Wednesday, July 29, 2009

Rainbow Warriors - Chapter Variance

A lengthy dissertation on the nature of the Rainbow Warrior's character and attitude, and why it is so.

Philosophical Variance



The chapter was founded from a lost, injured and isolated fragment of another chapter. The marines who became the first Rainbow Warriors leant a valuable lesson – that self sufficiency and contingency were paramount to survival. To this end the chapter is highly de-centralised, with every fortress being able to produce arms and armour in its forges, every company able to fight alone and un-aided. When travelling in great numbers command elements are spread across as many ships as possible, so the loss of one won’t cripple the command structure. Each trooper is taught not only to follow orders, but to adapt as the situation warrants and use their initiative where needed.

Similarly the troopers are taught many other skills not necessary to the immediate task of being a warrior. They are encouraged to learn Imperial history, as well as those of subjugated and destroyed xenos races, to better understand how the currents of history repeat and intercept inevitable strife before it happens. Individual troopers are encouraged to retain skills held before induction (many having apprenticeships or similar) into the chapter, so that they do not totally lose their humanity and can still relate to those that they protect. This is viewed by more codex chapters as an unnecessary and dangerous distraction from training for war, but the chapter maintains its stance that marines should stand as paragons of humanity in all things, not simply the art of war.

Also keeping with this theme, the chapter recruits from as many different worlds as are available at any given time. The idea is to have the largest pool of skills, ideas and mindsets as possible so that the chapter is always receiving fresh ideas and outlooks to expand its knowledge and skills, rather than becoming locked in a predictable pattern.


Organisational Variance


The Rainbow Warriors diverge significantly from the Codex Astartes, mostly in organisation rather than tactics.

Companies 2-9 are all battle companies, and each has integral armoured units rather than drawing on a central vehicle pool. Each of the companies is designed to be a full army in its own right, and able to fight any threat without having to draw on a secondary force (although they are often supplemented by the 1st and 1th companies).


The 1st company is not made up of veterans, but rather of specialists. While many are veterans, it is not a mandatory requirement for posting to the company. 1st company is also oversized, the extra numbers being composed of dedicated long range recon units, as well as elite teleport assault troopers and combat engineers that attach to the battle companies for specialist support. 100 Terminators are kept in 1st company, but are seldom fielded in open battle. They are usually too busy intercepting hulks and pirate shipping to be spared in such a manner. Entry to the Terminator Corps, as it is known, is open after five years of regular service though may be given earlier to talented candidates (such as hive world tunnel fighters).

Training focuses on fighting in enclosed spaces and in unknown, highly variable environments as would be expected on space hulks. This training first takes place on the numerous derelict ships above Prism (the chapter homeworld), and then on various off world locations. Ranks are highly varied, with many more officers and Sergeants than the line companies. This, coupled with the small, elite nature of the Terminator strike groups makes any definitive rank guide within the company pointless.


10th company is still the training company, although it too is larger, as there is a higher rate of attrition in the Chapter – both amongst scouts and line troopers. When a company goes on patrol it almost always takes a compliment of scouts to train and replace losses in the field without having to return home. Scouts are ranked as Probationary Trooper, though are always referred to as Trooper. They perform the traditional role of light recon and ambush, as well as guerrilla warfare and commando raids. Long range recon is usually handed over to teams from 1st company however.


The chapter has a single overall commander, officially known as the Chapter Captain, but usually referred to as Commander. This is because on any operation where he is present the Chapter Captain will be the Commander, so it is a simpler way of referencing them. He is nominally the 1st company’s Captain, although there may be another individual in the company who holds this rank in the Terminator Corps (or even two or three), as well as numerous Lieutenants.

The Medicae is commanded by the Apothecary General, the most senior and learned Apothecary in the Chapter. He is responsible for maintaining the chapter’s geneseed, although with the chapter’s habit of decentralisation this really means he maintains the largest store at the Storm of Wonder full time, with checks on the other stores at regular intervals. All other members of the Medicae are simply ranked Apothecary, as their duty is a selfless one and not performed for any personal glory. The Medicae also maintains a large number of inducted staff to perform the more routine tasks and to care for the other inducted staff. Most of the troops refer to the staff of the Medicae as medics.


Geneseed Variance

The Rainbow Warrior’s geneseed is from the Imperial Fists, but retains all the implants, having lost none due to mutation. It is also noted as being faster acting than most chapter’s, with the implant process being able to performed quicker. This is believed to be a result of the chapter preserving much of the knowledge of the process since the Heresy from descending into mysticism. Some of the implants do seem less potent, however. This is most notable in the marine’s healing, which while far superior to an un-augmented human’s, is noticeably slower than the majority of chapters. This results in a higher casualty rate (and longer healing times), but is balanced out by the faster recruiting process.


Rainbow Warriors and the Imperial Cult


One of the most notable traits of the chapter is in their veneration of the Emperor. Being isolated shortly after the Heresey, the chapter missed the founding of the Ecclisiarchy and the deification of the Emperor. As such the chapter idolises the Emperor – as a paragon of humanity to whom they aspire (alongside his sons the Primarchs), but not a god. This has blurred over time as recruits indoctrinated into the Imperial Cult have been recruited, and the Emperor is now viewed as a mortal man who achieved perfection unto a god, but is still a man. This retains his indisputable humanity and honours his secularism (as preserved in the records of the Librarium), but avoids having to crush bone deep faith. This is usually presented by the Chaplainry as the lay people not having the full story (which is true), and not being able to distinguish perfection in humanity from a god.

By denying the divinity of the Emperor the Chapter has earned the enmity of the Ecclesiarchy, but their independence as a Marine Chapter and retained knowledge from the Heresy, which has earned them the protection of the Mechanicus, keeps this to meaning the two forces never mix.


... and the Imperial Populace


The Rainbow Warriors were first hailed by the populous of Prism as divine angels of light, sent by the Sun Emperor to protect them. This mindset has stuck, with the chapter viewing its mission to not only defeat the foes of man at every turn, but to protect as many people as they can (usually by destroying said foes). This is not to say they would ever spend time defending a rural hamlet when they would be better used at the governor’s palace, but that they do not forget that they were once people like those they fight around, and that it for them they fight.


The Rainbow Warriors have dominion over three habitable worlds in a small cluster known locally as the tri-system. The main is Prism, a world that descended into barbarism during the Dark Age of Technology, but was only briefly contacted by Imperial forces before the Heresy, then attacked by eldar exopdites. Sections of the world remain at a near primitive level, but others have developed sophisticated agriculture and simple industrialisation.

This is the site of the chapter’s main base, the crashed cruiser Storm of Wonder. There are four other bases scattered across the planet in remote areas far from human settlement. This world has no Imperial presence save the chapter itself.


The second is Hope Springs, an agri-world that was partially ‘Imperialised’ before the Heresy, but complete transformation was never completed. The chapter maintains two bases on this world, in concert with an Imperial Governor.


The third is Forbett III, a hive world that produces much of the manpower for the chapter. One small base is held permanently in the main spire, though several training stations are kept, but not always in use.


The chapter stays apart from the populace of Forbett III, but is quite involved with the populations of their other two worlds. On Hope Springs Scouts will often have their first ‘live’ exercise, hunting down the dangerous creatures that often attack the herds of multi-tusked octopods or their farmers. Individual scouts are often pitted against each other by being dropped alone and unarmed near a village and seeing who can defeat the other. It is often an early indicator of potential officers as to whether the scout approaches the locals to aid them or not, as the scouts are under strict orders not to harm any civilians, making them potent allies.

Outside of this injured marines often work in the villages to rebuild their strength and in keeping with the chapter’s philosophy learn as much as they can. Many recruits come from Hope Springs, and they can petition to be posted to their home if the situation arises. They can also ask to not be posted their if they so choose.


On Prism the cultures and terrain are far more varied. The main base is located by the ocean in deep jungle, home to a primitive society of stone working farmers. They believe the Marines to be mighty warriors sent by the Sun Emperor to protect them, and it is a great honour to be chosen to travel to the stars and fight the enemies of their god. They have stayed as they were found, not advancing their technology as they do not need it (and their benefactors see no need to aid them), and divided into numerous complex clans.

Each summer the young men and women who wish to be warriors of the rainbow fight in mock battles to prove their worth. Still others display skills at art and craft in the hope of being accepted as apprentices to decorate the armour and repair the weapons in the mighty fortress. This provides a readily available pool of able recruits for Marines, but to fill the ranks of lay workers needed by the chapter.


The communities of the south are primarily farming villages, though with the burgeoning of industry only held back by lack of mineral wealth. The population here is ruled by hereditary lords and kings, with each small territory proudly boasting of the great heroes of the chapter that come from its borders. The rulers of this fiefdoms can petition the local garrison (deep in a forbidding mountain range – so such a task is not taken lightly) for aid if needed, such as constructing bridges or during times of drought. This is almost always answered, except when the chapter is at war.

With many of the chapter’s number coming from the region they speak local dialects and know local skills and customs, allowing a great familiarity with the people. Also injured and off duty marines are often posted to these villages in the same manner as Forbett III. The young folk here are screened regularly (once or twice a year, depending on the populace) and potential recruits are then more thoroughly examined and taken. One notable difference here is that the potential recruits must show a willingness to become a marine or they will not be taken, regardless of geneseed compatibility.


Most of the rest of the world is uninhabited, the people dying out during the Age of Strife or the Eldar attack following the Heresy. Vast tracts of forests, mountains and plains cover the northern reaches, bordered by rocky deserts to the south and polar tundra to the north. The remaining three bases occupy these areas, each totally self sufficient as is the chapter’s philosophy.
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