vizn3r/warhammer40k-lore huggingface dataset:
Imperial Fists - Imperial Fists Librarians: Like their fellow Astartes Chapters, the Imperial Fists also maintain a Librarium of potent psykers who are highly talented and trained to master the power of the Warp at the highest levels.Each Chapter selects its Librarians in its own way, either from seed worlds, as it does with the bulk of its Initiates, or from the ranks of gifted psykers brought to the Scholastica Psykana.Most Chapters train and test their chosen psykers following the ancient ways laid out in the Codex Astartes. Librarians of the Imperial Fists are trained in this way with few minor traditional variances, and have been taught to live by the word of the Codex. Imperial Fists Librarians have a number of unique psychic abilities only used by the psykers of their Chapter:Into the Crucible - The Librarian calls upon the spirits of all those Imperial Fists who gave their lives at their Primarch's side during the battle of the Iron Cage. The blows of his enemies are turned aside or healed by the incarnate force of his ancestors.Noble Praetorian - Rogal Dorn is remembered by many as the right hand of the Emperor, His most faithful son who stood watch over Him and enacted His every command with unshakable loyalty. Reaching into his soul and his genetic inheritance, the Librarian channels a portion of Dorn's noble spirit, making himself a champion of the weak and a defender of the just, greatly enhancing his physical abilities and morale in combat.Stonebane - No wall or fortification can stand against the will of Dorn made manifest. The Librarian channels his powers into an attack so terrible that no stone will be left standing upon another. The ground quakes, the skies darken and the air itself screams as a mighty etheric hammer manifests itself in the Librarian's grip. Stonebane may be used when the Librarian is faced with a wall, fortification, bunker or similar structure that he wishes to smash asunder.The Golden Son - The Librarian is transformed into a radiant figure suffused with the power and nobility of his Primarch. Friends witness a glorious sight not seen since Rogal Dorn himself walked amongst Men, while enemies see the fiery harbinger of their doom.Ultimate Sacrifice - The Imperial Fists are possessed of the most selfless spirit of any Chapter, willing to lay down their very lives for causes others would abandon as hopeless. The Librarian channels this spirit into himself, causing fate to deliver blows meant for his fellows to strike him instead.Wave of Penance - The Librarian reaches into the aether and draws forth all of the pain suffered by his ancestors in the self-imposed atonement of the Pain Glove and a hundred other such rituals. In an instant, ten thousand standard years of penance is unleashed upon his foes, and every iota of pain ever felt by the Chapter is turned back upon its foes in an unstoppable blast wave.
Imperial Fists - Chapter Combat Doctrine: The Imperial Fists adhere to the doctrines of the Codex Astartes as strictly as their brothers of the Ultramarines. Squads, companies and Chapter household are all organised according to the standards set forth in that mighty tome, and the Chapter is capable of prosecuting every type of warfare, from orbital drops to mechanised assaults -- they are the epitome of a Codex-compliant Chapter.There is one particular method of warfare to which the Imperial Fists' stubbornness makes them naturally suited: the art of the siege. This specialty can be counted as the result of the Chapter's character and doctrines, rather than an adherence to particular tactics or equipment. The Imperial Fists are utterly immovable in defence, and their mastery of the scientific aspects of war makes them peerless as well as dogged when holding a fortified position. The same is true in the attack. The Imperial Fists are able to identify weak points in an enemy's defences, and through relentless application of force reduce them to ruins. The Chapter is quite willing to engage the enemy in open battle though, and does not seek out urban or siege engagements above any other method of war.The Imperial Fists' single-mindedness does have a side effect, however. The Chapter's refusal to accept that a position cannot be held or the enemy cannot be cracked has on numerous occasions resulted in far greater casualties being suffered than other Chapters would accept. Nevertheless, the position will be held, or the enemy broken, no matter the cost, making the Imperial Fists one of the most celebrated and honoured Chapters of the Adeptus Astartes.
Imperial Fists - Junker Model of Behaviour: Imperial Fists are dedicated to fastidious and meticulous detail, by the grace of Dorn -- detail in military tactics, and in personal conduct too. That is why they adopted the Junker model of behaviour, an ancient Prussic code, named after Prusse, on Ancient Terra. This model demands dedication to absolute detail in both military operations and individual conduct.
Imperial Fists - Honour Duels: One of the Imperial Fists' traditions is thought to date back to the earliest days of the old Legion, before it even left Terra on the Great Crusade. The Imperial Fists engage in ceaseless duels against one another, sometimes to settle a point of honour but more often to test themselves and their swordsmanship. Only a fully-fledged Battle-Brother is permitted to duel.Two duellers will enter an arena, stripped to the waist, donning protective eye-wear and having their feet locked into boots encased in heavy steel. Once ready, they will salute the cloaked umpire with their thin duelling tungsten epees; then one another. The umpire will then invoke and activate some instruments attached to a notator machine, and the steel blocks will glide forward to within two squares of one another -- epee range -- and lock magnetically to the floor.Sublime grace and accuracy, a ballet of two blades almost dancing together in an aerial pas de deux is the aesthetic of the duel, which will last a matter of minutes until a single quicksilver cheek wound decides the content. The duelists will then salute one another. Once they step from the duelling blocks, Servitors will hurry to them bearing great foaming stone steins -- one red, one black -- to drink in one draught, then smash together into shards.The umpire will step forward to scrutinise the pattern of the fallen pieces, to divine how well the two Battle-Brothers have knitted their friendship. The most experienced and long-serving Imperial Fists sport numerous duelling scars all over their bodies, each a reminder of a hard-won victory, or a salutary defeat.
Imperial Fists - Scrimshawing: When memories of fallen comrades overtake them, some Imperial Fists indulge in the scrimshawing of their bones, honouring the memory of those long-passed.It is said that as an Imperial Fist grows older and sees more of his Battle-Brothers fall in combat, his urge to master the practice of scrimshawing the bones of his fallen kin becomes all but irresistible.Often, this devotional act serves to belay any sense of failure the Battle-Brother may feel for his own part in the death, whether real or imagined, and in some cases is an act of penance imposed by the Chapter Chaplains or by the Imperial Fist himself.Their work accumulated over millennia, and can be seen everywhere within the halls of the Imperial Fists' mighty Chapter ship, the Phalanx. Examples are mounted in tooled silver reliquaries in niches, or displayed in rococo gilt cases which cyborged servitors dust.Officers wear scrimshaws as jewellery along with the most noble, holy decorations incorporating tiny slivers of the Emperor's own armour from aeons ago, prior to the time when He was imprisoned in His prosthetic Golden Throne.Some of the polished, engraved scrimshaws, so mellow in lustre, depict weapons; others armour or miniature cameos of battle.
Imperial Fists - Pain-Glove: When other pursuits fail to quiet the mind, the Imperial Fists are known to don the pain-glove and subject themselves to hours of excruciating nerve-shriving, emerging solar hours or even days later cleansed of all doubt and pure of mind.A pain-glove is comprised of a steel framework suspending within it a transparent cling-tight one-piece tunic elegantly embroidered with fine silvery wires so that an exposed human nervous system seems to be hanging within, a semi-collapsed anatomy of nerves.The tunic only lacks a head and the tops of the shoulders. The framework slowly stretches the fabric apart. An Astartes strips himself naked and then enters within.The glove cleaves to the whole body, save for the head. Elastic fabric clings to an Imperial Fist's legs, loins, trunk and arms.The mesh of electrofibres stimulate excruciating pain signals in all the nerves in the flesh without any physical harm being caused to the flesh.Though the Astartes feels all the agony, and more, of being roasted and incinerated alive, no actual damage results. Thus, those agonies might continue unabated.It is likely that the roots of this practice lie in the period immediately after the Horus Heresy, when the Imperial Fists sought to atone for their perceived sin in failing to intervene in the Emperor's battle against Horus. The pain-glove's archaic systems keep the subject conscious as every nerve in his body is shrived raw by agonising stimuli.When he first joins the Chapter, the Battle-Brother may undergo such treatment as both a punishment for shortcomings and failures, and as a means of inuring himself to bodily pain.Yet, even at the very pinnacle of his abilities, a veteran Imperial Fist will periodically don the pain-glove, testing, punishing and purifying himself in ecstatic neural flagellation.Most troubling, over the millennia it has been noted that some Imperial Fists have a tendency to become obsessed with conquering pain through sheer force of will. This is a good quality in that an Astartes is able to fight on despite terrible injuries.Yet subconsciously if they invite such injuries, such behaviour can imperil battle planning, risking loss of personnel and materiel. An Imperial Fist must be aware of this tendency, even when he exploits it.
Imperial Fists - Deathwatch Service: The Imperial Fists as a Chapter might have largely withdrawn from the Jericho Reach, but they are well represented in the ranks of the Deathwatch. The Sons of Dorn are known to have contributed Battle-Brothers to the Deathwatch since its earliest days, and given the Chapter's reputation and character it is hardly surprising that this should be so. Many of those standing their Vigil at Watch Station Erioch took the Apocryphon Oath as their Chapter began redeploying to other warzones, choosing to remain and complete the obligations that had brought the Imperial Fists to the region in the first instance.One such individual is Chaplain Magno Stoan, who served as a Chaplain to the Imperial Fists' 3rd Company for the best part of two standard centuries before the deployment of five of its squads to the Jericho Reach in 801.M41. Chaplain Stoan was present at numerous great victories, including the fall of Fort Crimson, the breaching of the 48th Parallel, and was instrumental in the destruction of the Space Hulk Scion of Vehemence. It was during a mission into the Slinnar Drift that Chaplain Stoan encountered a new and deadly foe -- the Drukhari.Despite the ferocity of the Imperial Fists' defence, they found themselves surrounded and impossibly far from any hope of reinforcement. The details of the battle are known only to Chaplain Stoan himself, for no others survived to describe it. Stoan has vowed to keep his own counsel on the matter, but it is known that he was taken alive, having been struck by dozens upon dozens of toxic projectiles, his superhuman constitution finally overcome by the xenos poisons.Dragged back to the Drukhari's fell demesnes, Stoan was tortured and prepared to fight in the gladiatorial arenas of a Wych Cult for the entertainment of the bloodthirsty masses. Though he has never recounted how, Chaplain Stoan not only resisted the tortures his captives inflicted upon his flesh, wounds he still bears the scars of to this day, but he broke his bonds and escaped, capturing one of his tormentors in the process. At length, Stoan made it back to the Jericho Reach, his captive in tow.Making straight for Watch Station Erioch, Chaplain Stoan presented his prize to the Deathwatch and declared that he would take the Apocryphon Oath. This he did, and while the captive withered and died within a matter of weeks, Stoan and the Deathwatch learned much from the sadistic Dark Eldar before it met its end. The Chaplain stands his Vigil to this day, ministering to the spiritual needs of his Battle-Brothers, regardless of which Chapter they hail from. It is also said that he harbours a special hatred for the Dark Eldar, and that he has tutored numerous brethren in the mental and spiritual disciplines required to resist their torments. This is perhaps Chaplain Stoan and the Imperial Fists' greatest legacy to the Deathwatch, for thanks to the suffering of one man, all are ultimately made stronger.
Imperial Fists - Chapter Gene-Seed: The Imperial Fists' gene-seed is very stable and has never exhibited signs of mutation. However, over time they have lost the use of two of the special organs produced by the basic Astartes genetic template: the Betcher's Gland, which allows a Space Marine to produce poisonous/acidic spittle, and the Sus-an Membrane, which allows an Astartes to enter a state of suspended animation.Another peculiar and unexplained quirk of the Chapter is the Imperial Fists' pathological need to scrimshaw the bones of their dead when off-duty. Scrimshaw is considered a solemn undertaking to the Astartes of this Chapter. It is seen as a way to practice mental discipline, focus, and attention to detail. Oftentimes the finished scrimshaws are worn as jewelry and ornamentation, particularly by the Chapter's officers. None know the roots of this practice, which for many Imperial Fists becomes an obsession they must indulge every hour they are not fighting or training. The bones of slain kin are engraved in minute detail, every surface lovingly covered in lines of devotional script and illuminated scenes depicting the deeds of the fallen. Even the bones of the Chapter's Primarch have been engraved in this manner, preserved as the most sacred relic the Chapter possesses.
Imperial Fists - Dorn's Darkness: Another genetic deficiency that afflicts at least one of the Imperial Fists' Successor Chapters is known as Dorn's Darkness. Most notably, the Second Founding Chapter known as the Excoriators are afflicted by this genetic curse. When Dorn's Darkness takes one of their number it might appear to the untrained eye as merely a wretched palsy: a slackness of the jaw, a tremor of the limb, a blankness of the eye. But those who survive it report the experience as a living nightmare, a sleeping wakefulness in which they relive the bottomless woe of Dorn's most trying time -- the grievous mortal wounding of the Emperor of Mankind during the final hours of the Battle of Terra. This is both the genetic blessing of the Sons of Dorn's Primarch and a curse upon his sons. It is to know the possibility -- for even a second -- of an Imperium without the Emperor. To feel what Dorn felt. The profound misery of a Primarch. The paralysing fear that even a man as great as Dorn experienced, for himself and for Mankind, over the Emperor's broken body after the end of His battle with Horus. Whilst enthralled by the Darkness, its victims cannot speak or communicate. They cannot feed themselves or take water and seem feverishly insensible to everything happening about them.Those Excoriators who fall victims to the Darkness are left in the care of the Chapter's Santiarch, or Senior Chaplain. The Santiarch Balshazar offers the victims of the Darkness a spiritual treatment that either cures them or ultimately results in their deaths. Since the Excoriators are often a fleet-bound Chapter, he has the afflicted interred within a decorative stasis casket that is transported from the Chapter's Reclusiam on their homeworld of Eschara. The casket is beaten from dull Adamantium and the box has the dimensions of a sarcophagus and the extravagant garniture to match. Its frontispiece features a raised depiction of the Emperor. Even though the casket stands upright, it represents the Emperor as prone, maimed and broken, as he was immediately following His confrontation with Horus at the end of the Battle of Terra. Balshazar's solution to the affliction of the Darkness is to create a spiritual darkness of his own within the stasis sarcophagus. It is the most solitary of confinements, where no self-respecting Excoriator need look upon his own weakness and invalidity and where he might summon the strength of will to banish the Darkness of the Primarch and recover his sanity. It is not known whether or not the Excoriators are the only Imperial Fists Successor Chapter afflicted by this genetic deficiency.
Imperial Fists - Chapter Colours: The Imperial Fists are second perhaps only to the sons of Roboute Guilliman themselves in terms of their stoic adherence to the Codex Astartes.Emblazoned upon the vivid yellow plates of the Imperial Fists' power armour, their Chapter's heraldic designs and iconography stand all the more proudly amidst the fire and smoke of battle. The Imperial Fists' power armour is a golden yellow with a red Aquila or Imperialis on the chest.Adhering strictly to the tenets of the Codex Astartes, the Imperial Fists indicate which company each of their battle-brothers belongs to by the colour of the trim of their pauldrons (i.e. 1st Company - white, 2nd Company - yellow, 3rd Company - red, 4th Company - green, etc.).The Imperial Fists' clenched-fist Chapter badge is worn on its battle-brothers' left pauldron.Also as required by the Codex, the right pauldron of each Imperial Fists warrior displays a High Gothic numeral denoting their squad number, superimposed over a design denoting their squad's tactical role -- battleline, close support, fire support, Veteran or command.A combination of helm patterning and colouration, along with the symbol on each right pauldron, indicates the rank of the Imperial Fists battle-brother in question.The rank of sergeant is indicated by a red helmet with a white skull centred upon it.Veteran status is displayed by a white helm. A Veteran sergeant wears a red helm with a white stripe and a white skull centred upon it.A lieutenant wears a yellow helm with a red and white stripe and a white skull centred upon it. His right pauldron displays a skull and starburst icon.A captain has a yellow helm with a white skull centred upon it. His right pauldron bears an elaborate winged skull icon.
Imperial Fists - Chapter Badge: The Imperial Fists' Chapter badge is an armoured, grey or black mailed gauntlet said to be the hand of Rogal Dorn clenched against a white or yellow circular field with a grey or black circular border.
Imperial Fists - Canon Conflict: Ian Watson's novel Space Marine, the first fictional representation of the Space Marines ever written, revolves around the recruitment, training and combat experiences of an Imperial Fist Astartes.Unfortunately, the content of the book is no longer considered to be canon and in fact the tale has been deemed outright heretical by Imperial authorities.
Imperial Fists (Titan Legion) - Imperial Fists (Titan Legion): The Imperial Fists are a Loyalist Titan Legion of the Collegia Titanica, one of the military arms of the Adeptus Mechanicus. There is very little information in the Imperial records concerning this obscure Titan Legion, though they are suspected to have been founded before the Age of the Imperium began, during the Age of Strife.
Imperial Fists (Titan Legion) - Notable Campaigns: None listed in current Imperial records.
Imperial Fists (Titan Legion) - Notable Titans: None listed in current Imperial records.
Imperial Fists (Titan Legion) - Notable Personnel: None listed in current Imperial records.
Imperial Fists (Titan Legion) - Legion Colours: The colours of this Titan Legion are blue and orange.
Imperial Fists (Titan Legion) - Legion Badge: The badge of the Imperial Fists Titan Legion is a clenched fist wearing a steel gauntlet in front of an orange sun, on a quartered-field of blue and white.
Imperial Fleet - Imperial Fleet: The Imperial Fleet is the name given to the entirety of all faster-than-light capable voidships controlled directly or regulated by the Adeptus Terra and includes almost every voidship active in the Imperium of Man.The Imperial Fleet is divided into three distinct branches -- the segmentum and sector battlefleets of the Navis Imperialis, the merchant fleets and the civil fleets. The Navigators of the Navis Nobilite are also officially considered to fall under the administration of the Imperial Fleet though their de facto political power and great wealth provides them with influence among many other Imperial adepta.The few vessels that are not formally a part of the Imperial Fleet instead belong to either the Adeptus Mechanicus, the Adeptus Astartes, the commercial dynasties of the Rogue Traders, the Inquisition and its various Chamber Militants, or a small number of honoured and ancient merchant families. Within the labyrinthine bureaucracy of the Imperium, the Imperial Fleet's various components are considered to be under the formal command of the Adeptus Administratum, particularly those vessels that do not belong to the Imperial Navy.The Imperial Fleet's three divisions, civil and military alike, are each administratively divided between the five Segmentae Majoris that comprise Imperial space, and the command headquarters for each is based within that segmentum's Segmentum Fortress.Each segmentum has its own merchant, civil and Imperial Navy battlefleets -- for example, the Battlefleet Solar is the total of all Imperial Navy warships assigned to the Segmentum Solar, while the Merchant Pacificus is the total of all voidships in the merchant fleet of the Segmentum Pacificus, etc. The Imperial Navy rarely if ever gathers the entire battlefleet of a segmentum; rather the naval vessels within a segmentum are firther divided into battlefleets which operate at the sector level in almost all instances.
Imperial Fleet - Imperial Fleet Segmentum Headquarters: Mars (Segmentum Solar)Cypra Mundi (Segmentum Obscurus)Kar Duniash (Ultima Segmentum)Hydraphur (Segmentum Pacificus)Bakka (Segmentum Tempestus)
Imperial Fleet - Navis Imperialis: The Navis Imperialis, better known as the Imperial Navy in Low Gothic, is one of the primary armed forces of the Imperium of Man.While the Astra Militarum (Imperial Guard) represents the Imperium's ground forces, the Imperial Navy is responsible for the fleets of starships that maintain order between the stars and planets in the Imperium, for all space and air support provided to the infantry of the Astra Militarum through its Aeronautica Imperialis branch, and for transporting those Guardsmen across the galaxy to the Imperium's myriad warzones.The battlefleets of the Imperial Navy are constantly engaging threats both inside and outside the Imperium's borders.In ancient times, during the Great Crusade and Horus Heresy eras, the Imperial Navy was not an independent armed force of its own but was considered a part of the greater Imperial Army and was known as the Armada Imperialis. Its vessels were dedicated to the defence of Imperial space and strategic Warp routes. This was opposed to the fleets of warships assigned to the service of the Legiones Astartes, who were used for the planetary assaults that occupied the bulk of the Great Crusade.After the horrors of the Horus Heresy, during the Imperial reformation overseen at the start of the Time of Rebirth by the Primarch Roboute Guilliman, the Imperial Army's fleet component was reestablished as a separate and rival service. This was done to weaken the Imperial armed forces in case of the outbreak of a future rebellion against the Emperor's rule. The Imperial Navy is today largely divided into the five major battlefleets which serve each of the Segmentae Majoris from their Segmentum Fortresses, though the largest actual formation that ever sees service are the individual sector battlefleets.
Imperial Fleet - Merchant Fleets: The merchant fleets of the Imperium of Man are the commercial component of what is collectively known as the Imperial Fleet. The commercial voidcraft of the Imperium, most of which are commanded by the Chartist Captains who possess a Merchant Charter, make up approximately 90% of all the voidcraft with interstellar capabilities in Human-controlled space.Each of the merchant fleets, much like the Imperial Navy's battlefleets, are based in one of the five Segmentae Majoris that comprise the primary administrative units of the Imperium. The segmentum's fleet commanders and their administrative staffs are based at the respective Segmentum Fortresses. For example, the Segmentum Solar fleet is based on Mars, whilst the fleet of the northern zone -- the Segmentum Obscurus -- is based on Cypra Mundi.While these fleet bases are massive orbiting void stations that usually maintain gigantic complexes of orbiting docks, shipyards and starship repair facilities, their primary function is to maintain bureaucratic control over both the military and civilian starships operating within their segmentum of control. In reality, of course, only a vanishing fraction of the starships assigned to a given segmentum's merchant fleet ever actually travels to its Segmentum Fortress.The overall headquarters of the merchant fleets was located at the Nexus Axiomatic fortress on Terra. Within the Nexus Axiomatic could be found the nigh-mythical Magisters Calculo Horarium, genetically and cybernetically-modified Human members of the merchant fleets. Many of them were so badly deformed, mutated or genetically-altered that they subsisted only with the aid of life-support vats. It was their duty to carry out the monumental calculations required to coordinate shipping traffic across the Imperium.
Imperial Fleet - Civil Fleets: The civil fleets comprise all of the privately-owned civilian voidships of the Imperium of Man, granted the right to operate along commercial or passanger transit routes defined by the Imperial authorities. The civil fleets are considered a part of the overall Imperial Fleet by the Adeptus Terra.Although the vast majority of the faster-than-light-capable voidcraft of the Imperium are actually part of the merchant fleets, there remain several thousand other civilian voidships in the Imperium that are owned and registered by private individuals, small-time traders, Highborn families, corporations or other commercial cartels. All such privately-owned, interstellar-capable voidships must operate only along Warp routes licensed and approved by the Imperial Fleet authorities, usually bureaucrats of the Adeptus Administratum who are responsible for regulating all shipping and transport within a given segmentum of the Imperium.
Imperial Fleet - Adeptus Arbites: The Arbitrators of the Adeptus Arbites maintain a small, private fleet of FTL-capable patrol craft and counter-insurgency vessels, most notable of which is the Punisher-class Strike Cruiser. The Arbites fleet also operates logistical vessels, transports, and other support craft.
Imperial Fleet - Adeptus Astra Telepathica: In conjunction with the Inquisition and the Sisters of Silence, the Adeptus Astra Telepathica maintains the independent and secretive League of Blackships whose purpose is to collect the tithe of psykers from every world of the Imperium. These cargoes of Human misery are then delivered to Terra to be sacrificed to the Emperor's need to maintain the Astronomican or to be trained as Sanctioned Psykers if they prove to have a strong enough will.
Imperial Fleet - Adeptus Mechanicus Basilikon Astra: The void fleet of the Adeptus Mechanicus is officially known as the Basilikon Astra. The Adeptus Mechanicus maintains this fleet independent of the larger Imperial Navy, while also building and maintaining all of the military and civilian voidships of the wider Imperium at its Forge Worlds and other orbital shipyards across the galaxy.The fleets of the Adeptus Mechanicus are composed of types of vessel found in other Imperial fleets as well as more unique vessels, such as the near-legendary Ark Mechanicus. A Mechanicus fleet is usually commanded by a Tech-priest with the rank of Archmagos Explorator if it has been assigned Explorator duties or an Archmagos Veneratus for other missions.
Imperial Fleet - Adeptus Ministorum: The Imperium's powerful state church, the Adeptus Ministorum or Ecclesiarchy, operates its own exclusive armed voidships such as the Missionary Vessels used to spread the Imperial Creed by Imperial missionaries of the Missionarus Galaxia. In addition, the Orders Militant of the Adepta Sororitas, which serves as the armed forces of the Ecclesiarchy, maintains its own warships such as a small fleet of Dauntless-class Light Cruisers so that the Sisters of Battle can make their way around the galaxy as they are needed.
Imperial Fleet - Rogue Traders: The dynasties of the Rogue Traders usually maintain their own voidcraft or even fleets of voidcraft. Rogue Traders vessels come in a multitude of classes and sizes and can even influde refit xenos vessels. Most Rogue Trader vessels are rarely larger than cruisers in size, however.
Imperial Fleet - Inquisition: The Inquisition has the legal authority to requisition any voidship of the Imperial Navy or any other Imperial organisation on demand. However, they also maintain small fleets of their own, including Inquisitorial Black Ships, their own grade of strike cruisers known as Inquisitorial Cruisers and the Grey Knights Strike Cruisers of the Ordo Malleus' Chamber Militant.
Imperial Food and Drink - Imperial Food and Drink: The Imperium of Man is a vast interstellar empire, the ultimate authority for the majority of the Human species in the Milky Way Galaxy in the 41st Millennium.Within the Imperium, entire worlds are devoted to the pursuit of agriculture and the growing of food, providing the necessary sustenance for the people of more specialised worlds elsewhere in the galaxy. These so-called Agri-worlds can grow a variety of food in many different ways, from the ill-tempered livestock known as Grox that provide meat to so many across the galaxy to simple wheat for bread.On some Agri-worlds, entire continents have been cultivated for the growth of foodstuffs. The most standard type of food grown on most Agri-worlds and  distributed to feed the peoples of the Imperium is processed corn. This variety can produce confusion when Imperial cultures mix; in one recorded instance, Tona Criid, a native of Vervunhive on Verghast, mistook camouflage paint for a type of food-paste supplied to the 1st Tanith Regiment.Space Marines have been known to subsist on triglyceride gel and amino-porridge, as well as local wildlife hunted during their deployments. Some Chapters of the Adeptus Astartes have their own particular diets. The Dark Angels, for instance, are known to consume nutrigruel, carboloafs and vitamead.Below is a list of known Imperial Food and Drink that includes examples of ingestibles from across the Human-settled galaxy, but with a particular focus on the worlds of the Calixis Sector, for which the most information is available.
Imperial Food and Drink - Non-Alcoholic Beverages: Styger Milk - The Styger is a beast of burden found on Fervious. Shortly after a Styger gives birth to a whelp, it produces a viscous fluid on which its young feeds. So thick is this vile substance that when a human consumes it, the milk coats the throat, windpipe and stomach for up to a day after being ingested. As well as being full of nutrients and proteins, the people of Fervious have found that the milk engenders resilience to poisons and toxins. The Styger milk is so effective at neutralising toxins that all Fervious' nobles, as a matter of course, drink it before eating. This has led to substantial trade for Styger dairy farmers who, before the discovery of the milk's benefits, were nothing more than peasants. Now the dairy farmers have grown rich and powerful in their own right, fighting amongst themselves in the hopes of gaining a monopoly.Ploin Juice- A common non-alcoholic beverage popular with many voidship crews as it combats many common illnesses brought on by the habitual poor diets most find in space travel. Made from the lopsided ploin fruit, it is rich in many vitamins and has an extended shelf life. It can be added to most poor quality distillations for much-needed flavour, or even used as the basis for its own strong drink commonly known as "Wobble" (as this is both what the fruit does when set upright, and what most users do after imbibing a few shots).Recaf (Caf)- Recaf, also sometimes called Caf, is a popular hot beverage, made from crushed and brewed leaves. The composition can vary from planet to planet, but most blends have a stimulant such as caffeine as a basic release agent.Solian TeaTanna- This leafy plant is native to Valhalla. The leaves are used by Valhallans to brew a tea, also called Tanna (sometimes Tanna Tea or Tanna Leaf Tea). The beverage is quite popular with Valhallans, to the point that Chimeras in Valhallan Imperial Guard regiments normally have samovars installed so Tanna can be prepared and drunk en route. It is less popular among other humans; Commissar Ciaphas Cain is one of the few non-Valhallans known to enjoy it.
Imperial Food and Drink - Meats: Ambull - A subterranean insectoid predator native to the desert Death World of Luther Macintyre IX. Their meat is said to resemble that of Grox. Many attempts were made to domesticate Ambulls, but their ability to burrow made them impossible to confine.Belly-Churn - Popular with nomadic peoples, the belly-churn is an animal stomach filled with milk, sewn shut and then flung over the side of a riding beast to slowly curdle. The resulting cheese is regarded as a delicacy and also keeps “fresh” a remarkably long time, making it the ideal ration for a lengthy journey.Catachan Face-Eater - A hostile lifeform native to the planet Catachan that can suffocate its prey when it wraps its muscle-like body over its victim and digests it. On the world of Mundus Chasmata, the creature was regarded as a rare delicacy among the ruling elite.Devil FishGrox - Grox are large, fast and aggressive reptilian animals originating from the Solomon System. When that star system was absorbed into the Imperium, it was discovered that this native herd animal possessed many useful traits, such as the ability to survive in almost any environment and to thrive on even the most indigestible food. Grox meat itself is also extremely palatable and nutritious, and nearly every single part of the beast is edible.HetelfishHorn-HeadSnow-OxWall-Rat  - The Wall-Rat was a creature native to the hive cities of the world of Medusa, homeworld of the Iron Hands Chapter.
Imperial Food and Drink - Other Consumables: Amino-Porridge - A nutrient-dense synthetic food eaten by Space Marines.Birri TrufflesCaba NutsCorpse-starch - A form of synthetic nutrient created from recycled Human bodies.Cottleston PieCrispbread - A type of bread eaten on Hydraphur.Daggerfruit - A breakfast fruit eaten on Hydraphur that is used to cleanse the palate.Gantha-Root RollupMarsh-RiceNafar BiscuitsPalovine PastryPungee Bread - A type of bread sold in the hive cities of the world of Medusa, homeworld of the Iron Hands Chapter.Protein Grain - A grain similar to marsh-rice, only thicker and with a higher nutritional content.Soylens Viridians - A synthetic nutrient usually created from a form of green algae. It can also be considered a form of "corpse-starch" when its base is also mixed with recycled Human bodies and other dead animal and plant tissue.Salma KedgereeTriglyceride Gel - A gelatinous, high-calorie foodstuff consumed by Space Marines.Vorder Leaves
Imperial Food and Drink - Non-Human Foods: It is known that some xenos foods, such as that of the Aeldari, are edible by the Humans of the Imperium of Man.During the time of the Great Crusade, Aeldari food was consumed by the Space Marines of the Emperor's Children Legion, which may have been possible because of the enhanced nature of the Astartes' physiology, because the Aeldari knew what was palatable to Humans, or because Aeldari physiology is similar enough to that of Mankind that their food meets Human taste and nutritional requirements.Xenos-cultured forms of wheat have also been consumed by the populations of Imperial worlds, especially in times of famine, though this is illegal under Imperial law, as is the possession of all other xenos technologies or cultural artefacts.
Imperial Guard Brawler - Training: Most Brawlers neither require nor receive training in hand-to-hand combat, and many are so naturally surly in disposition they would reject such teachings anyway. Such troopers tower over their comrades and while not always possessed of the brightest intellects, are more than capable of exerting themselves by way of their sheer physical presence. Many of these have grown up in the most destitute and desperate of living conditions, forced to dominate their peers or starve. This is especially true of those troopers native to the Imperium's numerous Hive Worlds, where countless millions exist between the cracks, fighting rivals for whatever scraps of food is discarded as waste from the towering hive city above. When the Departmento Munitorum tithes a regiment from the teeming multitudes of such cities, the vast majority of troops might be swept up from the ranks of those that tend the lathes and the processing plants, but invariably, some of the street vermin subsisting further down the food chain get caught in the nets. Such individuals often make ideal Brawlers, being predisposed, even enamoured, to a life of violence and hardship.Not all Brawlers have such unfortunate origins, however. The worlds of the Imperium are steeped in death and war and so countless numbers of the Emperor's faithful exist at the edge of complete homicidal breakdown. It is only by the eternal vigilance of the local Enforcers that such individuals are kept from venting their madness on their workmates, but when tithed into the Imperial Guard they find an ideal outlet for their pent-up violent urges. Those who might have indulged their taste for blood without being caught are likely to be quite skilled in the arts of killing and to require little or no additional training. Those who are allowing their rage out for the first time might be overwhelmed by it and throw themselves headlong at the foe, falling with a bellow of rage unleashed upon blood-flecked lips.Perhaps the most unusual are those with no particular predisposition towards violence but who, upon being tested by the regiment’s Provosts, discover some latent, untapped skill. Where possible, these are provided with the specialist tools of their trade and called upon when their skills are needed. In many ways, these individuals are more akin to assassins lurking unseen in the ranks of the Imperial Guard, silent killers able to fell an enemy with a single slash of a knife when the massed guns have failed to strike him down.
Imperial Guard Brawler - Combat Tactics: Like many specialists to be found within the ranks of the Imperial Guard, Brawlers are for the most part all but indistinguishable from their comrades. Some might be larger than the average line trooper, but that in itself means little. Some carry specialised weapons such as mauls, axes and Chainswords, while others deliberately conceal the tools of their bloody trade. Some Brawlers carry no specialised weapons at all, living up to the title by their expertise with their bare fists. In battle, there are many different ways a Brawler's skills might be employed. The most obvious is to fight at the leading edge of a bayonet charge, and it is certainly true that many Brawlers, whether designated as such by their regiment or not, do so on a regular basis. By singling out those enemies that present the greatest threat the Brawler serves at once to increase his unit's combat capacity and to bolster the morale of his comrades.Another duty Brawlers often carry out is that of the silent killer. When a unit must infiltrate an area watched over by an enemy sentry, the Brawler is often called on to creep forward and kill him silently and without being seen. Such deeds defy the image of the Brawler as a meat-headed thug, for he must be quick-witted and stealthy to perform this duty.Some Brawlers become something of a totem to their comrades and so come to act as champions on the field of battle. Whether ordered to or not, they seek out the enemy's champion so that the two might engage in a contest of arms for the greater glory of their own side. Depending on the nature of the foe, this tactic may or not have the desired effect. When fighting Orks, it works well, for the barbarous Greenskins are also keen to claim kills and to determine which of their number is the "fightiest." It may or may not work when fighting the servants of the Ruinous Powers, for some seek only glory while others are so insane they fight according to rules only madmen can comprehend. When fighting enemies of a more alien nature, the unit's champion is likely to find himself gunned down or overwhelmed before he can draw his blade, the foe refusing to acknowledge the martial codes by which he lives and, sadly, dies.
Imperial Guard Brawler - Regimental Variations: Most regiments have at least a few soldiers who are talented at hand-to-hand combat, though relatively few place them in specific roles to capitalise on this affinity. Instead, their knack for close-quarters bloodshed complements their usual duties as a trooper of the line, Sergeant, or other formal position, allowing them to unleash a violent surprise upon any who assume them to be vulnerable at melee range. In certain regiments, many of the officers are highly adept at melee combat, having trained far more extensively in close-quarters combat than the average trooper.Many members of Rough Rider regiments like the Attilan Rough Riders might be considered Brawlers, as their role as lance cavalry means that they must hone their skills at close-combat. Though the Attilans would never be caught in the field without their mounts, few would deny that even afoot, many of these cavalry troopers are formidable melee combatants.In the Catachan Jungle Fighters regiments, there are a great many individuals who, by dint of their great physical size, fearsome nature, and lethal close combat skills can deal terrible damage to opponents in melee. Most squads have in their ranks one trooper who fits the role best and who takes up the task of facing down the greatest dangers thrown at them hand-to-hand, a scream on his lips and a knife in his hand.Many Tallarn Desert Raiders regiments are known to make use of skilled melee fighters. For the warriors from this Desert World, however, these close-combat killers tend to favour subtle precision over brute strength and agile cuts over hammering blows. Tallarn Brawlers often carry a wickedly curved knives with which to cut the throats of enemy sentries, ensuring the Desert Raiders force infiltrates unseen deep behind enemy lines.
Imperial Guard Breacher - Breacher Training: The level of training a demolitions expert receives depends very much on the base technology level of his home culture. It is rare for troopers to receive hypno-indoctrination or any form of psycho or bionic conditioning on the use of high-explosive devices. Instead, training is often a selective, natural process. Most troopers either learn to avoid duties involving such dangerous devices, gain a level of competency in their use, or perish in a rain of fiery shrapnel. Breachers from less technologically inclined worlds are taught to detect enemy booby traps and concealed positions using their often superior native skills of perception and fieldcraft. In contrast, those from a higher technological base are sometimes instructed in the proper use of all manner of scanners, jammers, and equipment for efficiently defusing explosives to overcome the same challenges posed by traps, mine fields, and the other such hazards. Most troopers can be successfully instructed in the application of demolition charges, though much of the time only those from the more technological planetary backgrounds are generally equipped with the more complex forms of command detonation trigger. Those unused to such technology must rely on simple fuse wire and the blessings of the God-Emperor to detonate their explosives correctly.
Imperial Guard Breacher - Wargear: Standard Imperial Guard Regimental Kit1 Demolition Charge - A Demolition Charge is a simple explosive device, commonly used for blowing open doors, breaching bulkheads, and destroying infrastructure. A Demolition Charge represents 1 kilogram of explosives, though it is possible to rig charges together, thus increasing their destructive potential.2 Frag Grenades - Frag Grenades use a combustible charge and special fillers of shrapnel fragments. Imperial frag grenades are roughly the size of a clenched fist and covered with a heavily notched shell, both to increase the shrapnel produced and provide a more secure grip for throwing.2 Snare MinesCombi-Tool - Commonly found in the hands of members of the Adeptus Mechanicus, Combi-Tools are versatile, if somewhat bizarre, mechanical devices useful for a number of different mechanical operations.Respirator - A simple breathing mask that covers the nose and mouth or entire face, these offer much better protection than filtration plugs.
Imperial Guard Breacher - Notable Breachers: Trooper Callie "Nucleonic" Nolan - To date, the most decorated demolitions specialist in active service on the Spinward Front in the Calixis Sector is Trooper Callie Nolan of the 221st Cadian Shock Troops. Trooper Nolan is regarded by many of her comrades as something of a maverick, and it is certainly true that she does not entirely fit the stereotype of Imperial Guardsmen from her homeworld. While her peers were learning to field strip a Lasgun blindfolded at the age of seven, Nolan was teaching herself the arts of demolition and developing a love for explosives of all kinds. Initially, Trooper Nolan's instructors sought to restrain her destructive urges, but one Drill Abbot, a veteran of many glorious campaigns, recognised her skills for what they were -- a genuinely Emperor-given weapon to be wielded like any other (provided that she could learn to direct the explosions towards the God-Emperor's enemies). After receiving proper training on the matter, Nolan became a true force to be reckoned with. Since the 221st was dispatched to the Spinward Front, Trooper Nolan has well and truly found her calling. She has participated in numerous assaults, many against the Severan Dominate but recently against the Orks of WAAAGH! Grimtoof as well. It is said of Trooper Nolan that the smell of fyceline hangs about her no matter how hard she scrubs her skin and that she is never to be found without at least a dozen different types of explosive about her person. She received notable accolades for her actions fighting against WAAAGH! Grimtoof, her most storied victory against the Greenskins involving a heroic leap onto the back of a massive Squiggoth while it passed a ruined hive spire, after which point she and her squad liberally applied demolition charges to the massive creature and escaped the exploding behemoth using grapnels. Of her many battle honours, however, Nolan's most recent and greatest accomplishment is the breaching of the wall of the Temple of Ebon, a Severan Dominate fortress that had, before Trooper Nolan’s attack, never been successfully assaulted. Having breached the outer walls of the fortress, Trooper Nolan's squad penetrated deep into the foundations and in doing so encountered the nucleonic core that powered the fort's Void Shield. Placing a demolition charge that blew out the reactor's cooling circuits, Nolan caused the largest explosion of her career to date, estimated to be analogous to a nucleonic detonation with a yield of approximately seven kilotons. Miraculously, most of Nolan's squad escaped the explosion that consumed the Temple of Ebon, though all sustained substantial radiation poisoning which was only cured thanks to the ministrations of the medicae staff attached to the 221st.