vizn3r/warhammer40k-lore huggingface dataset:
Suncannon - Suncannon: A Suncannon is a large Aeldari Plasma Weapon and makes use of a small nuclear fusion reaction to superheat a stream of matter into its plasma state. A Suncannon is a rapid-fire weapon and its wide and potent blasts are able to pierce all but the heaviest types of armour worn by enemy infantry. It is also hauntingly accurate due to its use of a sophisticated electromagnetic pulse to guide its lethal blasts to enemy targets.As with all Aeldari Plasma Weapons, it is far superior to its Imperial counterparts, as the core of the weapon is protected by a sophisticated series of electromagnetic containment fields to ensure the weapon will never overheat in the hands of its wielder despite producing the incandescent heat of a sun. Suncannons are scaled-up versions of the more common Starcannon, and are only used by Aeldari Wraithknights due to their immense size and power.
Sunder Stair - Sunder Stair: Sunder Stair is a hold of Nôthka's Kindred in the Trans-Hyperian Alliance of the Leagues of Votann located near the Hold World of the Broken Triplets.The Broken Triplets are actually a trio of worlds found in the galactic core where the three planets were smashed together during some ancient catastrophe, and the colossal quantities of debris from their demise still whirls and ricochets in a vast cloud to this day, trapped by the gravitic anomaly that caused the disaster.Few other peoples could consider such a devastating region home, yet the Kin of Nôthka's Kindred established their hold of Sunder Stair at the heart of the anomaly behind a breathtaking bulwark of interwoven force fields. These both shelter the immense void station that serves as the hold and also maintain clear space lanes for its voidcraft to take in and out of the shattered star system.Not only do the Kin of Sunder Stair enjoy the natural defence of the planetary ruin-belt -- which would swiftly cripple invading voidcraft -- but they have also spent Terran centuries mining the exposed innards of the Broken Triplets.
Sunrifle - Sunrifle: A Sunrifle is a ranged directed energy weapon only wielded by Aeldari Swooping Hawk Exarchs, and are energy weapons potent enough to assault whole squads of enemy troops with a burst of dazzling laser beams. They are similar to Lasblasters, but have a far higher rate of fire.Aeldari lasers use psychically-grown crystals to refine their already intense bursts to their optimum potency. Many Aeldari consider the laser weapon the most elegant of all, exulting in the fact that their technological mastery extends even to light itself.These include the Swooping Hawks Aspect Warriors, who have transformed the practice of pinpoint laser fire into an art in itself -- their Exarchs lead them in this deadly technique, utilising sustained fusillades of deadly light.
Suns of Damnation - Suns of Damnation: The Suns of Damnation are a Traitor Titan Legion of the Dark Mechanicum that repudiated their oaths to the Emperor of Mankind and followed Warmaster Horus into the service of the Ruinous Powers during the Horus Heresy.Formerly known as the "Burning Stars" Titan Legion, there is very little information in the Imperial records about this obscure Titan Legion, though it is suspected to have been founded before the Age of the Imperium, during the Age of Strife.Even before the outbreak of open civil war, the climate on Mars before the start of the Horus Heresy was one filled with tension. There were unconfirmed suspicions that the Titan Legions stationed there had already secretly chosen sides in case of a potential conflict.At the outset of the Heresy, when the great civil war within the ancient Mechanicum known as the Schism of Mars broke out, the Burning Stars Titan Legion fought against the Loyalist Legio Ignatum ("Fire Wasps").It is assumed that the Burning Stars were either destroyed at the end of the Heresy or were driven towards the Eye of Terror along with the rest of the forces of Chaos, where they eventually renamed themselves the Suns of Damnation to indicate their change of allegiance.
Suns of Damnation - Notable Campaigns: Schism of Mars (ca. 205.M31) - When civil war erupted on Mars during the opening days of the Horus Heresy, in the Athabasca Valles the war machines of the Burning Stars and the Legio Ignatum fought in bloody close quarters through the teardrop landforms caused by catastrophic flooding in an earlier, ancient age of the Red Planet. Neither force could gain the advantage, nor could either claim victory, so after a night’s undignified scrapping, both withdrew to lick their wounds.
Suns of Damnation - Notable Titans: Skylok (Chaos-corrupted Warlord-class Titan) - The notorious "Winged Daemon Titan" of Tzeentch, Skylok escaped the carnage of the Horus Heresy after the Warmaster was killed. Taking refuge within the Eye of Terror, Skylok now waits in eternal conflict for a chance to wreak his vengeance upon the worlds of Mankind once again. Trapped within the Eye for ten millennia, the once-proud Warlord Titan has become a twisted and corrupt -- possessed by the spirit of a Greater Daemon of Tzeentch. Commanded by the fallen Grand Master Sarlon Hess, wherever the Suns of Damnation Traitor Titan Legion go, the mighty form of Skylok swooping through the skies is an ominous sign of awaiting death that causes fear in all that behold it.
Suns of Damnation - Notable Personnel: Grand Master Sarlon Hess - Once the Horus Heresy was under way, Sarlon Hess, the grand master of the Burning Stars Titan Legion, was one of the first Imperial commanders to come under the Warmaster's sway. He announced his traitorous intentions by mounting a lightning raid upon the important Imperial fuel dump on Stienor IV, immobilising an entire Imperial fleet armada for a whole solar month. His whereabouts following the Horus Heresy are unknown. It is presumed that the Burning Stars fled along with the Traitor Legions into the hellish realm of the Eye of Terror where they became the Suns of Damnation. An Edict of Obliteration was promptly ordered by the High Lords of Terra, and Hess' name and all data concerning the Burning Stars were promptly struck from Imperial records.
Suns of Damnation - Legion Colours: This Traitor Titan Legion's colours are not listed in current Imperial records.
Suns of Damnation - Legion Badge: This Traitor Titan Legion's badge is not listed in current Imperial records
Superfrag Rocket Launcher - Superfrag Rocket Launcher: The Superfrag Rocket Launcher is an extremely powerful, long-range, anti-infantry missile launcher employed by the Primaris Space Marines of a Desolation Squad of the Adeptus Astartes. More reliable, more powerful, and with an effective range that exceeds even a Sniper Rifle, the Superfrag Rocket Launcher is the ultimate anti-infantry weapon and a decisive rebuttal to hordes of unwashed Heretics and slavering aliens. There is nothing nothing quite like reducing the enemy's infantry battleline to a smouldering crater with one pull of a trigger.Desolation Marines also all pack a little something extra under the barrel of their rocket launchers. The belt-fed Castellan Launcher can saturate the sky with guided bomblets that rain down on the enemy wherever they hide. It is the perfect weapon for flushing out cowardly targets -- and it fires separately from a Desolation Marine's main rockets, allowing them to pick and choose their targets.
Superkrak Rocket Launcher - Superkrak Rocket Launcher: The Superkrak Rocket Launcher is an extremely powerful, long-range, anti-armour missile launcher employed by the Primaris Space Marines of a Desolation Squad of the Adeptus Astartes. When the Space Marines' foes rumbles towards them with a spearhead of hulking, armoured behemoths, a volley from a Superkrak Rocket Launcher will punch cleanly through any armoured shell -- be it metal or chitin.Desolation Marines also all pack a little something extra under the barrel of their rocket launchers. The belt-fed Castellan Launcher can saturate the sky with guided bomblets that rain down on the enemy wherever they hide. It is the perfect weapon for flushing out cowardly targets -- and it fires separately from a Desolation Marine's main rockets, allowing them to pick and choose their targets.
Supplicators - Supplicators: SupplicatorsSpace MarineChapterFoundingImperial
Supplicators - Chapter Colours: The Supplicators' Chapter colours are not listed in current Imperial records.
Supplicators - Chapter Badge: The Supplicators' Chapter badge is not listed in current Imperial records.
Suppression of the Macharian Heresy - Suppression of the Macharian Heresy: The Suppression of the Macharian Heresy was a notable Imperial military campaign conducted by the notoriously savage Minotaurs Space Marine Chapter following the death of Lord Commander Solar Macharius in 400.M41 and lasting until approximately 470.M41.After the death of Macharius, those great demesnes that he had conquered for the Imperium of Man during the Macharian Crusade fell into open civil war and anarchy between his seven former Astra Militarum army group generals throughout the newly-conquered territories.These contested territories splintered into petty star empires, each lorded over by one of Macharius' old generals who had repudiated their oaths of loyalty to the Imperium, opposing each other as well as the authority of the Adeptus Terra, and with Space Marine Chapters now drawing sword upon each other in dispute and anger, the High Lords of Terra were forced to act decisively.This they did by calling in several waves of fresh Space Marine Chapters to bring the civil conflict to an end by exterminating heretical forces and bringing order to the region under the command of the Imperial Warmaster Solon. Ultimately, the forces of over 100 separate Chapters were deployed at some point during the campaign.One such Chapter operating under the High Lords' writ was the Minotaurs, then a Chapter all but unseen for millennia. They were a Chapter both familiar through their fell reputation and profoundly changed.A fleet-based Chapter, operating fully equipped and at peak strength, the Minotaurs fought as a single cohesive force that struck like a series of brutal axe blows at sources of schism and disorder, quickly earning themselves a bloody reputation by carrying out the orders of the High Lords without question or falter.During the suppression, it was the Minotaurs who formed the spearhead of the battle group which shattered the petty-empire of the outlaw Colonel Lyrias of the 11th Kahdu Armoured Corps, their Chapter's Land Raiders blasting apart the famed tanks of the elite Kahdusine "Immortals" on the ice plains of Gyros Prime. They also carried out Exterminatus orders on the Hive World of Duval and the Sword Realms of the Hope Cluster.While on the Ocean World of Nereus they hunted down and obliterated the xenos-possessed remnants of the Imperial Paladins Chapter's 4th Company in the mazes of the sub-surface cavern cities, poisoning the seas of that once vital Agri-World.The suppression of the Macharian Heresy would take seventy standard years before order was restored under the command of Warmaster Solon to the affected regions of the Segmentum Pacificus, with operations ending around the year 470.M41.
Suppression of the Macharian Heresy - Euxine Incident: The action from which the Minotaurs gained the most infamy during the Macharian Heresy would be known as the Euxine Incident, which resulted in the near-destruction of two Imperial Space Marine Chapters who had become locked in conflict.These Chapters were the Doom Warriors and the Inceptors. Formerly allies in the Macharian Crusade, they had come to blows over a matter of honour and were embroiled in a long running and highly protracted conflict fought under predetermined rules of engagement in the Euxcine System.With the two combatant Chapters refusing calls to end their battle and aid with the pacification, the Minotaurs were dispatched to sunder the two apart and end the strife.Caring nothing for the causes or rights of the two Chapters, the Minotaurs attacked in full force with their initial strike. Overmatched and broken, the Doom Warriors fled the system almost immediately in a barely organised retreat, however with most of their warships either destroyed or captured in orbit, the Inceptors found themselves trapped on Euxine before the Minotaurs' wrath.Relentlessly and systematically the honoured Second Founding Chapter was encircled and slowly destroyed piece by piece, until the last remaining Inceptors Space Marines were forced into a humiliating surrender as fewer than 100 battle-brothers had survived.To add further insult to their ignominious defeat, the Minotaurs stripped the fallen of many relics for their own armouries and took the ravaged Chapter's flagship, a Great Crusade-era assault transport that had served the Inceptors since their Founding, as a spoil of war.That such an ancient and revered Chapter and close scion of the Ultramarines could be almost annihilated in this fashion, and with the tacit agreement of the High Lords, sent shock waves through many of the Space Marine Chapters who came to hear of it.The Minotaurs were denounced across Ultramar for their atrocities and forbidden to enter its bounds. Others of Roboute Guilliman's line have since sworn vengeance on the Chapter should the opportunity arise and honour permit them to carry it out. Their task completed, the Minotaurs withdrew from the region in 425.M41.
Suppression of the Macharian Heresy - Star Phantoms: Another infamous Space Marine Chapter that took part in the Macharian Crusade was the morose Star Phantoms. This Chapter participated in many of the Macharian Crusade's most deadly engagements, and despite having proved themselves time and again, they garnered little respect as they saw matters, and are known to have had a troubled relationship with the crusade's commanders as to strategy and deployment.After the death of Lord Commander Solar Macharius they became swiftly embroiled in the Macharian Heresy as they clashed directly with those Astra Militarum forces who in the Chapter's view had betrayed the Imperium.The Star Phantoms are listed in certain suppressed sources as being directly responsible for the annihilation of the 17th Terrax Guard on Thoth, and are known to have engaged in a bloody and protracted conflict with their former allies, the Marines Malevolent, resulting in that Chapter's near-destruction at their hands.The Star Phantoms became subject to Inquisitorial investigation as a result of their actions and were ultimately cleared of heresy, but received censure from the Ordo Hereticus.They were bound into the thankless and dangerous task of partly forming the spearhead of the Imperial interdiction campaign in the 400s.M41 to end the Macharian Heresy.In the aftermath of this short and brutal campaign which involved elements from over 100 Space Marine Chapters, the Star Phantoms, once again badly reduced in strength, undertook a self-appointed crusade alone in the southern Segmentum Tempestus attacking isolated Ork and Chaos-held worlds as they saw fit.Much of their activities afterward remained hidden both from the official record and the eyes of the Imperium until their participation in the brutal closing stages of the Badab War.
Suppression of the Macharian Heresy - Dark Angels: Over three solar decades beginning in 405.M41, the Dark Angels were one of the Space Marine Chapters tasked with suppressing the civil wars collectively known as the Macharian Heresy that were ongoing across many of the territories gained by the Imperium during the Macharian Crusade of the Lord Solar Macharius.The Ravenwing uncovered several corrupt Chaos Cults, largely instigated by the Alpha Legion, and the unmistakable signs of the Fallen Angel Cypher's presence.During the Lythanos Uprisings, only a run-in with the Space Wolves, the Dark Angels' ancient rivals, allowed several of the Fallen to escape the Dark Angels' grasp.
Suppression of the Macharian Heresy - Adeptus Astartes: Blood RavensDoom WarriorsInceptorsMinotaursDark AngelsSpace WolvesStar Phantoms LoyalistsMarines Malevolent
Suppression of the Macharian Heresy - Astra Militarum: Necromunda 8th Regiment3rd Tallarn "Desert Tigers"17th Terrax Guard
Suppression of the Macharian Heresy - Rebel Forces: 11th Kahdu Armored CorpsImperial Paladins 4th Company (xenos-possessed)Star Phantoms TraitorsFallen Angels
Suppurant Sting - Suppurant Sting: The Suppurant Sting is a warband or vectorium of Heretic Astartes of the Death Guard Traitor Legion's 5th Plague Company. The enduring popularity of Foetid Bloat-drones with the Traitor Legion's Death Guard Lords ensures that they are ferried in great numbers to the war zones in which the Death Guard fight, and deployed in swarms that darken the skies.This is especially true in the vectoriums of the 5th Plague Company, with warbands such as the Sons of the Maggot, the Suppurant Sting, and the Smogrot Brotherhood fielding great numbers of Foetid Bloat-drones in varying pack strengths and configurations.
Suppurant Sting - Warband Colours: The Suppurant Sting's power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite, though its colours are unknown. The Suppurant Sting's Chaos Space Marines, like those of their fellow Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Suppurant Sting - Warband Badge: The Suppurant Sting's warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the rest of the Death Guard.
Supreme Shield Matrix - Supreme Shield Matrix: A Supreme Shield Matrix is an advanced Necron defensive technology used by Tesseract Vaults when they are accompanied by eight surrounding Monoliths in a Baleful Necropolis formation.When activated, a Supreme Shield Matrix projects a powerful energy field around the Tesseract Vault that can deflect even the heaviest of enemy firepower.If the Tesseract Vault's fellow Monoliths are close enough, they too can share in the protection of the Supreme Shield Matrix, whilst the Tesseract Vault is able to draw upon the Monoliths’ power and increase the defensive properties of the shield.Thus, the energy field only grows more powerful with every additional Monolith under its protection, making the formation a potent threat to any foe.
Surasis Grief - Surasis Grief: Surasis Grief was the Drukhari archon of the Kabal of the Dark Mirror. The Tantalus assault skimmer was originally a unique vessel crafted just for Grief, but after his death it was copied and sold to other Kabals.
Sus-an Membrane - Sus-an Membrane: The Sus-an Membrane, also called the Hibernator or the Suspended Animation Membrane, is the 12th of the 19 genetically-engineered organs created from a Space Marine Chapter's gene-seed that is implanted into a normal Human adolescent male to transform him into a neophyte of the Adeptus Astartes. Initially implanted within the neophyte's cranium, this organ eventually produces a membrane comprised of genetically-engineered neural tissue that merges with the recipient's cerebrum, becoming a full part of his neural architecture.The organ's functions are ineffective without follow-up chemical therapy and training by a Chapter's Apothecaries, but with sufficient practice and instruction a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Space Marine alive for many standard years, even if he has suffered otherwise mortal wounds. Once activated, the organ will shut down all biological and psychic functions. The heart will slow and stop, all metabolic activity will cease, and the nerve cells will stop firing. Lastly, the whole body will be blanketed with an electric field to kill any bacteria.The appropriate chemical therapy or hypnotic auto-suggestion can revive a Space Marine from this state, but the organ can begin the process of reanimation once the Space Marine has entered an environment in which they can survive. The reanimation process may take several solar days.The longest recorded period spent in suspended animation was undertaken by Battle-Brother Silas Err of the Dark Angels Chapter, who was revived after 567 standard years in Sus-an hibernation.However, the Dark Angels Sergeant Abdaziel Magron is known to have survived in Sus-an hibernation following his ejection into the vacuum of space at the time of the Horus Heresy during a void battle between the Dark Angels and the World Eaters Legions until being reawakened by one of the Fallen Angels in the 41st Millennium. This represents a period in hibernation of over ten thousand standard years. Yet this extraordinary feat is not known amongst the Adeptus Astartes or the Adeptus Mechanicus generally due to the secretive nature of the Dark Angels Chapter, and the reality that Magron fell into heresy and the service of the Blood God Khorne soon after his awakening.Magron eventually repented and turned himself over to his brethren for judgement, and his life was mercifully ended at the Dark Angels' mobile fortress-monastery, The Rock. Because of his fall from grace, Magron's very existence is kept as yet another secret of the Dark Angels which they share neither with their fellow Space Marines or the Imperium at large.
Suspensor Web - Suspensor Web: A Suspensor Web was a rare and highly sophisticated portable anti-gravitic transport device used by the Space Marine Legions during the Great Crusade and Horus Heresy.Attached to man-portable heavy ranged weapons like Heavy Bolters, they negated much of the typical weight and bulk of these weapons. This allowed such weapons to be wielded far more easily which were bulky and awkward to handle even with the augmented transhuman physical strength of the Legiones Astartes.However, this effect also unfortunately reduced the effective range of the weapons when fired.
Svane Vulfbad - Svane Vulfbad: Svane Vulfbad was a Renegade Wolf Lord of the Space Wolves Space Marine Chapter and leader of the warband of Heretic Astartes known as the Blood Wolves. He became so disillusioned with the grinding workings and soul-killing bureaucracy of the Imperium that he turned to the worship of Chaos, and more particularly the faith of the Blood God Khorne.
Svane Vulfbad - History: Wolf Lord Harald Deathwolf and his Great Company were charged in 913.M41 by the Great Wolf Logan Grimnar to track down and execute the notorious Traitor. Deathwolf and his company eventually uncovered Vulfbad in the Cliedes System, tracking their elusive quarry to the storm-wracked moon of Gallimius. Deathwolf rode his ferocious Thunderwolf through the planet's ferrite dust storms at the head of a small strike force of Wolf Scouts. The visibility was so bad that Deathwolf had to track his quarry purely by scent, but he later claimed the stink of rank sweat and treachery was so strong it was child's play to follow. It has been said that Harald's senses are so sharp he can smell the fear of his prey from several leagues distance.After weeks of stalking their prey, Deathwolf's hunting party cornered Vulfbad atop a dust-crowned mountain just as the vile Traitor was completing a sorcerous summoning ritual that would have seen his traitorous forces thronged with daemons. The Renegade Space Wolf fought like a madman even after his allies had been slain, badly wounding Harald's Thunderwolf in the process, but he was ultimately outmatched. As Harald brought his axe around to deliver the deathblow, a bolt of lightning struck them both. When the dust settled all that remained of Vulfbad was his Frost Axe, a shard of which now juts from the cybernetic jaw of Harald's Thunderwolf. The beast has been known as Icetooth ever since.
Sven Bloodhowl - Sven Bloodhowl: Sven Bloodhowl was a Wolf Lord of the Space Wolves Space Marine Chapter, one of twelve legendary warriors who lead the Great Companies into battle.Leading from the front, Sven's warriors are notorious for their predilection for close combat, often equipping themselves with powerful Jump Packs in order to make powered jumps across the battlefield, allowing these warriors to cover ground quickly and unexpectedly drop into the midst of their foes.Bloodhowl was slain during the 13th Black Crusade in orbit of Cadia, when he boarded the Blackstone Fortress Will of Eternity. Though he and his Space Wolves succeeded in disabling the massive star fort's shields, allowing the nearby Imperial Fists flagship Phalanx to fire upon and cripple it, the assault killed Bloodhowl and all of his Astartes.
Sven Bloodhowl - History: Sven Bloodhowl is the fiery young Wolf Lord of the Great Company known as the Firehowlers. Unlike many of his compatriots, Sven still feels the joyous abandon of close-quarters fighting as keenly as he did when he was a Blood Claw.A formidable opponent, Sven is fairly young in comparison to the others who sit around the Grand Annulus. Though he may lack in years compared to most of the other lords, Sven's saga is legend across all of Fenris, partly due to his heroic deeds and partly due to the fact that they are inked onto his face.Even for a Blood Claw, Sven was wild and reckless. Almost immediately after being inducted, he requested the honour of serving as a Swiftclaw, and he would happily have done so for the rest of his days. Amongst his pack were the most headstrong warriors to have worn the grey of the Space Wolves. Through his martial prowess and confident personality, it did not take long before his brothers looked to Sven for leadership.When his Wolf Lord, Finn Goresson, drafted him into his Wolf Guard, few were surprised. What did surprise Sven's packmates was the sight of his body. The tales of his deeds were inked deep into his skin as a permanent record. In any other individual, this would have been seen as arrogant in the extreme, but for Sven, it seemed to enhance his energetic personality.The habit was quickly taken up by the Blood Claw and Skyclaw packs he was sent to fight alongside, then by his Wolf Guard brothers. As his saga grew, it spread from his skin onto his armour and weapons. So extensive are his deeds that Sven has now taken to using the skins of his victims as a canvas with which to chronicle his latest deeds.Years later, Finn Goresson met his end battling the Traitor Marines of the Death Guard, Sven Bloodhowl by his side. A bloated Daemon of Nurgle was to be his undoing. Finn tore the beast apart with his bare hands, but it was through Warp-tainted pestilence that the beast got its revenge. For days, the Wolf Lord struggled with the disease that wracked his body, before finally succumbing to the fatal curse. Around Goresson's death pyre, the Wolf Guard elected Sven as his successor.While Wolf Lords tend to lead from the front, Sven Bloodhowl takes this tendency to extremes. The Space Wolves of Sven's Great Company often hear his raucous laughter as he swings his weapons, inspiring his followers with his bravery. Upon their return to Fenris, it is the Space Wolves' turn to laugh as Sven regales them with the tales of his victories.At feast Sven and his men practice ever more dangerous acts of fire-breathing and the infamous walking conflagrations, which Bloodhowl likes to say "warms his men up nicely." Afterwards they like nothing more than washing heavily spiced meat down with flaming liquor.Bloodhowl goes to war amidst a great horde of close combat specialists, and legend has it that his vanguard will breathe flame into the ranks of their foe, laughing evilly as they close in for the kill. Sven Bloodhowl is known to have a fierce rivalry with fellow Wolf Lord Kjarl Grimblood.
Sven Bloodhowl - Notable Campaigns: The Daemonbane War (853.M41) - The Radical Inquisitor Lord Querrian turns Chaos against itself upon the daemon-infested world of Yaogeddon. Sven Bloodhowl's Great Company, themselves battling the daemonic hordes of Yaogeddon's molten core, are astonished when the legions of Khorne and Slaanesh turn on each other to the exclusion of all else. The astonished Sven orders his men to hold off, and when the dust settles Sven and Querrian join forces to mop up the remainder of the daemonic horde with ease.The Hunt for the Wulfen (ca. 999.M41) - During the Hunt for the Wulfen, Sven led his forces alongside the Dark Angels against daemons on Tranquilitus.Siege of the Fenris System (ca. 999.M41) - During the Siege of the Fenris System, Sven led those of his Astartes who were suffering from the Curse of the Wulfen against the Bloodthirster Vor'hakk.Abbadon's 13th Black Crusade (999.M41)- Sven led a boarding party composed of 200 Astartes, including 58 from his own Great Company, as well as the remnants of the Cadian 13th Regiment and a full maniple of Martian Skitarii onto the Will of Eternity with the goal of disabling its shields. Though he was ultimately successful, he and his boarding party were killed when the Phalanx fired upon and fractured the Will of Eternity.
Sven Bloodhowl - The Firehowlers: Each Great Company has its own nuances, be they in fighting style, organisation or battle-tactics. Sven Bloodhowl's battle-brothers are the closest in nature to the tribesmen of Fenris, facing the trials of combat with joyful exuberance. The Blood Claws in Sven Bloodhowl's Great Company are as daring as those in any other Space Wolves force. Their glory-hunting may be seen by other Great Companies as a flaw, but Sven considers them to be the fighting heart of the Sons of Fenris. Many of the initiates of the Space Wolves still carry their tribal rites and traditions with them. It is the greatest honour for a Fenrisian to be selected to join the Sky Warriors, and their pride at their selection often leads to an abundance of ambition to prove themselves worthy of this honour. It is this determination that Sven values.Where a Blood Claw pack who have proven their combat efficiency in another Great Company will be promoted to Grey Hunters, many in Sven Bloodhowl's Great Company refuse to leave the vanguard. Instead, they will choose to join the Swiftclaws or Skyclaws -- an unusual selection usually reserved as a "reward" for particularly unruly and headstrong individuals. Many of those who do progress to the rank of Grey Hunter still feel the draw of hand-to-hand combat. It is common for Grey Hunter packs in Sven's Company to openly encourage their enemy to charge them, so that they might once again test their blades.Those who seek the rush of close-quarters fighting risk dying gloriously, even amongst so efficient a breed of killers as the Adeptus Astartes. As such, it is rare for a Grey Hunter of the Firehowlers to live long enough to become a Long Fang. Those few individuals who do fulfil the fire-support role of the Long Fang pack are still influenced by their tribal heritage. It is for this reason that when Sven Bloodhowl deploys a Long Fang pack they are most often armed with Multi-Meltas. These shorter-ranged weapons fire blasts of super-heated air, which the Space Wolves liken to the eruption of the mighty Fire Breather.The members of Sven Bloodhowl's Great Company who display the greatest skill in hand-to-hand combat may find themselves honoured by elevation to the Wolf Guard. It is to these warriors that Sven entrusts the most dangerous of missions: destroying the elite of the enemy forces. Only the strongest amongst the Firehowlers can hope to accomplish what their lord asks of them, but those who do have their deeds woven into their sagas for all to remember.
Sven Bloodhowl - Deeds Worthy of a Saga: A Space Wolf's saga is his legacy. The tale of his deeds, if glorious enough, will live long through the generations. Many Space Wolves hand down their sagas by recounting their deeds to the younger generations; others chisel their victories onto the rough stone that surrounds their great fortress-monastery, The Fang. For those inducted into the Great Company of Sven Bloodhowl, even this is not enough. The members of the Firehowlers tattoo their bodies and engrave their armour with the runes of their sagas, allowing them to proclaim their victories during every waking moment. Sven Bloodhowl himself has covered almost every inch of his skin with tales of his deeds, and his armour is a rune-covered shell. The many deeds written there spur Sven on to even greater acts of heroism, as he constantly strives to outdo his past glories.
Sven Bloodhowl - The Bloodguard: The Bloodguard battle alongside Sven Bloodhowl, where the fighting is at its most brutal. These hand-picked heroes serve as Sven's Wolf Guard. Loyal and ferocious, each has forged his reputation in the crucible of war a hundred times over, fighting the enemies of the Chapter. Eschewing the heavy suits of Terminator Armour that typify the bodyguards of other Wolf Lords, the Bloodguard are instead equipped with powerful Jump Packs. These fearsome warriors are the hammer of the force, despatched to deal with the greatest threats the enemy has to offer.Olaf Blackstone - Nominal leader of the Bloodguard, Olaf's saga is second only to Sven's in length. His armour and skin are almost completely covered in tales of victories won in the service of his Wolf Lord. Armed with a pair of Wolf Claws, he is a devastating opponent. The influence of the Canis Helix is obvious in Olaf; his hair is long and grey, and his eyes are the same yellow as those of the wolves of Fenris. It is appropriate then that his Pack marking is a great wolf's head.Torvind Morkai - Torvind Morkai is the youngest member of the Bloodguard. Promoted directly from his Blood Claw pack after slaying the Ork Warboss Gorkksmak, his name is now legend in the halls of Sven's Great Company. His single wedged-shaped pack marking is as direct as his temperament, endearing him even more to his Wolf Lord.Kregga Longtooth - One of the two remaining Wolf Guard from Goresson's own pack, Kregga is Sven's most trusted advisor. While Sven is vibrant and reckless, Kregga is calm and insightful. His pack marking is based on the ring of mountains surrounding the Fire Breather -- an apt symbol for this stalwart bodyguard. In battle, Kregga will wait patiently for the opportune moment to strike with his Power Fist.Istun Firestorm - The other member of Goresson's Wolf Guard still fighting alongside Sven, Istun is a kindred spirit. The first of the pack to begin inscribing his saga on his armour, Istun will always be at his Wolf Lord's side, roaring his battle-lust as he swings his Power Axe around in violent arcs of destruction. His pack marking is a stylised aerial view of the Fire Breather as it belches forth its fury.Uuntir Wolfskull - When promoted to the Wolf Guard, the solemn Uuntir Wolfskull vowed to protect his Wolf Lord with his life. Uuntir's Storm Shield has since stood countless times between Sven Bloodhowl and his enemies. His pack marking is reminiscent of the mountain shield protecting the Fenrisian tribe from which he hails.
Sven Bloodhowl - Bloodhowl's Riders: Not every member of the Firehowlers is equipped with a jump pack. Bloodhowl's Riders are a squad of Swiftclaws, each riding into battle atop a Space Marine Bike. Sven deploys his riders either as a screen for his assault troops, where their armoured bikes offer them extra protection against enemy fire, or as a hard-hitting flanking force. In this latter role the bikes will sweep around an enemy formation before thundering into the fray, ensuring that the enemy has nowhere to run.
Sven Bloodhowl - The Stormbringers: The first of the two Skyclaw packs, the Stormbringers' pack marking is a jagged lightning bolt. The Fire Breather is constantly assailed by furious thunderstorms, and any who have witnessed the brutal charge of the Stormbringers know that these Space Wolves have chosen their device well. Using their jump packs to launch themselves into the largest concentration of enemy troops, the Stormbringers lay down a barrage of Bolter shells and burning Promethium, before carving up any surviving foes with their revving Chainswords. For tougher enemies, the pack sports a mighty Power Fist -- a weapon more than capable of tearing holes in battle tanks. They are led to war by Jorri Iceblade, who, like Sven, is as reckless and hungry for battle as he was when he first joined the Chapter.
Sven Bloodhowl - The Firestones: The Firestones are the second pack of Skyclaws in Sven's Great Company. As with all Skyclaws, they still feel the call of close-quarters fighting, and use their jump packs to join the battle as swiftly as possible. While the Stormbringers are reckless and individualistic in their approach, each seeking to prove himself above the others, the Firestones work in unison. Led by Asgar Rockshard, the Firestones have had their wild nature honed and shaped to a single purpose. The grizzled Wolf Guard guides his packmates towards the enemy's transports before unleashing their wild spirits -- and the squad's Meltagun. Any unfortunate passengers who stumble from the wreckage are soon torn apart by the whirring teeth of the Swiftclaws' chainblades. The Firestones follow their pack leader without question, and each member bears Rockshard's pack marking as their own.
Sven Bloodhowl - Bloodhowl's Wrath: The Attack Bike, Bloodhowl's Wrath, plays an essential part in Sven Bloodhowl's battlefield strategy. Although ferocious in assault, the force is lacking in anti-armour capability to combat the heavily armoured tanks of the foe. So it is that Sven sends Bloodhowl's Wrath to counter such threats, leaving the Wolf Lord and the rest of the Firehowlers to the joys of the melee. The Attack Bike is ridden by two fearsome individuals: Jossi Bloodfang and Helmgard Iceclaw. While Helmgard skillfully guides the vehicle through the treacherous conditions of the warzone, it is Jossi who fires the bike's powerful multi-melta. Jossi and Helmgard have brought so many enemy war machines low that their skin is covered in tattoos; indeed, it might be said that their skin is now more blue than flesh-hued. The pack marking that these two warriors bear is that of three blades sweeping forward, symbolising the piercing winds that they emulate as they take the fight to their target.
Sven Bloodhowl - Bloodhowl's Ravens: The pair of Land Speeders that complete the roster of Sven's Great Company are as vital as any part of the force in ensuring that the Firehowlers emerge victorious. Both Land Speeders are armed with multi-meltas, allowing Sven to despatch his Ravens to deal with any heavily armoured threats before the battle begins in earnest. Often the craft will swoop in to deliver the killing blow before the enemy can even respond. As with all the vehicles in Bloodhowl's Great Company, the craft do not bear the sagas of their pilots or gunners. Instead, each is marked by its crew whenever they deem the Machine Spirit within to have saved their lives. Each line of script is testament to a time when the armour plates deflected an incoming salvo, or the control shaft seemed to twitch in the pilot's hand, moving the craft out of harm's way. The Firehowlers, like many in their Chapter, are highly superstitious, and read great meaning into events that would be dismissed as mere coincidence by other, more "civilised" warriors.
Sven Bloodhowl - Wargear: Artificer Armour - Sven's Power Armour is a one-of-a-kind masterpiece suit with gilt edging. The vents on his backpack are a pair of stylised wolf heads.Terminator Armour (Optional)Longbound - Sven Bloodhowl's expertly crafted Jump Pack is known as Longbound. The Wolf Lord has had this priceless artefact overcharged to ensure maximum speed and lift, claiming that he is borne into battle upon the burning breath of the Firehowler itself.Belt of Russ - Each Great Company has in its Armoury a single Belt of Russ. A mighty ward against enemy attacks, these powerful girdles incorporate potent gravitic force fields that protect the wearer. Forged by the master Iron Priest Stef Blacksoul after the disappearance of Russ, these belts are important relics of the Chapter.Frostclaw - In battle, Sven wields the great Frost Axe, Frostclaw. The weapon is the height of a man, but Sven carries it with one hand -- a testament to both his strength and the unnatural balance gifted to the weapon by its creator. It is boasted amongst the ranks of the Firehowlers that no armour forged can stop the edge of this Frost Axe. Certainly, none of Lord Bloodhowl's many opponents has yet lived to disprove this claim.Firefang - Alongside Frostclaw, Sven wields his Chainsword, Firefang. The flame motifs adorning its casing are a bright contrast to the metal the teeth are forged from. The whirring teeth of this weapon are made from tempered obstinite mined from below the mighty volcano from which Sven's Great Company take their name. When spun up to speed, these crystal teeth glow with the fiery wrath of the volcano itself.Bolt PistolFrag GrenadesKrak Grenades
Sven Bloodhowl - Heraldry: Sven's Great Company marking is a stylised motif representing the vast volcano known as the Fire Breather. The Fenrisian tribes living within sight of this indomitable landmark are shaped by its fickle nature.When Fenris draws close to its sun, the mountain spews forth fiery devastation; as the world freezes over in winter, the geysers surrounding the volcano release vast jets of steam, blanketing the region in a scalding mist that burns the skin.It takes a hardy folk to survive within sight of this angry giant.
Sven Bloodhowl - Sources: Codex: Space Wolves (5th Edition), pp. 15, 17, 19Companies of Fenris - Space Wolves Painting Guide, pp. 6-17War Zone Fenris: Curse of the Wulfen (7th Edition) (Digital Edition), "The Firehowlers," pp. 142-144Gathering Storm - Part I - Fall of Cadia (7th Edition) (Digital Edition), "Dramatis Personae - Defenders of Cadia," Ch. 1 - "The Might of the Despoiler", Ch. 2 - "The Emperor's Light"
Svêkh Thûrkann - Svêkh Thûrkann: Svêkh Thûrkann is a kâhl of the Greater Thurian League's Kindred of Vôrtun. She led one of the Oathbands under the overall command of Kâhl Ûthar the Destined that was sent to the Kin World of Törg by her home Kindred during the Battle of Örgvayr to rescue its Cthonian Guild miners from an assault launched by the Heretic Astartes of the World Eaters and The Purge who had emerged out of Warp Storm Örgvayr after the birth of the Great Rift.The Kin launched a massive drop offensive into the world's Shatterfields. Ûthar himself led an armoured spearhead against the World Eaters commanded by the World Eater Chaos Lord Hakatar. Kâhl Thûrkann and her Oathband met The Purge head-on. As orbital fire from both sides rained down onto the planet's surface, the two swirling battles erupted into a storm of close-range firefights and brutal offensives. Despite losses, the Thurians ultimately succeeded in rescuing both the miners and much of their valuable harvested raw materials.
Swamp World - Swamp World: A Swamp World is not an official Imperial planetological classification, but a term in common usage among Imperial citizens for those planets whose environments are characterized by high heat and humidity and in which the majority of the surface is covered by swamps, marshes and bogs. Vast extents of nigh-impenetrable swamp territories is the main, distinctive feature of these worlds. Swamp Worlds are often inhabited by many dangerous creatures.Due to the convoluted nature of the Imperial planetological classification system, Swamp Worlds can be given this classification or can be listed as a sub-category of Death Worlds if their native flora and fauna are particularly aggressive and predatory.
Swamp World - Notable Swamp Worlds: Planet NameSegmentumSectorSub-SectorSystemPopulationDulcisUnknownUnknownUnknownUnknownNone (40 million formerly)Exhubris IIUnknownUnknownUnknownUnknownUnknown, also a Tomb WorldGalmorUnknownUnknownUnknownUnknownUnknownStrankSegmentum ObscurusCalixis SectorGolgenna ReachUnknownUnknown
Swarmlord - Swarmlord: The Swarmlord is a uniquely powerful Tyranid bioform based on the Hive Tyrant strain and it is the most powerful synapse creature ever created by the Hive Mind.Amongst the billions of creatures created by the Tyranid Hive Mind, there exists one as old as the Tyranid species itself, the ultimate conduit through which the Hive Mind's implacable will is enforced.This creature is to a Hive Tyrant what a Hive Tyrant is to a Termagant.
Swarmlord - Role: The Swarmlord is a monster of darkest nightmare that has preyed on empires and overseen the extinction of entire civilisations. It is a legendary destroyer of worlds and its names are legion. It is the Tyrantlord of the Hive Mind, the Herald of the Great Devourer and the Destroyer of the Kha'la Empire.To the Imperium of Man, the latest interstellar civilisation to face this ancient predator, it is the Swarmlord, and it represents the greatest Tyranid threat to the galaxy. The Swarmlord is the pinnacle of the evolution of the Hive Tyrant bioform, a truly unique monster.The Swarmlord is essentially immortal, like a Hive Tyrant, as once killed it is remade by the Hive Mind with the exact same experiences, memories, personality and knowledge, in essence becoming stronger than its predecessor every time because of its prior lives.But unlike a Hive Tyrant, the reincarnation of the Swarmlord appears to be a stress-induced response that is triggered only when the conventional strategies of the Hive Mind fail and greater resourcefulness and tactics are needed.To this end, the Swarmlord possesses more mental autonomy from the Hive Mind than any other Tyranid organism, including Hive Tyrants, and its connection with the Hive Mind is so strong it can emerge amongst any hive fleet, transcending any physical limitations separating the different fleets.The Swarmlord has aeons of battle experience and bloodshed to draw upon. As weapons the Swarmlord wields four Boneswords, crackling with disruptive bioelectrical power, that are capable of slicing through adamantium and even force fields as if they were nothing.They differ from commonly seen Tyranid Boneswords in that each sabre-like blade has a crystalline growth, a mineral not indigenous to the Milky Way Galaxy, at its core that partially protrudes through the blade's serrated surface. The Swarmlord can parry with these sabres at such speed that its foes find it all but impossible to inflict a hit on the creature.