Mordian Iron Guard

"No remorse, no mercy, no forgiveness. Not a single step back, not a single moment of hesitation. You will not succumb to fear or doubt, and you will relent only after you have given your last moment for the Emperor. Nothing less than this will be tolerated."

- Colonel Kostan Drescher, Mordian 18th Iron Guard, addressing the newly-raised regiment

The Mordian Iron Guard are the superbly drilled and accoutred Imperial Guard soldiers that hail from the world of Mordian. The slow rotation of this planet causes one side of it to always be bathed in perpetual darkness while the other is continuously bathed in radiation, leaving it a scorched and lifeless wasteland, due to it always facing the sun. The people of Mordian are grim and dour by nature, respecting only discipline and duty. Their regiments are fiercely loyal to their cause: the prosecution of the Emperor's enemies. In battle this highly disciplined soldiers present perfectly formed ranks of troops to the enemy, unleashing precisely times volleys of las-fire from behind a hedge of bayonet points. Some enemies of the Emperor have been misled by the Mordians' elaborate and ornate uniforms to believe they were facing amateurs, only to find the bright uniforms contain tough, steely-eyed determined soldiers.

History
The Mordian Iron Guard are the elite Imperial Guard regiments that hail from the tiny world of overcrowded hive cities and scarce resources. Mordian's already limited surface area is reduced further by simple quirks of rotation and orbit. Mordian's rotational speed and orbit are perfectly synchronised, resulting in a local day and a local year being of identical length, and causing one side of the world to be bathed in perpetual searing light, while the other is swathed in endless darkness. The entire population of Mordian dwells in cramped conditions upon a region barely a tenth the size of Holy Terra, forced together into multilevel tower cities. Together with the scarcity of resources, which are strictly rationed amongst the vast population, and the typically dim lighting, casting entire city-sized districts into an oppressive gloom, the crowded conditions breed discontent and thoughts of rebellion.

Standing against this threat is the Iron Guard. The Iron Guard serves as both military force and enforcers of order, and they strive to swiftly crush any uprising in its infancy, while protecting the world from external threats. Queue wars and hospice riots are a common occurrence on Mordian, and the Iron Guard are thus never lacking for some threat to quell, whether from within or without. So named for their unwavering discipline and dour attitudes, the Iron Guard are a stark contrast to the unruly population around them, which outnumbers them hundreds of thousands to one, and their precise, rigorously-drilled combat doctrines have allowed them to maintain order in the name of Mordian's rulers, the Tetrarchs.

With resources so scarce, a portion of Mordian's tithe to the Imperium is given in Imperial Guard regiments drawn from the disciplined ranks of the Iron Guard. These regiments serve in a variety of roles within the Imperial Guard, but most commonly as line infantry. They are unusual in their disdain for traditional doctrines such as camouflage, preferring instead to take to the field in flak-reinforced dress uniforms, brightly coloured and pristine. This can lead many to underestimate the Mordians in battle, perceiving them as vainglorious, naïve, or inexperienced ceremonial troops. None who have made war against the Mordians with such a mistaken opinion have held it for long, often finding themselves blasted apart by precisely-timed volleys of fire from serried ranks of unflinching infantry.

Battle of Mordian
In the long and sinister annals of the Inquisition there are many tales of treachery and horror, of the destruction of worlds and the triumph of man's greed and foolishness. It is a record of human weakness and the power of the Chaos Gods. Yet amongst the record of lost planets and mortal defeat there are a few stories of human victory -- rare cases where the daemonic army of Chaos has been turned aside at the moment of success and driven back into the void from which it came. Mordian is one such world. The greatest threat to Mordian came one hot summer. The stifling heat was unusual even for Mordian, and the planet seethed with unrest. Beneath the streets brooded a secret conspiracy that posed a threat far greater than any seen before. In the depths met a dark conclave, a group of men who knew the extent of Mordian's wealth and wanted it for themselves.

Away from the sight of saner citizens they made their incantations and called upon the Dark Gods of Chaos. A spell was begun. It is impossible to say how much innocent blood was spilled to fuel their sorcery, or what sinister pledges were made to their dark masters. Those who cast the spell sought only personal enrichment; their lust for power knew no bounds. They would destroy the planet itself if they had to. They cared no more for its teeming millions than did the Chaos Gods. The summer grew hotter as the spell neared its completion. Many strange things were reported in the capital. The cannibal mobs and criminal gangs were restless. Men saw winged monsters hovering in the city lights. People disappeared without trace.

At last the spell was complete and suddenly the world shook as its sky erupted into flame and disgorged the Warlords of Chaos itself. From the Eye of Terror distorted and ugly spacecraft soared into the Mordian skies to rain fire and destruction upon the world. Chaos Space Marines poured into the city slaying all around in a great and bloody sacrifice to their gods. Daemons stalked the burning towers and hunted the souls of those that fled from the devastation below. From their dark hiding places the servants of Chaos crawled to the surface to bathe in the fire and terror of the world, confident of their masters' favour now that their work was done.

As the sky exploded into flame the Tetrarchs of Mordian ordered their Astropaths to send psychic calls for help. The power of Chaos was so strong that the Astropaths' minds melted with the effort. It was impossible for anyone to say whether the messages got through or if help was on its way. Meanwhile, the Iron Guard fought a gallant resistance against the daemonic assault. Whilst lesser men fled in terror before the might of Chaos the Iron Guard stood their ground, pouring volley after volley into the enemy ranks. At last the Iron Guard captains were forced to give the order to withdraw. Though their men would stand until the end they could achieve little against the hordes that opposed them. Reluctantly the Iron Guard regrouped around the capital, abandoning the rest of the planet to the enemy.

Whilst the forces of Chaos rampaged throughout Mordian the Iron Guard prepared the capital's defences. Every building became a fortress, every tower a strongpoint, and every street and plaza a killing-zone for the Iron Guard's carefully sighted weapons. At the centre lay the Tetrarchal palace itself, from which the defence of the capital was coordinated. When the attack began the Iron Guard was well prepared. Chaos Space Marines fell before their well disciplined fire as shot after shot struck their ranks. Channelled into well prepared fire traps the Chaos Marines were easily repelled, but far greater and more potent foes followed upon their heels.

From the sewers and service ducts poured an army of those who had sold their souls to the Dark Gods. Clad in rags and armed with no more than iron bars and lengths of chain they threw themselves upon the defenders. Driven by their insane devotion to Chaos they cared little if they lived or died, and thousands were cut down by the devastating weapons of the Iron Guard. Nonetheless, this attack from an unexpected source left the defenders unprepared for the next assault. The Forces of Chaos moved upon the Iron Guard with purpose. Daemons and Chaos Marines advanced as one. Bloodthirsters of Khorne roared a great challenge to chill mortal blood. Keepers of Secrets stalked the battlefield, slaying those that dared to look upon them with a withering glare. Whirling Horrors skipped and chattered in an eerie blur of incandescent power. It was a terrifying sight, yet the Iron Guard held firm before the onslaught though many paid the ultimate price for their devotion.

Street by street, building by building, the Iron Guard fell back into the heart of the city. Their lines drew tighter but refused to break, as attack after attack was repulsed. When losses grew too heavy to endure, or as positions were outflanked and became untenable, the Iron Guard withdrew to another line, always preserving what they could of their men and weapons. It was a battle fought with all the tactical brilliance and discipline the best Imperial troops could hope for. Yet it was a battle the Mordians could not win. Eventually they would have nowhere left to retreat to. At last the Iron Guard took position around the Tetrarchal palace itself, the last strongpoint on the whole world. Behind hastily constructed defences the infantry waited for the inevitable attack. From the towers and ceremonial balconies the barrels of lascannons and other heavy weapons glinted in the light of the burning sky.

Suddenly the horde of Chaos was upon them, screaming and bellowing in its might. Greater Daemons of Nurgle strode clumsily amongst their minions, rising above them four or five times the height of a man, giants and lords of their foul kind. The bloated daemons shuffled forward, putrid innards spilling over the ground, nauseous gasses bubbling from rents and tears in their leathery flesh. Beside them were the Death Guard Chaos Space Marines of that pestilential god, their armour green and rancid with decay, their rank bodies stiff with disease. Before them came a black cloud of flies which buzzed about the Iron Guard, crawling into their eyes and ears, and filling their mouths with black hairy bodies.

The Iron Guard's lasguns spat a volley of death into the screaming horde. Again the lasguns cracked with a single voice, as the captains ordered shot after shot into the vile mass. From the Tetrarchal palace came the chatter of Autocannons, the angry scream of Bolters and the piercing shriek of Lascannons. With mechanical precision the weapon crews loaded and fired over and over again, never stopping for one moment or breaking their routine. Daemon gore ran like a foul river in the once white square, but as one beast fell another twice as hideous marched over its body toward the Iron Guard's position. The captains ordered their men back to the palace steps and formed a firing line. Their discipline intact, the Iron Guard prepared for a single volley before the forces of Chaos fell upon them. Their final moment had come, though there were few left now to witness their inevitable defeat.

Little could the defenders of Mordian know of the power or purposes of Chaos, or that the Chaos God's hold upon Mordian was but a tenuous one. The spell that had brought them to mortal space and imbued the flesh of their servants with physical energy was almost spent. The fires that burned in the sky grew dim and the bellows of daemons echoes shallowly in the air. As the Iron Guard watched, their enemies dissolved before their eyes. The sky darkened to its customary blackness. In the dark the guiding lights of Imperial spacecraft glittered amongst the stars. The Iron Guard had won not just a battle, but the most precious thing of all -- time. From beyond the orbit of Mordian, Imperial Psykers had wrought a counter-spell to break the hold of Chaos. While the Iron Guard fought upon the planet, a separate battle of wills had raged between the mortals and gods. Only the Iron Guard's heroic resistance had given the psykers enough time to work their mystical abilities before Chaos won the planet for all time.

The Spinward Front
Located within the Segmentum Obscurus, regiments of Mordian Iron Guard are commonly deployed to the Calixis Sector and surrounding regions, and as a result, there is a sizeable contingent of Iron guard within the Spinward Front. For the most part, these regiments' experience as enforcers of law and discipline has been invaluable on rear-echelon worlds and in multi-regiment deployments alike, with the Mordians often being tasked to serve as provosts for Commissar]s, a duty that the Mordians accept with the same stoicism as any of their required duties. This has resulted in some resentment, particularly against more independent regiments, such as those from [[Catachan, Elysia, and Tallarn, who regard the interference of these pallid, gaudily-clad outsiders as entirely unwelcome. Nonetheless, the discipline and proficiency of the Iron Guard has proven invaluable on the night-shrouded world of Nox, the mustering yards of Kalf, and the ever-shifting defence lines of Kulth.

However, the unwavering resolve of the Mordians has often proven to be costly to the Spinward Front, with the number of Iron Guard regiments dwindling. Numerous regiments have found themselves on the front lines, isolated from the chain of command, without the explicit order to withdraw and regroup. In such a situation, the Iron Guard continue firing and reloading with mechanical precision and efficiency, and then fighting with bayonets as their weapons run dry, dying where they stand rather than retreat. With the numbers of regiments available at any given time limited by circumstance and logistics, the Spinward Front can ill-afford to squander lives needlessly, and every act of sacrifice must be accompanied by a commensurate gain if the Imperium is to triumph.

Wargear

 * Mark IV Accatran Pattern Lasgun - All Elysian Drop Troops are armed with the Mark IV Accatran Pattern Lasgun.
 * 5 Charge Cells - Not every world within the Imperium maintains the capacity to manufacture a Charge Pack capable of releasing a limited laser charge at a time. Some must make do with individual cells that expend their entire capacity in a single rapid burst. These have sufficient energy for a single laser shot and must be changed after every firing.
 * Mark XII Carapace Armour - Carapace Armour is generally a sign of status and is mostly worn by Imperial officers and agents of the Inquisition. Elysia is a wealthy world and spares no expense in outfitting its troops. Made from moulded plates of armaplas, ceramite, or other strong materials, it can cover the entire body or just sections depending on the desired level of protection. Storm Troopers, for example, wear full body suits including a helmet, while most soldiers are lucky to gain access to just a simple chestplate to wear over more comfortable mesh or flakweave suits. Some bodysuits have slots designed for simple carapace plates to be inserted in, so that the overall suits can be rapidly configured for as much or little protection as desired. Damaged plates can be more easily replaced without requiring the purchase of an entire new suit.
 * Grav-Chute - A Grav-Chute relies on anti-gravitic suspensor fields to counter the pull of gravity and slow its user's descent to a planetary surface. Two small jets on either side above the shoulders offer extra braking and manoeuvrability as well. Unlike a true Jump Pack, Grav-Chutes are designed only to allow the user to land safely from a long fall—such as combat drop from a transport—rather than leap into the air and begin powered flight.
 * Type 5 Pressure Helmet - Elysian Drop Troops are equipped with these specially crafted helmets, which come with built-in respirators and breathing apparatuses intended for low-oxygen, high-altitude drops or for deployment in hostile environments like the vacuum of space or on worlds with toxic atmospheres.
 * Micro-bead - A Micro-bead or Comm-bead is a short-range radio wave communication device worn in the ear, good for communication out to about one kilometre (depending on weather conditions and intervening terrain). Each fits discretely in the ear, with higher craftsmanship models nearly undetectable in casual inspection.
 * Photo-Visor - These advanced lenses are designed to increase the amount of light waves hitting the retina of the eye, which enhances low-light vision to that point that even on the darkest nights its users can see almost as well as in full daylight.
 * Combat Knife - This one-handed melee implement is the ubiquitous back-up weapon for warriors all across the Imperium, be they lowly hive scum or the elite soldiers of a Planetary Governor. Some, such as the Catachan Fighting Knife, are designed for a specific purpose, whilst others are more generic in nature.
 * 3 Frag Grenades - Frag Grenades use a combustible charge and special fillers of shrapnel fragments to fill a given circumfrence with deadly shards that prove to be a potent anti-personnel weapon. Imperial Frag Grenades are roughly the size of a clenched fist and covered with a heavily notched shell, both to increase the shrapnel produced and provide a more secure grip for throwing.
 * 3 Smoke Grenades - Smoke Grenades release a dense smoke which only obscures basic eyesight and optical based systems. They do not block detection systems that use heat or other spectral bands outside of normal human eyesight, but are much more widely available and easier to construct.
 * Mark IV Combat Backpack - This combat backpack is comprised of durable metal composites and contains the soldier's air supply, Vox-caster, and any other vital supplies like rations and water. This piece of equipment was designed to be used in conjunction with the Type 5 pressure helmets.
 * Vox-caster - A Vox-caster is a standard and reliable radio wave communication device used to transmit over long distances, including to and from orbiting vessels. This allows communications with other Imperial personnel who possess Vox-casters. A Vox-caster's standard range is 100 kilometres, though better crafted variants exist that have longer ranges.
 * Elysian Imperial Guard Uniform
 * Poor Weather Gear
 * Basic Toolkit
 * Mess Kit & Water Canteen
 * 4 weeks' Rations
 * Survival Suit - When working in harsh and extreme planetary weather conditions, survival suits are a must for Imperial Guard personnel. No matter if it is too hot or too cold, the suit can maintain proper body temperature and hydration via its excellent insulation capabilities. Using the differential between body temperature and outside temperature to drive thermoelectric power cells, the suit also has reclamation systems for turning sweat into drinking water. Most survival suits come complete with a hood, as well as goggles to protect the head and face. While it does not protect forever, for medium duration emergencies it can help sustain life until a rescue.
 * Blanket & Sleep Bag
 * Rechargeable Lamp Pack - Sturdy and reliable, glow-globes illuminate many an Imperial paveway and cathedral. Most portable ones are roughly the size of a clenched fist and can shine strong, yellowish light a dozen or so metres in width, lasting roughly five hours before their power pack needs recharging or replacing.
 * Grooming Kit
 * Dog Tags
 * Imperial Infantryman's Uplifting Primer - A standard-issue Imperial text that covers a vast variety of topics, this book is possessed by all members of the Imperial Guard as part of their standard-issue equipment. The Primer is a basic guide that details everything a Guardsman needs to know: principles and regulations of the Imperial Guard, issued arms, attire, apparatus, and equipment, basic battlefield policy and Imperial Guard organisation and structure, elementary battlefield medical instructions, and a detailed guide on the foes of the Imperium. No Guardsman should ever be found without possession of a copy of the Uplifting Primer for the punishment is severe.