recursal/Fanatic-Fandom huggingface dataset:
Onager Dunecrawler

Type: Walker

Tactical Speed: 12

Cruising Speed: 40 kph

Manoeuvrability: +10

Structural Integrity: 40

Size: 7

Armour: Front 36, Side 30, Rear 22

Vehicle Traits: Reinforced Armour, Enclosed, Walker, (Optional) Command and Control

Crew: 1 Driver, 1 Gunner, (Optional) 1 Commander

Carrying Capacity: None

The crew have to be permanently linked to the vehicle and get *+10 bonus to Tech-Use, Operate Tests* (as if connected with Common Craftsmanship MIU) if they are servitors or any other unorthodox entity. If however crew is composed of Skitarii Vanguard as driver and Ranger as gunner (as is standard for Adeptus Mechanicus Onager units) they get *+10 bonus to Tech-Use, Operate, Logic, Awarness and Balistic Skill* Tests instead.

**Emanatus Force Field-** Protection Rating 25. For every other Onager Dunecrawler equipped with *Emanatus Force Field* within 5m add 5 to its Protection Rating. In addition if any *Emanatus Force Field* would overload while working in unison with another one, roll d10, on 1-5 it does not overload.

## Weapon

Turret-mounted weapon (choose one of the following):

* Icarus Array:

Twin-linked Icarus Autocannon (1500m; S/-/4; 3d10+8 X; Pen 6; Clip 200; Reload 4 Full; Reliable, Twin-Linked, Tearing)

Daedalus Missile Launcher (3000m; S/-/-; 4d10+3 X; Pen 8; Clip 3; Reload 1 Full; Concussive (2), Proven (3)

Gatling Rocket Launcher (3000m; S/-/5; 2d10 X; Pen 6; Clip 5; Reload 1 Full; Tearing, Reliable

Onager Dunecrawler equipped with Icarus Array gains **Anti-Air(Advanced)** Vehicle Trait

* Heavy Phosphor Blaster ( 600m; S/3/5; 2d10+12 E; Pen 7; Clip 120; Reload 3 Full; Phosphex, Twin-Linked)
* Neutron Laser\* (800m; S/-/-; 6d10+10 E; Pen 20; Clip -; Hywire(1) )

       \*Neutron Laser has Co-Axial mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 320; Reload 10 Full)

* Eradication Beamer\* (400m; S/2/-; 4d10+5 E; Pen 8; Clip -; Blast (5))

      \*Beam gets more focused the closer the target is. For every 100m the target is closer from original weapon Range this weapon gains additional 1d10 to its damage but loses 1 from its Blast quality (So it deals 5d10+5 with Blast (4) under 400m, 6d10+5 Blast (3) under 300m and so on). 400m and more Damage is unchanged and Blast (X) increases in the same manner to a maximum of Blast (10)

## Options

Onager Dunecrawler may have a Pintle mounted Heavy Stubber

* Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

## Special Rules

All hits to Hull location on **Onager Dunecrawler** are treated as Turret hits instead

Onager with Eradication Beamer
Volkite Weapons

All Volkite weapons require *Exotic Weapon Training (Volkite)* to use

**Deflagrate-** for each hit from weapon with this quality that deals any damage (after target's soak), resolve automatic additional hit. Those hits do not generate additional hits themselves. If targets dies as a result of this weapon it erupts in flames dealing 1d10 E damage with *Blast (1)* and *Flame* Qualities. Against Hordes this effect is considered to work as **Devastating (1)** instead (so no additional hits are resolved).

Volkite CaliverVolkite ChargerVolkite SerpentaVolkite Culverin
AlternateStarWars Wiki

## ***An Introduction to the Alternate Star Wars Saga* Project**

Many of us have been upset by Disney's management of our beloved universe. Many have been turned away from Star Wars entirely which is something that is not beneficial for the entire franchise, regardless of what you think of the new content. But perhaps the worst of it all is how Lucasfilm and Disney officials have handled the backlash. From Rian Johnson and Chuck Wendig insulting and threatening sceptical fans to Kathleen Kennedy completely ignoring overwhelming fan disapproval of her running of Lucasfilm. With this brushing aside of widespread fan demands and a clear lack of planning around the future of the series, our franchise is in the hands of people who objectively do not know what they are doing.

So what do we do? Well, these corporate elites will not be listening to us anytime soon, so I believe it is time we take things into our own hands. In December 2018, youtuber Star Wars Theory released a fan film named *Vader: Shards of the Past*. The video has since received ten million views and is one of the most acclaimed Star Wars fan films ever released. Other fan films such as *Versus: The Way to Shadow* and *Maul* have received similar praise, garnering millions of views worldwide and with many people calling them better than the official canonical movies

I believe it's now up to the fans, die-hard and casual alike, to unite and make something new. If Disney and Lucasfilm and... EA (ugh) refuse to give in to popular demand and fail at meeting expectations then it inevitably falls to us to make something better than what we have been given. This project will be an Alternative version of the Star Wars universe written and crafted by fans.

If I get sued for it, oh well, it was worth it.

## ***Content***

### ***The Kannis Legacy***

*Bright Shadow* *(2019)*

*Seeds of Retribution* *(2020)*

*Heritage of Lords* *(?)*

*Vestige of Malevolence* *(?)*

*Infinite Darkness* *(?)*
Malcador Infernus

The Malcador Infernus differs the most from the standard pattern of the Malcador Assault Tank. The Infernus is quite simply a massive Flamer on tracks, with most of the tank's chassis given over to the placement of its main weapon, an Inferno Gun. An Inferno Gun is a Titan-grade Flamer weapon usually found on *Warhound*-class Scout Titans. The weapon is so large that there is no room on the vehicle itself for the Promethium fuel required to fire the weapon, as such the fuel is towed behind the vehicle inside of a large fuel drum attached to a large, wheeled trailer connected to the tank by an armoured fuel line. The Promethium is stored as separate chemicals before being mixed together in a chamber located behind the gun's barrel. The resulting petrochemical jelly jets out and sticks to any surface, burning with intense heat. While this weapon is powerfully effective against enemy infantry and light vehicles, this huge Flamer is also effective at clearing mine fields, using the sudden blast of heat to detonate the explosives' fuses. Unfortunately for the Infernus' crew, carrying a large amount of flammable fuel though the trailer makes the vehicle a tempting target for the enemy and the destruction of the fuel trailer can result in a large, fiery explosion. Some Infernus tank crews will use corrosive chemicals as their ammunition instead of Promethium, turning the Malcador Infernus into a deadly chemical weapon delivery vehicle.

 Malcador Infernus

Type: Tracked Vehicle

Tactical Speed: 8

Cruising Speed: 20 kph

Manoeuvrability: -20

Structural Integrity: 60

Size: Massive (7)

Armour: Front 45, Side 30, Rear 15

Vehicle Traits: Enclosed, Reinforced Armour, Ponderous, Tracked Vehicle

Crew: 1 Commander, 1 Driver, 1 Gunner, 2 additional sponsor Gunners

Carrying Capacity: None

## Weapon

Fixed Inferno gun (100m; S/ -/-; 2d10+20 E; Pen 10; Flame, Spray, Reliable)

Sponson weapons (choose one of the following):
-2 Heavy Bolters (150m; –/–/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
-2 Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
-2 Heavy Stubbers (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
-2 Auto-cannons (300m; S/3/–; 3d10+8 I; Pen 6; Clip 20; 2 Full; Reliable)
-2 Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])

## Options

Malcador Infernus may take one Pintle-mounted weapon mounted atop the hull (choose one of the following):
-Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
-Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

## Special Rules

**Fuel carriage** - dragged behind the tank is its ammo supply. It has Size (6); Structural Integrity: 15; Armour: 15 and Extremely Volatile trait.

**Under performing engine**- Each time this vehicle suffers damage to its motive system (if any penetrates the armor) roll a d100 on 91+ it suffers *Motive Systems Impaired* damage condition (page 284 OW core)
Malcador Defender

The **Malcador tanks** are not widely used by Imperial armed forces at the present time, due to Leman Russ being more reliable and well rounded design. Most Malcadors that remain in the Emperor of Mankind's service have been relegated to the Departmento Munitorum's strategic reserve, to the arsenals of Planetary Defence Forces or are maintained in active service only by a few units of the Astra Militarum.

The Malcador Defender is arguably the most effective of the Malcador tank variants. It is more common in many Imperial armouries than the standard heavy tank upon which it is based. Due to the nature of its armaments, it is well-suited to close-quarters combat, trench warfare and urban warfare engagements. In this role, the Defender's Demolisher Cannon can be used against well-fortified positions and enemy strong-points, while its multiple Heavy Bolters can sweep areas for hidden infantry and defend the tank from a close assault.

These tanks were used to horrifying effect to defend breaches in the heretical lines during the Siege of Vraks

 Malcador Defender

Type: Tracked Vehicle

Tactical Speed: 9

Cruising Speed: 20 kph

Manoeuvrability: -15

Structural Integrity: 60

Size: Massive (7)

Armour: Front 45, Side 30, Rear 19

Vehicle Traits: Enclosed, Reinforced Armour, Ponderous, Tracked Vehicle

Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret), 1 Loader/Gunner (Hull Weapon), 2 additional sponsor Gunners

Carrying Capacity: None

## Weapon

Turret-mounted 5 Heavy Bolters (150m; –/–/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing) (for facing refer to image gallery)

Fixed Demolisher Cannon (50m; S/–/–; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10], Concussive [3])

Sponson weapons (choose one of the following):
-2 Heavy Bolters (150m; –/–/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
-2 Auto-cannons (300m; S/3/–; 3d10+8 I; Pen 6; Clip 20; 2 Full; Reliable)
-2 Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])

## Options

Malcador Defender may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):
-Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
-Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

## Special Rules

**Under performing engine**- Each time this vehicle suffers damage to its motive system (if any penetrates the armor) roll a d100 on 91+ it suffers *Motive Systems Impaired* damage condition (page 284 OW core)

**Encased Turret** - Any critical damage suffered on turret location is reduced by 1 (after being halved by Reinforced Armour Vehicle Trait)

A Malcador Defender of the Vraksian Traitor Militia during the Siege of Vraks
Pat a Cake

This song is performed by Mia Nuttgens in the UK dub and by Tabitha St. Germain in the US dub.

## Lyric

Pat-a-cake, pat-a-cake baker's man
Bake me a cake as fast as you can

Pat it and prick it and mark it with "B"

Put it in the oven for baby and me

For baby and me

For baby and me

And there will be plenty for baby and me

Pat-a-cake, pat-a-cake baker's man

Bake me a cake as fast as you can

Pat it and prick it and mark it with "B"

Put it in the oven for baby and me

For baby and me

For baby and me

And there will be plenty for baby and me
Meka Dread

Tactical Speed: 10\*/14

Cruising Speed: 30kph

Maneuverability: +10

Structural Integrity: 75

Size: Immense (8)

Armour: 45\*/35 All

Vehicle Traits: Enclosed, Ponderous, Ramshackle, Walker, Mecha

Crew: One hard-wired Ork pilot

Carrying Capacity: None

## Weapons

* Rippa Klaw (Melee; 4d10+6 R; Pen 8; Power Field, Unwieldy)

* 2x Servo-Arms (Melee; 2d10+14 I; Pen 0; Unwieldy)

Chose one of the fallowing:

* Big Zzappa (200m; S/3/–; 1d10+10 E; Pen 8; Clip -; Shocking, Inaccurate, Overheats, \*)

\*Each time Big Zzappa scores a hit, roll 1d5 and add that many d10 to its damage for that shot. If 5 is rolled shot goes off but Dread suffers 1d10+10 E damage ignoring its armor as lightning cracks thru it.

* Shunta (100m; S/–/–; 2d10 I; Pen 5; Clip -; Graviton, Blast (2) \*)

\*Vehicles hit by Shunta must subtract 10 from their Tactical Movement for 1 turn. Non vehicles are treated as Snared for 1 turn instead

* Rattler Kannon (100m; –/–/8; 2d10+6 I; Pen 6; Clip 240; Inaccurate, Storm)

## Special Rules

**Ramshackle Monster-** Meka Dread is coated with chunks of metal plates, not all attached properly. Meka Dread base armor is considered 45 but if any attack penetrates it reduce it by 2. If however that damage was Explosive type subtract 5 instead. For every 5 Armor lost by the dread add 2 to it's Tactical Speed. "Stable" Meka Dread has 35 Armor and 14 Tactical Speed.

Mecha

Meka Dread may also be equipped with any of the fallowing:

**Mega Charga-** Meka Dread may gain Enhanced Motive System trait (so nullifying Ponderous trait) for 1d10 rounds, but when that effect wears off it suffers 1d10 E damage ignoring armor

**Kustom Force Field-** Protection Rating of 50 that Overloads on a roll of 15 or lower. Instead of the usual effects, when this Force Field Overloads, it ceases to function for 1d5 Rounds and immediately inflicts 1d10+5 Energy Damage with a Penetration of 0 and the Shocking Quality upon everything within 2d10 metres of the user (including the user himself, naturally).
Thunderbolt Heavy Fighter

Type: Flyer

Tactical Speed: 1500m/20 AUs

Cruising Speed: 2,200 kph

Maneuverability:+10

Structural Integrity: 35

Size: Massive (7)

Armour: Front 30, Side 28, Rear 25

Vehicle Traits: Enclosed, Environmentally Sealed, Flyer, Rugged

Crew: 1 Pilot

Carrying Capacity: None

## Weapon

2x Twin-linked Autocannons (Range 300m, Heavy, S/2/5, 4d10+5I, Pen 4, Clip 200, Twin-linked)

Twin-linked Lascannons (Range 300m, Heavy, S/–/–, 6d10+10E, Pen 10, Clip 30, Twin-linked)

Wing mounted (chose one) Pilot can fire 2 of those at a time, even at different targets:

* 6 Tactical Bombs (Range 30m; S/-/-; 3d10+10X; Pen 6; Clip 1; Reload Replace; Blast (15))

* 4 Hellstrike Missiles (Range 300m; S/-/-; 3d10+7X; Pen 7; Clip 1; Reload Replace; Blast (5))
* 6 Skystrike Missiles (Range 250m; S/-/-; 3d10+6X; Pen 7; Clip 1; Reload Replace; Proven (5)

\*Skystrike Missiles provide +20 to hit air targets, but -20 to hit ground targets
Myphitic Blight-hauler

Most Death Guard commanders use packs of these Daemon Engines to fill the role that Havocs or Obliterators might in other Traitor Legions. The possessor entities that animate Myphitic Blight-haulers are as loyal as hounds to their masters, rushing to obey any instruction they are given. They are fast enough to keep pace with even the battle tanks of the Death Guard, while their smaller size and all-terrain mobility allows them to advance in support of Mortarion's sons in even the densest or most difficult environment. When combined with their potent marksmanship, and their ability to wreathe the Death Guard battle-line in covering fumes, it is not hard to see why these Daemon Engines are so highly valued.

Though lone Myphitic Blight-haulers are occasionally deployed to support the Death Guard, they are most commonly seen in packs of three, often referred to as "tri-lobes." The Daemon Engines bond instinctively with one another, hunting as a pack and running down vulnerable quarry with a killer instinct. They are like carrion jackals, scavenger-killers that can scent the slightest weakness and gather upon a battlefield to devour the dead and chase down the weak. Whether racing along as escorts to armoured spearheads, or prowling through burning cityscapes in support of advancing Plague Marines, Myphitic Blight-haulers encircle the foe, strike at their most vulnerable points, then close in to consume the mangled corpses that are left in destruction's wake.

Movement: 6/12/18/36

Wounds: 30

Armour: 7

Total TB: 12

Binding Strength: 4 Daemon: S 40 T 50

Skills:  Awareness (Per), Survival (Per) +10, Athletics (S)

Talents: Ambidextrous, Independent Targeting, Two-Weapon Wielder (Melee, Ranged)

Traits: Size (6), Auto-Stabilised, Daemonforge, Daemon Engine (7), Fear (2), Machine (7), Unnatural Strength (2), Quadruped, Crawler, Nauseating, Regeneration (3), Sturdy, Pestilent Fog, Cloud of Flies,

## Special Rules

**Pestilent Fog-** Any living creature not protected by an environmental seal that begins its Turn within 15 metres of the Daemon Engine must make a Hard (–20) Toughness Test or suffer 1d5 Toughness Damage.

**Cloud of Flies-** (BC) Surrounding the engine is a visible and tangible aura made of maggot-flies, poisonous wasps, and corpse locusts. Ranged Attacks against this Daemon Engine suffer a –10 penalty. This is a Daemonic Shield. (Homebrew) This effect also apples to all targets within 15 meters of Blight-hauler.

**Hounds Loyalty-** Demons entombed in Blight-hauler are particularly loyal to their masters. Unless GM decides otherwise, Blight-hauler (and demon on its own if it escapes the shell) will not harm its master and will try to obey his commands as well as it can.

## Weapons

* Multi-melta (60m; S/–/–; 2d10+16 E; Pen 12; Blast (1), Melta)

* Missile Luncher Krak: (300m; S/–/–; 3d10+8 X; Pen 8; Concussive (3), Proven (2)) Frag: (300m; S/–/–; 2d10+2 X; Pen 2; Blast (5))
* Gnashing maw (Melee; 2d10+6 R; Pen 3; Toxic (4))
Forces of Chaos

Due to traitorous nature of chaos they often have access to their loyalist counterparts assets, as well as more unique ones. To avoid repetition, this page contains only the second category and groups up all things Chaos like Warbands, Mechanicum or Renegade

## Equipment

Cursed Plague Bell

Alternative Terminator Armours

## Demon Engines

Venomcrawler

Myphitic Blight-hauler

Foetid Bloat-drone
Eavy Bommer

Type: Aircraft

Tactical Speed: 230m

Cruising Speed: 1,300 kph

Manoeuvrability: 0

Structural Integrity: 50

Size: Immense (8)

Armour: 28 All

Vehicle Traits: Flya, Ramshackle

Crew: 1 Ork Pilot, many Grot crewmen

Carrying Capacity: None

## Weapon

Front facing:

* 2x Heavy Big Shoota (120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Inaccurate)

* Twin-Linked Heavy Big Shoota (120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Inaccurate, Twin-Linked)

Side Facing:

* 4x Heavy Big Shoota (120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Inaccurate)

And Either 2 additional side facing Heavy Big Shootas or turret mounted Twin-Linked Heavy Big Shoota

Back Facing:

* Twin-Linked Heavy Big Shoota (120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Inaccurate, Twin-Linked)

Payload: Eavy Bommer has capacity for 20 bombs of any type, Supa Boom Bombs take 4 slots each

* Supa Boom Bomb (S/–/–; 5d10+15 X; Pen 6; Clip 1; Blast [20], Concussive [4], Indirect)

* Boom Bomb (S/–/–; 4d10+5 X; Pen 3; Clip 1; Blast [8], Concussive [2], Indirect)
* Burna Bomb (S/–/–; 2d10+7 X; Pen 6; Clip 1; Blast [10], Flame, Indirect)
Space Marine Categories

(unfinished)Deathwatch conversion to DH2

(unfinished)List of Space Marine Chapters and their bonuses

## Weapons

Primaris Weapons

Volkite Weapons

Grav Weapons

Miscellaneous Astartes Weapons

## Vehicles

Land Raider Phobos (Tweaked)

Land Raider Achilles

Spartan Assault Tank

## Armor & Equipment

Astartes Boarding Shield

Cataphractii and Tartaros Terminator Armours
Land Raider Achilles

The Land Raider Achilles is a heavily armoured variant of the standard Land Raider used by the Adeptus Astartes. The Land Raider Achilles was developed during the Great Crusade of the 30th Millennium by the Imperial Fists Legion. The Achilles is considered one of the rarest of all Land Raider variants. It utilises so many of the most arcane machine-artifice rites in its construction that each must be wrought individually and under the scrupulous gaze of the most senior Adepts of the Machine God.

The Land Raider Achilles is equipped with an enhanced Necris-Phobos Pattern Machine Spirit, and it is known to be one of the most warlike and frighteningly self-aware of any Astartes vehicle. As a result, the Land Raider Achilles is nigh-unapproachable by an enemy, or even a friendly who is recovering the vehicle from a battlefield. All personnel who will work in or near a Land Raider Achilles are warned to use extreme caution when dealing with the vehicle and its temperamental Machine Spirit.

Type: Tracked Vehicle

Tactical Speed: 14

Cruising Speed: 50 kph

Manoeuvrability: 0

Structural Integrity: 85

Size: Immense (8)

Armour: Front 56, Side 52, Rear 47

Vehicle Traits: Enclosed, Reinforced Armour, Tracked Vehicle, Command and Control

Crew: 1 Commander, 1 Driver, 1 Quad Launcher Gunner

Carrying Capacity: 6 Astartes or 3 Terminators

## Weapons

Hull-mounted Quad Launcher:

* Shatter shells (200m; –/4/8; 3d10+10 X; Pen 6; Tearing)
* Thunderfire shells (400m; –/4/8; 2d10+5 X; Pen 2; Tearing, Indirect (2), Blast (10))
* Incendiary shells (400m; –/4/8; 1d10+9 X; Pen 4; Indirect (2), Blast (10), Flame)

Quad Launcher has capacity for 360 shells which can consist of any combination of any type

Sponson weapons:

* 2x Twin-Linked Multi-Meltas (60m; S/–/–; 2d10+16 E; Pen 12; Clip 48; Blast (1), Melta, Twin-Linked)

## Options

Land Raider may take one Pintle-mounted Storm Bolter

* Storm Bolter (90m; S/2/4; 1d10+9 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

## Special Rules

**Power of The Machine Spirit (Necris-Phobos Pattern)-** Weapons of this machine are operated by powerful, and very aggressive Machine Spirit. **Sponson** mounted weapons fire "on their own" using BS of 50 and do not suffer normal penalties due to traversed distance. Machines Spirit actions take place during Commander's turn and are controlled by the Commander. Further more, if during combat Land Raider's crew gets killed or incapacitated while the vehicle is still operational, Machine Spirit continues to fight on its own for 1d5+3 turns. GM then takes full control of its actions, including movement. Achilles will aim to cause as much destruction as possible and may have problems distinguishing allays from enemies.
Vycerant

> "*Is it better to lose with your morality in tact? Or win with your conscious tainted by cruelty and malice?*"
> ― Vycerant
>
>

**Vycerant** was a Pureblood Sith male who served the Sith Empire during the First Age of the Old Republic.

Orphaned by the genocide committed by the Republic during the Siege of Korriban, Vycerant was discovered by the prestigious Sith Lord Darth Zhen who took the boy to the Sith Academy to be trained as a Sith. During his acolyte years, Vycerant grew from a boy to a man, forming a romantic relationship with a fellow acolyte named Kristina while also forging a bitter rivalry with another acolyte named Doran. During their final trial, Doran killed Vycerant's best friend, a Miraluka named Belushi, as a way to torment his nemesis.

Vycerant passed his trials and became the apprentice to Darth Zhen with whom he formed a close, albeit rough, bond to. They fought together on the front lines during the Great Annexing, the war in which the Sith Empire defeated the Republic and conquered the civilised galaxy.

During the Invasion of Coruscant, Vycerant discovered two young girls, Josilynn and Jhayra, whose parents had been killed by the Empire's assault on the planet. Becoming disillusioned with the Empire, he adopted the two girls as his daughters. Angered by his apprentice's sentimental views, Darth Zhen attacked Vycerant after the Empire's victory on Coruscant. Vycerant killed his master in front of his own troops, who pledged their allegiance to the victorious Sith.

## **Appearances**

Bright Shadow

* Chapter 1 (first appearance)
* Chapter 2
* Chapter 3
* Chapter 4
* Chapter 5
* Chapter 8
* Chapter 9
* Chapter 10
* Chapter 11
* Chapter 12
* Chapter 13
* Chapter 14
* Chapter 15
* Chapter 16
* Chapter 17
* Chapter 18
Land Raider Phobos (Tweaked)

Type: Tracked Vehicle

Tactical Speed: 15

Cruising Speed: 50 kph

Manoeuvrability: 0

Structural Integrity: 85

Size: Immense (8)

Armour: Front 50, Side 50, Rear 45

Vehicle Traits: Enclosed, Reinforced Armour, Tracked Vehicle, Command and Control

Crew: 1 Commander, 1 Driver

Carrying Capacity: 10 Astartes or 5 Terminators

## Weapons

Hull-mounted weapon:

* Twin Linked Heavy Bolter (150m; –/–/6; 1d10+12 X; Pen 5; Clip 800; Tearing, Twin-Linked)

Sponson weapons:

* 2x Twin Linked Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip -; Proven [3], Twin-Linked)

## Options

Land Raider may take one Pintle-mounted Storm Bolter

* Storm Bolter (90m; S/2/4; 1d10+9 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

## Special Rules

**Power of The Machine Spirit-** Weapons of this machine are operated by powerful Machine Spirit. Hull and Sponson mounted weapons fire "on their own" using BS of 50 and do not suffer normal penalties due to traversed distance. Machines Spirit actions take place during Commander's turn and are controlled by the Commander. Further more, if during combat Land Raider's crew gets killed or incapacitated while the vehicle is still operational, Machine Spirit continues to fight on its own for 1d5 turns. GM then takes full control of its actions, including movement and should aim to cause as much destruction in the enemy lines as possible.

Land Raider with Dozer BladeAncient MKIIB pattern
Mega Dread

Tactical Speed: 10\*/14

Cruising Speed: 30kph

Maneuverability: +10

Structural Integrity: 70

Size: Immense (8)

Armour: 45\*/35 All

Vehicle Traits: Enclosed, Ponderous, Ramshackle, Walker, Mecha

Crew: One hard-wired Ork pilot

Carrying Capacity: None

## Weapons

* Kill Kannon (300m; S/–/–; 3d10+8 X; Pen 8; Clip 7; Reload 3 Full; Blast [8], Concussive [3], Inaccurate, Unreliable)
* Rippa Klaw (Melee; 4d10+6 R; Pen 8; Power Field, Unwieldy)
* 2x Bunch of Big shootas (120m; –/– /10; 1d10+6 I; Pen 2; Clip 800; Reload 2Full; Inaccurate, Unreliable, Twin-linked, Storm)

## Special Rules

**Ramshackle Monster-** Mega Dread is coated with chunks of metal plates, not all attached properly. Mega Dread base armor is considered 45 but if any attack penetrates it reduce it by 2. If however that damage was Explosive type subtract 5 instead. For every 5 Armor lost by the dread add 2 to it's Tactical Speed. "Stable" Mega Dread has 35 Armor and 14 Tactical Speed.

Mecha
Omni Oculus

Also known as Polyphemus's Eye, Omnissian Sight and many more, is a large sphere of very advanced sensors and cogitators. Glowing lines travel threw its surface, all meet in a single circle, giving impression of an iris of a giant, metallic eye. It is most often mounted insides of a user skull, replacing most of his face, so additional modifications of respiratory and speech systems are often required. Due to such demanding procedures, many users prefer to forgo some benefits of the Omni Oculus and either mount it on Mechadendrite or in the skull of their personal servitor, connected to the owner with a bulky cable file for efficient data flow. Never the less, Omni Oculus is favored by many servants of the machine god, as extremely useful tool for supervision over both exploration and battlefield.

In game terms Omni Oculus provides +30 to all Perceptions tests and grants user Dark Vision trait (it is considered Best Craftsmanship auspex and photo-visor for that purpose). Additionally as free action user may get data on surrounding area, based on bionics field of view. This may include weapons possessed by group of adversaries, their numbers and the like. Better Craftsmanship versions can often detect more details.

Availability: Extremely Rare
Ork Jetz and Bommbers

## Jet/Bommer

Type: Aircraft

Tactical Speed: 460m

Cruising Speed: 2,300 kph

Manoeuvrability: +15

Structural Integrity: 25

Size: Massive (7)

Armour: 20 All

Vehicle Traits: Flya, Ramshackle

Crew: 1 Ork Pilot, X Turret Gunners (optional)

Carrying Capacity: None

## Weapon

Typical Ork planes can have any combination of 4 of subsequent main weapons although GM should fell free to change those limitations

* Supa Shoota (Front Facing; 300m; –/–/8; 3d10+3 I; Pen 2; Clip 300; Inaccurate, Tracer Rounds)
* Rokkit launcha (150m; S/– /–; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable)
* Boom Bomb (S/–/–; 4d10+5 X; Pen 3; Clip 1; Blast [8], Concussive [2], Indirect)
* Burna Bomb (S/–/–; 2d10+7 X; Pen 6; Clip 1; Blast [10], Flame, Indirect)

Ork planes most often have one "defensive" turret mount but GM should add or subtract as many as he wishes. It may be operated by either Ork on Gretchen

* Twin-Linked Big Shootas (120m; –/–/10; 1d10+6 I; Pen 2; Clip 120; Inaccurate, Twin-Linked)
Death Guard Weapons

Fallowing weapons are either relics from Crusade era or were designed with Legion philosophy, therefore they can be wielded by individuals with Legion Weapon Training Talent.

\*Assault Grenade Launcher may be loaded with 10 grenades of one type and 10 of different type, instead of 20 of one. Wielder may chose witch ammunition type he wants to use each time he shoots.

\*\*Plague spurt gauntlet is wristmounted and leaves the hand free

\*\*\*Add double SB to damage

Deathguard Terminator with Plague spewer and Bubotic AxePlague BelcherExample Bubotic Axes
## Flail Of Corruption

Flail Of Corruption is two handed Exotic weapon. Character needs Strength Bonus of at least 7 to wield it.

\*At the end of each round during witch wielder has attacked with this weapon every character within 3m not dedicated to Nurgle takes automatic Toxic (X) hit where X equals to number of **consecutive** rounds during which wielder performed an attack with this weapon. So first round it will be Toxic (1), second Toxic (2) and so on. Hordes take X magnitude damage instead. If for any reason wielder does not attack with this weapon during his turn, the bonus Toxic strength is lost.
Big Shoota (Clarification)

Since Ork Big Shootas presented in different FFG books have different profiles most notable:

Only War (120m; –/– /10; 2d10+5 I; Pen 2; Clip 120; Reload Full; Inaccurate, Unreliable)

Dark Heresy 2 (120m; –/– /10; 1d10+6 I; Pen 2; Clip 60; Reload 2Full; Inaccurate, Unreliable)

And since Ork arsenal lack mid-power anti personnel weapons that would fit mounting on vehicles, author of this wiki decided to re purpose Only War's profile as Heavy Big Shoota.
Morkanaut

Built as an effigy to the Ork god Mork, it possesses all the lethal cunning of its namesake. The Morkanaut is built, armed, and piloted by a Mekboy who equips it with all kinds of glowy energy weapons capable of unsubtle brutality. Their pilots are often outcasts who have joined the Great Waaagh! or Freebooter warbands, hunting for the technological secrets of other races. Such Badmeks have been ejected from their tribe for crimes such as using the Weirdboy hut for target practice. These rogue pilots are especially dangerous, and often begin their wanderings by flattening their former tribe's settlement as an act of revenge.

## Morkanaut

Type: Walker

Tactical Speed: 7

Cruising Speed: 20 kph

Maneuverability: -10

Structural Integrity: 90

Size: Immense (8)

Armour: Front 40, Side 37, Rear 28

Vehicle Traits: Enclosed, Ponderous, Ramshackle, Walker, Mecha

Crew: 1 Mek pilot, grot crew

Carrying Capacity: 6 Orks or 3 Orks in Mega armor

## Weapon

* Kustom Mega-Kannon (150m; S/–/–; 6d10+10 E; Pen 8; Blast (5), Inaccurate, Overheats, Shocking, Unreliable)

* Klaw of Gork (or possibly Mork)  (Melee; 4d10+22 I; Pen 6; Unwieldy, Concussive (4), Power Field, \*)

\*If Klaw grapples something it may perform Standard Attacks against it gaining Tearing quality for that attack.

* 4x Heavy Big Shootas (120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Inaccurate)
* 4x Rokkits (150m; S/– /–; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable)
* Front facing Kustom Mega-Blasta (100m; S/2/–; 4d10+7 E; Pen 6; Blast (2), Inaccurate, Overheats, Shocking, Unreliable)

## Special Rules

**Gods Effigy-** All Orks that see Morkanaut have benefits of Resistance (Fear) Talent

Mecha

Morkanaut may be equipped with **Kustom Force Field** with a Protection Rating of 50 that Overloads on a roll of 15 or lower. Instead of the usual effects, when this Force Field Overloads, it ceases to function for 1d5 Rounds and immediately inflicts 1d10+5 Energy Damage with a Penetration of 0 and the Shocking Quality upon everything within 2d10 metres of the user (including the user himself, naturally).
Gorkanaut

Built as an effigy to the Ork god Gork, the Gorkanaut possesses all the unsubtle brutality of its namesake. Gorkanauts are all about raw killing power, acting as linebreakers and spearheading Ork infantry assaults in battle. The walker is piloted by a Nob and is everything an Ork aspires to be: big, tough, loud, and destructive. This pilot is an outcast from their own tribe for crimes such as using fellow Orks as target practice, and once inside their machine will stomp on their former settlement as a way of revenge.

## Gorkanaut

Type: Walker

Tactical Speed: 7

Cruising Speed: 20 kph

Maneuverability: -10

Structural Integrity: 90

Size: Immense (8)

Armour: Front 40, Side 37, Rear 30

Vehicle Traits: Enclosed, Ponderous, Ramshackle, Walker, Mecha

Crew: 1 Nob pilot, Ork Deffstorm mega-shoota gunner, grot crew

Carrying Capacity: 6 Orks or 3 Orks in Mega armor

## Weapon

* Deffstorm mega-shoota (150m; –/–/\*; 2d10+8 I; Pen 3; Clip: Who would count?; Inaccurate)

\*This weapon unleashes such storm of fire it is impossible to care for each bullet separately. When it is fired instead of normally allocating hits, place a Blast (8) on the target. If BS test is successful apply number of hits equal to Degrees of Success to everything in the Blast. If BS test is failed it scatters d10 meters for every Degree of Failure and all targets suffer only one hit.

* Klaw of Gork (or possibly Mork)  (Melee; 4d10+22 I; Pen 6; Unwieldy, Concussive (4), Power Field, \*)

\*If Klaw grapples something it may perform Standard Attacks against it gaining Tearing quality for that attack.

* 4x Heavy Big Shootas (120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Inaccurate)
* 4x Rokkits (150m; S/– /–; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable)
* Front facing Skorcha (30m; S/–/–; 1d10+7 E; Pen 3; Flame, Spray, Unreliable).

## Special Rules

**Gods Effigy-** All Orks that see Gorkanaut have benefits of Resistance (Fear) Talent

Mecha
Popiz

**Popiz**, also known as **Pop and Piz** (Hebrew: פופיז) is a British-American-Israeli 3D computer animated television show from BabyTV made in 2006.

## Intro

### Voices Of

UK Version: Julian Clary as Narrator, Dahlia Lynn as Piz and Carlos Alazraqui as Pop
US Version: Joseph J. Terry as Narrator, Dahlia Lynn as Piz and Carlos Alazraqui as Pop

Hebrew Version: Ami Mandelman as Narrator, Dahlia Lynn as Piz and Carlos Alazraqui as Pop

Japanese Version: Tomokazu Sugita as Narrator, Dahlia Lynn as Piz and Carlos Alazraqui as Pop

Korean Version: Sin Yong-woo as Narrator, Dahlia Lynn as Piz and Carlos Alazraqui as Pop

German Version: Oliver Bottcher as Narrator, Dahlia Lynn as Piz and Carlos Alazraqui as Pop

Polish Version: Aleksander Wysocki as Narrator, Dahlia Lynn as Piz and Carlos Alazraqui as Pop

## Broadcast

### Original Run

May 5, 2006

When The Magical Flower Pops Up, It Sees, Then It Grows The Roots Come Out And Theirs Stairs, The Flower Roots Up Then It's The Show "Popiz"

## Credits

This Program was produced by: PIL Animation and Hands-Up

Production Manager: Eyal Smilanski

Producer: Hillel Roseman

3D & Compositing: Sherban

Design: Michael Zhirmunski

Animation Supervisors: Linor Kerten, Sherban

Animation: Iren Adamivich, Idan Aharonson, Omer Arieli, Nir Bone, Amit Chachek, Gil Gavish

Sound: SOFA Sound

Original Music: Ophir Gal, Uri Kalian

Voice Talent: Julian Clary, Dahlia Lynn

Editing: Yahel Zaouch

Script: Tanya Jackson

Created by: Mysh, Yariv Barel, Benny Davidovich

Art Director: Mysh

Directors: Yarvi Barel, Mysh

Executive Producer Baby TV: Liat Talit Gal

Concept Development Baby TV: Shiomit Nehama

Creative Director Baby TV: Ron Isaak

This program was produced for Baby TV

www.babytv.info

© 2006

## Plot

In each episode a new friend surprises Pop and Piz. During the meeting with the rabbits, Pop and Piz discover something new about themselves and their feelings, Pop and Piz join the viewers in their meeting with the friend, and explore the first feelings and emotions and making new friends together when the flower calls for Pop and Piz and they have to say goodbye to each other.

Pop is the red rabbit, and Piz is the blue one. Pop is a boy, and Piz is a girl.

## Ending

It was produced by PIL Animation and Hands-Up and BabyTV.

## Characters

Piz

Pop
Mortal Humans Categories

## Gear

Martyr's Gift Medpack

Duplex Rounds

## Weapons

Low Tech Bolt Weapons

Nihilis Pattern Lasgun

Hot-shot Volley Gun

Salmatran Disq Rifle

Dagger (Rebalance)

Onslaught Submachine Gun

"Lightning" Pattern Autogun

## Vehicles

Imperial Knights:

* Gifts and Rewards for Chaos Knights

* Armiger Knights

* Questoris Pattern Knights

* Cerastus Knight Acheron

Malcador tank chassis:

* Malcador Heavy Tank
* Malcador Annihilator
* Malcador Defender
* Malcador Infernus
* Minotaur Artillery Tank

Thunderbolt Heavy Fighter

Aurox Armoured Transport

Carnodon Tank

Crassus Armored Assault Transport

Taurox and Taurox Prime

Stormblade

Banehammer
Battlewagon (Tweaked)

## Ork Battlewagon

Type: Tracked Vehicle

Tactical Speed: 12

Cruising Speed: 45kph

Maneuverability: -10

Structural Integrity: 60

Size: Immense (8)

Armour: Front 36, Side 28, Rear 24

Vehicle Traits: Open-Topped, Ramshackle, Rugged, Tracked

Crew: 1 Driver, 4 Gunners, 2 Sponson Gunners

Carrying Capacity: 20 Orks plus gear and loot.

## Weapon

Turret mounted weapon, chose one:

* Zapp Gun (200m; S/–/–; 1d10+5 E; Pen 6; Clip -; Shocking, Inaccurate, Overheats, \*)

\*Each time Zapp Gun scores a hit, roll 1d5 and add that many d10 to its damage for that shot. If 5 is rolled shot goes off but Battlewagon suffers 1d10+5 E damage ignoring its armor as lightning cracks thru it.

* Kannon (200m; S/–/–; 3d10+6 X; Pen 6; Clip 1; Reload Full; Blast [4], Concussive [2], Inaccurate, Unreliable)
* Kill Kannon (300m; S/–/–; 3d10+8 X; Pen 8; Clip 1; Reload Full; Blast [8], Concussive [3], Inaccurate, Unreliable)

 \*If Kill Kannon is taken Carrying Capacity is halved

Additional Weapons:

* Turret mounted Lobba (30-200m; S/–/–; 2d10 X; Pen 1; Clip 1; Reload Full; Blast [6], Concussive [4], Inaccurate, Indirect [2], Unreliable)
* Turret mounted Big shoota (120m; –/– /10; 1d10+6 I; Pen 2; Clip 60; Reload 2Full; Inaccurate, Unreliable)
* Pintle-mounted Big shoota (120m; –/– /10; 1d10+6 I; Pen 2; Clip 60; Reload 2Full; Inaccurate, Unreliable)
* Pintle-mounted Rokkit launcha (150m; S/– /–; 3d10+6 X; Pen 9; Clip 1; Reload Half; Inaccurate, Unreliable)
* 2x Sponson Mounted Big shootas (120m; –/– /10; 1d10+6 I; Pen 2; Clip 60; Reload 2Full; Inaccurate, Unreliable)

## Options

Any Big Shootas may be changed for Heavy Big Shoota

Battlewagon may be equipped with Deff rolla. It adds 5 Armor to front of the Battlewagon and gives Tearing quality to damage done by Ram! Action

Battlewagon may forgo all other weapons (it may still take Deff rolla) and all Transport Capacity and take Suppa Kannon (500m; S/–/–; 4d10+10 X; Pen 8; Clip 1; Reload 3Full; Blast [10], Concussive [3], Unreliable)
Foetid Bloat-drone

Created in festering manufactoria on Nurgle-dominated Daemon Worlds, the cost in blood sacrifice to create these engines is significant, and the binding rituals are hazardous in the extreme. Yet their enduring popularity with the Traitor Legion's Death Guard Lords ensures that Foetid Bloat-drones are ferried in great numbers to the war zones in which the Death Guard fight, and deployed in swarms that darken the skies.

The entities that possess Foetid Bloat-drones are more aggressive and spiteful than most daemons of Nurgle. Some are so wilful that they cannot be entrusted with ranged weaponry at all, their desire to smash themselves into the enemy ranks all too evident. These rebellious engines are instead fitted with the macabre devices known as Fleshmowers.

Movement: 6/12/18/36

Wounds: 35

Armour: 8

Total TB: 14

Binding Strength: 4 Daemon: S 45 T 50

Skills:  Awareness (Per), Survival (Per) +10, Athletics (S)

Talents: Ambidextrous, Independent Targeting, Two-Weapon Wielder (Melee, Ranged)

Traits: Size (7), Auto-Stabilized, Daemonforge, Daemon Engine (8), Fear (2), Machine (8), Unnatural Strength (4), Hoverer (12), Nauseating, Regeneration (5), Sturdy

## Special Rules

**Demonic Shield-** Bloat-drone is surrounded by Force Field with Protection Rating of 33. It does not overload, but causes Psychic Phenomena on any doubles.

**Putrid Hatred-** Bloat-drone may enter a Frenzy as a free action

## Weapons

* Plague probe (Melee; 2d10+9 I; Pen 0; Toxic (4), Corrosive)

Chose one:

* Heavy Blight Launcher (150m; S/3/–; 3d10+3 X; Pen 6; Blast (4), Toxic (3), Twin-linked)

* 2x Plague spewer 30m S/–/–; 2d10+3 E; Pen 3; Corrosive, Spray, Felling(4) Toxic(4)
* Fleshmower (Melee; 3d10+9 R; Pen 0; Toxic (1), Devastating (3), Flexible, Inaccurate, Unwieldy, \*)

\*When Fleshmower kills a living creature, everyone in sight must take Fear (3) Test
Tech-Thralls

When a need arises for expendable servants or troops, Adsecularis are employed. They are created through basic augmetics and cranial surgery and often captured prisoners or criminals are used for the process. Considered a lower order than most Servitors, the ultimate fate of most Tech-Thralls is to end their lives recycled into Servitor components and their implants harvested for further use.

Movement: 2/4/6/12

Wounds: 10

Armour: Machine (4 All)

Total TB: 4

Skills: Athletics (S)

Talents: Iron Jaw

Traits: Dark Sight, Machine (4), Mind Lock, Unnatural Strength (2)
Gear: integral micro-bead

Weapons: **Laslock** (70m; S/-/-; 1d10+4 E; Pen 0; Clip 30; Reload Full) OR **Mitralock** (30m; S/-/-; 1d10+4 E; Pen 0; Clip 30; Reload 2 Full; Scatter) OR **Chain Greatesword** (2d10+7 R, Pen 3; Tearing, Unbalanced)

Teh-Thrals with laslocksMitralock
Mecha (Vehicle Trait)

**Mecha-** Some walkers act more like big sets of armor to their pilots, rather than standard vehicles. Such engines of war are affected by following rules:

* All of relevant pilot's talents affect the vehicle. For example if pilot has *Crushing Blow* talent, vehicle's melee attacks also benefit from additional damage. Be aware that negative effect such as, for example, lack of Ambidextrous talent will also apply.
* Mecha may attempt to Parry melee attacks of opponent of the same Size or one Size smaller. For example Mecha with Size (7) may try to parry attacks from Size (7) and Size (6) attackers. This Parry test is *Difficult (-10)*
* Mecha may perform a Charge Action as if it was a character on foot. Maximal distance of such charge is equal to vehicles movement it is able to perform as Full Action. For example if Vehicle has Enhanced Motive Systems Trait its charge distance is equal to 3 times its Tactical Speed. It must move at least its Tactical Speed in a straight line
* Mecha may shoot with its ranged weapons while in melee, as if it was Pistol class weapons. However such attacks are *Arduous (-40)*
* Mechas most often have weapons mounted as each of their hands and some secondary armament (such as heavy stubbers). If Mecha performs an attack with any of its "main" weapons, it can also perform attack with any number of if secondary weapons as a Free Action. Secondary weapon attacks performed this way suffer additional -10 to hit.
* Mechas are not able to perform Lightning Attack regardless of used weapon.
Битва Кичи и Белого Клыка с рысью

**Битва Кичи и Белого Клыка с Рысью** - момент в мультфильме

## Сюжет

Когда Кичи с Белым Клаком охотились, волчонок увидел пещеру и он стал тянуть мать туда. Но потом увидел, как рысь начала подкрадыватся в их сторону и Кичи набросилась на неё. Потом началась драка, в ней рысь нанесла Кичи кровотчащую рану, потом, волчица смогла убить рысь, задушив её, когда она хотела напасть на Белого Клыка.
Белый Клык

У этой статьи есть и другие значения. Смотрите: Белый Клык (значения).

**Белый Клык (или Бесценный Волк)** - главный персонаж книги Джека Лондона и мультфильма студии “Netflix”.

## Внешний вид

Белый Клык, как написано в книге, слит с отцом Одноглазым. В мультфильме имеет одну белую бровь, жёлтые глаза и быстрые лапы.

## Галерея

Есть отдельная статья, смотрите Белый Клык/Галерея.
Arena of Pride

**Arena of Pride** is one of many fighting arenas over planet Kurse in the Screaming Vortex, that distinct itself by being openly dedicated to Slaanesh. It found its niche by creating an environment of exclusivity and aiming to satisfy the most sophisticated guests. In contrast to most other arenas, it's hard to find swarms of "native" scum, fighting over every bit of scrap, left over from fights there. Perhaps big part of arenas, seemingly unlikely, success is fame surrounding its owner, Giovanni Russo.

## What was before

Native to Melancholia Giovanni Russo is graduate of The Academy, an enigmatic, school-like place dedicated for chosen Fesh Shapers. Its main goals are to direct shapers developing abilities and educate them in fine arts.

## Arena's creation

Since previous arena housed on its asteroid got leveled in Mallalites operation, Pride's was build almost from scratch. With life sustainers and position chains restored by Forge Castir as end of their payment for Giovanni's service rest was up to owner himself to establish.

Utilizing his silver tongue and web of contacts Giovanni organised funds to rebuild the arena to operational level and quickly started making profits from it. With his love for creating diverse Sculpulytes, he always had stocks of intriguing and nowhere else seen adversaries for arena's combatants. With already present focus on creating prestigious atmosphere, Arena of Pride quickly attracted attention of many wealthy individuals.

In time, Arena of Pride overshadowed even its predecessor. Titular Arena of Pride is giant, tear drop shaped complex glimmering from afar with silver and crystal ornaments. It is capable of accommodating and entertaining hundred of thousands of guests by itself, with also housing space for the most privileged. At the top of tear's point rises monumental statue of arena's namesake and Russo's greatest patron, Keeper of Secrets "Pride". Some say it was Giovanni himself who fashioned it with his own hands, but due to sculptures size it is highly unlikely.

On arena's sides there are numerous housing resorts for guests, with many buildings providing attractions of all sorts. Behind Arena of Pride, a much smaller secondary arena is situated, called The Pearl for it's oval shape and shining white color. The Pearls is used for fights that don't necessarily fit with main arena's grandiose, but also houses museum of Russo's works and collections. In addition in sometimes serves for an auction house for particularly big events. Giovanni is said to have a particularly soft spot for this smaller arena for some reason.
Scyllax Guardian-automata

These robots were neither true Battle Automata, due to the absence of a cybernetica-cortex, nor could they be classified as a Servitor due to having nearly no organic components.

Deployed onto the battlefield as elite shock troops or as bodyguards to Magos, these automata have been adapted with a wide variety of mechandenrites and servo-arms for dissecting living matter at high speed. Equipped with an armoured carapace as durable as those of the Space Marines, armed with a Bolter and claws, and powered by a rad furnace which can vent harmful radiation, Scyllax Guardians are a force to be feared.

Movement: 5/10/15/30

Wounds: 25

Armour: Machine (7 All)

Total TB: 7

Skills: Awareness (Per), Dodge (Ag), Parry (WS)

Talents: Swift attack, Bodyguard, Crushing Blow

Traits: Machine (7), Crawler, Quadruped, Dark-sight, Mind Lock, Unnatural Toughness (2), Size (5)

Weapons: **Combat array** (Melee; 1d10+8 R; Pen 6; Tearing) **Scyllax bolter** (100m; S/3/-; 1d10+9 X; Pen 4; Clip 48; Reload 2 Full; Tearing, Reliable)

**Rad Furnace**- The reactor core at the heart of the Scyllax generates large quantities of harmful radiation which is vented from their carapace at will. Scyllax may use its full action to create a blast centered on itself with following profile (1d10 E; Pen 8; Blast (5), Irradiate (4)). Scyllax themselves are immune to any effects of radiation.