, perform executions whenever you can to keep your health as high as possible. Also save Fury mode for when you get overwhelmed and your health starts dropping. While Fury mode does not make you invincible, your health increases while you remain in this mode. After you vanquish the Daemons, Nemeroth sends a second wave—this time Chaos Space Marines and Renegades. Snipe at the Chaos Space Marines first to kill them with your lascannon. You can get one right at the start, then take cover behind some containers. Warhammer 40,000: SPace marine // official game guide Nemeroth sends a large group of Bloodletter Daemons to attack first. Try to throw a grenade at them as they approach, and then get ready for melee combat. Chain your strikes in a group of four strikes and then a chain of three strikes followed by a stun. Once you stun the Daemons, you can either finish them off or execute a few to restore any lost health. If you have the melta gun, fire it into the Daemons to thin their ranks as they get in close. 143 TIP If you have the melta gun, use it on the big Chaos Space Marines as they get in close. After a couple lascannon shots at long range, the melta gun can either kill these tough enemies or inflict enough damage that they are easier to defeat in melee combat. You probably won’t have time to kill these two enemies with the lascannon, so engage them and the Daemons in melee combat. Chain your strikes and activate Fury mode to help you survive and increase the amount of damage you inflict. This is one of the toughest fights you have fought, so stay on the attack and be sure to include some stuns in your chain of strikes. Finish off any remaining Renegades, and then go after the last Chaos Space Marine with your power axe. Hit him until he is stunned, then execute the heretic to restore your health. man against daemon The Chaos Lord is not done with you yet. As the fourth wave arrives, use the lascannon’s long-range ability to quickly fire at one of the two big Chaos Space Marines. Before you can kill him, the second one is near. Pull back and fire the lascannon at close range without holding down the Aim button, since he is too close to use the scope. CH.17 Let your armor recharge, then fire your bolter at the Renegades. Kill a second Chaos Space Marine with the lascannon when you can get a clean shot without Renegades hitting you with lasgun fire. Over the Edge Fight off another large group of Daemons. Try to keep the fight off to one side and not in the middle so you have cover from the energy attacks by the remaining Psyker. Once you destroy the Daemons, fry the second Psyker with the lascannon. Quickly pick up some ammo from the caches if you need to before Nemeroth sends in his next wave. 144 Captain Titus charges Nemeroth, and the two of you fall off the Orbital Spire, following after the power source. Chaos Lord Nemeroth Chaos Space Marine Lords are the most powerful of the Chaos Space Marines. With the genetic advantages of a Space Marine, millennia of combat experience, and the blessings of Dark Gods, there is little as dangerous in the Galaxy. Warhammer 40,000: SPace marine // official game guide The third wave consists of Bloodletter Daemons and Chaos Psykers. Quickly launch four or five vengeance charges into the path of the Daemons and detonate them as they walk over them. This kills some and weakens the others so you can quickly kill them. Make sure you are exposed to only one Psyker and then quickly kill it with your lascannon. After defeating Nemeroth’s entire Chaos army, it is time to go after the Chaos Lord himself. 145 The sequence is a series of strikes followed by a roll or jump. Keep this up and then stun when the corresponding button appears. After defeating the Chaos Lord, Captain Titus grabs the power source and destroys it to prevent it from ever being used against the Imperium of Man again. Nemeroth breaks away and begins firing energy blasts at you. Maneuver to dodge these blasts as you move in closer for another series of attacks. Once you grab on to Nemeroth again, follow the buttons onscreen to strike and then stun. Chaos Lord Nemeroth Concepts 146 Warhammer 40,000: SPace marine // official game guide After the stun, be ready to rapidly press the Execute button when it appears onscreen. This is where you fight off Nemeroth’s powerful attack and then inflict one of your own. Defeat Chaos Lord Nemeroth to earn the Here, at the End of All Things achievement/trohpy. man against daemon As you are falling after the Chaos Lord, maneuver around to avoid hitting the debris. After you reach and grab on to him, start striking and pressing the buttons that appear on the bottom of the screen. Achievement/Trophy CH.17 Finally, you struggle with the Chaos Lord again. Press the Execute button rapidly to win this struggle and defeat Nemeroth once and for all. 147 In this game, you play as a Space Marine. In order to realize the full potential of this warrior, it is important to understand what a Space Marine is and what they are capable of. The Space Marines are the pinnacle of human warfaring evolution, created by the emperor during his Great Crusade. They are the ultimate weapon against the tide of alien aggression that threatens to wipe out all of humanity. the codex Anatomy of a Space Marine CH.21 The Codex Space Marines Selected from the elite of mankind’s untold billions of citizens, Space Marine candidates are subjected to extensive genetic engineering and years of training that many recruits do not survive. Standing seven feet tall and encased in nearly indestructible armor, the Space Marine is an awe-inspiring sight that many humans will never live to see. Space Marines are not only the best of the best, they are made even better through technology: Space Marines receive psycho-indoctrination and training, strengthening their resolve and allowing them to operate for long periods of time without sleep. • During the transformation process, 19 organs are implanted into the recipient. These include a secondary heart, organs that promote superhuman growth, ones that clot wounds to prevent bleeding, and ones to enhance sight and hearing to superhuman levels. • During the implantation process, a carapace is inserted beneath the Space Marine’s skin, bonding with their nervous system and allowing them to interface directly with their Power Armor, making it a part of the Space Marine rather than just a suit of mechanical armor. • The suits of Power Armor are comprised of thick solid plates of ceramite armor, which are nearly impervious to all small-arms fire and dissipate most energy fire. To compensate for the huge weight, the armor is lined with fiber bundles that replicate the user’s movements, allowing them to move as if free from the heavy suit. • The Space Marine backpack includes the power supply for the suit’s network of fiber bundles, and it includes the lifesupport systems that allow the Space Marine to survive in hostile environments. Warhammer 40,000: SPace marine // official game guide • 149 Fighting as a Space Marine Charge Attack Ranged Combat Executions No matter how good you are with your ranged weapons, you always end up in melee combat. Many of your enemies fight in this manner, and there are too many to kill them all before they get in close. As a result, all Space Marines are heavily trained in melee combat and carry melee weapons. There are two main types of melee attacks—strike and stun. When you press the Strike button, you swing your weapon at the enemy with the intent to cause damage. When you press the Stun button, you perform a stun attack that deals damage that weakens enemies while making them temporarily vulnerable to execution. Powerful stuns are the key to bringing down larger units that might otherwise shrug off attacks. When an enemy is stunned, an aura appears around them. Space Marines always carry a single melee weapon with them at all times. TIP Combine strike and stun attacks into chains that can greatly increase the amount of damage you inflict during an engagement. These chains vary, depending on your melee weapon. See the weapons section of this chapter for lists of chains for each melee weapon. You can pull off a gory execution move at the press of a button. Every weapon and enemy type has different executions for you to experience. Not only do these moves look awesome, but they also give back health, allowing you to regenerate without leaving combat. Fury is also increased. However, executions come at a price. While you are committed to one of these kills, you are vulnerable to attacks from other enemies. To perform an execution, stun an enemy or move next to a stunned enemy and press the Execution button. Some heavier, more powerful units, such as Nobz or Chaos Space Marines, are not easy to execute. While they are stunned, press the Execute button. When the Execute button appears onscreen, keep pressing it until you complete the execution. When you are equipped with a jump-pack, you can perform a damaging attack. Press the Jump button to activate the jump-pack. While you are in the air, a yellow reticle appears on the ground below you. Press the Strike button while in the air to use your jump-pack to propel you down into the ground, inflicting heavy damage on any enemies you hit and stunning nearby enemies. This works great on large groups of enemies, stunning many of them so you can easily finish them off with strikes or executions. Whenever you have a jump-pack, use it as your main weapon and use your melee or ranged weapons to finish off survivors. the codex Space Marines typically engage in ground combat and move around on foot, though they may have transportation for getting to the fight. While Space Marines walk on the battlefield, they are also capable of sprinting to get into the fight sooner. While sprinting, you can perform a charge attack that inflicts damage and knocks the enemy down. This attack works great against a large group of enemies. It stuns several of them and gets you into melee combat quickly. It also is useful when attacking a single enemy and sets you up for an execution. Melee Combat Ground Pound CH.21 Space Marines are capable of many different types of attacks; therefore, it is important to learn how to perform each of these to defeat the enemies of the Imperium. efficient killing machine. For example, as a horde of Orks are approaching, shoot some of them with your bolter. Then before they get too close, sprint toward them and perform a charge attack followed by chains of melee attacks. Finally, use ranged weapons to finish off any survivors. TIP While wearing a jump-pack, you can use only your melee weapons, a pistol, and a bolter. While you still carry your other two weapons, you can’t use them until you remove the jump-pack. Fury Combat Roll Momentum Combat 150 At times you need to quickly move away from a threat such as a grenade or heavy enemy fire. The combat roll is the perfect maneuver for such an event. Begin moving in the direction you want to roll and then press the Evade button to combat roll out of danger. This game features a fluid combat system that allows players to switch from ranged to melee weapons without interrupting the flow of combat. This system allows you to get into the heat of battle and not pause until all of your enemies are dead. Getting the feel for momentum combat can take some practice. However, by using it, you become a more While Fury is activated, you can enter Marksmanship mode by holding down the Aim button. This slows down time, allowing you to quickly kill a number of enemies in a short amount of time. This works really well when using the stalker bolter since you can snipe at several enemies before they can get off shots at you. Warhammer 40,000: SPace marine // official game guide Space Marines can be armed with a variety of ranged weapons. Some are useful for close combat while others allow you to engage enemies at long distances. Often you find yourself outnumbered by charging hordes of enemies. Use your ranged weapons to kill or damage enemies before they get close enough to harm you. In addition, some of the enemies you face are also armed with ranged weapons, so shoot them before they hurt you. To fire a ranged weapon, press the Fire button. To increase your accuracy, especially at medium to long range, hold down the Aim button. This gives you a closer view of the target. Some long-range weapons include a scope. Holding down the Aim button brings up a scope view, which makes it easier to target enemies at long range. As a Space Marine, you can carry up to four ranged weapons at one time. As you kill enemies during battle, you earn Fury. The meter on the screen’s left side records how much fury you have earned. Once it is filled, you can activate Fury mode. After activating Fury, every melee attack deals increased damage. In addition, you also harvest health from the enemies being attacked. 151 Power Axe Weapons Effect Strike Backhand Strike Chop Strike Strike + strike Light damage + Fury gain Medium damage + Fury gain Strike + strike + strike Strike + strike + strike + strike Stun Strike + stun Medium-heavy damage + Fury gain Heavy damage + Fury gain Jumping Strike Backhand Kick Light stun to single target Medium stun to targets in a narrow wedge Heavy stun to targets in a large Shoulder Bash Strike + strike + stun wedge Overhead Strike + strike + Super-heavy stun to all enemies Smash strike + stun in radius around you. Thunder Hammer Melee Weapons Thunder Hammer Chain Attacks Melee weapons are designed for close combat. It takes strength and courage to wield a melee weapon in combat and emerge victorious. Combat Knife Combat Knife Chain Attacks Attack Chain Effect Slash Heavy Slash Heavy Stab Strike Strike + strike Strike + strike + strike Stun Strike + stun Light damage + Fury gain Medium damage + Fury gain Heavy damage Backhand Kick Chain Light stun to single target Medium stun to targets in a narrow wedge You begin with a combat knife for your melee weapon. The combat knife is the least damaging of the melee weapons, so upgrade it to a chain sword as soon as possible. Chainsword The mighty thunder hammer is the rarest of Space Marine melee weapons. Each blow discharges a powerful blast from the hammer’s dedicated power field. Ranged weapons are limited to pistol and bolter when wielding the thunder hammer. Attack Chain Effect Swing Heavy Swing Super Heavy Swing Backhand Strike Strike + strike Strike + strike + strike Stun Medium damage + Fury gain Heavy damage + Fury gain Very heavy damage + Fury gain Kick Strike + stun Shoulder Bash Strike + strike + stun Medium stun to targets in a narrow wedge Heavy stun to targets in a large wedge Very heavy stun to all enemies in radius around you. While it is very powerful, the thunder hammer is also the slowest of the melee weapons. A single blow can kill an Ork Boy, and a few hits can stop a Nob. Instead of quick slashes like other weapons, you must find a slower rhythm when fighting with the thunder hammer. However, it can destroy Orks like no other melee weapon—especially when you chain the attacks. The Mk XI Hell’s Teeth Chainsword is the close-combat weapon of choice among Space Marines. Combining terrifying power and great speed, its motorized biting teeth are capable of slicing through bulkheads and thick armor—as well as flesh and bone. The chainsword provides more power for melee attacks. Chain your strikes for more damage. 152 Attack Chain Effect Strike Backhand Strike Slash Strike Strike + strike Light damage + Fury gain Medium damage + Fury gain Strike + strike + strike Strike + strike + strike + strike Stun Strike + stun Medium-heavy damage + Fury gain Heavy damage + Fury gain Light stun to single target Medium stun to targets in a narrow wedge Shoulder Bash Strike + strike + Heavy stun to targets in a large stun wedge Foot Stomp Strike + strike Super-heavy stun to all enemies +strike + stun in radius around you. Ranged Weapons These weapons allow you to attack enemies at a distance. Some ranged weapons are effective only at short range while others allow you to kill at great distances. Bolt Pistol The bolt pistol is the basic sidearm of the Space Marines. While not as powerful as other weapons, it has the advantage of unlimited ammunition. Therefore, you can always fall back on this weapon if your more-powerful weapons run out of ammo. The bolt pistol holds eight rounds in its clip. It takes several of these .75-caliber rounds to kill an enemy, so aim and fire several times. Since this weapon is semiautomatic, each time you press the Fire button, the bolt pistol shoots a single round. Warhammer 40,000: SPace marine // official game guide Chainsword Chain Attacks Spinning Slash Backhand Kick the codex The power axe is sheathed in a sparking power field and delivers devastating blows able to crack open heavy armor. It is a very effective melee weapon. Chain your power axe attacks to increase damage. Attack CH.21 Weapons are the Space Marine’s tools. With them, you can inflict damage against enemies of the Imperium and leave destruction in your path. As mentioned earlier, there are two main categories of weapons—melee and ranged. Power Axe Chain Attacks 153 Plasma Pistol Storm Bolter This weapon has a 60-round magazine, and a Space Marine can carry a total of 360 rounds at a time. Use it against moving targets at close to medium range, and try to fire in bursts to improve accuracy. Vengeance Launcher The experimental Graia-pattern vengeance launcher holds magnetized fusion charges that adhere to walls and enemy armor. Up to five charges can be fired and then detonated one at a time or simultaneously. Press the Fire button to launch the charges, and press the Reload button to detonate them. Bolter The .998 Godwyn Pattern Bolter is the characteristic Space Marine battle rifle. It fires bolts, each of which contains an integrated solid propellant that acts like a miniature rocket. These bolts have an explosive tip that detonates inside a target for additional damage. The bolter holds 30 rounds in the clip, and Space Marines can carry a total of 330 rounds at one time. The bolter is your primary weapon. It has an automatic rate of fire, so as long as you hold down the Fire button, it keeps shooting until the clip is empty. However, it is a good idea to fire this weapon in short bursts to increase accuracy and save ammo. A couple short bursts will kill most Boyz. Take time to aim, especially when targeting enemies at a distance, to further improve your accuracy. After eliminating an enemy or group of enemies, reload your bolter. This gives you a full clip for the next engagement, and reloading a partial clip is faster than reloading an empty bolter. The vengeance launcher holds 18 charges at a time in a single magazine. It is very useful against large groups of enemies. Fire charges in front of their advance and then detonate them as the enemies move over them. Also try using it against powerful enemies. Launch a few charges so they stick to the target and then detonate them. Melta Gun The Vulkan Assault Pattern Melta Gun fires a scorching plume of molecularly agitated heat at close range. This power comes at the expense of low ammunition stores and a long recharge between shots. Space Marines can carry 10 charges for this weapon at a time. The melta gun is a powerful weapon for targets at close range. The downside is the low amount of ammo that you can carry for it. Use this weapon for larger, more powerful enemies that can take a lot of damage. Use melee attacks to kill other enemies that get in close. Kraken Bolter This modified bolter fires adamantine-cored kraken ammunition. It does heavy damage to enemy armor and can pierce cover. This weapon permanently replaces your standard bolter. the codex The plasma pistol never runs out of ammo and makes for a powerful backup weapon. It can also be useful against armored Orks such as ’Ard Boyz. Press the Fire button to shoot a quick blast. However, for more damage, hold down the Fire button to charge up a shot. When the top of the reticle is fully lit up, the pistol is charged. Release the Fire button to fire. Plasma continues to burn for a while where it hits. The plasma pistol must be vented after several quick shots or after a single charged shot. This weapon works great against powerful enemies when combined with melee attacks. Get in a charged plasma shot or two and then move in close for the kill with a melee weapon. The storm bolter is a double-barreled boltgun with a rate of fire slightly slower than that of the much-bulkier heavy bolter. This hail of projectiles comes at the expense of stability, limiting the weapon’s effectiveness at medium or long range. CH.21 The MK III Sunfury Plasma Pistol fires balls of superheated plasma. It can fire quick shots or a powerful charged blast. When you get this weapon, it permanently replaces your bolt pistol. The plasma shots can melt through enemy armor. Lascannon The Astartes Man-Portable Lascannon fires a charged energy blast along a powerful laser and can cut through almost any armor at extreme range. It features a powerful optical scope with variable magnification. After each shot, the weapon’s battery must recharge before it can be fired again. This modified bolter is equipped with a targeter and high-accuracy shells that can drop enemies from great distances. This weapon has a semiautomatic fire mode, and its ammunition is designed to penetrate terrain and objects, including enemies. It functions equally well as a precision battle rifle or a sniper weapon. The stalker bolter has a ten-round clip, and Space Marines can carry a total of 40 rounds for this weapon. Hold down the Aim button to bring up a zoomed scope view that makes it easier to target enemies. It usually takes two shots to bring down most Boyz; however, if you get a headshot, one bolt will do the job. Use the stalker bolter for taking out Shoota Boyz at long range, then switch to other weapons for closer enemies that have only melee weapons. 154 Autocannon Firing high-velocity explosive shells, the Autocannon is one of the most powerful weapons you can wield. When used as a turret it has unlimited ammunition, but it can be ripped from the fixed position to boast an impressive 400 round capacity. Its fully automatic firing mode is thunderous reduces Titus to a walking speed while shooting. Best results are had with short bursts to reduce overall heat buildup and to maintain accuracy. Warhammer 40,000: SPace marine // official game guide Hold down the Aim button to bring up a scope view similar to the stalker bolter. This makes the lascannon great for sniping at enemies. Try to conserve your ammo for this weapon. It holds only 20 shots, and each ammo cache restores 9 shots. The lascannon kills most Orks with a single shot to the body. Nobz take a few more shots to kill. This weapon is very useful for taking out Shoota Nobz at long range. Stalker Pattern Bolter 155 Plasma Gun The MK XII Ragefire-Type Plasma Gun fires charged energy pulses to damage heavily armored targets. This weapon is deadly but prone to overheating. The plasma gun is a decent weapon. Its standard shots cause some damage, but if you hold down the Fire button, you build up a charge that makes your shot much more damaging. These charged shots also use up several shots’ worth of ammo. Be sure to press the Reload button to vent it as it heats up. Heavy Bolter The heavy bolter is a machine-gun-style weapon in the same family as the bolt weapons. It fires a 1-caliber bolt capable of tearing through the thickest armor. This heavy weapon is often found in a fixed position. However, you can tear it off its mounting by holding down the Use button. While fixed, the heavy bolter has an unlimited amount of ammo. However, once you remove the weapon, the ammo is limited to 150 rounds in the magazine. While carrying a heavy bolter, you can’t switch to other weapons, throw grenades, use melee weapons, or sprint. Press the Use button to drop it. The heavy bolter heats up when fired. Continuous fire overheats the weapon and requires that it cool down before you can use it again. Therefore, fire it in short bursts to control the heat. This weapon can clear out large groups of enemies in a short amount of time. Plasma Cannon This large weapon fires charged shots that explode on impact. These shots leave plasma residue that continues to burn. The plasma cannon is effective against vehicles and enemy soldiers. While it has unlimited ammo, it builds up a lot of heat as you fire, so you must vent it by holding down the Reload button. When firing at long range, you must lead the target since the plasma shot travels slower than bolter rounds. This is a very powerful weapon, though it has a slow rate of fire. Vent it after a few shots to prevent the heat from building up. Other Items 156 Frag Grenade Iron Halo This is one of the standard Space Marine grenade variants. It is designed to fragment upon explosion, taking out infantry within a wide radius. Press the Grenade button to throw a grenade in front of you. Be careful: Grenades damage you as well as enemies if you get too close. Use grenades to clear out large groups of enemies. Each cache provides three grenades, and you can carry a total of five at one time. Though not actually a weapon, this ancient artifact generates a personal energy shield that greatly reinforces the resiliency of Space Marine power armor, allowing them to weather even the fiercest attacks. Iron Halos are so rare that only Ultramarine captains and company champions are authorized to use them. Allies and Enemies Early Years Titus was born on the world of Tarentus. Young Titus made it through basic training, excelling at every challenge to become the best of the recruits. When he became an Ultramarine scout and finally faced his first battle against aliens, Titus knew he had found his place in the world. Combat was as natural as breathing, and his spirit soared knowing that he was fighting a holy battle against the enemies of the Imperium. Rank: Ultramarines Captain During his early years as an Ultramarine, Titus struggled to overcome his temper. On the battlefield, giving in to anger led to too many close calls where only his natural fighting ability saved his neck. In time, he learned to keep his temper under control, but even today that control breaks when faced with a situation—or person—that stubbornly blocks his ability to do what he knows needs to be done. Outside of combat, his temper shows itself in a burst of cutting words and in steamrolling over the opposition to take (what he thinks is) the right course of action. Age: 175 years old Under the Enemy’s Skin Knowing it meant his death, Titus launched himself at the enemy, stabbing his power sword deep into the Sorcerer’s chest even as the Sorcerer blasted him with Warp energy. The last thing Titus felt was vengeance at seeing the Sorcerer breathe his last, and then all went dark. From his first battlefield encounters, Titus became interested in the thinking behind his enemy’s attack. While his Space Marine training gave him the big-picture understanding of alien strategy, Titus wanted to understand more about how small groups of enemies fight on the ground. When looking a bloodthirsty Ork Boy in the eye, what will it do? With every battle, he experienced firsthand how differently each alien species and Daemon horde fought on the ground, and gradually, patterns of tactics emerged. To know more about the enemy—to understand their motivations—gives him insight into their strengths and weaknesses and into how to exploit those weaknesses in battle. Creatures of Chaos are among the most formidable enemies Titus has faced. In one of the darkest days in his memory, Titus and his squad went up against a Chaos Sorcerer who wielded blasts of Warp energy like malicious lightning. The energies struck down the Ultramarines one by one, until only Titus remained to face the Sorcerer. Titus should have died. But he didn’t. To the bewilderment of the Ultramarines apothecaries, Titus healed from his severe injuries. They could not discover the reason why he survived. Although Titus understands why they must be vigilant, he still feels resentment over the fact that anyone could doubt his proven devotion to the Ultramarines. allies and enemies Captain Titus of the Ultramarines has fought for the Imperium for more than 150 years. Although considered a relatively young Space Marine, he is a decorated veteran of major campaigns waged across the galaxy—his exploits have earned him a reputation as one of the mightiest Ultramarines in recent memory. Unexpected Resilience CH.22 Ultramarines Captain Titus Titus still mourns the recent loss of his own mentor, Captain Trajan, who was killed by Eldar in a routine mission gone horribly wrong. Titus held Trajan to be the ideal representation of Ultramarine nobility and honor. Now that he has inherited command of Trajan’s company, Captain Titus aspires to be the kind of honorable, intelligent, and inventive leader that Trajan was. Fortunately, Captain Trajan appreciated Titus’s attempts to understand their foes. His ability to predict how a group of enemies would attack saved many Ultramarines lives over the years. Now that he’s a captain, Titus works to instill the same critical thinking in the men under his command. Height: 7’2” Weight: 750 lb Weapons: Bolt pistol, chainsword (initial loadout) Gameplay tip: Chain closecombat strikes to maximize damage to the enemy. Comrade, Commander As the years passed, Titus gained experience and renown both on the battlefield and off. He is a trusted comrade, and his connection to his battle brothers has grown stronger with each campaign. So many Ultramarines have fallen over the past 150 years that the relationships with his surviving comrades are even more important to the hero. As captain of an Ultramarines company, the men under his command are dearer to him than his own life—if one of them is killed, Titus will not stop until the enemy responsible has paid in blood. His closest Battle Brother is Veteran Sergeant Sidonus, who became a Space Marine a few decades before Titus. What started as a rookie/vet relationship soon became a fast friendship. Sidonus has seemingly seen it all, and his “been there, done that, no problem” attitude instantly serves to defuse tense situations. Titus turns to Sidonus as a common-sense sounding board. To the young Space Marine, Leandros, Titus is a mentor figure—a warrior who can do no wrong. Titus knows that Leandros quotes the Codex and jumps into situations with such zeal because he wants to impress his commander. Titus remembers what those first heady years as an Space Marine were like and doesn’t rebuke Leandros too harshly for his enthusiasm. 158 159 Leandros Sidonus Compared to his brother Ultramarines, Sidonus appears more grizzeled/scared. His power armor bears scars from numerous enemy blades; while most damage to his armor is repaired, some gouges he chooses to keep as trophies from memorable fights. Leandros often speaks with little tact—to his mind, all actions must serve the emperor, and he will question the motives of anyone he suspects of not giving their all for the Imperium. His ego and psyche are still adjusting to the extraordinary abilities that his transformation into a full Space Marine has brought; as a result, he’s lost perspective on what it’s like to face the world from a human standpoint. He’s insensitive to how desperate the situation is on Forge World for the surviving civilians and soldiers, and is especially patronizing to the Imperial Guards he encounters. Sidonus lost his arm in a battle against the Tyranids many years ago—a Lictor sliced it off and devoured it. Even as he bled, the one-armed Sidonus eviscerated the Tyranid to retrieve his limb, but it was chewed beyond repair. He never viewed the loss of his arm as a setback—he simply had it replaced with a bionic limb and went right back to fighting. Rank: Ultramarines Veteran Sergeant Age: 225 years old Height: 7’1” Weight: 750 lb Weapons: Bolter, chainsword Gameplay tip: Use tracer fire from your allies’ weapons to locate targets in cover. And then years later, a poisoned Eldar weapon struck him in the face, but he was too busy fighting off five Aspect Warriors to stop and deal with the damage it was causing. As the poison agonizingly corroded his skin and eye, he took out his pain on the warriors, making sure that these Eldar at least wouldn’t hurt anyone again. He could have had full facial reconstruction but decided to keep his scars as a reminder of victory over formidable enemies. Although he is older than the other Ultramarines, this in no way diminishes his prowess as a warrior or his vigorous and energetic manner. Space Marines don’t weaken with age—if anything, the older they are, the stronger they are. Sidonus has fought side by side with the hero Titus for decades. When Titus joined the Ultramarines, Sidonus was already a seasoned veteran, but after working together to subdue a messy Tau uprising, they learned that their styles of fighting and dealing with the world were remarkably similar. Both are no-nonsense, efficient warriors who get the job done as simply and decisively as possible. Their friendship has stood the pressures of battle and the test of time. Titus also brought Sidonus back from a dark place in the years after their former captain was killed on Beta Arcturus. Sidonus blamed himself for not preventing Captain Trajan’s death, but Titus wouldn’t let Sidonus lose himself in meaningless combat. He helped Sidonus deal with his grief—and guilt—and move on with his duty as a Space Marine, as the captain would have wanted. Although he hasn’t descended into that same depression in recent years, Sidonus taps into some of those dark emotions when he enters combat. It’s as if a switch flips once he faces an adversary: His good nature vanishes, to be replaced by an implacable warrior who dispatches enemy after enemy without hesitation or mercy. If he can kill them first, they won’t have the chance to kill any of his battle brothers. As for his relationship with the younger Space Marine Leandros, Sidonus feels a responsibility to guide him into becoming the best Space Marine he can be. At times, he becomes frustrated by Leandros’s tendency to overanalyze a situation and insist on doing everything strictly “by the book”—the Codex Astartes—instead of just getting the job done. Sidonus knows that Leandros is overcompensating for the mistakes of his past—Leandros’s reckless, impulsive behavior led to Captain Trajan’s death—but Sidonus will call the younger soldier out when his behavior veers into self-righteousness. 160 Age: 50 years old Height: 7’1” Weight: 750 lb Weapons: Bolter, combat blade Gameplay tip: Squadmates will call out priority targets; use this to understand the changes in the battlefield. He looks up to battle brothers Titus and Sidonus, but especially Titus, whom he sees as the type of Ultramarine he aspires to become. He sometimes goes overboard in pursuing what he thinks is a noble course of action, because he wants to prove himself and his abilities to Titus. Sidonus reminds Leandros of his instructors during training—a master who watches over his every move and reins him in with humorous, yet cutting, reminders. At times, Leandros feels like he has been measured, and found wanting. What Leandros doesn’t realize is that Sidonus is concerned about him. Sidonus keeps close watch to guide Leandros to become the best warrior he can be, despite his tendency toward rash behavior. Leandros knows the Codex Astartes inside and out, but he has not seen all of those principles in practice. More experienced Ultramarines like Titus and Sidonus have seen the rules work in combat—sometimes, the real-life application of the Codex requires a bit of interpretation. But Leandros sees nothing wrong with offering a solution to—or an opinion about—a situation based on what the Codex Astartes says, especially when he sees his more experienced squadmates doing something differently than spelled out in the Codex. Beneath all of Leandros’s youthful arrogance and zeal is a dark moment that scarred him deeply, though he struggles not to show it: the death of his captain on his very first mission in a battle company. This tragedy would never have happened if Leandros hadn’t recklessly run into battle, been captured, and needed rescuing. The captain was killed by the Eldar when he tried to save Leandros from torture and execution. Now, Leandros is trying to redeem himself from the mistake that caused the captain’s death. But he has returned to his old, heedless ways in seeking redemption—by being the first to engage the enemy, by running headlong into the fray, by showing that he is unafraid to take risks and meet danger head-on—even if it means his doom. The possibility of dying doesn’t concern Leandros too much. Isn’t sacrificing himself in noble battle the ultimate path to redemption? Warhammer 40,000: SPace marine // official game guide Sidonus is comrade and trusted confidante to Titus. When the hero needs a sounding board, he’ll go to Sidonus. But Sidonus will also question Titus if he doesn’t agree with or understand what he’s doing—though never in a way that questions his leader’s honor or authority. Rank: Ultramarines Veteran allies and enemies His Ultramarines power armor is smooth and pristine compared to his squadmates’— as a comparatively novice Space Marine, he has not been in as many battles to distinguish himself with lots of battle honors and trophies. But even as a new member, he is a combat veteran and skilled warrior. To become a full Space Marine, he had to survive many years fighting in the Scout Squads of the Ultramarines’ 10th Company. CH.22 Leandros is the youngest and most recent inductee to the Ultramarine squad. He is a “by the book” Space Marine due to inexperience; this is revealed by overly formal speech and his enthusiasm to do things just right for the glory of the emperor. Sergeant Sidonus, the Veteran Ultramarines warrior, has seemingly seen it all. His “been there, done that, no problem” attitude instantly serves to defuse tense situations. But when faced with the enemy, Sidonus is their worst nightmare—a brutally efficient warrior who won’t stop until every enemy lies dead at his feet. 161 Inquisitor Drogan Inquisitor Drogan is an agent of the Inquisition, a secretive and powerful organization of the Imperium responsible for guarding the souls of humanity. Second Lieutenant Mira A brilliant and passionate defender of the Imperium, the Inquisitor used his intense hatred of alien species to develop the ultimate weapon against them: a weapon powered by Chaos. Tortured and Twisted Inquisitors fight against the myriad of potential threats aimed at the Imperium— from heretics to aliens to Daemons. Inquisitor Drogan was a member of the Ordo Xenos, which focuses on eliminating the alien menace. Humans live short, brutal lives in this universe—Imperial Guard soldiers in particular. The Imperial Guard are expendable assets, cannon fodder, expected to give their lives by the millions to ensure the success of a military campaign. They are the Hammer of the emperor. One hundred fifty years ago, the young Inquisitor was deep undercover, investigating alien incursions in remote sectors of the Imperium. He knew he was far better than most Ordo Xenos members at unearthing alien conspiracies. He was fascinated by how each alien species thought, studying historical records and battlefield recordings to analyze their unique ways of attacking humanity. Second Lieutenant Mira was part of the 203rd Cadian Imperial Guard regiment that had just completed a mission to mop up a planetary Tyranid infestation. En route to another battlezone, their troop carrier was suddenly diverted to the Forge World as the only Imperial Guard force close to the planet. Rank: Second Lieutenant, 203rd Cadian Regiment, Imperial Guard Age: 25 years old Height: 5’7” Weight: 145 lb Weapons: Lasgun Gameplay Tip: Mira can provide valuable field intelligence on Graia. Undermanned and still recovering from their wounds, Mira and her fellow Imperial Guard steeled themselves to their fate: Against an Ork Waaagh!, they would be hopelessly outnumbered. But they would give their lives to do as much damage to the Orks as possible until the Imperial Liberation Fleet arrived. Mira’s Imperial Guard unit made planetfall to discover the Forge World’s Adeptus Mechanicus defenders slain and the planet overrun with Orks. Mira’s unit was one of the only groups of Guardsmen to safely land. A massive Ork-held planetary gun battery shot down most of the other dropships, until her troop transport was forced to hold reinforcements in orbit. The Orks cut through the Imperial Guard ranks with brutal effectiveness. With her superiors dead on the battlefield, Mira rallied the survivors and organized a counterattack that is still under way. Their situation is dire; food and basic supplies are becoming scarcer every day, and the Orks are decimating their ranks at an alarming rate. Now, Mira’s main objective is to take out the planetary gun battery. With quickthinking tactical acumen, she’s led her men to gain ground against the Orks. They’ve almost reached the ramparts of the gun battery, but the Orks are holding them back from advancing farther. Mira’s experience and skill as a tactician, coupled with her uncompromising humanity and refusal to give up, commands fierce loyalty among her men. All she wants is to save the soldiers she’s sworn to lead, but she sees little hope of withstanding the Orks for much longer. When most Imperial Guardsmen see a Space Marine, they are overcome with awe. To much of humanity, the Adeptus Astartes are figures of legend; being faced with a Space Marine in the flesh would be as overwhelming as meeting a god. But Lieutenant Mira is too exhausted and too concerned with basic survival to be awestruck. She addresses the Ultramarine heroes respectfully yet directly, mincing no words. There is no room for niceties out here. Genteel conversation can wait until the Orks are scoured from this planet. 162 Age: 175 years old Height: 6’6” Weight: 265 lb Weapons: Bolt pistol Gameplay tip: Drogan’s research may be the most valuable asset on Graia. You must locate it before the Orks do. Imagining what a Xeno would do in a certain situation—thinking like them, knowing their wants and needs—led him to break open alien plots that would have devastated the Imperium if they had succeeded. In the Inquisition’s eyes, Drogan was a rising star—until he disappeared. For all of his brilliance in anticipating alien activity, he was still a human and could be caught off guard by an equally intelligent enemy. The Dark Eldar had become aware of him after he thwarted a long-planned assault. They bided their time until he was alone, vulnerable, and they captured him. The Dark Eldar tortured the Inquisitor for years, keeping him alive and in excruciating pain by their torture masters’ nefarious skill. Although the Inquisitor was rescued by Space Marines, the damage to his body—and his psyche—was done. do—unaware that by helping the “Inquisitor,” they’re helping an agent of Chaos. Kill All Xenos Since his rescue, the Inquisitor’s intense xenophobia drove him to research terrible new ways of killing aliens: Dark Eldar, Eldar, Orks, Tyranids, Tau...anything other than human. Through years of research, the Inquisitor created an immensely powerful energy source. This reactor was put to use at the Forge World’s main Titan factory, supercharging the production of some of the Imperium’s mightiest war machines. Powering the Titan factory was the public aspect of the Inquisitor’s work with the strange power source. But the reactor also powered a sophisticated weapon that could be calibrated to the physiology of a specific alien species, leaving all others unharmed. Tune the weapon to a Xenos, fire it on the battlefield, and it will kill the aliens and leave the human combatants unharmed. Or at least, that was the intent. The weapon is still experimental—the Inquisitor was preparing to test it when the Orks invaded the Forge World and put all of his work at risk. The Inquisitor took his early quest to “know thy enemy” to its furthest extremes— capturing and experimenting on the aliens to make his weapon as devastating as possible to their biology. Death of the Inquisitor, Rise of the Imposter The Inquisitor was a confident, decisive man who dedicated his entire life to finding new ways of defending the Imperium. Little did the Inquisitor know that the passionate pursuit of his work caught the attention of a powerful Chaos Lord, who realized he could put the Inquisitor’s experiments to devious use. The Chaos Lord planned to use the power source to fire the experimental weapon and trigger his own daemonic ascension. He waited until the time was right, then broke through from the Warp and attacked the Inquisitor. Warhammer 40,000: SPace marine // official game guide But everything changes when Captain Titus and the Ultramarines arrive on Forge World. The mighty Ultramarines could give Mira a fighting chance of beating back the Orks and retaking this sector of the planet. Rank: Inquisitor, Ordo Xenos allies and enemies Second Lieutenant Mira leads a beleaguered Imperial Guard force against the Ork invaders of Forge World. Her guardsmen are survivors of a much larger detachment that was decimated after the Orks cut them off from orbital support and reinforcements. CH.22 Imperial Allies 163 The Orks Warboss Grimskull When the Ultramarines arrive, however, the possessed Inquisitor realizes that they provide a way for him to get past the Orks—the power source—so he can fire the weapon, open up a warp gate, and bring back his Chaos Lord, receiving his dread lord’s everlasting gratitude. The Warboss rose to his position through cunning, strength, and violence. He is easily picked out among the Orks because of his huge size, since the more successful a Warboss is, the larger his size—and this Warboss has been spectacularly successful. After launching his Waaagh!, the Warboss conquered several planets using a makeshift fleet of vessels. His progress is relentless, and he displays great tactical cunning, though he leaves few surviving enemies to report on his capabilities. The possessed Inquisitor acts much as his deceased host would— the same passionate, brilliant personality expressing itself in bursts of anger or moments of self-satisfaction. allies and enemies The Warboss is the leader of a massive Ork Waaagh!—a bloodthirsty invasion force that’s left planet after planet in ruins behind them. CH.22 The Inquisitor managed to send out a distress call before banishing the Chaos Lord back to the Warp—but as a parting shot, the Chaos Lord sent a vaporous Daemon minion to attack the Inquisitor. Inquisitor Drogan died, and his body and brain were possessed by the Daemon minion who now knows all the Inquisitor knows and who can impersonate him almost perfectly. But the knowledge seems to be useless, since the Orks stand between the now-possessed Inquisitor and his goals. When the Warboss learned that a nearby Forge World was dedicated to building the Imperium’s mightiest war machines—Titans—the Warboss knew he’d found his next target for conquest. He ordered his Waaagh! into the Warp. Rank: Warboss Age: Unknown Height: 10’5” Weight: 2 tons Weapons: Bionik arm with power klaw, kustom shoota Gameplay tip: Keep moving, lest Grimskull connect with a mighty charge! The Orks emerged from the Warp directly above Forge World Graia, bypassing most space-based weapons. Elated to have this prime Titan-producing planet within his grasp, the Warboss ordered hundreds of Roks to drop through the atmosphere to attack key targets. Them mechy humies won’t know what’s hit ’em. Go faster! One group of Roks smashed into the ground-based Planetary Defense Batteries, taking out several of the guns. The Warboss ordered his horde to assault and claim the remaining large gun. Quickly overwhelming the defensive forces of the Adeptus Mechanicus, the Orks captured the gun battery, using it to shoot down most of the Imperial Guard sent to take the planet back. As the Space Marines land on Graia,, the Warboss’s forces still have the gun battery under their control. They’re using it to shoot down any Imperial ships trying to land from orbit—cutting off the few Forge World defenders from reinforcements. The Warboss desperately wants to get his hands on the Titan war machines being manufactured inside the main Titan Works. If the Orks can take over the factory, his Mekboyz will quickly turn them to their needs. With even a single Titan’s worth of parts, the Warboss could lay waste to entire worlds. With more than one, he would be near impossible to stop as he smashes his way across the galaxy. The Imperial Guard have blocked the Ork horde from reaching certain sectors of the city from the first days of the invasion, but the Orks are breaking down their resistance, bit by bloody bit. His forces are hammering at the Imperial Guard resistance when a group of Ultramarines suddenly arrives on Forge World—providing the first serious threat to his presence on the planet 164 Warhammer 40,000: SPace marine // official game guide But there’s a ragged force of Imperial Guard scattered across the Forge World, and they’re putting up a fight. My boyz chopped up a whole lot of them Mek humies, no problem. But now the humies with shootas won’t get outta the way! 165 Shoota Boyz At first, the Warboss thinks the Ultramarines’ arrival is no more than an excuse for a good fight. But his fury rises when the Ultramarines destroy the gun battery that his Orks were using to keep the Imperial forces at bay. Rank: Slaves Height: 4’ Weight: 50 lb Weapons: Small choppa Gameplay tip: A single Grot is no threat, but a large swarm can cut through your armor and distract you long enough for heavy units to attack. Gretchin (or Grots) are the smallest of the Orks, the slave race of the species. Cunning, cruel, and cowardly, they flee from open combat but take pleasure in ambushes and opportunities to inflict pain. They bow and scrape before larger Orks but grumble insults behind their backs. Gretchin are often armed with a small choppa. While a single one is no threat, they often attack in swarms. In addition, they can serve as distractions so heavier units can attack you. A single slash of a knife is sufficient to kill any Gretchin within range. Height: 6’2” Weight: 300 lb Gameplay tip: Basic Boyz charge into battle in raucous groups—perfect targets for a mighty charge attack! Weapons: Beltfed “shoota” machine guns; rokkit launchas; stikkbomz Gameplay tip: Get into close combat with Shoota Boyz and they will use their guns as makeshift clubs! Bomb Squig Rank: None Weight: 150 lb Weapons: Assorted bombz Ork hordes consist of millions of Boyz, the rank and file of this barbaric alien race. Wielding hatchetlike choppas, they operate in large hordes and are constantly itching for a fight. Boyz are the melee fighters and rush in close to attack. They often strike in groups of two or more to try and overwhelm their enemies. Most Boyz wear only crude leathers, while more experienced “Scar Boyz” don armor and are even harder to kill. Eliminate Boyz with a few melee strikes. When a large group is charging, thin them out with ranged fire and then finish off the survivors with melee attacks. Also use stun attacks to slow their attacks or to set them up for an execution. Gameplay tip: Listen for a Squig’s distinctive roar and then take it out before it can get close to you. Squigs are the simplest species of Orkoid life and are little more than snapping, fanged mouths on legs. Trained by the Orks as attack pets, the Squigs are deadly against most foes. As an additional layer of lethality, some Orks strap a Squig with explosives and send it rushing toward a foe as an explosive device. Shoot at these enemies to blow them up before they get close to you and cause a lot of damage. You can often hear them coming before you see them. Listen for a grunting sound and then get ready to fire. If you shoot a Squig while it is near other enemies, the resulting explosion often kills several Orks. Nob Rank: Mob leaders Height: 7’6” Weight: 750 lb Weapons: Massive spiked mace Gameplay tip: Use Fury strikes to stun Nobz, then engage them in a struggle to the death. 166 Shoota Boyz should be one of your primary targets in an engagement, since they can cause a lot of damage if not eliminated quickly. They stay back and fire at you while others move in for melee combat. Take out Shoota Boyz with your ranged weapons before engaging in melee combat. If there are several firing at you, take cover so you can shoot at one Shoota Boy at a time without exposing yourself to the others. Orks literally thrive on combat, growing physically larger and stronger the more they fight. When an Ork becomes big enough, they become a leader known as a Nob. They are impervious to attacks that would slay a normal Ork. Even to a Space Marine, Nobz are worthy adversaries, as they can counter your attacks. Upgraded Nob units may sport heavy armor and improved weapons, making them even more capable against the most elite units. Nobz are tough to kill. It takes a lot of firepower to bring them down. Be careful engaging them in melee combat. They are strong and can take lots of damage. Try using explosives such as grenades to weaken them. If a Nob gets in close, use chained melee attacks so you inflict more damage. Once the Nob is stunned, move in for an execution. However, after pressing the Execution button, you must continue pressing it rapidly in order to finish the Nob off—or it can kill you instead. Warhammer 40,000: SPace marine // official game guide Weapons: Choppa Weight: 300 lb Height: 4’ Boyz and Scar Boyz Rank: Rank and File Height: 6’2” allies and enemies Gretchin Rank: Rank and File CH.22 When the Ultramarines shut down the Titan factory by taking away the power source that fuels it, the Warboss’s rage knows no bounds. He unleashes his Waaagh!’s full might upon the Space Marines—his Orks will rip apart every Ultramarine on the planet until they find the power source. Then the Warboss can get the Titan factory back online to build the war machines that will ensure his dominion over this sector of the galaxy.. Shoota Boyz are Orks who have picked up makeshift firearms, adding streams of gunfire to the oncoming charge. Most Shoota Boyz remain brutal savages, favoring rate of fire and noise above any sense of accuracy or finesse. Some are more dangerous, however, wielding rokkit launchas and stikkbomb grenades. Shoota Boyz usually try to attack from behind cover or from higher levels. If an enemy gets into close combat, Shoota Boyz use their weapons as clubs for melee attacks. 167 Big Nob Height: 7’9” Weapons: Big choppa axe Gameplay tip: Use a Big Nobz mob to build up health and Fury before engaging this foe. You’re going to need it! Try to inflict as much damage as possible on these enemies before they get in close enough to attack. Throw grenades or fire melta guns or lascannons at them so you don’t have a long melee fight. Height: 6’5” Weight: 500 lb Weapons: Heavy choppa, makeshift shield Gameplay tip: Use explosives or heavy melee strikes to get ’Ard Boyz to drop their shields. ’Ard Boyz wear heavy armor pieced together from steel plates and equipment scavenged from defeated foes. Their armor and natural resilience makes them able to wade through fire that would shred most Orks. The ’Ard Boy can also wield a heavy riot shield and choppa to get close to the player and deal out some pain. These Orks can take a lot of punishment. One strategy is to kill them with headshots using the stalker bolter if they are far enough away for you to take time to aim. If they are closer, hit them with grenades or vengeance launcher charges to weaken them and then use the chainsword or other melee weapon. Be sure to chain your attacks for more damage, and don’t forget to use stuns. Height: 7’9” Weight: 1,000 lb Weapons: Kustom big shoota (with kombi-rokkit) 168 Gameplay tip: Keep on the move to avoid shoota and rokkit fire, and use your heaviest attacks to eliminate these elites. Height: 7’ Weight: 375 lb Shoota Nobz’ claims of superior cunning is mostly bluster, but the larger, more deadly Big Shoota Nobz live up to the bragging. Heavily armored and wielding specialized weapons with underslung rokkit launchas, Big Shoota Nobz are nothing short of walking artillery. These enemies can inflict a lot of damage on you. When you see them, take cover and snipe at them with a lascannon or other powerful ranged weapon. Otherwise get in close to them and engage them in melee combat. Gameplay tip: Weird Boyz raise powerful psychic shields that make them highly resistant to ranged attacks. Weird Boyz are Ork Psykers acting as a sort of psychic sponge absorbing the energies of nearby Orks and unleashing them as devastating psychic attacks. As well as offensive attacks, the more talented Weird Boyz can teleport themselves and other Ork units in and out of combat at will. Weird Boyz are usually not that dangerous by themselves. Their main threat is teleporting other Orks to attack you. They often avoid fighting you directly, other than launching attacks from a distance, so try to kill them with ranged weapons or get in close for melee combat. Storm Boy Weight: 300 lb Storm Boyz are fierce Ork warriors who gamble with their lives by strapping on crude rokkit packs to propel themselves toward the enemy. They are armed with shootas and melee weapons for aerial attacks. Although they lead short lives, Storm Boyz consider themselves an Ork elite and practice a twisted form of military discipline. Weapons: High-caliber “slugga” pistol Storm Boyz can be tough to kill since they are usually flying around. With their large rokkit packs, they are bigger targets than other Boyz, and a few short bursts with a heavy bolter brings them down. Rank: Rank and File Height: 6’2” Gameplay tip: Storm Boyz relish in boarding enemy aircraft, so keep them off any way you can. Warhammer 40,000: SPace marine // official game guide Big Shoota Nobz Rank: Mob leaders Rank: None Weapons: Psychic powers ’Ard Boyz Rank: Rank and File Weird Boy allies and enemies Weight: 1,000 lb Orks grow in size and power with every battle. Big Nobz are those who have fought the longest and continue to dominate the battlefield. Hulking beasts draped in heavy armor, they wield massive axes and are absolutely fearless. Only their disdain for ranged weaponry makes them at all vulnerable. CH.22 Rank: Mob leaders 169 Chaos Lord Nemeroth For the Chaos Lord, the process of falling to darkness was gradual, a slippery slope of small choices favoring Chaos that escalated and eventually led to damnation. He was once a shining example of what a Space Marine should be. But as the centuries passed, he grew disillusioned with the rules and traditions Space Marines are required to live by. To him, all that mattered was killing the enemy. Why spend an hour in prayer before going into battle? Why use only certain weapons when there are others—heretical ones, true—that are so much more effective? Rank: Chaos Lord Age: Unknown Height: 8’8” Weight: 1,200 lb Weapons: Lightning claws, Daemon weapons, psychic powers Gameplay tip: Watch for openings created by Nemeroth’s own megalomania. You will need every iota of skill and strength to face a Daemon Lord ascendant! But in the few seconds before the Warp breach closed, the Chaos Lord woke the Daemon Minion bound in his ancient armor and shot it across the breach to strike the Inquisitor. The vaporous Daemon Minion killed the weakened Inquisitor, possessing his body and mind. The Inquisitor’s body become a puppet of Chaos. Although the Chaos Lord is trapped for the moment in the Warp, he knows that his Daemon Minion will impersonate the Inquisitor to achieve the Chaos Lord’s quest: to get the power source and activate the Inquisitor’s experimental weapon. This will crack open a rift to the Warp through which he can step back to the Forge World, and the resulting deaths will unleash psychic forces that will strengthen the power source’s Chaotic energy. allies and enemies The Chaos Lord is a former Space Marine of the Imperium who turned to the dark side: to the depravity and anarchy of Chaos. The Chaos gods granted him enormous power—not just physical strength, but also psychic power to control the devastating energies of Chaos. Before the Chaos Lord could strike the killing blow, the Inquisitor used the last of his strength and powerful Psyker abilities to banish the Chaos Lord back to the Warp! CH.22 Forces of Chaos But the Inquisitor put up more of a fight than the Chaos Lord expected. The Inquisitor slipped from his grasp long enough to send a distress call to the Imperium. The Chaos Lord caught up and, in a drawn-out battle, severely injured the Inquisitor. Small questions, small choices…. As the years passed, his impatience and frustration grew. He eventually listened to the call of Chaos and turned his back on the Imperium. First as a Chaos Space Marine and now as an elevated Chaos Lord, no more do the rules get in the way of the thing he likes best: spilling the blood of enemies and innocents. Enamored with the power he has gained in service to Chaos, he hungers for even more. When he closes his eyes, he sees the Imperium in flames, at the mercy of a great Chaos army, with him at its head. He long ago abandoned his humanity and now dreams of transcending it entirely, becoming a terrible Daemon Prince—and an alien-hating Imperial Inquisitor holds the key to achieving his desires. The Chaos Lord’s plans began to take shape when he became aware of a disturbance in the Warp—someone from outside was attempting to summon Chaos forces and bind them. The binding failed, but the person attempted to capture Warp energies again and again. Intrigued, the Chaos Lord investigated—and discovered that the person was an Imperial Inquisitor. Clever fool, what’s he playing at? I think I’ll lend him a hand and see what happens. Unbeknownst to the Inquisitor, the Chaos Lord helped him capture the stuff of the Warp, stabilizing it enough for the Inquisitor to contain it within a shielded receptacle—the object that would eventually be known as the “power source.” And one fateful day, the Chaos Lord understood that the Inquisitor’s work was shaping the power source into something that could help him achieve his most sought-after goal: ascending to the next level of Chaos supremacy, becoming an awesomely powerful Daemon Prince. With his glorious ascension so tantalizingly close, the Chaos Lord was taken aback to find an entire Ork Waaagh! suddenly swarming over the Forge World. The Chaos Lord would not risk the Orks getting possession of the power source—he leaped into action, breaking through the weakened Warp/reality barrier and attacking the Inquisitor. 170 With that energy reserve, the Chaos Lord can use the power source to not only trigger his ascension to a Daemon Prince, but also to open an enormous breach in the Warp to bring through an entire Chaos invasion. When the weapon is finally fired and the Chaos Lord emerges from the Warp, he is surprised to find a squad of Ultramarines waiting for him—though greatly amused to discover that the Ultramarines actually helped his Daemon Minion/Inquisitor imposter to use the power source and fire the weapon. The Chaos Lord knows that the Ultramarines will now do all they can to stop him, but with his heart’s desire close enough to taste, he will take great pleasure in slaughtering any Space Marine who stands in his way. Warhammer 40,000: SPace marine // official game guide As a lord of Chaos, he maintained a connection with the captured energies…. He simply stepped back and kept an eye on what the Inquisitor did with them. With great interest, he watched as the Inquisitor experimented with the energies, growing increasingly bolder with his manipulation of the Warp stuff. The Inquisitor’s experiments weakened the barrier between Warp and real-space around the Forge World where he based his operations. 171 Bloodletter Daemon Rank: None Weight: 500 lb Gameplay tip: Keep moving when in battle with Bloodletters, lest one impale you on its hellblade! Bloodletters phase in and out of reality, teleporting short distances and making them very hard to hit with ranged fire. Daemons only engage in melee attacks. However, their ability to warp allows them to move across a battlefield extremely fast. While you might be shooting at a Daemon, an instant later, it could be right next to you ready to slash you with its sword. The melta gun works great on Daemons when they get in close. Also try to throw grenades at groups of Daemons to weaken them or take out a few before you get into melee combat with them. Rank: Varies Height: 6’1” Weight: 250 lb Weapons: Lasguns, frag grenades Gameplay tip: Beware! Some Renegades are so corrupt that their deaths can result in the summoning of Daemons! Renegades are human soldiers who have forsaken the emperor and cast their lot with the dark and unknowable powers of Chaos. Although some actively worship the Dark Gods, most are more akin to madmen who have surrendered to bloodlust and move from battlefield to battlefield. Renegades are equipped with grenades and lasguns. These enemies are easy to kill. A single shot with a stalker bolter does the job, as does a slash with a melee weapon. However, they are deadly, since they usually attack in groups. They snipe at you with their lasguns and throw grenades that can cause a lot of damage. Try to kill Renegades at long range—preferably outside of their grenade-throwing range. allies and enemies Weapons: Hellblades Summoned directly from the Warp, the Bloodletter Daemons strike fear and despair into the hearts of men. Their vicious swords inflict a powerful rending attack that can be devastating even for a Space Marine. They move and fight in packs, “warping” from one position to another, making them lethal adversaries. CH.22 Height: 8’3” Renegade Chaos Space Marines Rank: Varies Height: 7’1” Weight: 750 lb Weapons: Bolters, combat blades, plasma guns, grenades 172 Chaos Space Marines are tough to kill—just like your squad. Lascannons work well. However, if you don’t have one of these weapons, use the vengeance launcher for killing them at range. If you can get in close, go for the melee attack. You can win that as long as there are not many other enemies shooting at you. Usually save the Chaos Space Marines for last and take out the easier enemies such as Renegades first. If you stun one of these units and go for an execution, you must continue pressing the Execute button to beat them and complete the execution—just like you do for a Nob. Havoc Rank: Varies Height: 7’1” Weight: 750 lb Weapons: Heavy bolters, lascannons Gameplay tip: Veterans of centuries of endless war, Havocs make effective use of cover and terrain. Havocs are Chaos Space Marines who specialize in killing at range with heavy weaponry. Armed with heavy bolters and other devastating ranged equipment, this foe can cut down even the best armored Space Marine. Havocs are equipped with lascannons and plasma cannons. Havocs are tough to kill and can inflict a lot of damage. If you face more than one, get behind cover and then deal with one at a time. Havocs usually stay back and let their weapons do the damage at long range. Either kill them with ranged weapons, or approach them while moving from cover to cover and get in for a melee kill. Warhammer 40,000: SPace marine // official game guide Gameplay tip: Chaos Space Marines have a regenerating armor layer, just like Titus does. If you allow them to seek cover, they will recover and return to battle as strong as ever. Chaos Space Marines are the dark reflections of the heroes of the Ultramarines. Before falling to Chaos, they were once loyal warriors of the emperor. In combat, Chaos Space Marines are brutal and efficient killing machines. Some servants of Chaos may revel in berserk fury, but these Chaos Space Marines march with deadly precision, dispatching all who face them without pity. 173 Chaos Drone Rank: — Height: — Weight: — Weapons: — A large, Daemon-possessed aerial unit equipped with a heavy autocannon, Chaos Drones provide aerial support to the forces of Chaos. Its central eye can see its target no matter what cover the enemy hides behind. An insane Warp manifestation, the Chaos Drone is part flesh, part machine, and pure evil. Since the Chaos Drones fly around as they attack, they are difficult to hit with more powerful, slower-firing weapons. Instead, use the storm bolter or bolter to shoot these down while using cover for protection from their attacks. Chaos Psyker Rank: None Height: 5’9” Weight: 140 lb Weapons: Psyker powers Gameplay tip: Locate and destroy Chaos Psykers as soon as they appear—the longer they stay active, the more Chaos troops they will usher onto the battlefield. 174 Psykers are humans with psychic powers who tap into the corrupting power of the Warp—and the Chaos Gods who inhabit it. Tainted Psykers have been driven mad by constant exposure to this dark power, falling to Chaos and stripped of all that once made them human. Chaos Psykers are consumed by the power within them and open portals into the Warp, allowing Daemons and Chaos enemies to invade this reality. They can also use the Warp to shield themselves from enemy fire. Locate and destroy Chaos Psykers as soon as they appear—the longer they stay active, the more Chaos troops they will usher onto the battlefield. Also watch out for their attacks. Use long-ranged weapons to kill these enemies. They can take a bit of damage, so be sure to have cover behind which you can move to dodge their attacks while you are trying to kill them. Multiplayer Weapons and Equipment: Chaos Space Marine Chaos melta gun Daemon eye bolter Chaos twin bolter Chaos plasma gun Vengeance launcher Devastator/Havoc The Devastator and Chaos Havoc are experts in ranged combat and are the only classes that can wield the most devastating heavy weaponry. Each of these heavy weapons has its own powerful alternate fire mode, such as a deadly charged shot or a braced stance, allowing for rapid fire. Weapons unique to this class include the heavy bolter, plasma cannon, and lascannon. In melee, this class can only kick. Classes This class acts as your team’s base of fire. Since they don’t move fast, Devastators and Havocs are best used for inflicting heavy damage from medium to long range. They are great for defending positions and can support other classes as they go on the offensive. You must be Level 2 in order to play as this class. In Space Marine multiplayer, you can choose from three different classes. Each class has its own strengths and unique weapons and perks available to it. Since each of the three classes are quite different, they require different tactics and play styles in order to maximize their destructive potential. TIP Tactical Space Marine/Chaos Space Marine The Tactical Space Marine strikes a balance between ranged combat and close combat. Unique weapons to this class are the plasma gun, stalker pattern bolter, storm bolter, mechanicus vengeance launcher, and gun. In melee, the Tactical class wields the combat knife. Everyone starts out as a Tactical Space Marine or Chaos Space Marine. This class offers a good balance between ranged and melee combat, though you are a bit stronger in the ranged area. The bolter is your initial weapon; however, as you earn experience through battle, you can unlock more powerful weapons. When playing as this class, focus on using your ranged weapon and engaging enemies at medium range. Weapons and Equipment: devastator Heavy bolter Lasacannon Weapons and Equipment: Tactical Space Marine Weapons and Equipment: havoc Chaos heavy bolter Chaos lasacannon Melta gun Chaos plasma cannon Stalker-pattern bolter Storm bolter Plasma gun Vengeance launcher Warhammer 40,000: SPace marine // official game guide Use different tactics when fighting against other classes. When going against an Assault Marine or Raptor, don’t let them get in close. Shoot them at medium to long range since they have the advantage in melee combat. On the other hand, when you must take on a Devastator or Havoc, you are better off getting in close—if you can. If possible, use blind grenades to stun them and then sprint in for melee combat. Bolter When playing as a Devastator or Havoc, it is important to keep the enemies at a distance. That is where you have the advantage. Don’t let enemies in close, especially Assault Marines or Raptors, or you are in trouble. Because your weapons require two hands to operate, you don’t have any melee weapons. Instead, you can only kick at your enemies. Plasma cannon TIP 176 multiplayer Chaos bolter CH.23 Space Marine features a fast-paced competitive multiplayer mode that will pit Space Marines vs. Chaos Space Marines in 8 vs. 8 matches. Multiplayer also features a full-customization system, weapon and perk unlocks, and challenges to keep even the most hardcore player coming back for more. 177 Assault Marine/Raptor Modes CH.23 The Assault Marine and Chaos Raptor are experts in close combat. Their jump-packs allow them to quickly move around the battlefield and perform a devastating groundpound attack from the air. They can equip powerful melee weaponry, including the chainsword, power axe, and thunder hammer, along with sidearms like the bolt pistol and plasma pistol. Space Marine offers two different multiplayer game modes. Each offers exciting combat and challenges. Seize Ground Each team fights to control a series of objectives. Earn points as long as your team holds the objectives. The match is over when one team reaches the score limit. Go after the objectives as quickly as possible, sending your Assault Marines or Raptors to grab them quickly. Then move in your Devastators or Havocs to hold them against enemy attacks. It is important to balance defending with attacking and taking objectives from your enemies. TIP When playing as an Assault Marine or Raptor, your main job is to jump right on top of your enemies and hit them with a ground-pound attack, finishing them off with your melee weapon. If you start taking a lot of fire, jump to a safer position. multiplayer This class is all about melee combat. As such, Assault Marines and Raptors get all of the melee weapons and a jump-pack to quickly get in close to enemies. In addition, since they can move quickly across a battlefield, use this class to capture positions and hold them until other classes on your team arrive. You must be Level 3 in order to play as this class. Weapons and Equipment: assault marine Bolt pistol Power axe Plasma pistol Thunder hammer Annihilation The objective here is simple: Score points by killing the enemy more times than they kill you. Claim victory by being the first team to reach the score limit before time expires or having the highest score when time expires. Chainsword Even though the only objective in this mode is to kill the enemy, it is important to play as a team. Use a variety of classes working together to kill more enemies than they kill of you. It is a good idea to always stay with a squadmate and focus your fire or attacks on a single target at a time to defeat them quickly, then move on to another target. Staying with a squadmate also helps provide additional protection and firepower in case more than one enemy comes after you. Weapons and Equipment: raptor Chaos bolt pistol Chain axe Chaos plasma pistol Daemon maul Chaos chainsword Power sword Chain Attacks Attack The power sword is a unique melee weapon that can be carried by Assault Marines or Raptors. Shoulder bash Foot stomp 178 Chain Strike Strike Backhand strike Strike + strike Slash Strike + strike + strike Backhand slash Strike + strike + strike + strike Stun Backhand Kick Strike + stun Strike + strike + stun Strike + strike + strike + stun Effect Light damage Medium damage Medium-heavy damage Heavy damage Light interrupt to single target Medium interrupt to targets in a narrow wedge Heavy interrupt to targets in a large wedge Super-heavy interrupt to all enemies in radius around you. You gain experience in several ways during multiplayer games. Kill enemies and capture objectives to earn experience points, or XP. In addition, you can get bonus XP by performing special attacks or kills. Here are the ways you can earn XP and the amount you get: Action XP Action XP Action XP Kill Assist Round win Reinforcement Headshot Variety Avenger Death from Below Death from Above Grudge Revenge 50 25 250 50 35 15 25 50 35 25 50 Savior Victory in Death Longshot Killstreak x3 Killstreak x4 Killstreak x5 Killstreak x6 Killstreak x7 Killstreak x8 Killstreak x9 Max Killstreak 50 50 25 50 75 100 125 150 175 200 500 Max Killstreak (11+) Double Kill Triple Kill Quad Kill Mega Kill Cap* Uncap* 50 100 300 400 500 200 50 *Cap and Uncap points are awarded only for Seize Ground modes. Warhammer 40,000: SPace marine // official game guide Power Sword Experience Earning XP 179 Levels and Unlocks Unlocks by Level (continued) Level Increases 22 Total XP Required Level Total XP Required Level Total XP Required Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 0 800 2,220 4,260 7,000 9,840 12,780 15,820 18,960 22,200 25,540 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20 Level 21 Level 22 28,980 32,520 36,160 40,200 44,640 49,480 54,720 60,360 66,400 72,840 79,680 Level 23 Level 24 Level 25 Level 26 Level 27 Level 28 Level 29 Level 30 Level 31 Level 32 Level 33 86,920 94,960 103,800 113,440 123,880 135,120 147,160 160,000 173,640 189,280 208,920 Level Total XP Required Level 34 Level 35 Level 36 Level 37 Level 38 Level 39 Level 40 Level 41 233,560 263,200 301,840 349,480 407,120 474,760 552,400 671,040 Devastator Items Weapons Features TacticalClass Perks Devastator- AssaultClass Perks Class Perks Larraman’s Blessing Artificer Armor True Grit Favor of the Armory Ammunition Stores Air-Cooled Trusters Vengeance Launcher Custom Loadout 4 23 25 Custom Loadout 5 29 31 Custom Loadout 6 New Armor Sets 35 41 multiplayer Level Assault Weapons CH.23 Level Tactical Weapons As you gain XP, you also increase in level and unlock new weapons, items, and perks. TIP Get all the way to Level 41 and you unlock a special set of armor for both Space Marines and Chaos Space Marines. Unlocks by Level Level Tactical Weapons 1 Bolter Assault Weapons Frag grenades Bolt pistol 2 Features TacticalClass Perks Chainsword Stalker-pattern bolter/Daemon eye bolter Tactical class Rapid Feel No Pain, Deployment, Link, Tactical Readout, Signum Furious Stomp Teleport Homer Combat Weapon versatility Fast Stomp Final Vengeance Plasma Pistol 2nd Perk Slot Storm bolter/ twin bolter Reward Challenge Requirements Reward Kill 5 enemies Kill 15 enemies Initiate Adept Kill 5 enemies Kill 15 enemies Veteran Kill 30 enemies Veteran Kill 30 enemies Master Kill 150 enemies +250 XP +750 XP Bolt pistol magazine and +1,500 XP +10,000 XP Master Kill 150 enemies +250 XP +750 XP Plasma heat sink and +1,500 XP +10,000 XP Requirements Reward Challenge Requirements Reward Initiate Adept Kill 5 enemies Kill 25 enemies Initiate Adept Kill 10 enemies Kill 25 enemies Veteran Kill 50 enemies Veteran Kill 50 enemies Master Kill 250 enemies Perform 5 Killstreaks Perform 15 Killstreaks Perform 30 Killstreaks Perform 100 Killstreaks +300 XP +1,250 XP Kraken bolts and +2,500 XP +15,000 XP Master +250 XP Ferocity +750 XP Advanced Ferocity Bolter Targeter and +1,500 XP Elite Ferocity +7,500 XP Supreme Ferocity Kill 250 enemies Perform 5 Killstreaks Perform 15 Killstreaks Perform 30 Killstreaks Perform 100 Killstreaks +500 XP +1,250 XP Rapid-fire reload and +2,500 XP +15,000 XP Advanced Ferocity Thunder hammer/ Daemon maul Elite Ferocity Master-Crafted Wargear 19 Plasma cannon Iron Halo/ Chaos Icon Death from Above Storm Bolter/Twin Bolter Challenge Ferocity Custom Loadout 3 17 180 Requirements Initiate Adept Bolter Melta gun 15 20 Challenge Supreme Ferocity +250 XP +750 XP Improved Twin-Link and +1,500 XP +7,500 XP Warhammer 40,000: SPace marine // official game guide Custom Loadout 2 14 18 Plasma Pistol Lascannon 13 16 Impenetrable Plasma gun 11 12 Bolt Pistol Serrated combat Reactive blast blade 7 During multiplayer games, you can earn extra XP and unlock perks by completing weapon challenges, and you can unlock types of armor by completing armor challenges. Each weapon and armor has its own challenges. Following are the challenges and their corresponding rewards. Weapon Challenges Power axe/ chain axe 6 Challenges Furious Charge, Blast Off, Sure Strike Blind grenades 5 8 9 10 Devastator- AssaultClass Perks Class Perks Devastator class Assault class Customizer, Custom Loadout 1 Heavy bolter 3 4 Devastator Items Weapons 181 Stalker Bolter/Daemon Eye Bolter Lascannon Chainsword Requirements Reward Challenge Requirements Reward Challenge Requirements Reward Challenge Requirements Reward Initiate Adept Kill 10 enemies Kill 25 enemies Initiate Adept Kill 10 enemies Kill 25 enemies Kill 10 enemies Kill 25 enemies Kill 10 enemies Kill 25 enemies Veteran Kill 50 enemies Veteran Kill 50 enemies Veteran Kill 50 enemies Master Kill 250 enemies Perform 2 headshot kills Perform 5 headshot kills Perform 15 headshot kills Perform 50 headshot kills Master Potency Advanced Potency Kill 250 enemies Perform 3 multikills Master Master Kill 250 enemies +500 XP +1,250 XP Swordsman’s Zeal and +2,500 XP +15,000 XP Perform 8 multikills +800 XP Kill 250 enemies Kill 5 enemies at extreme range Kill 15 enemies at extreme range Kill 30 enemies at extreme range Kill 100 enemies at extreme range +500 XP +1,250 XP Lascannon capacitors and +2,500 XP +15,000 XP Initiate Adept Kill 50 enemies +500 XP +1,250 XP Vengeance projectiles and +2,500 XP +15,000 XP +300 XP Initiate Adept Veteran +500 XP +1,250 XP Stalker ammo reserves and +2,500 XP +15,000 XP Elite Marksman Supreme Marksman Plasma Gun Challenge +250 XP Burst fire and +750 XP +5,000 XP Elite Potency Supreme Potency Perform 16 multikills Perform 36 multikills Vengeance payload and +1,600 XP Requirements Reward Initiate Adept Kill 10 enemies Kill 25 enemies Initiate Adept Kill 10 enemies Kill 25 enemies Veteran Kill 50 enemies Veteran Kill 50 enemies Master Kill 200 enemies Kill 5 enemies with the plasma gun’s charged shot Kill 15 enemies with the plasma gun’s charged shot Kill 35 enemies with the plasma gun’s charged shot Kill 100 enemies with the plasma gun’s charged shot +500 XP +1,250 XP Improved plasma charge and +2,500 XP +15,000 XP Master Potency Advanced Potency Kill 250 enemies Perform 3 multikills +500 XP +1,250 XP Improved melta charge and +2,500 XP +15,000 XP +300 XP Perform 8 multikills +800 XP Perform 16 multikills Perform 36 multikills Additional melta fuel and +1,600 XP Supreme Prowess +250 XP +750 XP Enlarged plasma chamber and +1,500 XP Elite Potency Supreme Potency +5,000 XP +7,500 XP Plasma Cannon Reward Challenge Requirements Reward Initiate Adept Kill 10 enemies Kill 25 enemies Initiate Adept Kill 10 enemies Kill 25 enemies Veteran Kill 50 enemies Veteran Kill 50 enemies Master Kill 250 enemies Perform 5 Killstreaks Perform 15 Killstreaks Perform 30 Killstreaks Perform 100 Killstreaks +500 XP +1,250 XP Heavy bolter expertise and +2,500 XP +15,000 XP Master Potency Advanced Potency Kill 250 enemies Perform 3 multikills +500 XP +1,250 XP Plasma heat sink and +2,500 XP +15,000 XP +300 XP Perform 8 multikills +800 XP Perform 16 multikills Perform 36 multikills Improved plasma charge and +1,600 XP Supreme Ferocity Requirements Reward Lascannon stabilizers and +1,500 XP Initiate Adept Kill 10 enemies Kill 25 enemies +7,500 XP Veteran Kill 50 enemies Master Kill 250 enemies +500 XP +1,250 XP Axeman’s Zeal and +2,500 XP +15,000 XP Requirements Reward Initiate Adept Kill 10 enemies Kill 25 enemies Veteran Kill 50 enemies Master Kill 250 enemies +500 XP +1,250 XP Killing Blow and +2,500 XP +15,000 XP +250 XP +750 XP Heavy bolter coolant and +1,500 XP +7,500 XP Elite Potency Supreme Potency +5,000 XP Power Sword Challenge Requirements Initiate Adept Kill 10 enemies Kill 25 enemies Veteran Kill 50 enemies Master Kill 250 enemies Reward +500 XP +1,250 XP Power Swordsman’s Zeal and +2,500 XP +15,000 XP Armor Challenges Mk8 “Errant” Power Armor Veteran’s Power Armor Name Requirements Reward Victorious Win 5 games as a Space Marine Win 15 games as a Space Marine Win 50 games as a Space Marine Win 150 games as a Space Marine +250 XP For the Emperor Rescuer Greaves and +750 XP Breastplate and +2,500 XP +7,500 XP Battle-Damaged Power Armor Name Name Requirements Kill an enemy after Strike from you have died (in any Beyond multiplayer game) Kill a total of three Victory over Death enemies after you have died (in any multiplayer game) Get killed three times Sacrifice for the while capturing a Cause point in Seize Ground No Surrender, No Get killed 50 times by explosives Retreat Get killed 50 times by Scarred an enemy using melee weapons Get killed 1,000 times Fragged during any game mode Defender Guardian Protector Reward +100 XP Savior Vambraces, greaves, and +300 XP Defender of Man Breastplate and +300 XP Shoulder pads and +250 XP Helmet and +250 XP +2,000 XP Requirements Perform 10 Savior Kills in any multiplayer game Perform 25 Savior Kills in any multiplayer game Perform 50 Savior Kills in any multiplayer game Perform 100 Savior Kills in any multiplayer game Perform 200 Savior Kills in any multiplayer game Perform 500 Savior Kills in any multiplayer game Reward +250 XP Vambraces, Greaves, and +750 XP Breastplate, backpack, and +1,250 XP Shoulder pads and +2,500 XP Helmet and +5,000 XP +12,500 XP Warhammer 40,000: SPace marine // official game guide Requirements Elite Ferocity Challenge Challenge Crusader Challenge Advanced Ferocity Power Axe/Chain Axe +750 XP Thunder Hammer/Daemon Maul Triumphant Heavy Bolter Ferocity +250 XP Melta Gun Challenge Elite Prowess Elite Snipe Supreme Snipe Reward Advanced Prowess Advanced Snipe +5,000 XP Requirements Prowess Sniper multiplayer Advanced Marksman +100 XP CH.23 Challenge Marksman 182 Vengeance Launcher 183 Relic Power Armor Name Requirements Reward Unyielding Zealous Implacable Angel of Death Vambraces, greaves, and +500 XP Backpack and +1,000 XP Shoulder pads and +2,500 XP Achieve Level 41 in multiplayer Stalwart Squadmate Ally Brother in Arms Strand with Your Brothers Perform 10 assists in any multiplayer game Perform 25 assists in any multiplayer game Perform 50 assists in any multiplayer game Perform 100 assists in any multiplayer game Perform 200 assists in any multiplayer game Perform 500 assists in any multiplayer game Malicious Sadistic Cruel Fiendish Vicious Destroy the Weak! 184 Perform 5 Grudge Kills Perform 10 Grudge Kills Perform 20 Grudge Kills Perform 40 Grudge Kills Perform 80 Grudge Kills Perform 130 Grudge Kills Honor Guard Exemplar And They Shall Know No Fear Helmet and +5,000 XP +10,000 XP Mk 4 Power Armor +100 XP Breastplate, backpack, and +500 XP Shoulder pads and +1,000 XP Win 5 games as Chaos Win 15 games as Unholy Triumph Chaos Win 30 games as Tainted Conquest Chaos Win 50 games as Black Crusade Chaos Win 100 games as Heresy Ascendant Chaos Death to the False Win 150 games as Emperor! Chaos Dark Victory Daemon Armor Name Requirements Ultramarines Champion Name Requirements Veteran of Graia Complete the Space Marine campaign Armor of Scorn Name Requirements Unforgiving Vengeful Greaves and +250 XP Requirements Vindictive Vendetta Nemesis No Mercy! No Forgiveness! Perform 5 Revenge Kills Perform 15 Revenge Kills Perform 30 Revenge Kills Perform 50 Revenge Kills Perform 75 Revenge Kills Perform 125 Revenge Kills Warmaster Reward Ultramarines Champion Reward +250 XP Vambraces, greaves, and +750 XP Breastplate, backpack, and +1,500 XP Shoulder pads and +2,500 XP Helmet and +3,750 XP +7,000 XP Helmet and +2,000 XP +5,000 XP Achieve Level 41 in Multiplayer Reward Name +250 XP Cultist Vambraces, greaves, and +750 XP Breastplate, backpack, and +1,500 XP Shoulder pads and +2,500 XP Heretic Disciple Aspirant Helmet and +5,000 XP Champion of Chaos +7,500 XP Kill the Loyalist! Requirements Kill 40 enemies as Chaos Kill 80 enemies as Chaos Kill 120 enemies as Chaos Kill 250 enemies as Chaos Kill 500 enemies as Chaos Kill 1,000 enemies as Chaos Blood Disciples Armor Name Requirements Reward Daemon Armor Close Quarters Wet Work Chosen of Nemeroth Armor Face to Face Name Requirements Reward Chosen of Nemeroth Complete the Space Marine campaign Chosen armor Carnage Butchery Draped in Blood Kill 20 enemies in close combat Kill 25 enemies in close combat Kill 50 enemies in close combat Kill 100 enemies in close combat Kill 200 enemies in close combat Kill 500 enemies in close combat Reward +300 XP Vambraces and +600 XP Breastplate and +1,000 XP Shoulder pads and +2,500 XP Helmet and +5,000 XP +10,000 XP Reward +100 XP Vambraces and +250 XP Breastplate and +500 XP Shoulder pads and +1,000 XP Helmet and +2,000 XP +5,000 XP Customizer Once you reach Level 4, you unlock the Customizer, which lets you modify not only your weapons and equipment, but also the visual look of your character. You can save different character designs to quickly toggle between before matches. When you first open the Customizer, you can choose to edit your wargear or your appearance. Let’s take a closer look at all of your customization options. Armor of Rage Reward +250 XP Vambraces, greaves, and +500 XP Breastplate, backpack, and +1,000 XP Shoulder pads and +2,000 XP Name Blooded Bloodshed Bloodletting Blood Spilled Helmet and +4,000 XP River of Blood +6,500 XP Blood for the Blood God! Requirements Perform 2 Killstreaks as Chaos Perform 5 Killstreaks as Chaos Perform 10 Killstreaks as Chaos Perform 25 Killstreaks as Chaos Perform 50 Killstreaks as Chaos Perform 100 Killstreaks as Chaos Reward +200 XP Vambraces, greaves, and +500 XP Breastplate, backpack, and +1,000 XP Shoulder pads and +2,500 XP Helmet and +5,000 XP +10,000 XP Wargear You can modify your wargear loadouts for each class for both Space Marines and Chaos Space Marines. First select which class and race you want to modify and a Loadout menu appears. Here you can select your primary weapon and your special equipment. Assault Marines and Raptors can also select their pistol in addition to their primary melee weapon. You can carry one item of special equipment. All classes can choose from three different special equipment types. Frag grenades are available when you are Level 1. They function in the same way as the frag grenades in the campaign game. However, as you advance in level, you can unlock more special equipment. Blind grenades temporarily hinder a player’s ability to see clearly for a short amount of time and cause a small amount of damage. Combat stimulants reduce damage taken and allow you to keep fighting longer. Warhammer 40,000: SPace marine // official game guide Armor of Hate Name Requirements Champion Vambraces, greaves, and +600 XP Breastplate, backpack, and +1,000 XP Shoulder pads and +2,500 XP +10,000 XP Mk6 “Corvus” Power Armor Name Requirements Reward Supportive Hero +300 XP Helmet and +5,000 XP Mk4 “Maximus” Power Armor Name Requirements Reward Chapter Champion Warrior Name Raptor Shock Armor multiplayer Relentless +200 XP Kill 40 enemies as a Space Marine Kill 80 enemies as a Space Marine Kill 120 enemies as a Space Marine Kill 250 enemies as a Space Marine Kill 500 enemies as a Space Marine Kill 1,000 enemies as a Space Marine Black Crusader Armor CH.23 Determined Perform 2 Killstreaks as a Space Marine Perform 5 Killstreaks as a Space Marine Perform 10 Killstreaks as a Space Marine Perform 25 Killstreaks as a Space Marine Perform 50 Killstreaks as a Space Marine 100 Killstreaks as a Space Marine Master-Crafted Power Armor Name Requirements Reward 185 Appearance Perks At the Modify Appearance menu, you can choose a chapter and use its color scheme. There are several chapters from which to choose for both the Space Marines and Chaos Space Marines. This is a quick way to pick a color scheme. multiplayer Equip perks in the Customizer screen to tailor your Marine to your play style. There are two different types of perks, and only one perk can be equipped until you unlock a second perk slot at Level 15. Combine perks to create a loadout that complements your favorite play style. CH.23 In addition to modifying the weapons your Space Marine or Chaos Space Marine carries into combat, you can also customize their appearance. First select which race you want to modify, and then select from five appearance slots. If you have completed the campaign game, then you also have a Chapter Armor set as well. Highlight one of the appearance slots and press the button that appears onscreen to edit it. Class Perks In addition to selecting a chapter, you can also customize the armor your character wears. To select new armor, you must first unlock it by completing armor challenges. You can choose all of the pieces of an armor set or individually customize the nine different parts of the armor from helmet to greaves and even your backpack. Earn class perks by gaining levels during multiplayer games. Class perks affect your character’s base behavior, such as improving your armor regeneration rate or allowing you to take more items. These vary by the class you choose to play as. Tactical Space Marine/Chaos Space Marine–Class Perks Now you can select the colors for your armor. You can paint your armor all one color or paint each piece. Select the primary color and the detail color. You can apply a pattern by pressing 3 or pwhen applying paint schemes. This divides the armor in half with two different colors—one on each side. TIP Name Effect Favor of the Armory Larraman’s Blessing Master-Crafted Wargear Rapid Deployment Serrated Combat Blade Tactical Readout Teleport Homer Weapon Versatility Increases the number of special equipment carried (frag grenades, blind grenades, or combat stims) Significantly improved Health-regeneration rate. Increased equipment effectiveness (frag grenades, blind grenades, or combat stims) Reduced time before returning to battle Increased close-combat damage Armor and Health indicators are displayed above opposing players. Allies reentering combat may do so at your position (so long as you remain alive). An additional weapon can be equipped. Devastator/Havoc-Class Perks 186 While you are customizing your armor, you can rotate your character around to view it from all angles. With all of the customization options, there are millions of possible combinations so that no two players should ever have the same appearance. Have fun with the Customizer and let your armor reflect your personality and play style. Do you want everyone to know you are on the battlefield? Then go with bright colors. However, if you prefer a more stealthy approach, pick colors that blend in with the environment. You can save up to five different appearances, so you can quickly select an appropriate one for the upcoming battle. Effect Ammunition Stores Artificer Armor Fast Stomp Feel No Pain Furious Stomp Iron Halo/Chaos Icon Reactive Blast Signum Link Start with twice the standard amount of ammunition Greatly reduced delay before armor begins regenerating The stomp (stun attack) is executed much more quickly Increased resistance to damage from close-combat weapons and explosives Increased damage and area of effect when executing a stomp Markedly increased armor When your armor is broken, you emit an area-of-effect blast, damaging nearby attackers Enemies appear more clearly when viewing the battlefield. Assault Marine/Raptor-Class Perks Name Effect Air-Cooled Thrusters Blast Off Death from Above Final Vengeance Furious Charge Impenetrable Sure Strike True Grit Increases the jump-pack power recharge rate between jumps Engine exhaust when jumping away causes damage to enemies. Improved Damage when executing a ground pound with a jump-pack. When you are killed, your jump-pack detonates, causing damage to all nearby enemies. Charge (sprint + strike) causes increased damage. Increased resistance to damage from ranged weapons Improves the effectiveness of the Interrupt attacks (stun) Equip the bolter in place of the bolt pistol, holding it one-handed. Warhammer 40,000: SPace marine // official game guide Finally, you can customize your shoulder badges. There are several badges from many different chapters, allowing you to finish up your character with style. Name 187 Weapon Perks Earn weapon perks by completing challenges unique to that weapon. Weapon perks affect your weapon’s base behavior, such as improving the firing rate or increasing the starting ammo. Tactical Space Marine/Chaos Space Marine Weapon Perks Name Effect Bolter Targeter Kraken Bolts Burst Fire Stalker Ammo Reserves Enlarged Plasma Chamber Improved Plasma Charge Additional Melta Fuel Improved Melta Charge Improved Twin-Link Rapid-Fire Reload Vengeance Payload Vengeance Projectiles Increased accuracy with the bolter. Bolter deals more damage to enemy armor and can punch through targets. The stalker bolter and Darmon eye bolter fires two-round bursts instead of one shot. The stalker bolter and Darmon eye bolter have increased ammunition stores. The plasma gun carries more energy. Reduces the time it takes to fire a charged shot. The melta gun has an increased fuel capacity. The melta gun chamber is recharged more quickly. Improved handling when firing a storm bolter or twin bolter from the hip. Increased reload speed for the storm bolter or twin bolter. The Graia-pattern vengeance launcher carries additional fusion charges. The Graia-pattern vengeance launcher can have more active fusion charges at one time. Devastator/Havoc Weapon Perks Name Effect Heavy Bolter Coolant Heavy Bolter Expertise Lascannon Capacitors Lascannon Stabilizers Improved Plasma Charge Plasma Heat Sink Greatly reduced heat buildup for the heavy bolter. Markedly reduced time to change to and from braced stand with the heavy bolter. Improved capacitor-loading speed. The lascannon handles better when firing. Reduces the time it takes to fire a charged shot. The plasma cannon generates less heat with each shot. Assault Marine/Raptor Weapon Perks 188 Name Effect Bolt Pistol Magazine Plasma Heat Sink Swordsman’s Zeal Axeman’s Zeal Killing Blow Power Swordsman’s Zeal The bolt pistol holds additional rounds per clip. The plasma pistol vents heat much faster. Regain some health with every successful strike of the chainsword. Regain some health with every successful strike of the power axe or chain axe. Strikes with the thunder hammer or Daemon maul kill all opponents with a single direct blow. Regain some health with every successful strike of the power sword. After you collect a servo skull, you can access the recordings at any time by selecting “Audio Log” in the Pause menu. Some recordings are divided among three or more skulls, so you need to find them all to get the complete story. This section helps you find all of the servo skulls in the campaign. We reveal the locations of each and give you access to the complete transcripts for each recording, organized by the person or persons who recorded the log. Servo Skull Locations (in order of appearance in campaign) Recording Name Location Audio Log: Workshift 465 (1/5) 2: Chapter Start Behind explosive hazards, immediately after encountering the first set of Gretchins Journal: Guardsman Alexander (1/5) 2: Chapter Start After reuniting with Leandros, as you head into the trenches Audio Log: Medicae Station Ventris (1/5) 2: The Trenches After exiting the Imperial Guard command bunker, in the second bunker in the trenches Battlefield Log: 2nd Lt. Mira (1/5) 2: No Man’s Land In the last of a series of ruined rooms after using sniping at Orks up on buildings Journal: Guardsman Alexander (2/5) 2: No Man’s Land First bunker in the Ork-held trenches Duty Log: Transmechanic Petronius (1/5) 3: Chapter Start Gun battery entrance area, in the room to the right with rubble blocking the doorway Battlefield Log: 2nd Lt. Mira (2/5) 3: Armory After getting off the lift on the lower floor, the skull is straight ahead by an ammo cache Audio Log: Medicae Station Ventris (2/5) 4: Train Station Along the first train station walkway; upstairs and to left, on a raised platform Warhammer 40,000: SPace marine // official game guide 198 Campaign Chapter #/ Checkpoint appendix Throughout the campaign, you can find 48 servo skulls scattered about. Collecting them earns you two different achievements/trophies, and each servo skull contains an audio recording made by people on Graia prior to the arrival of Captain Titus and the squad of Ultramarines. The recordings provide a glimpse into the lives of the people of the Forge World. It also provides some interesting backstory into the events in which you are engaged during the campaign. CH.25 Appendix Servo Skulls 199 Servo Skull Locations (in order of appearance in campaign) Location Recording Name Campaign Chapter #/ Checkpoint Location 5: Chapter Start After seeing the Ork crane and fighting through Orks in the lower cargo area, skull is located by a crate to the right of the ramp leading up Personal Message: Worker Nathaniel (2/5) 8: Jump-Pack After getting jump-pack and jumping up to the first platform, in a room directly ahead on an upper level—you must use jump-pack to reach it Encrypted Report: Inquisitor Drogan (1/5) 5: Cargo Bay After riding down the elevator, in Imperial Guard–held corridor Encrypted Report: Inquisitor Drogan (5/5) 8: Jump-Pack After the first fight with a few Orks, past the Rok that’s on fire, to the right of the staircase Audio Log: Workshift 465 (2/5) 6: Chapter Start After using the augur station to locate the Inquisitor, on lower catwalk to the left as you proceed toward next elevator Audio Log: Workshift 465 (4/5) 8: Jump-Pack In first arena where you fight the Weirdboy; go down some stairs from a walkway along the side Encrypted Report: Inquisitor Drogan (2/5) 6: Chapter Start In forge area, on a platform overlooking the conveyor before the exit door Journal: Inquisitor Drogan (1/10) 8: Jump-Pack After exiting arena with first Weirdboy fight, go to the end of a large area and jump over some rubble instead of turning right to enter another arena Duty Log: Transmechanic Petronius (2/5) 7: Chapter Start After the second major fight with Orks in the sewers, in the left circular sewer entrance at the exit of the area Audio Log: Workshift 465 (5/5) 8: Jump-Pack After getting previous skull and heading to next arena, jump up to a platform on the right, then up again to a higher platform with a statue Audio Log: Medicae Station Ventris (3/5) 7: Chapter Start While moving along catwalks, skull is to the left behind some explosives and rubble Personal Message: Worker Nathaniel (3/5) 9: Kalkys Outskirts When you come to a broken bridge, go left to a dead end Audio Log: Medicae Station Ventris (4/5) 8: Chapter Start After moving through first hab block and dropping down to street level, in a corridor on the left side, under the corridor you dropped down from Audio Log: Medicae Station Ventris (5/5) 9: Kalkys Outskirts By crashed Valkyrie gunship Encrypted Report: Inquisitor Drogan (3/5) 8: Chapter Start In hab block after ambush by Shoota Boyz, inside first room on right Battlefield Log: 2nd Lt. Mira (3/5) 9: Kalkys Outskirts At the end of the canal section, behind some rubble on left before heading up ramp Audio Log: Workshift 465 (3/5) 8: Chapter Start Corridor upstairs from previous skull, in room on left Duty Log: Transmechanic Petronius (3/5) 10: Chapter Start After the end of the first corridor with turrets on rails; go down the corridor on the right to the end Personal Message: Worker Nathaniel (1/5) 8: Street Warfare Underground corridor in between hab blocks, to the right by an ammo cache Duty Log: Transmechanic Petronius (4/5) 10: The Labs In a side room in the second laboratory area Encrypted Report: Inquisitor Drogan (4/5) 8: Street Warfare Upper area of big fight with Orks before the ramp to the rooftop Journal: Inquisitor Drogan (2/10) 10: Security Room In the Weapon Core room, on a walkway branching off from the central area, next to a locked door Warhammer 40,000: SPace marine // official game guide Journal: Guardsman Alexander (3/5) appendix 200 Campaign Chapter #/ Checkpoint CH.25 Recording Name Servo Skull Locations (in order of appearance in campaign) 201 Servo Skull Locations (in order of appearance in campaign) Location Recording Name Campaign Chapter #/ Checkpoint Location 12: Chapter Start After dropping down from the bridge, go upstairs and turn left, then past some explosives and rubble Journal: Inquisitor Drogan (7/10) 13: Free the Titan After squadmates split off from you, head up the ramp to the left of the elevator Journal: Inquisitor Drogan (3/10) 12: Chapter Start Along the side of a large room with a weapons cache and a Shrine where you get the Iron Halo Inquisitor Attacked (1/3) 13: Free the Titan In a room off the walkway where you fight the first Chaos Drone Battlefield Log: 2nd Lt. Mira (4/5) 12: Chapter Start After an Ork vs. Chaos fight, up some stairs in a hab block, in a room on the upper floor Journal: Inquisitor Drogan (8/10) 15: Chapter Start In the cargo room after getting off of the lift Journal: Guardsman Alexander (4/5) 12: Enemies Aplenty After reuniting with Lt. Mira, against the wall near a weapons cache in area where you fight Orks Personal Message: Worker Nathaniel (5/5) 15: Traitor’s Arena After fighting a small group of Renegades, look in a destroyed pipe on the right side Journal: Inquisitor Drogan (4/10) 12: Enemies Aplenty After elevator ride with Lt. Mira, down a long corridor, in a room to the right Inquisitor Attacked (2/3) 15: Traitor’s Arena Near weapon cache before major fight with Chaos forces Duty Log: Transmechanic Petronius (5/5) 12: Bastion Primus Next to Shrine containing Plasma Gun Journal: Inquisitor Drogan (9/10) 16: Ascent Next to statue and weapons cache after first Psyker encounter Journal: Guardsman Alexander (5/5) 12: Bastion Primus In trenches immediately after leaving squad and Lt. Mira, near a weapons cache Journal: Inquisitor Drogan (10/10) 16: Vertigo On a floating platform from where a Chaos Space Marine attacks Battlefield Log: 2nd Lt. Mira (5/5) 12: Bastion Primus After entering the underground rail network, hidden behind crates near the exit door Inquisitor Attacked (3/3) 16: Vertigo After the attack by a Chaos Drone, head along walkway to the right Journal: Inquisitor Drogan (5/10) 13: Chapter Start In area with catwalks where you fight against Chaos, on a room off to the left before you exit Journal: Inquisitor Drogan (6/10) 13: Free the Titan Along the main corridor you travel, off to the left after going through a doorway Warhammer 40,000: SPace marine // official game guide Personal Message: Worker Nathaniel (4/5) appendix 202 Campaign Chapter #/ Checkpoint CH.25 Recording Name Servo Skull Locations (in order of appearance in campaign) 203 Servo Skull Transcripts Servo skull recording of events on Graia: conversations between assembly-line worker Lilith and welder Caleb, during their work shift at Manufactorum Ajakis. LILITH Caleb, there you are. The Shiring brothers are saying we’re under attack! CALEB The brothers are idiots, Lilith. LILITH They saw rocks in the sky. CALEB Xenos, here? Damned unlikely. Situation: Conversations showing the start of the Ork invasion from the perspective of workers at Manufactorum Ajakis. LILITH The Orks have reached the Western territories. That’s close, Caleb. CALEB Not when all the planetary defenses—and the Skitarii manning them—stand between us and them. LILITH First you don’t believe there’s an invasion, and Situation: Continued conversations CALEB Lilith, we have a far better chance of being killed on the assembly line than by a far-away Ork. CALEB I say we stay here. This factory is a far better place than the hab blocks to make a last stand. VOICE OF GRAIA (loudspeaker) Workers, take your stations. Be productive, be dutiful— LILITH A last stand? You’re no Skitarii, Caleb. Situation: Conversations showing the start of the Ork invasion from the perspective of workers at Manufactorum Ajakis. CALEB I’m surprised you showed up. There’s no one here. VOICE OF GRAIA (on loudspeaker) Workers, alert. Xenos presence detected. This is not a drill. CALEB If I’m going to die today, I want to face it straight on. LILITH You stubborn fool—you are not going to die today! There’s got to be a place we can hide. LILITH I didn’t know where else to go. Situation: Continued conversations. VOICE OF GRAIA (loudspeaker) Workers, assemble. LILITH What took you so long? LILITH People are saying the Skitarii are dead. CALEB I saw them. The Orks are in the loading bays. Help me drag this over. CALEB I think people are right. VOICE OF GRAIA (loudspeaker) The increase in worker absences has been noted. Delinquent workers will be disciplined. LILITH Caleb, what are we going to do? LILITH Why are you blocking the door? This room isn’t safe enough—we have to go, Caleb! VOICE OF GRAIA (on loudspeaker) Workers, evacuate. Xenos detected. Your safety is not guaranteed. CALEB It’s too late, Lilith. There’s nowhere to run. CASSIA Not in the disease ward, Dominus. What’s wrong with her? DOMINUS Ork projectile to the leg, Magos Cassia. CASSIA Amputations are down the hall. DOMINUS Very well. I shall prepare for the implant grafting— CASSIA No implants. Just get rid of her leg and stitch her up fast. We’re at war— Situation: At Medic Station Ventris, Senior Medic Cassia and Junior Medic Dominus struggle to treat casualties of war. DOMINUS —has a deep wound to the arm. Signs of blood poisoning. CASSIA That’s from an Ork choppa. We can’t stop him from going septic. Make him comfortable and move on. Journal: Guardsman Alexander The Orks are beating us bad. We’re completely outnumbered—every time you kill one of the bastards, feels like a dozen take their place. ALEXANDER I want to be strong—to say everything’s all right, but it’s not. And my mate Gareth. An Ork chopped his leg off and he bled out—nothing I could do. The dead are everywhere. ALEXANDER Personal message cache: Guardsman Thomas Alexander. The officers are all dead. A second lieutenant’s taken over. She’s keeping us focused— Must be winter back home. No snow here, that’s for certain. We’ve been diverted to a Forge World under Ork attack. The defenders are all dead, the Orks are killing everyone on the planet, and we’re the only Imperial Guard in the sector. The fleet’s on the way—but they’re a couple of weeks out. We’re in for a hard fight. ALEXANDER Personal message, Guardsman Alexander. 204 I’ll be quick. Wait—we’re moving out. More soon. ALEXANDER Personal message cache, Guardsman Alexander. Stinking, rotting…we burn the bodies when we can, but the fire attracts more Orks. If you stop and think about the billions dead here, you’ll go mad. But no matter where you go, you find the people of this world . . . all dead, all waiting for help that never came. Today was a good day. We were clearing a foundry of Orks when I heard banging from inside the furnace. Good thing I didn’t throw a grenade inside, because it was full of civilians—starving, scared, some no more than kids, but still alive. It cheered everyone up to see them. Gives us something worth fighting for, you know? Now we’ve just got to keep the Orks away from them. ALEXANDER (in pain, delirious) I moved too slow… got shot in the gut. Stupid of me. Doesn’t hurt now, though—the medics gave me something. But they’re not stitching me up. I wish they would. Is it winter back home? Did I ask that? There’s something wrong with me. . . . CASSIA That’s it, then. Bar the doors. CASSIA Unfortunately, yes—in my first Ork invasion, which I hoped would be my last. Yet, here I am again. Right, who’s next— DOMINUS You’re closing the infirmary? Situation: Continued conversations DOMINUS We’re almost out of sterile dressings. I haven’t even begun to treat the new burn victims. CASSIA You can’t treat them. Give them something for pain. But that is all. DOMINUS I am a Magos Biologis. No wound or malady is beyond me. CASSIA You are in a triage situation. Observe, analyze, and decide who we can save. Situation: Continued conversations CASSIA There’s no room for them in the south ward. Put them on the second level. DOMINUS It’s completely full. That’s where I’ve been moving the dying. CASSIA We are being overrun. We must focus on the wounded already under our care. This is the only way. Take the servitors to keep the crowds back. Situation: Continued conversations DOMINUS Radio says the Orks are two streets away. CASSIA Help me with this, Dominus. Hurry. DOMINUS What are you injecting him with—stop! This is a fatal dose! CASSIA Yes, it is. I have enough for every patient. DOMINUS You’re murdering them now? CASSIA I’m showing them mercy. In ten minutes, the Orks will break through those doors and slaughter them all in their beds. Better to die in peace before that. It’s the last thing I can do for them. Battlefield Log: 2nd Lt. Mira Servo skull recording of events on Graia: Imperial Guard in the midst of battle with Orks. IMPERIAL CAPTAIN Just get the ship out of orbit, pilot. Lieutenant Mira! The Orks cut off our reinforcements. MIRA Damn it—I suggest we move the unit to a more defensible position, sir. IMPERIAL CAPTAIN Do it. And make sure— Situation: Servo skull recording events on Graia; Imperial Guard under heavy attack. MIRA Not enough cover— Get down, get down! IMPERIAL CAPTAIN (agonizing scream) MIRA Hold on, Captain! Get me a medipack! Situation: Servo skull recording events on Graia; Imperial Guard at their outpost in between attacks. IG GUARDSMAN We’re all going to die out here— MIRA You are an Imperial Guardsman. Start acting like one! IG GUARDSMAN But, Lieutenant— Situation: Servo skull recording events on Graia; Imperial Guard at their outpost planning an attack. MIRA Send a runner to the depot at Position Alpha. Let’s go. IG GUARDSMAN You’re not leading this raid, are you? MIRA Of course I am. IG GUARDSMAN Lieutenant, we need you in one piece. Let’s face it—you’re holding us together out here, and if you get— MIRA We’re not dead yet! So do your bloody job and defend the line before they— continued… Warhammer 40,000: SPace marine // official game guide Situation: Thomas Alexander, 20, is a low-ranking Imperial Guardsman sent to Forge World Graia with a small detachment of soldiers. These are his private journals. DOMINUS You’ve seen these kinds of wounds before? appendix VOICE OF GRAIA (on loudspeaker) Workers, assemble. now you’re not worried about it at all. Servo skull recording of events on Graia: At Medic Station Ventris, Senior Medic Cassia and Junior Medic Dominus deal with the injured and dead—casualties of the Ork invasion. CH.25 Audio Log: Workshift 465 Audio Log: Medicae Station Ventris 205 Battlefield Log: 2nd Lt. Mira (continued) MIRA Have some faith, Sampson. In the dark we might catch those Orks off their guard. Unless they’ve— IG GUARDSMAN 4 But a nighttime assault? IG GUARDSMAN Still don’t think this is a good idea. NATHANIEL Benjamin, plans have changed. didn’t want to be ridiculed. And today I heard voices—the signal’s an Ork fleet heading straight for Graia! PETRONIUS Transmechanic Second-Class Petronius, entering duty log 31127. You should have seen the shock on his face. If he’d believed me a week ago, we would have had that much more warning. Communications console functioning: normal. Issues of note: one. He was wrong—I was right. I detected a signal that should not have been there, but Transmechanic First-Class Aleric refused to believe me. Yes, I’ve made mistakes before. That pulsar I thought was a Tau warship. Missing the signal from the Fabricator General’s transport. That’s when I told Aleric. Finally. PETRONIUS The Orks have thrown my duties into chaos. I only get distress calls now. “The xenos are here,” “The hab block’s on fire.” And today, Transmechanic Aleric insisted I contact every single planetary defense outpost. But I am not wrong every time! There’s something approaching from the far side of the sun. I know it. A hundred stations! He just didn’t want to do it himself. None of the stations picked up. When I told him that, Aleric rushed off. PETRONIUS I was right! For days, I tracked that signal coming from beyond the sun. I didn’t tell Transmechanic First-Class Aleric because I No acknowledgment, no thanks. I suppose even an Ork invasion cannot change some people. PETRONIUS The Orks broke into the temple. I couldn’t hear them—I was plugged into my console. Then someone crashed into me, hard, from behind—it was Transmechanic Aleric. He had an Ork axe in his chest. He’d blocked the attack meant for me. The Ork went berserk—he grabbed for me but only caught my robe. I ripped free and ran. Aleric saved me. He died, saving me. PETRONIUS It’s been three days since Aleric died, and the Orks have finally left the temple. I accessed a comm station. The liberation fleet is en route, with Ultramarines leading an advance force. But they are only now entering the Immaterium. I hope I am wrong, like I’ve been so many times before. But I fear that by the time the Ultramarines come to our rescue, everyone on this planet will be dead. Encrypted Report: Inquisitor Drogan INQUISITOR Encoded transmission from Inquisitor Drogan to Inquisitor Lord Sharpe. As we’d hoped, my lord, Forge World Graia is an ideal location to focus on my work. Though helpful, the techpriests of the Adeptus Mechanicus are forever curious. Interest can easily turn to interference. . . . I will be cautious about involving them in my experiments. At least, for now. My lord, the research facility is operational ahead of schedule, thanks to the techpriests. I’ve already begun my work to create a stable energy matrix. Harnessing these… unorthodox…energies is proving more promising than I could have dreamed. INQUISITOR Report to Lord Sharpe The Fabricator General of Graia shares my vision for the power source. Today, he offered up the Titan Manufactorum to test the device’s capabilities. There is a risk that the power source may overload and destroy the entire facility. But it is an acceptable risk. INQUISITOR Transmission to Inquisitor Lord Sharpe 206 And the techpriest does not need to know. INQUISITOR To Lord Sharpe: The power source succeeded in fueling the entire Titan Manufactorum—a remarkable feat. But I have not forgotten my true purpose on Graia, my lord. I have dedicated my life to defeating the alien horde. Now I will use the power source in a weapon that exploits the very weaknesses of our alien foe. . . . INQUISITOR To Lord Sharpe: The weapon is working. Integrating the power source makes this weapon far more devastating to the alien biology than I’d envisioned. My lord, I believe that this weapon—this psychic scourge—could end the alien threat against the Imperium for all time. I have to get her. You’ll be back from the food depot before we are. Tell your mother where I am when she arrives—and both of you, stay there. Pack up the food as best you can. Reports are that the Orks have already reached the manufactorum. We’ll need to leave as soon as we’re together. I’ll be home soon. NATHANIEL Benjamin, we’ve waited as long as we can. Where are you? They cornered your sister—she was screaming—and your mother threw herself at them. When you get this message, leave immediately—go to hab block seventy-four. We’re going to gather with others from our shift-group. We have your things. Come and find us—stay safe. And hurry. They laughed, Benjamin—the worst sound I have ever heard—and I grabbed Hannah. NATHANIEL Benjamin, I feel like I’m leaving breadcrumbs for you to follow. We can’t wait for you here. The shift-group left without us. The whole idea was safety in numbers, but they didn’t bother to wait. This hab block’s completely looted. We’re heading for Evacuation Center Epsilon. Look for us there. Be careful, Ben. NATHANIEL Benjamin, something terrible has happened. Your mother—my Julia— We got caught in an Ork ambush. But your mother—they took her and they broke her and I couldn’t— (stops, regains control) We made it to Epsilon Centre. Find us, Benjamin. Please, find us. NATHANIEL Benjamin, we have to leave Epsilon Center. The Orks are coming. I’m so sorry, Ben—I can’t leave you the next breadcrumb, because I don’t have a plan anymore. We’ve lost your mother, and I’m so afraid we’ve lost you, too. I have to keep Hannah safe. That means we can’t stay in one place long. But I promise you, Benjamin, I will find you. I will never stop looking. Journal: Inquisitor Drogan Situation: Inquisitor Drogan kept a secret journal detailing the true nature of his work on the Forge World. This is his first entry. INQUISITOR On that fateful journey through the Warp, in my exhausted musings, I let my guard down . . . something a psyker should never do. INQUISITOR Encrypt recording. Authorization Drogan, Inquisitor Ordo Xenos. My desire—my psychic will—reached out into the Warp . . . and the Warp reached back. I have arrived on Graia to begin my research. This work could change the course of history. I would be a fool to leave no record. . . . The Imperium must not forget the good I have done. These journals will remain sealed until my death, for here I will speak the truth that could damn me. INQUISITOR My work began with two simple questions. On that day, my ship had just entered the dimensional limbo of the Warp. A spark of Warp energy appeared before me. Tentative, flickering, and powerful—I felt it batter my psychic shields. My shock was absolute. I lost focus, and the spark disappeared. I knew I had to get it back. INQUISITOR With my psychic abilities, I had drawn energy from the Warp. If I could summon it again— contain it, control it—then perhaps I could use it to defend the Imperium. Most people do not like to think of the Warp’s true nature. After all, it lets us travel between the stars. So, I made another interstellar journey through the Warp. Barely daring to hope, I lowered my psychic defenses and willed the energy to return. But the Warp is the realm of Chaos. It did. Creatures of absolute evil—and absolute power—take their strength directly from it. I captured the spark in a containment device and marveled at its potential. My work could now begin. So, I asked my questions: Could I tap into that power? And what could I do with it? INQUISITOR With my psychic abilities, I had drawn energy from the Warp. I found a planet where I could work, unobserved: a remote Forge World. The Adeptus Mechanicus gave me free rein when I told them I was developing a weapon with a new, “unorthodox” energy source. They know the Xenos will soon choke humanity out of the galaxy. If my weapon will help keep our species alive, they will not ask questions. Desperation cuts through bureaucracy. INQUISITOR Experimentation with the Warp energy is proceeding rapidly. I no longer need to travel into the Warp to pull more energy into this reality. But I am encountering . . . unexpected . . . activity. I was naive to think that my incursion into Warp space had gone unnoticed. Someone—something—has taken an interest. When I manipulate the energies, I feel a presence pushing against my psychic defenses, testing them. Testing me. continued… Warhammer 40,000: SPace marine // official game guide Situation: Inquisitor Drogan records an update to his superiors in the Inquisition. Hannah hasn’t returned—I think they’re going to close off that whole stratum. The Orks are crossing the mainline bridge. I have to get Hannah and your mother out of here. appendix Duty Log: Transmechanic Petronius Situation: Duty Logs of Transmechanic Second-Class Petronius, a techpriest who operates a communications station on Graia. Situation: Nathaniel is a father and factory worker on the run from the Orks with his wife and daughter. He leaves messages for his teenaged son, Benjamin, to follow them to safety. CH.25 MIRA It’s not your call, is it? I say this is our best chance of taking the gun. Situation: Servo skull recording events on Graia; Imperial Guard at their outpost continuing planning an attack. Personal Message: Worker Nathaniel 207 Journal: Inquisitor Drogan (continued) Running the Titan Manufactorum with it—or rather, with the “power source”—provided a convenient opportunity. I designed the weapon to use the Warp energies to target the weak points in the Xenos brain and rupture them. When I put it to practice, however, the specimen’s head explodes. Distasteful, but effective. But this was a trivial accomplishment. The weapon works. INQUISITOR The stench of aliens permeates this facility— but it is tolerable, because it represents progress. I acquired specimens for experimentation: Ork, Tau, Eldar. Even a Tyranid lictor, which nearly caused a revolt among my techpriest allies. INQUISITOR The psychic attacks are increasing. I am hearing things, now—a name, a constant whisper in my mind. I must withstand it. INQUISITOR I’ve encountered unexpected results. The Warp energies affect different species in different ways. Essentially, I can tune this weapon to cause maximum damage to whatever enemy we face. If humans are caught in the blast wave, they will not be harmed. Good news, I suppose…. I have not slept in two days. Because something completely unexpected has happened: Orks are invading this planet. The timing is perfect. The Psychic Scourge weapon is nearly ready, and millions of Orks will prove the ultimate test subjects. I will save this planet. History will remember this as the moment we turned the tide against the alien threat to our people…. INQUISITOR Drogan! Inquisitor, Ordo— INQUISITOR Lock it down! A Daemon is in the labs! Situation: The Chaos Daemon attacks Inquisitor Drogan. VOICE OF GRAIA Authorization required to implement security protocols. INQUISITOR Drogan. Inquisitor, Ordo Xenos. DAEMON You can’t run, human! INQUISITOR Safe from you, Daemon! Burn Them All 20 20 Brute Force... Unleashed 30 Finesse and Fury 10 Description Complete a chapter of the single-player campaign using only plasma weapons Complete a chapter of the single-player game using only the vengeance cannon and power axe Complete a chapter of the single-player game using only stalker-pattern bolter and chainsword Gamerscore 5 5 5 Command Squad Reunite with your Space Marine brothers 5 Into the Breach Fight your way to the crashed Rok 10 Silence the Cannon Destroy the orbital gun 10 You Must Carry It Retrieve the power source 10 Not So Tough Kill 10 ’Ard Boyz 20 Die, Heretics Kill 50 Chaos Space Marines 20 Situation: Inquisitor Drogan is dead, killed by Chaos Daemon. The Daemon is now completing a ritual to reanimate and possess the Inquisitor’s corpse. Glorious Slaughter Kill 75 enemies using executions 10 We Take Our Chances Fire the Psychic Scourge 10 Put Them Down Get 100 headshots 10 DAEMON (daemonic chanting) Kill Warboss Grimskull once and for all 10 Master of the Clean Kill But I Am Finished with You Get 250 headshots 30 Use the Invictus to destroy the Orbital Spire 10 Shock & Awe Kill 150 enemies using the charge attack Hammer of the Imperium 20 20 Death from Above Kill 25 enemies with ground pound Here, at the End of Kill Daemon Prince Nemeroth All Things 15 Lexicanum Collect 10 Servo Skulls 10 The Emperor’s Marksman Kill 10 enemies in a row in a single ranged Fury activation 20 Librarian of Macragge Collect all Servo Skulls 75 Feel My Wrath Kill 250 enemies using melee Fury attacks 30 Battle Brother Get an MP character to Level 10 10 The Emperor Protects Complete Part 1 of the game on Hard difficulty without dying 25 Veteran Get an MP character to Level 20 15 None Can Stand Before You Complete the entire game on Hard difficulty 125 Captain Get an MP character to Level 30 20 20 Chapter Master Get an MP character to Level 40 30 5 Warrior of Darkness and Light Shapeshifter INQUISITOR (yell of pain) In Nemeroth’s name— I possess this Inquisitor. I possess his secrets! …is here! So close! But how can I get to— Nob Down Blast Radius Precision Killer Chain of Death Master of Sword and Gun 208 5 Name 20 The Warp device… INQUISITOR (agonized scream) Gamerscore Kill 25 melee Nobs I possess this corpse. DAEMON You will tell me. After you are dead! (monstrous scream) Description The Might of the Kill 100 enemies Righteous Success Is Kill 500 enemies using melee Measured in Blood weapons Kill 500 enemies using Angel of Death ranged weapons Visible, Violent Kill 2,500 enemies Death Kill 250 enemies using exotic weapons (heavy bolter, Firepower autocannon, or plasma cannon) Win 10 struggles against the melee Nob Multikill—5 enemies with 1 frag grenade Multikill—2 enemies with 1 stalker-pattern bolter shot Multikill—Detonate a chain of 5 consecutive vengeance launcher rounds in the world, killing at least 10 enemies Complete a chapter of the single-player campaign using only the bolt pistol and chainsword 5 10 Jack of All Trades Master of Arms 5 Keeper of the Armory Play 10 MP games as Space Marine and 10 MP games as Chaos Marine Play each role in multiplayer Play 10 MP games using each role Complete 5 weapon challenges Complete all the weapon challenges 15 10 25 20 30 Warhammer 40,000: SPace marine // official game guide VOICE OF GRAIA Repeat authorization. Speak clearly. DAEMON The Warp device! Where is it? Name The Bigger They Are... Inquisitor Attacked Situation: Inquisitor Drogan tries to contain a Chaos attack at his laboratory. Xbox 360 and PC Achievements appendix I am just waiting for the live cargo to arrive. As you play the Xbox 360 and PC Steam versions of the game, you can earn several achievements. I need rest…. That is the tidy theory. The techpriests are practically giddy with its success. I am impatient to begin testing the Warp device’s psychic attributes. Achievements The more I use the Warp device, the stronger the assault on my psychic shields. CH.25 INQUISITOR I needed to test the Warp device’s capabilities. 209 Playstation 3 Trophies (continued) Xbox 360 and PC Achievements (continued) Description Armored in Glory Complete 10 armor challenges Defender Devastation! Gamerscore Description Master Crafted Fully customize a Space Marine and a Chaos Space Marine character (must change all armor parts and modify the color on at least one piece of armor) 10 Down to Earth Kill 50 Assault Marines/ Raptors in midair 30 True Son of the Emperor Kill 40,000 enemies in the game (single and multiplayer game modes combined) 75 15 Kill 25 opponents who are capturing your control point in 10 Seize Ground Have 10x more kills than deaths in a single game of 25 Team Death Match Gamerscore Trophies Name Description Trophy Name Description Trophy But I Am Finished with You Kill Warboss Grimskull once and for all Bronze Jack of All Trades Play 10 MP games using each role Gold Hammer of the Imperium Use the Invictus to destroy the Orbital Spire Bronze Master of Arms Complete 5 weapon challenges Silver Here, at the End of Kill Daemon Prince Nemeroth All Things Silver Keeper of the Armory Complete all the weapon challenges Gold Lexicanum Collect 10 Servo Skulls Bronze Armored in Glory Complete 10 armor challenges Silver Librarian of Macragge Collect all Servo Skulls Platinum Defender Battle Brother Get an MP character to Level 10 Bronze Veteran Get an MP character to Level 20 Silver Captain Get an MP character to Level 30 Silver Chapter Master Get an MP character to Level 40 Gold Warrior of Darkness and Light Play 10 MP games as Space Marine and 10 MP games as Chaos Marine Silver Down to Earth Kill 50 Assault Marines/ Raptors in midair Gold Shapeshifter Play each role in multiplayer Bronze True Son of the Emperor Kill 40,000 enemies in the game (single and multiplayer game modes combined) Platinum Be sure to earn all of these trophies as you play the PlayStation 3 version of the game. Playstation 3 Trophies Name Description The Might of the Kill 100 enemies Righteous Success Is Kill 500 enemies using melee Measured in Blood weapons Kill 500 enemies using Angel of Death ranged weapons Visible, Violent Kill 2,500 enemies Death Kill 250 enemies using exotic weapons (heavy bolter, Firepower autocannon, or plasma cannon) Name Description Trophy Bronze None Can Stand Before You Complete the entire game on Hard difficulty Platinum Silver Nob Down Silver Blast Radius Gold Precision Killer Bronze The Bigger They Are... Kill 25 melee Nobs Silver Not So Tough Kill 10 ’Ard Boyz Silver Die, Heretics Kill 50 Chaos Space Marines Silver Glorious Slaughter Kill 75 enemies using executions Bronze Put Them Down Get 100 headshots Bronze Master of the Clean Kill Get 250 headshots Gold Shock & Awe Kill 150 enemies using the charge attack Silver Death from Above Kill 25 enemies with ground pound Bronze The Emperor’s Marksman Kill 10 enemies in a row in a single ranged Fury activation Silver Feel My Wrath Kill 250 enemies using melee Fury attacks Gold The Emperor Protects Complete Part 1 of the game on Hard difficulty without dying Gold Chain of Death Master of Sword and Gun Burn Them All Brute Force... Unleashed Finesse and Fury Win 10 struggles against the melee Nob Multikill—5 enemies with 1 frag grenade Multikill—2 enemies with 1 stalker-pattern bolter shot Multikill—Detonate a chain of 5 consecutive vengeance launcher rounds in the world, killing at least 10 enemies Complete a chapter of the single-player campaign using only the bolt pistol and chainsword Complete a chapter of the single-player campaign using only plasma weapons Complete a chapter of the single-player game using only the vengeance cannon and power axe Complete a chapter of the single-player game using only stalker-pattern bolter and chainsword Silver Master Crafted Bronze Bronze Bronze Bronze Bronze Bronze Bronze Command Squad Reunite with your Space Marine brothers Bronze Into the Breach Fight your way to the crashed Rok Bronze Silence the Cannon Destroy the orbital gun Bronze You Must Carry It Retrieve the power source Bronze We Take Our Chances Fire the Psychic Scourge Bronze Warhammer 40,000: SPace marine // official game guide 210 Trophy Devastation! Kill 25 opponents who are capturing your control point in Bronze Seize Ground Have 10x more kills than deaths in a single game of Gold Team Death Match Fully customize a Space Marine and a Chaos Space Marine character (must Bronze change all armor parts and modify the color on at least one piece of armor) appendix Name CH.25 Name 211 COnCept Art Featuring commentary by Raphael van Lierop, Game Director of Warhammer 40,000: Space Marine Creating the World Creating the world of Space Marine was a process of reverse archaeology. First, all the painstaking research required an understanding of what the world needed to be—from the largest-scale piece of architecture to the incredibly detailed minutiae that would create a sense of authenticity in the setting. Then there was the formidable task of constructing Graia and ensuring it felt as real and dedicated to the promise of 40k as possible, as well as living up to the lofty expectations of the legions of fans who have only been able to imagine this setting for the past 25 years. And finally, the process of destroying it all— creating the sense that a planet-sized factory has just been invaded by a powerfully destructive force of nature, with no respect for the monumental task of constructing such a vast center of manufacturing and resource exploitation. In the end, we showed only a fraction of the world we explored in our minds, but we hope the attention to detail and passion we poured into the creation of the environments—and all the drama that unfolds within them— helps transport players into a world that is deep and rich. 214 215 Forge World Graia With Graia, we always knew that the world needed to be vast but that the player’s journey would follow a relatively tight course through a small portion of the planet. This was due to wanting to create a flowing experience with a sense of every locale being interconnected as much as possible and avoiding whisking the player from one area to another in a world that felt disconnected. 216 We also wanted to ensure that against the backdrop of a planetary invasion, the player’s story felt very much focused on their specific actions. We wanted the mission on Graia to have the personal importance of the Saving Private Ryan scenario, following a relatively small group of characters against the backdrop of a massive war, while mixing in some of the themes and vibe of Conrad’s Heart of Darkness, where the deeper the player explored the physical environment, the darker the events became, until the usual rules and taboos would no longer apply. 217 In early brainstorming, we discussed a planet that had been a Forge World for thousands of years, and the majority of the planet’s surface materials would have been mined, but the mining would have continued deep into the heart of the planet, with canyons crisscrossing like angry scars. The atmosphere would be heavily polluted, and there would be no sign of natural flora or fauna. This was all in keeping with the notion of the planet being a massive factory, literally eating the planet away in service to the ravenous manufacturing complexes. We discussed the process of extracting resources; importing of raw materials; manufacturing of parts used to create the millions of weapons, ammunition, and vehicles; and transporting these parts to large manufacturing centers. We also covered the infrastructure required to take these completed pieces off-world, to do their duty in fueling the human war effort. The Orbital Spire We wanted to provide the player with a clear landmark, a navigation point on the horizon that could serve as a literal guide for the player and a metaphorical guide for the hero. In considering how a planet of this size would transport skyscraper-sized war machines up to orbiting vessels, a space elevator became the obvious solution. The Orbital Spire was our answer to this—a structure that is highly functional, aesthetically compelling, and symbolic to the player’s journey through the game. Letting the player experience not only the insides of factories or the exterior staging areas where components would be stored and then taken to the assembly yards, but also the vast transportation infrastructure built to move the materials and millions of works around the planet became a big focus for us. We wanted to take the player through a range of environments that felt connected to each other and thematically linked to the player’s journey through the game, world, and story. 218 219 The Hab Blocks Telling the human story of the civilians on Graia was going to be a challenge. Showing their point of view was important in that, as human civilians, their plight was something we can relate to, or at least sympathize with. We also needed an effective way to illustrate how ruthlessly dangerous and barbaric the Orks could be against a largely defenseless population. Hab Blocks were one of the more creatively challenging and rewarding environments to work on, as they existed in 40k as a concept but had never been fully realized before. The art team drew from a series of inspirations to deliver something that felt representative of the architectural ideals of 40k—massive-scale, Gothic-inspired, ornate but functional—but that also felt largely prefabricated, modular, and mass-produced, ideals that were indicative of the pathetically low value placed on the lives of these forgotten civilian workers by their caretakers in the Imperium. The cramped size of the human quarters, contrasted with the vast courtyards and ornamentation, told the story of a Soviet-style nightmare for the “cathedral builders” of 40k. They toiled daily in anonymity, with reverence for the emperor, and in the end had nowhere to run when millions of bloodthirsty Orks landed on their planet. Ultimately, their presence is felt through their absence. Some of their stories are told through Servo Skulls, narrative collectibles scattered throughout the world, waiting for the player to unearth them. 220 221 The Titans The Titans represent the ability of humanity to defend itself from the vast alien horde bent on its utter destruction. They also served as a wonderful motivation for bringing the Ork army to the planet. We knew that 40k fans would be intrigued by the promise of being able to see a Titan in the game. We also knew that it wouldn’t be enough to simply hint at it—we’d need to show it in all its glory and ensure it was more than just set dressing. In the end, the threat against the Titans served as a great way to provide the original impetus for bringing the Space Marines to Graia and making them a pivotal part of Titus’s plan to fight his enemies. This allowed us to keep the Titan at the forefront of the story without overshadowing the bigger reveals or taking away from the more personal nature of Titus’s journey. Although the Titan is massive and sells the promise of 40k’s immensely powerful weaponry, it is ultimately just another tool that can be used for good or evil. It has only whatever meaning we give it through our actions. 222 223 Manufactorum Ajakis: Interior The interior of the Titan factory shows that, despite the massive planetary invasion that annihilated the worker population, the factory continues to function in a largely powered-down state. Nothing can halt the interminable march of the war machine, spewing out endless lines of weapons and equipment for the war effort. However, it was important to capture the sense of abandonment and highlight the feeling that this would have been viewed as a location of religious significance, almost cathedral-like. Revealing a Titan from the back rewards players for having come this far, while keeping the Titan tantalizingly out of reach, hinting at what might come later. Manufactorum Ajakis: Titan Gates The player’s initial goal in Space Marine is to land on Graia and protect the Titans from the Orks, who intend to pillage the gigantic war machines, desecrating and dismantling them to use for parts to create their own monstrous machine. We conceived of Manufactorum Ajakis—the Titan factory—as a sort of coliseum-shaped structure, miles in diameter, with multiple Titan assembly bays surrounding the interior of the circular rings. Completed Titans would be transported to the center of the circle, where they would be loaded onto the massive railway that would take them to the Orbital Spire for delivery off-planet. This kind of scale was difficult to communicate to the player, given their point of view of the world, so we decided to focus on a single set of massive gates to establish the exterior scale. Putting the gates under Ork assault added to the sense of urgency to get inside and gave us an excuse to let the player fight their way to the foot of the enormous gates. The huge crane the Orks use to move the Titan cannon into position is one of a pair that flank the gates. The story we were trying to tell with this space was one where a small contingent of Imperial Guard had managed to fight their way through to the gates, to try and hold the line against an Ork scouting party. Being terribly outnumbered, they had resorted to “blowing the bridge”—both literally and figuratively—to prevent the Orks from gaining access to the Manufactorum. 224 225 Train Station and Ork Train Orbital Defense Cannon It was important to provide the player with a straightforward, short-term goal after making planetfall. Establishing that the Imperial Guard’s support vessels are being held at bay—and destroyed—by Ork-controlled orbital defenses made it a natural objective for Titus and his Space Marines. By placing it firmly on the horizon and highlighting it for the player within the first few minutes of gameplay, we provided a clear landmark and a significant strategic objective that the player can accomplish within the first hour or so. Inspiration for the defense cannon sequence included classic war films such as the Guns of Navarone. 226 We wanted to show off some of the transportation infrastructure on Graia and have the player experience it up close. We also wanted to highlight the Orks’ nature as tinkerers and adapters of technology, and that they function without any subtlety. To them, the answer to gaining access to the Titan Factory was obvious—strap tons of explosives to the front of a massive train and use it to smash their way through the gates. Of course, they couldn’t kitbash a battering ram without slapping a giant Ork totem—a zany-looking face—on the front. Little details like this betray the Orks’ comedic nature without overly emphasizing it, as this could take away from the threat they represent to the player. 227 Kill Krooza We wanted Warboss Grimskull to have an iconic villain vehicle. Early plans involved the player seeing the Kill Krooza at various points in the game, leading to a final fight with the Warboss on it or under it as it hovered above the planet. But, to ensure the game opened with a big bang, we decided to have Titus literally land on the Kill Krooza, immediately introducing the Warboss as the primary antagonist and showcasing Titus’s effectiveness. He pretty much single-handedly takes down the entire ship, providing a high-impact opening that makes a strong statement that things are about to change on Graia now that the Space Marines have arrived. 228 229 Servo Skull Collectibles Beyond the game’s primary story, we wanted to ensure that players had a deeper understanding of the world and the events on Graia prior to Titus’s arrival. Inspired by games like BioShock and Deus Ex, we imagined that the omnipresent Servo Skull robots—thousands of which constantly traveled through the environment, capturing endless reams of meaningless data—could serve as pseudo-diaries for characters experiencing the invasion of Graia. Players who do not become invested in the story, characters, or world can simply ignore the stories told through the Servo Skulls, while 40k fans or players who want to gain insight into events on the planet before their arrival can collect the skulls. This is one of the many ways we worked to provide depth for the 40k fans, while keeping things accessible for those who are new to the setting. The Power Source The power source became the MacGuffin of the Space Marine story—the object of desire for all parties and the thing that draws the interest of the malevolent forces of Chaos. We explored many different ideas for how the power source would be physically presented, with early concepts having it more the size of a coffin, either self-propelled or with Servo Skulls helping to move it through the world. There were even early mission concepts that involved the player and allies having to physically move the power source from location to location. In the end, it felt more logical for the power source to be something the player could carry with them through the world when needed. 230 But there was concern that the power source’s small size would diminish its sense of importance or effectiveness. Therefore, we established that it was powerful enough to fuel the sprawling Titan factory, something Inquisitor Drogan proudly informs the player of when he is discovered in Manufactorum Ajakis, both highlighting its power and telling us a bit about his character. At various times in the game, we remind the player of the sheer amount of power held within the small canister. 231 232 233 Inquisitor Drogan The risk of precious Titan war machines falling into enemy hands was always the frame story for the actual threat in Space Marine—which would be revealed to the player once they had arrived on the planet and dealt with early threats. There was an interest in exploring an “enemy at the gates” scenario, with the object of desire being a powerful weapon created through misguided, heretical research—the 40k equivalent of the Manhattan Project. The obvious perpetrator of this research would be the Inquisition, but we wanted to avoid the typical “mad scientist” approach to this character. Yet, ultimately, he must betray Titus, so how could we ensure there was still some sympathy for the Inquisitor and the original intentions behind his research? Inquisitor Drogan became our scientist figure, and we tell his true story through Servo Skull collectibles, while players experience a different Inquisitor Drogan story line through the events of the game. This way we hoped that, after the fact, the player would look back on this character with a kinder eye, allowing us to avoid presenting the Inquisition as a villainous organization. At the very least, Drogan’s intentions should look a bit more ambiguous in hindsight, adding depth to his character and the portrayal of the Inquisition as a whole. 2nd Lt. Mira With the Space Marines being superhuman, and in many ways viewed as nearly mythical demigods by the Imperial Guard, it was important to have a voice in the game that represented the viewpoint of conventional humanity. We wanted a sympathetic character, someone who could speak for humans and present a point of view about the faceless Imperium but who was more than simple window dressing. The story of Lt. Mira and her ragtag group of Imperial Guard survivors becomes a metaphor for the state of humanity in the Imperium: Only the strong survive. Over the course of the game, the Space Marines go from seeing the humans as largely insignificant innocents who need protection from the Orks to worthy allies and brothers in arms in the conflict against the Orks and, later, Chaos. This is largely due to the respectful relationship that forms between Titus and Mira. 234 235 Captain Titus In trying to create an iconic franchise hero for Space Marine, we struggled with the fact that as superhuman warriors who have transcended normal human life—which itself has little value in the grim, dark setting of 40k—it would be difficult to create a character who did not come across as unsympathetic, uncaring, even callous. It was important to balance out the Space Marine’s more superhuman abilities with humanlike qualities and to establish our hero as someone who could think for themselves rather than being a mindless military automaton produced through an extensive indoctrination process. We always knew that ultimately, Titus’s concern for humanity and his dedication to protecting it would be the fatal flaw that would cause him to run afoul of those with lessidealistic motivations. But, like many protagonists, Titus must stand against the establishment that has created him, and we hope that he is a character who resonates with players, beyond simply being a Space Marine hero. There is a lot more to tell about Titus; the story of Space Marine is just the first step. Index Sidonus, Leandros, and the Codex Astartes The primary story unfolds through the interplay between Titus and his two trusted Space Marine battle brothers—Sgt. Sidonus and the rookie Leandros. Every Space Marine secretly fears that they will fall to Chaos, and this became a major theme for Space Marine. The Codex Astartes—the rulebook and bible of the Space Marine—came to represent the orthodox view on how to navigate the threats in the world without risking Chaos taint, with Leandros embodying the firm presence and voice of the Codex in the game. Sidonus, on the other hand, took the traditional “trusted veteran” role, presenting a counterpoint to Leandros’s more zealous and literal perspective on the Codex. Titus, of course, stands firmly in the middle, and despite coming from an extremely regimented existence, he has the rare ability to see beyond the black-and-white rules espoused by the Codex. Ultimately, it is this ability that makes him the hero but also ensures his downfall in the end. Sidonus and Leandros each have vital parts to play in how Titus’s, and the player’s, story unfolds. 236 237 238 239 Official Game Guide Written by michael Knight © 2011 by Games Workshop. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Games Workshop. Product Manager: Paul Giacomotto Ast. Product Manager: Jesse Anderson Warhammer 40,000: Space Marine - Copyright © Games Workshop Limited 2011. Space Marine, the Space Marine logo, GW, Games Workshop, the Games Workshop logo, 40K, Warhammer, Warhammer 40,000, Warhammer 40,000 Device, 40,000, the Double-headed Eagle device and all associated marks, logos, places, names, creatures, races and race insignia/ devices/ logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products, illustrations and images from the Warhammer 40,000: Space Marine game and the Warhammer 40,000 universe are either ®, ™ and/or © Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world, and used under license. All Rights Reserved. Developed by Relic Entertainment. THQ, Relic Entertainment and their respective logos are trademarks and/or registered trademarks of THQ Inc. All rights reserved. All other trademarks, logos and copyrights are the property of their respective owners. Design & Layout: Jamie Knight Bryson Manufacturing: Stephanie Sanchez Special thanks from Paul—The author of this guide, Michael Knight, worked and played his way to a fantastic finish. The graphic designer, Jamie Bryson, took special care and creative control. Michael and Jamie: you’ve written and designed something we can all be proud of...thank you! We received such great support on this title...so many people to thank. The development team, Relic Entertainment, graciously hosted us for a few days in Vancouver. James McDermott for organizing our trip and introducing us to the wonderful team there—Rapahel van Lierop, Andy Lang, Krystian Gutierrez, Matt Rose, Jeffery Simpson, Bonnie Jean Mah, Otto Ottosson, Graham Somers, Chris Martin, and so many more. We had a fun multiplayer session the day we left...I killed a few, but was overwhelmed by your skill and expertise. Thanks, it was fun! To all the wonderful people at THQ. I can’t say enough about Georgina Verdon and Morten Haugaard and the countless emails exchanged, brainstorming, planning, and successful collaboration. Mathew Everett— it was great to finally meet you when we were both in Vancouver. You’re passionate, professional, and great to work with...hope we cross paths on another project very soon ;). To the rest who’ve been gracious and helpful throughout this process—Neal Pabon, Kirk Somdal, Simon Watts, Jesse Anderson, Alex Musa, Carrie Andrews, Colton Nelson, Brandon Olafsson…thank you! Lastly, I must thank James, Georgina, and Raphael one more time. James—You made sure we had whatever we needed to make this product great…it shows. Georgina—You’re the best part of a successful business partnership, always reaching out and looking for opportunities to help both parties…you’re the best. Raphael—You poured your heart and soul into this game and somehow had enough left over to spill into this guide. Your excitement and conviction about this project made me more excited and pushed us to make something better—for you, for us, for the fans…thank you! ABouT THE AuTHoR Michael Knight has worked in the computer/video game industry since 1994, writing over 60 guides during this time. Michael has used both his degree in Military History and experience as a high school teacher to formulate and devise effective strategies and tactics for hit titles such as the Tom Clancy’s Rainbow Six and Hitman series, . Michael has also developed scenarios/ missions and written game manuals for SSI, Red Storm Entertainment, and Novalogic. When he is not busy at work on an upcoming strategy guide, Michael likes to spend time with his wife and six children at their home in Northern California.