recursal/Fanatic-Fandom huggingface dataset:
Necrons: Flayed Ones

## Lore

When the Necrons turned upon their gods, some cursed them in their death. Llandu'gor the Flayer was utterly destroyed, but his legacy lives on in the Flayed Ones. These Necrons have gained a portion of sentience, if terribly maddened. Their hands have devolved into viscous, sharpened claws used to cut and tear away at the flesh of the living, so that they may cover their bodies with their bloody new skin.

## Unit Summary

Flayed Ones are the basic melee troop for the Necrons. Although slow, they are devastating to their opponents, ripping apart any infantry they can get their clawed hands on while further draining their morale. What makes these beasts even more dangerous is their ability to appear anywhere on the field, rising from the ground like corpses. They're able to garrison within the Monolith to deploy anywhere in sight range.

## Weapons

### Flayed One

**Starting Weapons**

**Warning. The table below is for advanced users only! Check the glossary here.**

## Active Abilities

* Teleport cost: 75
* Additional cost: 20
* Recharge rate: 1/s

## Upgrades that Affect this unit

*Disruption Field* researched
*Awakened Necrodermis* researched
Greater Summoning Core
Engaged Monolith
The February 15 Bidenistani Massacre

On 2/15/2021 Angelo would systematically purge all Bidenistanis from Red Sun in the Sky for "trolling", only leaving Gyroon. They set their pfps as Hoxhaists and began to "soy-react" every message which angered Angelo resulting in a bloody massacre.

## **Ethnic background**

The massacre was endorsed on the behalf that the Bidenistanis racial image had become annoying children trying to be funny. The Bidenistani race now appears as an oppressed group fearing punishment everyday.

## **Legacy:**

This would be the basis of the revolutionary slogan for the next Bidenistani massacre in which the masses would cry "Angelo did not go far enough in the first Bidenistani Massacre"!

## **Erasure of the incident.**

The is the first massacre that was targeted towards the Bidenistanis. This one was carried out by Angelo and left no trace of mass murder. Many Red Sun citizens are not even aware of this event and those that heard of it completely deny it. Not much information can documented because the state managed to get rid of all evidence but there is plenty of anecdotes claiming that it happened.

## **Victims?**

Because of the erasure of the incident we cannot find exactly all the ones murdered. We can only remember Rose, shyguywithafade, Sweyn, and a lot of other common Bidenistanis purged. We can estimate around 8 to 10 victims.

## **Aftermath**

This would not only result in further ethnic conflict, but be a factor of the next purge, a hate for these goblins.
Chainsword

The **Chainsword** is the preferred close combat melee weapon of many of the military forces of the Imperium of Man and versions are also used by the warriors of the Orks and the Asuryani.

The chainsword is essentially a sword with powered teeth that run along a single-edged blade like that of a chainsaw. Most versions of the weapon make use of monomolecularly-edged or otherwise razor-sharp teeth.

Chainswords are not subtle weapons, and wielding one is a statement in its own right: they are horrific tools of war, designed to bite, tear and eviscerate where more primitive blades merely cut and slice. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armour.
Advanced Glossary

## Armour types & DPS tables

Preamble:

The numbers in the DPS tables are rounded up/down to a single decimal, in cases where this was rounded to a full number, e.g "10", then that is showed by the number being input being "10", as opposed to "10.0". The latter indicating the exact value 10, no rounding involved.

A key thing to understand is that every unit and building in the game belongs to one of 15 armour types. (See Legend; "Armour Types")

Think of these as categories. Each unit belongs to a category, and although common sense will in the vast majority of cases tell you which category a unit belongs to (or at least narrow it down to a few candidates), it's technically possible for any unit to belong to any category. One notable example is the Legion of the Damned marines that have daemon armour (i.e belong to one of the two monster armour categories) as opposed to any form of infantry armour.

In addition each unit has a morale armour  value, which is a value that modifies incoming morale damage. This means that the morale dmg values shown in the DPS tables are in reality lower than they appear. Most units have a morale armour value of 0.5, meaning they take half the morale dmg shown.

Despite what the ingame UI shows, every weapon in the game has 15 separate damage values, one for each of the armour classes above. The DPS tables show the average damage per second of the weapon

* when standing still
* when shooting without any temporary buffs or debuffs
* when not having any research upgrades that increase it's accuracy or damage.

The DPS table take into account reload time, accuracy and average base damage versus the armour type in question.

For those advanced users wanting to know the DPS function used to calculate the numbers in the tables:

( ( ( ( (min\_dmg+max\_dmg)/2) x (armor pen/100) ) x accuracy ) / reload\_timer) ;

if the value "min\_damage\_value" ≥ ((min\_dmg\_ + max\_dmg)/2), then the "min\_damage\_value" substitutes this value in the function.

note that (armor pen/100) is actually a simplification for a more complex function, and will not yield the correct results in some cases since each unit also has a numerical armour value. The armour pen for each armour category of a weapon is checked against the numerical value of the unit (belonging to one of the 15 armour categories)
13th Company: Dreadnought

## Lore

Space Marines that have been brutally wounded in the field of battle but remain barely alive are often interred in Dreadnoughts so that they may continue to serve the Imperium. Often remaining in an unconscious state until needed, many Dreadnoughts are extremely old, and barely conscious. The Dreadnoughts of the 13th Company have seen many battles dating all the way back to the Great Crusade.

## Unit Summary

The Dreadnought is a powerful walker best used against Infantry, Heavy Infantry and Buildings. It starts with a pair of Power Fists can be upgraded with Heavy Bolters to provide ranged support.

## Weapons

### Dreadnought

**Starting Weapons**

**Special Weapons**
45

**Warning. The table below is for advanced users only! Check the glossary here.**

## Active Abilities

The Dreadnought has two missile launchers, allowing 2 Hunter-Killer Missile abilities available.
13th Company: Grey Slayers

## Lore

The Grey Slayers were a unique shock unit utilized exclusively by the Space Wolves Legion during the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millennia. The 13th Company still employs them rather than the Grey Hunters of the main companies of the Space Wolves. They are trained to work independently from higher command when needed.

## Unit Summary

Grey Slayers are the main infantry unit for the 13th Company. Similar to Tactical Marines of other chapters, they are a versatile squad that gain access to special weapons to focus their roles on the battlefield.

When the game starts, you are granted a Grey Slayer unit with only one model to allow you to capture points since there are no available scouts at the Chaos Portal. Other than starting with a lone model, the unit is a normal Grey Slayers unit and can reinforce and upgrade as such.

## Weapons

### Grey Slayer

**Starting Weapons**
 Combat Weapon

### Grey Slayer Pack Leader

**Starting Weapons**
 Chainsword

**Weapon Upgrades**

**Warning. The table below is for advanced users only! Check the glossary here.**
Chaos Space Marines Test

caption 1

## Lore

Veterans of the age old Horus Heresy, mortal cultists elevated by horrific means, or once loyal Space Marines turned traitor, the Chaos Space Marines sow terror in the hearts of the Imperium. These fallen angels of war are prepared to kill and destroy in the name of their Dark Gods, personal gain, or for the simple joy of battle.

## Unit Summary

The Chaos Space Marines are the main troops for the Chaos Marines army. They are effective against Infantry and can be upgraded to be effective against Heavy Infantry. While primarily a ranged unit, the Chaos Space Marines can hold their own in Melee combat as well.

## Build Information

 **Default Hotkey** | C

Can add an Aspiring Champion. (Requires Chaos Armory to be built)

## Active Abilities

**Frag Grenades** (Requires Frag Grenades research from Chaos Temple)

* Target an enemy unit or area on the ground to throw a frag grenade that will do damage and stun infantry units. Has no effect on Vehicles or Buildings.

**Berserk Fury** (Requires Aspiring Champion and Desecrated Fortress)

* Squad becomes resistant to Morale damage for a short time
* Squad does more damage, but also takes more damage for the duration

## Weapons

**Warning. The table below is for advanced users only! Check the glossary here.**

## Upgrades that Affect this unit

**Frag Grenades** (Chaos Temple)

* Grants Chaos Space Marine units the active ability to throw Frag Grenades.

**Furious Charge** (Chaos Armory)

* Increases Melee Damage

**Purge the Weak** (Chaos Armory)

* Increases health of Aspiring Champion and all Marines in units that contain it

**Heavy Weapon Increase** (Chaos Armory)

* Increases the number of Special Weapons a Chaos Space Marine squad can equip to 4

**Wargear: Power Swords** (Chaos Armory)

* Equips Aspiring Champion with a Power Sword, replacing the Chainsword. The Power Sword ignores armor.

**Wargear: Power Fists** (Chaos Armory)

* Equips Aspiring Champion with a Power Fist, replacing the Power Sword. The Power Fist ignores armor and is effective against most enemy types.

**Wargear: Plasma Pistols** (Chaos Armory)

* Equips Aspiring Champion with a Plasma Pistol, replacing the Bolt Pistol. The Plasma Pistol is effective against Heavy Infantry.

**Chaos Marine Infiltration Skill** (Chaos Armory)

* Grants Chaos Space Marine units permanent Infiltration
Chaos Marines: The Ragged Knight

## Lore

The Ragged Knight is an ancient greater daemon of Khorne birthed from the era of the Crusades in M2. When the church had declared a religious sect as heretics, the Frankish Empire carried out their elimination. The brutal slaughter and burning of innocent men, women and children birthed a great and terrible Bloodthirster of Khorne now known as The Ragged Knight. The dark sorcerer, Iskandar Khayon has bound this daemon to himself, allowing him to summon it. But the Knight is not pleased by this arrangement.

## Unit Summary

The Ragged Knight is a powerful Bloodthirster Greater Daemon that is summonable by Iskandar Khayon. Unlike the standard Bloodthirster, this daemon does not require a relic to be summoned, but will only remain on the field for a limited time.

## Weapons

### The Ragged Knight

**Starting Weapons**

**Warning. The table below is for advanced users only! Check the glossary here.**

## Active Abilities

* Jump cost: 45
* Recharge rate: 1/s
Necrons: Deathmarks

## Lore

Deathmarks are elite Immortals given more advanced equipment with one purpose in mind; assassination. Their long range Synaptic Disruptors that not only break down their opponents at the molecular level, but can destroy their mental processes as well. These snipers can also phase through time and space itself to appear wherever they need to be to strike at their targets.

## Unit Summary

Deathmarks are elite long ranged units meant for taking out Infantry, Heavy Infantry, Daemons and Commanders from a distance. They can be moderately effective against vehicles and buildings mainly due to their ability to debuff any targets they hit with an effect that will increase damage taken from all sources. They can also essentially teleport anywhere on the map using their Dimensional Translocation ability to instantly join a fight, or flee to rebuild.

## Weapons

**Starting Weapons**
 Notes
 Crude Bash

**Warning. The table below is for advanced users only! Check the glossary here.**

## Active Abilities

* Teleport cost: 120
* Additional cost: 20
* Recharge rate: 1/s
* be unable to attack
* Will move at incredible speeds
* Increase HP regen by 50hp/s
* Increase morale regen by 5/s

## Upgrades that Affect this unit

*Disruption Field* researched
*Awakened Necrodermis* researched
Greater Summoning Core
Engaged Monolith
Chaos Marines: Mutilators

## Lore

Their very flesh melted and melding with their once noble Terminator armor, the Mutilators are warp-maddened warriors who are able to form weapons from their very flesh for whatever is required, or desired. They have given themselves completely to the warp, allowing it to shape them, and empower them, and each kill only makes them stronger.

## Unit Summary

Mutilators are an elite melee squad for the Chaos Marines army. Their arms have been fused with a variety of weapons allowing them to be effective against any armor type they are in combat with. Although slow, they can be upgraded to gain a teleport ability, and are very resistant to enemy fire.

## Weapons

**Starting Weapons**

**Warning. The table below is for advanced users only! Check the glossary here.**

## Active Abilities

* Teleport cost: 50
* Recharge rate: 1/s
125
Lictor

## Weapons

 **Range** | Melee

**Warning. The table below is for advanced users only! Check the glossary here.**

## Upgrades that Affect this unit

* Increases Lictor damage by 15%
* Increases Lictor speed by 16%
* Increases Lictor sight & keen sight by 5m
* Increases Lictor damage by 15%
* Increases Lictor speed by 14%
* Increases Lictor sight & keen sight by 10m
* Increases Lictor damage by 15%
* Increases Lictor speed by 13%
* Increases Lictor sight & keen sight by 15m
Perfect Link
Chaos Marines: Defiler

## Lore

The Defiler is a horrific Daemon Engine in service to the Traitor Legions, created by twisted Warpsmiths on the order of Abbadon the Despoiler after the end of the Horus Heresy when he saw the need for more walker units due to the difficulties of keeping Chaos Dreadnoughts in service. It is a daemon possessed monstrosity loosely resembling a crab with giant steel claws and a wide array of weaponry.

## Unit Summary

The Defiler is a walker vehicle for the Chaos Marines army. They are not as durable as Chaos Dreadnoughts, nor are they able to modify their weapons, but they are even more fearsome than their smaller counterparts. Terrifying steel claws to tear apart enemy infantry or vehicles with ease as well as an array of long ranged weaponry to allow the bestial machine to act as a long range siege platform. The Defiler may also be upgraded with one of three extra weapons, replacing either the Autocannons or Heavy Flamer.

## Weapons

**Starting Weapons**
 Twin Heavy Flamer
 Battle Cannon
 Notes
 Defiler Claws

**Warning. The table below is for advanced users only! Check the glossary here.**
13th Company: Wolf Lord

## Wolf Lord

This day will be remembered in the sagas.

## Lore

Wolf Lords, also known as Jarls within the Space Wolves, are the equivalents of Captains or Company Masters. Each Wolf Lord will bring his own personal approach to his company, shaping them as he sees fit. The Jarls of the 13th face even greater challenges as they lead the company through the warp.

## Unit Summary

The Wolf Lord is the primary Commander unit for the 13th Company. They are strong against most targets, especially in Melee, and provide an aura around themselves.

## Weapons

### Wolf Lord

**Starting Weapons**

**Warning. The table below is for advanced users only! Check the glossary here.**

## Upgrades that Affect this Unit

Increases health regen by 1hp/s.
Reduces ability cooldown by 10%
Increases melee damage by 15%
25
Increases health regen by 1hp/s.
Reduces ability cooldown by 10%
Increases melee damage by 15%
50
1
The Champions Portal (Tier 3)
Dark Eldar: Venom

## Lore

The Venom is a small and heavily armed transport antigrav skimmer with powerful boosters that is extremely fast, agile and sensitive to the inputs of it's pilot. It has no difficulty jinking out of the line of enemy fire or avoiding it completely. This in combination with flicker fields and the fact that enemy batteries prioritize larger incoming vessels over smaller means that the venom is the transport of choice for elite warriors, nobles and even Archons.

Besides it's heavy armaments and the weapons of its passengers it also has blade vanes for the Dark Eldar trademark fly by decapitations and dismemberments.

## Unit Summary

The Venom is a fast and hard-hitting Dark Eldar vehicle transport skimmer. It starts with good anti-infantry capabilities but can upgrade to fulfil an anti-vehicle role. The Heat lance of the Venom has both greater range and anti-vehicle DPS than the dark lance of the Raider. Note that the elite units that can be transported in the venom cannot shot out from the venom unlike the regular troops riding in the Raider.

The following troops may be transported in the Venom:

* Wracks
* Trueborn

## Build Information

 **Default Hotkey** | M

Limited to 2 units.

## Weapons

**Warning. The table below is for advanced users only! Check the glossary here.**

## Upgrades that Affect this unit

Night Shields Research (Dark Foundry)

* Increases Venom HP by 200HP

Shadow Fields Research (Dark Foundry)

* Increases Venom HP by 200HP
Blood Angels: Progenitor Barracks

## Structure Overview

This is the main infantry production building for the Blood Angels. Here you will be able to select your Assault Doctrine to focus on, and select to field standard, support and all the way to veteran Adeptus Astartes of the Chapter.

## Active Abilities

**Doctrine Selection**

* This building will provide the ability to choose between Two Doctrines of Assault for the Blood Angels

## Researches and Add-ons

Researches
 1
Dark Eldar: Ravager

## Lore

The Ravager is a fast, heavily armed and heavily armoured skimmer of the Dark Eldar. When deployed on real space raids each ravager gets assigned high value armoured targets as their primary objective, once the allocated priority target has been neutralised, each ravager is given free reign to wreak havoc as it sees fit. Despite it's armour and shields it is still agile and fast enough to mainly rely on speed and evasion as to not get hit. Adhering to the central Drukhari tenet of lighting fast hit and run attacks, Ravagers ambush or race forward at very high speeds, take out their target and then fly away, returning to strike again from another angle.

The ravagers are often responsible for taking out or crippling high threat war machines, brining vehicle columns to a halt or cutting of routes of escape.

The Kabal of the Iron Thorn is a well know and major ship wright of very high quality Raiders, Ravagers and Rampages, and frequently supply other kabals, especially the Black Heart Kabal, with these craft.

## Unit Summary

In DoW the Ravager is a slower moving skimmer that can deal a moderate amount of damage and tank a moderate amount as well. If combined with a Dais of Destruction the resilience against ranged damage is increased and the ravagers can take a good amount of ranged damage.

## Build Information

 **Default Hotkey** | G

Limit: 2

### Active Abilities

**Horrorfex Grenade**

* Does 25 morale dmg to all targets within AoE and causes them to flee for 8seconds.

## Weapons

The Ravager comes with 3 Dark Lances as standard, any number of these may be upgraded to Disintegrators.

 **Range** | 35

**Warning. The table below is for advanced users only! Check the glossary here.**

## Upgrades that Affect this unit

Night Shields Research (Dark Foundry)

* Increases Ravager HP by 500HP

Shadow Fields Research (Dark Foundry)

* Increases Ravager HP by 500HP
Adeptus Mechanicus Explorers

Placeholder. Please go to Adeptus Mechanicus Explorators

*"Strike the first rune upon the engine's casing employing the chosen wrench. Its tip should be anointed with the oil of engineering using the proper incantation when the auspices are correct. Strike the second rune upon the engine's casing employing the arc-tip of the power-driver. If the second rune is not good, a third rune may be struck in like manner to the first. This is done according to the true ritual laid down by Scotti the Enginseer. A libation should be offered. If this sequence is properly observed the engines may be brought to full activation by depressing the large panel marked "ON".**"*

- *Runic Spaceflight - An Introduction; Naval Flight Manual W110E* (Warhammer 40,000: Rogue Trader)

## Playstyle

### Centralized Base

Similar to the Necrons, the AdMech only have one, centralized building that builds the majority of their units. In another similarity to the ancient machines, the Machine Reliquary can be converted into an armed Mobile Fortress.

### STC Searchers

The STC Searchers can be upgraded to either be Defence Posts or Research Centres. You will need both to bring your forces to victory. Since they have no generators besides the Slag Deposit only Advanced Plasma Core, the STC Searchers can generate Power at a cost of Requisition gain by turning on Power Surge.

### Shackled Automata

Many units require a direct Data Link in order to function. If they are away from a signal (provided by buildings and some units) they will start to lose instructions and their Memory Banks (Morale) will drain. If this reaches zero, the unit will become immobile. Each of these units has an ability called Emergency Recharge, that will restore their Memory Banks for a short time, enabling you to retreat the unit. Commander units such as the Magos Explorator and Archmagos have abilities to restore Memory Banks called Chant of Revival. The Archmagos also provides a Data-Link to units around them. Automaton units in the army are marked in the tables below.

### Tiering Up

The AdMech Explorers increase their Technology Tier via researches. Rites of Awakening at the Machine Reliquary for Tier 2. Mobile HQ Upgrade Alpha at a Research Centre for Tier 3. Mobile GQ Upgrade Bata at the Advanced Research Centre for Tier 4. Power of the Omnissiah for Tier 5.

### Increasing Population

To increase your infantry or vehicle population caps, research Data Value Levels at STC Searcher Defence Posts.

## **Units**

**Tier 3**

**Tier 5**

## Buildings

**Tier 1**
Twin-Linked Cryogun

**Tier 2**
Blood Angels: Captain Tycho

## Unit Overview

*"No matter how many Imperial lives our actions save, how many worlds we rescue from the clutches of monsters and how much selfless glory we cover ourselves in from one war zone to the next, none of it changes the bleak truth that we are cursed. And when the black tide rises, and drowns all that we are, does the legacy we leave behind excuse the monsters we become? Does it make our sacrifice worthwhile, as we are told? Or is it all swept away, rendered meaningless by the same bloody flood that takes our sanity? I just do not know..."*

Captain Erasmus Tycho

**Erasmus Tycho**, known as the **Master of Sacrifice** and later on as **The Fallen Star**, was the Captain of the Blood Angels Space Marines' 3rd Company and was once the best and brightest his Chapter had to offer. Indeed, there were those who whispered that he was being groomed as Commander Dante's successor.

The scars of the 2nd War of Armageddon took its toll on Tycho and when the 3rd War of Armageddon began, he snapped forced to be in the death company as the black rage over took him. His last heroic assault against the sieged hive city Tempestora, left him as a legend forever known and respected in the Blood Angels Chapter.

Captain Tycho is the primary commander for the Blood Angels Chapter. He is effective against all Infantry types and can unleash the Red Thirst to gain the upper hand in battle. Along with other command abilities form the Reclusiam.

## Passive Abilities

Increases Morale regeneration and damage output of squads he is attached to.

## Active Abilities

Embittered (Toggle)

* Tycho Becomes a fanatical killer, giving in to the red thirst.
* His health decreases as the curse consumes him
* Damage caused in melee is much greater
* Damage received is greater as well, as he ignores personal injury

Battlecry

* A mighty battle cry is yelled out to all the ranks!
* affects all nearby friendly infantry units for a short period of time
* Provides an attack damage bonus and morale boost

Orbital Bombardment

* Calls an Orbital Strike on the target location
* Orbital Strikes do massive damage, but are very inaccurate

## Upgrades that Affect this unit

Oath of Rage (Reclusiam)

* Decreases ability recharge time and grants immunity to mental control
* Allows Captain Tycho to shout a powerful battlecry (ability)

Oath of Blood (Reclusiam)

* Greatly increases health, health regeneration and strength in melee combat

Wargear: Plasma Pistols (Sanguine Armory)

* Equips Captian Tycho with a Plasma Pistol, replacing the Bolt Pistol. The Plasma Pistol is effective against Heavy Infantry.
Blood Angels: Machine-Helot

## Unit Overview

These human servitors are the builders for the Blood Angels Chapter. They have been cybernetically augmented by the chapter to serve the purpose in building and constructing structure drop pods called down from the chapter fleet above. They are also able to repair any damaged vehicles and structures.

## Individual Squad Members

 Starting Morale
Blood Angels: Razorback

## Unit Overview

The Razorback is a variant of the Rhino chassis that sacrifices some of the basic Rhino's troop-carrying capacity in order to add a top-mounted weapon system.

Standard Astartes battle doctrine dictates that Razorbacks should be deployed as fire support vehicles, accompanying Rhinos or infantry squads into the thick of battle. As Rhinos have little in the way of firepower, even a single Razorback assigned as escort can dramatically increase the effectiveness of a strike. Impressed by the tank's versatility, however, several Chapters field the Razorback in other roles, employing them as mobile command centers and heavy reconnaissance screens.

The Razorback is a Offensive Transport for the Blood Angels, used to support troops and provide heavy fire support.

## Models

 Range
 Role
 Damage
 Range
 Role
 Cost

## Upgrades that Affect this unit

Wargear: Smoke Launchers (Machine Bastion)

* Launches Smoke grenades
* All units within the effect radius of a smoke grenade take less damage from ranged weaponry.

Upgrade: Multi-Melta

* Effective against vehicles and buildings
Missile Launcer

A **Missile Launcher** is a weapon that can fire several types of self-propelled, usually guided Missile, including both the common Frag and Krak Missiles.

- Frag (Fragmentation) projectiles are designed to spray a designated area with shrapnel, making these munitions highly useful against groups of lightly armoured infantry.

- Krak projectiles cover less area with their blast, but their warheads have improved armour-penetration capabilities, making them useful for taking down either heavily armoured infantry or moderately armoured vehicles.

A variant of a Missile Launcher is a **Rocket Launcher**, which fires unguided, self-propelled projectiles. Rockets contain the same types of warheads as a missile. A missile is a self-propelled projectile, usually incorporating an electronic guidance system, and tipped with a high-explosive chemical, kinetic or plasma-based warhead. Missiles generally make use of a chemical rocket, jet engine or even anti-gravity drive to provide motive force, and often contain a guidance package embedded within them. The term "rocket" usually refers to a similar self-propelled projectile which lacks an electronic guidance package and instead is fired using line-of-sight, whilst its warhead detonates on impact. Rockets are thus often termed "fire-and-forget" weapons.

### Space Marines

With their superhuman strength, Space Marines are capable of throwing projectiles further than some Imperial weapons can shoot. This relegates Grenade Launchers to a secondary weapon role for the Adeptus Astartes, usually affixed to a bolter or similar convenient location. Missile Launchers are the more frequent special weapon choice when a mission calls for long-range firepower. Requisitioning a Missile Launcher includes the requisition of Frag and/or Krak Missiles as standard, enough to be sufficient and keep the weapon loaded with whatever configuration of the two missile types is desired. Alternative missile types must be specifically requisitioned due their rarer manufacture.

### Astra Militarum

Missile Launchers allow Astra Militarum troopers to fire explosives at targets outside of their throwing range, firing missiles much farther and with a vastly greater degree of accuracy than most Guardsmen could hurl similar explosives like grenades. Missile Launchers are extremely versatile, and can be loaded with a number of different kinds of ammunition for different situations and targets. Of course, a Guardsman must first procure this appropriate ammunition, which can sometimes be as difficult as securing the launcher itself. Missile Launchers are most commonly employed on Astra Militarum vehicles, though Heavy Weapon Teams consisting of two specially-trained Guardsmen are also commonly issued with Missile Launchers with deployable mounts and/or stand
Chaos Marines: Primarch Alpharius

## Primarch Alpharius

A mind without purpose will walk in dark places. Fill both with terror.

## Lore

Alpharius █████████ master of [REDACTED] never [DATA LOST] █████████ █████████

[DATA CORRUPTED] galaxy [DATA EXPUNGED] usurp █████████ [REDACTED]█████████

███ ████ █████/██████ [DATA CORRUPTED] serpentine █████████ [DATA LOST].

## Unit Summary

Primarch Alpharius is a powerful Relic unit available to the Chaos Marines. Although he is not a daemon, like his Chaos Primarch counterparts, his might in battle should not be underestimated. He is durable and powerful both in range and melee. He will cloak at random times, making it difficult for enemies to maintain focus on him unless they have detectors, and his Venom Spheres are extremely potent against infantry.

## Weapons

### Primarch Alpharius

**Starting Weapons**
 Sarissanata

**Warning. The table below is for advanced users only! Check the glossary here.**
Chaos Marines: Land Raider Hades Diabolus

## Land Raider Hades Diabolus

The Legions will gather under one banner! Undivided!

## Lore

The Hades Diabolus pattern Land Raider is a Super Heavy Transport Tank designed by the Black Legion for its assault on Cadia. It is armed to the teeth to fight against multiple targets with it's wide array of weaponry, and can transport even Terminators into battle.

## Unit Summary

The Land Raider Hades Diabolus is a Relic Transport Tank for the Chaos Marines. It has an array of weaponry that makes it able to fight any opponent. It is also able to carry one squad of most types of infantry, including Terminators, Obliterators and Mutilators.

## Weapons

**Starting Weapons**
 Heavy Bolter x2
 Twin Reaper Autocannon
 Twin Lascannons x2

**Warning. The table below is for advanced users only! Check the glossary here.**

## Active Abilities

25
15
Chaos Marines: The Thorn Princess/Trivia

<Back to main page

The Thorn Princess, also known as Yor Forger, is an easter egg reference to the anime/manga series Spy x Family. She represents a spy/assassin hired by Alpharius to assist in his plans on the planet. She was added to the Chaos Marines partially out of spite for constant and unrelenting demands for a new Alpha Legion specific faction be added to Unification by a number of fans as well as complaints about small references to Japanese media in the mod or anything people declare as "too anime". The more you complain, the more Kek will add. Don't test him.
Bolt Pistol

A **Bolt Pistol** is a smaller version of the Bolter in standard use by the Space Marines and other Imperial forces such as the Orders Militant of the Adepta Sororitas and certain members of the Astra Militarum and the Imperial Navy. Powerful and utilitarian side arms, Bolt Pistols have seen service within many of the Imperium's military forces since its inception in the 30th Millennium. The current standard pattern in use amongst the Space Marines is the Mark III.

Bolt Pistols are also used by many other Imperial forces as well as the Chaos Space Marines. A Bolt Pistol is commonly used in conjunction with a close combat weapon by Space Marine officers, Veterans and Assault Squads to make them into melee combat specialists. As a Bolt Weapon, the Bolt Pistol is favoured over the Laspistol due to its improved killing ability, although it is less reliable and generally holds fewer shots in its magazine than a Laspistol. A Bolt Pistol magazine carries only 6 to 10 rounds of standard Bolter Ammunition, each weighing about 0.08 kilograms and with a diameter of .75 calibre (19.05 millimetres). The pistol is able to fire either a single shot or a short, three-round burst with each pull of the trigger.
Attribute:Intelligence

**Intelligence** is the governing attribute for Alchemy, Conjuration, Enchanting, and Mysticism. It affects:

* Base Magicka = (Intelligence × 2) + racial and birthsign bonuses

In-game Description: *Affects your total Magicka and magic use. Governs the skills of Alchemy, Conjuration, Enchanting, and Mysticism.*

Intelligence does **not** affect the Magicka cost of spells, despite the in-game description that it affects "magic use" (see discussion at Magic Overview), however high Intelligence may be necessary to have enough Magicka available to cast the most powerful spells. Intelligence indirectly affects Magicka Regeneration through total magicka.

## Character Creation

The starting values for Endurance vary by race and gender:

* No birthsigns provide intelligence bonuses (although several provide Magicka bonuses).

* The following standard classes have intelligence as a class attribute (initial +5 bonus):
	+ Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter

* Or any custom class can select Intelligence as one of the custom class' two attributes.

## Notes

* When your Intelligence reaches 70 or higher, NPCs will start saying: "You look like a bright one."
* Increasing your Intelligence past 100 using Fortify effects will continue to increase your maximum Magicka accordingly (intelligence × 2).
* See Intelligence vs Willpower for a comparison of these two attributes' effect on your character's Magicka regeneration rate.

## See Also

* **Increasing Attributes**: Tips on how to increase intelligence
* **Magic Items**: There are multiple generic items with that fortify the intelligence attribute.
* **Unique Items**: A list of unique items, of which several fortify the intelligence attribute. These do not include Artifacts.
Chaos Marines: Icon Bearers of Chaos

## Lore

While Astartes loyal to the Imperium will raise banners to honor their Chapter, their heretic brethren instead raise unholy icons to their dark gods. These icons hold dark powers of their own, infused with warp energies aligned to a single god or the entire pantheon, these relics are held by veteran marines to bolster their allies.

## Unit Summary

The Icon Bearers of Chaos are support units for the Chaos Marines army. They are meant to be attached to other squads in order to supply buffs as well as support with their Plasma Pistols and Chainswords. There is an Icon Bearer for Khorne, Nurgle, Slaanesh, Tzeentch and Chaos Undivided. You can only field one Icon Bearer at a time, but if they die, you can select any one of the five when rebuilding. The 5 options are divided into the 5 tabs below. Click on the Bearer you want details on to see their weapons and auras.

* Icon Bearer of Khorne
* Icon Bearer of Nurgle
* Icon Bearer of Slaanesh
* Icon Bearer of Tzeentch
* Icon Bearer of Chaos Undivided

## Weapons

### Icon Bearer of Khorne

**Starting Weapons**
 Chainsword

**Warning. The table below is for advanced users only! Check the glossary here.**

## Passive Abilities

* Increases squad morale by 50.
* Increases armor penetration of weapons by 8.
* Increases max melee charge range by 15.

## Weapons

### Icon Bearer of Nurgle

**Starting Weapons**
 Chainsword

**Warning. The table below is for advanced users only! Check the glossary here.**

## Passive Abilities

* Increases squad morale by 50.
* Increases health regeneration by 3hp/s.
* Drains morale of nearby enemies.

## Weapons

### Icon Bearer of Slaanesh

**Starting Weapons**
 Chainsword

**Warning. The table below is for advanced users only! Check the glossary here.**

## Passive Abilities

* Increases squad morale by 150.
* Increases enemy's weapon reload times by 25%.
* 15% chance per second to ignore combat.
* Drains enemy morale.

## Icon Bearer of Tzeentch

Do not turn your back on the Great Game of Fate!

## Weapons

### Icon Bearer of Tzeentch

**Starting Weapons**
 Chainsword

**Warning. The table below is for advanced users only! Check the glossary here.**

## Passive Abilities

* Increases squad morale by 50.
* Increases the armor rating and minimum armor rating by 5.
* Causes 10hp/s damage to enemies in melee.

## Icon Bearer of Chaos Undivided

The gaze of the gods is upon my footsteps.

## Weapons

### Icon Bearer of Chaos Undivided

**Starting Weapons**
 Chainsword

**Warning. The table below is for advanced users only! Check the glossary here.**

## Passive Abilities

* Increases squad morale by 50.
* Increases movement speed by 25%.
* Drains morale of enemy units.
* Reduces enemy speed by 20%.
13th Company: Dire Wolf

## Lore

A variation of the Warhound, the Dire Wolf is a Heavy Scout Titan sporting heavier weapons than the standard. These massive walkers performed heavy reconnaissance and engaged in flanking attacks against titan scale vehicles.

## Unit Summary

The Dire Wolf is a powerful weapons platform and the Titan for the 13th Company. Its Mega-Bolters will shred anything from infantry to light vehicles, and for everything else,

## Weapons

### Dire Wolf

**Starting Weapons**
 Neutron Laser Cannon
 Notes

**Warning. The table below is for advanced users only! Check the glossary here.**
Chaos Marines: Heretic

## Lore

Little more than a conduit through which the powers of the Warp may be used to open minor portals, Heretics are tortured slaves serving the Chaos Space Marines. They have been enslaved by their dark masters to summon their buildings from the legion's holdings in the Eye of Terror.

## Unit Summary

These heretical humans are the builders for the Chaos Marines army. They summon all of the buildings of the army and repair their vehicles. They can be further pushed beyond their limits to work even faster, at the cost of their health.
Blood Angels: Assault Rhino

## Unit Overview

The **Rhino**, or more formally, the **Mars Pattern Rhino**, is an Imperial armored personnel carrier (APC) that is widely used throughout the galaxy by many different factions, though it is a mainstay vehicle of the Adeptus Astartes. It has provided safe transportation since the days of the Great Crusade, transporting its cargo of Space Marines swiftly and safely to the forefront of battle.

The Assault Rhino is a APC for the Blood Angels, used to support troops and get them where they need to go across the battle field as fast as possible.

## Models

 Range
 Role
 Damage

## Upgrades that Affect this unit

Wargear: Smoke Launchers (Machine Bastion)

* Launches Smoke grenades
* All units within the effect radius of a smoke grenade take less damage from ranged weaponry.
13th Company: Cryo Gun Turret

## Lore

A defensive turret armed with the rare fenrisian twin-linked Helfrost Cannon. A type of cryo weapon used only by the Space Wolves and their subchapters due to the need of a specific crystal found only in the remote wilds of Fenris. The cannons fires a stream of energy with a temprature of almost absolute zero, entombing its target in a block of ice.

## Summary

The Cryo Gun Turret is the primary defensive structure for the 13th Company but cant be built in great numbers which is in line with the 13th companys offensive nature. The turret works similar to a flamethrower with an area of effect attack that is effective against infantry and morale but its short ranged and cant target aircraft. Any unit hit by the turret is slowed down.

Can be uppgraded to a Grav Cannon Turret

## Add-ons

and can target aircraft.

1. ↑ https://wh40k.lexicanum.com/wiki/Helfrost\_Weapon
13th Company: Wolf Priest

## Lore

One of their many departures from standard Space Marine command ranks, Wolf Priests act as both Apothecaries and Chaplains for the Space Wolves. Traditionally it is they who seek out potential aspirants among the tribes on Fenris. For the 13th, who have been unable to gain new members, their primary goal is to see to the mental and physical health of their brothers.

## Unit Summary

The Wolf Priest is a support commander that projects a healing aura around himself. They are much more suited to both melee and ranged combat than their typical Apothecary counterparts. They can also sense infiltrators in close proximity.

## Weapons

### Wolf Priest

**Starting Weapons**
 Crozius Arcanum

**Warning. The table below is for advanced users only! Check the glossary here.**

## Upgrades that Affect this Unit

Increases health regen by 1hp/s.
Reduces ability cooldown by 10%
Increases melee damage by 15%
25
Increases health regen by 1hp/s.
Reduces ability cooldown by 10%
Increases melee damage by 20%
50
1
The Champions Portal (Tier 3)

Template:RaceTable
Necrons: Builder Scarabs

## Lore

Scarabs are among the first things to awaken when a Necron Tomb stirs. It is the mission of these automatons to repair and restore the buildings and vehicles of the Dynasty's forces to prepare for the Lord's awakening.

## Unit Summary

Builder Scarabs are the builders for the Necrons army. They build all of the buildings of the army and repair their vehicles as well as being able to detect infiltrated units. They are the only Necron unit that can capture points as well.
Blood Angels: Tactical Squad

## Unit Overview

The Tactical Squad is the main backbone that make up the fighting force of First Born chapters of the Adeptus Astartes. This was due to there tactical flexibility in training use of weaponry to adapt and handle any situation they face.

For the Blood Angels Chapter this couldn't be more true. The key success of a Blood Angels tactical squad is that they are effective against Infantry and can be upgraded to be effective against heavy Infantry, moral, vehicles or buildings. While primarily a ranged unit, the Tactical Space Marine Squad can hold their own in Melee combat as well.

## Build Information

 Starting Squad Size / Max Squad Size
 Build Hotkey

Can add an Marine Sergeant. (Requires Sanguine Armory to be built)

## Active Abilities

Frag Grenades (Requires Frag Grenades research from Sanguine Armory)

* Target an enemy unit or area on the ground to throw a frag grenade that will do damage and stun infantry units. Has no effect on Vehicles or Buildings.

Rally (Marine Sergeant)

* Restores lost morale to full.

## Upgrades that Affect this unit

Frag Grenades (Sanguine Armory)

* Grants Tactical Squad units the active ability to throw Frag Grenades.

Wargear: Superior Bionics (Sanguine Armory)

* Increases the maximum health of Tactical Squads
* Bionics also Strengthen the Squads resolve, increasing their morale.

Wargear: Superior Target Finders (Sanguine Armory)

* Increases ranged weapon accuracy for Tactical Squads
* Upgrade translates to all ranged weapon upgrades for these squads

Heavy Weapon Increase (Sanguine Armory)

* Increases the number of Special Weapons a Tactical Squad can equip to 4

Wargear: Power Swords (Sanguine Armory)

* Equips Marine Sergeant with a Power Sword, replacing the Chainsword. The Power Sword ignores armor.

Wargear: Power Fists (Sanguine Armory)

* Equips Marine Sergeant with a Power Fist, replacing the Power Sword. The Power Fist ignores armor and is effective against most enemy types.

Wargear: Plasma Pistols (Sanguine Armory)

* Equips Marine Sergeant with a Plasma Pistol, replacing the Bolt Pistol. The Plasma Pistol is effective against Heavy Infantry.
13th Company: Xiphon Interceptor

## Lore

Xiphon Interceptors are an air and space superiority fighter introduced during the Great Crusade. Powerful and nimble, they found much use during the latter days of the Great Crusade and into the Horus Heresy. In modern times they are not often seen outside the Ultramarines and Dark Angels, but the 13th Company still have many in their arsenal.

## Unit Summary

Xiphon Interceptors are the aircraft unit of the 13th Company. Able to fly around the map and striking against vehicles and other aircraft with its lascannons.

## Weapons

### Xiphon Interceptor

**Starting Weapons**

**Warning. The table below is for advanced users only! Check the glossary here.**
Blood Angels: Plasma Generator

## Structure Overview

This is the main building that will provide the Blood Angels with Power Resource. Must be inside a provided power gird that is generated by the HQ or Listing Post.

## Active Abilities

Power Generators Explode

* Power Generators are highly volatile and will violently explode when destroyed causing damage to all near by units.

## Researches and Add-ons

Researches
 3
Chaos Marines: Research

All Research Tasks available to the Chaos Marines faction, per building.

## Listening Post (Tier 1)

250
None
350
None

## Plasma Generator (Tier 1)

40
None
None

## Machine Pit (Tier 2)

Unlocks Annihilator and Incinerator variants for Chaos Predator.
Increases Defiler health by 500
Increases Hell Talon health by 450
Increases Dreadnought regeneration by 4hp/s
Increases army to Tier 4
Unholy Monastery
25
Chaos Armory
Chaos Marines: Daemon Pit

## Summary

Larger and more powerful than the Sacrificial Circle, the Daemon Pit is able to commune even more clearly with the Warp itself, allowing the summoning of even more powerful entities.

## Passive Abilities

* Enemy units near this building will have their morale regeneration reduced

## Unit Production

105
105
400
Captured Relic

## Researches

**Researches**
250
400
125
Chaos Marines: Chaos Sorcerer

## Lore

While Space Marine Librarians carefully tap into their psychic powers with a mostly scientific approach. Their corrupt mirrors in the forces of Chaos have given themselves to the Warp and weave it into terrible, sorcerous spells. These masters of dark magicks sow terror upon the battlefield, often leading from behind the lines, but they are no slouches in combat either. They most often serve the Chaos God Tzeentch, but can also serve Nurgle or Slaanesh or tap into magics of the entire Dark Pantheon.

## Unit Summary

The Chaos Sorcerer is a support Commander for the Chaos Marines that wields powerful spells and passively detects infiltrated units. As a sorcerer of Chaos Undivided, he comes with a variety of spells. He starts with Doom Bolt, a direct magic attack aligned with Tzeentch that damages and scatters infantry. Then, via research, he can learn the Slaaneshi Chains of Torment, to lock his opponents in place, or Nurglish Corruption, to spread damaging pestilence on the ground.

## Weapons

### Chaos Sorcerer

**Starting Weapons**
 Bedlam Staff

**Weapon Upgrades**

**Warning. The table below is for advanced users only! Check the glossary here.**
Chaos Marines: Chaos Rhino Transport

## Chaos Rhino Transport

We will deliver PURE EVIL into the heart of the battle!

## Lore

The Mars Pattern Rhino Transport is an Armored Personnel Carrier, or APC, in use by the Adeptus Astartes since the Horus Heresy. It is still used to this day by the fallen Chaos Space Marines to transport their troops into the thick of battle. The transport itself has seen little modification from its loyalist counterpart aside from being adorned with grim trophies of their conquests.

## Unit Summary

The transport vehicle for the Chaos Marines. It is cheap and lightly armed but can carry any two infantry units other than Terminators, Obliterators, Raptors, daemons and similar units. The Combi-Bolter on top can fend off infantry but otherwise should not be used offensively.

## Weapons

**Starting Weapons**

**Warning. The table below is for advanced users only! Check the glossary here.**