vizn3r/warhammer40k-lore huggingface dataset:
Slaanesh - Lesser Daemons: Daemonettes - Known as the Maidens of Ecstasy, these feminine-looking Lesser Daemons' seductive bodies are a startling contrast to their grotesque claws. They are lightning quick, and fearful foes in hand-to-hand combat. They serve as courtiers and courtesans in the Palace of Pleasure, created to fulfill Slaanesh's every passing whim. They fill Slaanesh's throne room, lounging upon silken cushions, gossiping endlessly as they scheme to earn greater favour from their willful master. They also serve as their master's warriors and messengers beyond his realm.Herald of Slaanesh - A Herald of Slaanesh is an elite form of Daemonette, a Lesser Daemon of Slaanesh. These Daemons are more powerful than their sisters, and are allowed free reign within the Palace of Pleasure in the Dark Prince's Realm in the Realm of Chaos. The greatest of their kind are even privileged enough to ascend Slaanesh's dais, where they feed their twisted patron sweetmeats and stroke its body with their oiled claws.Seekers of Slaanesh - Seekers of Slaanesh form the vanguard of the Dark Prince's Daemonic legions, Daemonettes who ride ahead on the disturbingly graceful Daemonic mounts known as Steeds of Slaanesh.Steeds of Slaanesh - The Steeds of Slaanesh are lithe, bipedal, smooth-skinned creatures with prehensile tongues, vaguely resembling seahorses. Their heads have long tubular snouts that contain their long, poisonous tongue. Steeds of Slaanesh represent the favoured means of transportation for Slaanesh's mortal chosen.Fiends of Slaanesh - A Fiend of Slaanesh is a bizarre Daemon, appearing as an unholy mixture of creatures, chimerical beings from Warp-induced nightmares given physical shape. These hybrid creatures combine reptilian, insectoid and anthropomorphic characteristics. It has a segmented body, a tail covered in fine scales, and two pairs of humanoid legs that end in cloven hooves. Each Fiend also has a pair of claw-tipped, gangly arms that it commonly uses as front legs. A Fiend does not have the necessary intelligence to apply these arms as grasping appendages, although it can employ them as weapons to deadly effect.Lady of the Voids - Schools of Daemons always probe an Imperial Warp-traveling voidship's Gellar Field, hoping to find a weak spot, but a Lady of the Voids has the dreaded power of worming its way directly into an astropath's mind -- using the latter as a conduit which enables this Daemon to manifest itself within the ship, emerging as a conglomerate of crustacean arms and feminine bodies, thus raining madness down upon the unsuspecting crew.Ruination of Imperfect Beauty - Vaguely humanoid Daemons that hide their bloated body and arthropodal claws behind a seductive illusion. They feed on the emotions felt by men and women who strive to achieve perfection, and use their cruel cunning to push them on to the brink of success before manifesting and slaughtering their victims.
Slaanesh - Greater Daemons: Keepers of Secrets - These are the mighty Greater Daemons of Slaanesh, huge and indescribable creatures whose very presence is capable of bringing the bravest warrior to their knees in anguish and ecstasy. They are the closest companions and servants of the Lord of Excess. They typically have four arms -- two which end with Human-like hands, and two tipped with large crab-like claws decorated with brightly coloured lacquers. A Keeper of Secrets is a very powerful foe in close combat.Daemon Prince of Slaanesh - The Daemon Princes of Slaanesh are also known as the "Favoured of the Senses," "The Chosen Children," and the "Blessed of the Flesh."  The ultimate reward for any mortal follower of one of the Dark Gods of Chaos is to be granted the right to serve for eternity as a Daemon Prince. The accomplishments a mortal must achieve to receive this blessing vary from god to god. For some, the path is straight. A follower of the brutish Khorne, for instance, must slaughter in the Blood God's name, reaping skulls and draining blood until his god takes note. It is simple, direct, and largely the same for all who serve him. For those who wish to enjoy the Lord of Excess' complete embrace, the path to greatness is less clear. Many avenues are open to be explored, many hidden pathways awaiting eager probing by the curious and dedicated devotee. All he must do is select one and find a way to take it to a level of excess so sublime that Slaanesh's attention is drawn. Once he has his master's eye, he must continue to push, to break through boundaries and limitations. He must amuse the Prince of Pleasure in such a way that he is judged to be not only unique, but worthy of reward, for uniqueness alone is not enough. The Dark Prince touches many mortals in horrifying and cruel ways, warping and twisting them into mindless, unnatural forms. All of the Ruinous Powers are capricious and are as likely as not to lavish mutations upon their followers, but Slaanesh's urges for indulgence make its caress especially risky. A mortal could achieve greatness worthy of notice, only to be ruined and become a mindless Chaos Spawn because the Dark Prince was in an especially wistful mood. Those that do receive the greatest gift of all, though, realise their goal of immortality and are reborn a Daemon Prince. It is the nature of Slaanesh, however, that even this great accomplishment is more of a beginning than an end point. The newly transformed Daemon Prince must continue to push the edges of excess, must do more, must be more. If he was rewarded for creating an elixir so sweet to the taste that its mere scent causes people to ingest ceaselessly until they drown in it willingly, he must find a way to entice entire worlds to choose to taint their supplies of drinking water with the deadly concoction. This accomplished, he must go further with his creation, perhaps altering it to leave each victim with a yearning smile on his face. Service is unending and eternal. Failure is as well, for Chaos Spawndom or worse is always a possible punishment for disappointing Slaanesh, even for a mighty Daemon Prince.
Slaanesh - Notable Daemons of Slaanesh: Fulgrim - Fulgrim is the Daemon Primarch of the Emperor's Children Traitor Legion who fell to the service of Slaanesh during the Horus Heresy. In the 41st Millennium he is one of the most powerful of the Prince of Chaos' servants.The Masque of Slaanesh - The Masque of Slaanesh was once the most favoured of the Daemonettes, serving as the Dark Prince's chief handmaiden. Yet for all of Slaanesh's indulgence, the Masque was to become the most despised of all the Prince of Pleasure's servants. Due to an unfortunate series of events, the Masque was cast aside by her master, condemned as a traitor and cursed forevermore. It was in this very moment that her life was to change as she was cursed to forever dance, unable to rest her weary limbs.N'Kari - N'Kari, sometimes spelled N'kari, is a powerful Keeper of Secrets, a Greater Daemon of Slaanesh, who has repeatedly invaded realspace at crucial moments to advance his foul master's agenda.Shalaxi Hellbane - Shalaxi Hellbane is a Keeper of Secrets who was created by Slaanesh to serve as a potent weapon against the forces of his primary rival in the Great Game, Khorne the Blood God. Shalaxi's most favoured prey are the Blood Gods' Greater Daemons, the Bloodthirsters. It has been rumoured that Shalaxi has even bested the mighty Skarbrand.Syll'Esske - Syll'Esske is the composite name given to the union of the Daemonic Herald of Slaanesh Syll Lewdtongue and a Daemon Prince of Slaanesh named Esske.
Slann - Slann: The Slann, also called Old Slann or Slanni, are an intelligent, amphibious alien race who have some close but unknown connection to the Old Ones, a mysterious alien species or possibly a group of distinct species who may have been the first intelligent beings in the Milky Way Galaxy. The Slann and the Old Ones played a pivotal role in the history of many of the current intelligent races of the galaxy, including the Aeldari, Jokaero, Humans, Orks and Necrons.
Slann - Anatomy and Physiology: The Slann originally evolved from amphibian stock, and even today traces of their ancestry are not hard to distinguish. Their hands and feet are long and webbed, their skins cool and moist, and their heads large with protruding eyes. They are quite at home in the water, and are capable of breathing oxygen from water (or other poorly oxygenated atmospheres) directly through their skin. Slann vary in colour a great deal -- green and blue are common, yellow is fairly well-represented, and there is a scattering of other, rarer colour morphs as well as albino and melanistic forms. Brightly pigmented Slann are often extroverted, talented or especially noteworthy in some way. Skins are sometimes mottled, striped or otherwise marked. On some Slann worlds, and especially amongst primitive Slann, these markings represent tribal divisions. Height is fairly constant, with adult Slann reaching 2 metres, while females are slightly larger and bulkier. The Old Slaan were known to be extremely potent psykers, and their descendants still also possess such powers.
Slann - Canon Conflicts: The 1st Edition rulebook, Warhammer 40,000: Rogue Trader, explained that the Slann actually were what would in later editions become known as the race of the Old Ones. These original Slann were called the "Old Slann," and were an ancient and advanced xenos race, the greatest of all the spacefaring species of the galaxy and potent psykers. They guided the development of the Eldar to become the inheritors of their achievements. It is suggested that the Eldar and Mankind share a common ancestor. There is little outward physical difference between Eldar and humans, and it is said the two races are genetically close enough that it is possible for them to interbreed. The Jokaero and the Orks are also suggested as being the possible creations of the Old Slann. Realm of Chaos: Slaves to Darkness, also a 1st Edition source, describes the Slann's knowledge of the Warp being perfected by the Eldar when they created and extended the Webway.Following the 1st Edition, the Slann made no further appearances in the setting, though a picture of a reptilian alien identified only as a "Slanni" appears in the pages of the Warhammer 40,000 Rulebook for 4th Edition.By this time, most of the Slann's lore had been given to the ancient race known as the Old Ones mentioned in Codex: Necrons (5th Edition). A possible link between the Slann and the Old Ones is implied within the lore sections of that codex, which states that the C'tan still maintain a hatred for any of the degenerate descendants of the Old Ones, though it is never stated whether the current Slann are actually the descendants of that lost civilisation, or simply a subject race of the original Old Ones.
Slann - Trivia: It should be noted that the Old Ones in the Warhammer 40,000 universe may have been based on the Old Ones of the H.P. Lovecraft Mythos. The term often applied to the Great Old Ones or the Elder Things which created life on Earth (Terra) in the H.P. Lovecraft Mythos. But this is merely conjecture and has not been definitively stated as fact by Games Workshop as one of their influences upon their development of the Old Ones and their Slann servants in both Warhammer 40,000 and Warhammer Fantasy.
Slate Monitron - Slate Monitron: The Slate Monitron is a special piece of wargear used by the Tempestus Scions of the Militarum Tempestus, usually worn on the right armoured forearm gauntlet in what is known as the "Dextera Configuration." This data-slate allows the Tempestus Scion instant access to his Tempestor Prime's latest command runes and war psalms.It also monitors vital signs, showing the pulse rate and health matrix of the wearer at all times so that his officer can instantly assess his condition. It was the Slate Monitron that led to the old Imperial Guardsman jibe that Tempestus Scions are dead inside, for upon completion of their training their hearts are locked in an iron box mounted on their sleeve.
Slaught - Slaught: Slaught, also known as Onslaught, is an Imperial drug that heightens awareness and improves reaction time, literally speeding up the user but causing fatigue and neural damage with prolonged use. It is often used by Imperial military forces in combat or during other emergencies.
Slaughter-class Cruiser - Slaughter-class Cruiser: A Slaughter-class Cruiser is one of the fastest Imperial capital starships ever built, though these vessels now belong to an infamous class of Cruisers often utilised by the Chaos Fleets of the Ruinous Powers.
Slaughter-class Cruiser - History: The Slaughter-class Cruiser utilises a special Plasma Drive design called the Scartix Engine Coil. This advanced pattern of nuclear fusion-based plasma propulsion provides considerably more thrust than any other comparably-sized Plasma Drive. Scartix Coils are rugged and reliable, although complex and time-consuming to repair.The design for the Scartix Coil resided in the data-vaults of the Sethelan Forge World until 126.M34, when it was destroyed by a surprise attack from the Slaughter-class Cruiser Dutiful (later renamed the Soulless).Some think the attack had the sole purpose of preventing the construction of any more vessels of this design. The Dutiful was re-named the Soulless by Admiral Dorez for this despicable deed and was mercilessly hunted across Imperial space for the next seven millennia.It was finally destroyed during the Orar Raid, when its Plasma Drives were wrecked by the Imperious, a Mars-class Battlecruiser. The Killfrenzy has a fearsome reputation and is so named because of its peculiar broadcasts.In every encounter, the vessel has transmitted a single continuous message across all frequencies, "KILLFRENZY KILLFRENZY KILLFRENZY..." The ship's captain, believed to still be Abraham Thurst, shows an incredible disregard for the safety of his ship, continuing to fight in several battles despite suffering crippling damage.
Slaughter-class Cruiser - Armament: The Slaughter 's speed is not its only advantage; these vessels are also armed with considerable short-ranged firepower, including high-yield Lance turrets and turbo-linked Destructor Cannon batteries on both broadsides. A Slaughter-class Cruiser can wreak considerable havoc amongst an Imperial battle line formation if it is able to move into range and then dart away.
Slaughter-class Cruiser - Dimensions: Hull: Cruiser.Class: Slaughter-class Cruiser.Dimensions: Approximately 5 kilometres long, 0.8 kilometres abeam.Mass: Approximately 28.5 Megatonnes.Crew: Approximately 80,000 crew.Acceleration: 2.4 gravities maximum acceleration.
Slaughter-class Cruiser - Notable Slaughter Class Cruisers: Eternal Lament - Unlike other pirate capital ships, the Eternal Lament prefers to hunt alone. This Slaughter-class Cruiser has used its deceptive speed and heavy, short-ranged armaments in a series of ambushes near the world of Orn in the Koronus Expanse. High-density asteroids in the region give the Eternal Lament a prime hunting ground to prey upon Imperial shipping vessels and a handful of Explorator ships. Reports from the few survivors of these ambushes indicate that the captain of the Lament, whoever that may be, fights his ship in an extremely reckless and daring fashion. The risks of operating a capital ship such as a Cruiser within an asteroid field are certainly daunting, but the Lament seems to have a particular gift for navigating such hazards.Might of Huron - The Might of Huron is the flagship of the notorious leader of the Red Corsairs, Huron Blackheart. It was destroyed in the Fourth Battle of the Sunward Gap by a Dark Angels Battle Barge and fighters of the Imperial Navy.
Slaughterclaw - Slaughterclaw: A Slaughterclaw is a Knight-sized, three-taloned melee claw used by the various patterns of Chaos Knight War Dogs.
Slaughterkin - Slaughterkin: The Slaughterkin were a warband of Chaos Space Marines dedicated to the service of the Blood God Khorne. They were led by the Chaos Lord Mahaur the Harvester.
Slaughterkin - Notable Campaigns: The Skull Harvest 913.M41  - An Adeptus Administratum tithe-fleet arrives at the three worlds of the Hreidmal Cluster, seeking the tally of lives and produce due the Emperor as part of the Imperial Tithe only to find each world laid waste. The headless corpses of each of the worlds' inhabitants lie abandoned, not slain in battle but carefully harvested and their skulls piled in great towering obelisks. Attempts to demolish these foul monuments bring their creators, the Slaughterkin warband, down upon the Imperial forces, led by the Warlord Mahaur the Harvester, and soon the skulls of the Administratum factors and the Astra Militarum regiments assigned to their protection are offered in sacrifice to Khorne atop the rebuilt obelisks.Scourging of Kerrack (932.M41) - After the devastation of the Hreidmal Cluster, the Harvester sought to assault the Agri-world of Kerrack in the Varsavus Sector of the Ultima Segmentum. He laid the seeds of rebellion by establishing a series of Chaos Cults, the so-called "Charnel Cult" from among the world's population of primitive agricultural workers who spent their lives harvesting the roots of the world's nutrient-rich Cholam trees for processing into sustenance to support the Astra Militarum regiments engaged in the Karthago Crusade. The cult spread rapidly through Kerrack's population and unleashed a massive rebellion against Imperial rule, and the world soon fell to anarchy and war. The ensuing conflict with the local Planetary Defence Forces and Astra Militarum regiments was fought beneath the dense canopy of the swamp-like Cholam forests and in the air between Imperial Navy pilots and the Hell Talons and Hell Blades brought to the world by the Slaughterkin's arrival after the rebellion had severely weakened the Imperial defenders. The Imperial cause was further damaged when the corruption of Chaos took many of the PDF troops, as they turned to the worship of the Ruinous Powers. Once the Harvester took the planetary capital of Calder's Ark, the victory of the Forces of Chaos seemed assured. Deliverance only came when the 5th Battle Company of the Star Phantoms Chapter of the Adeptus Astartes under the command of Captain Calphax arrived in-system to resupply, and launched an immediate and devastating attack upon the rebel stronghold at Calder's Ark, slaying the Harvester and driving the remaining Traitor Marines of the Slaughterkin from Kerrack.
Slaughterkin - Warband Beliefs: The Slaughterkin were known to conduct a blasphemous ritual known as the Ossific Rites dedicated to the Blood God after they had finished the murder of an entire planetary population.These Chaos Space Marines would sever the heads of every one of their victims and then combine the skulls into towering obelisks intended to show their utter devotion to the ways of Khorne.They are able to sense if anyone seeks to interfere with the obelisks of skulls after they have left a world, and they will return to any location where their gory altars have been desecrated to repair the damage and slay the unbelievers.
Slaughterkin - Notable Slaughterkin: Mahaur the Harvester (KIA) - Mahaur the Harvester was the Chaos Lord of the Slaughterkin. He was slain by the Space Marines of the Star Phantoms Chapter on Kerrack in 932.M41. Before Mahaur fell to the service of the Blood God, he was the Captain of the 3rd Company of the Shadow Hawks Chapter of Space Marines. In 304.M39, after a twelve-standard-year campaign to eradicate rebellious factions within the population of the Hive World Cruach Mhorn, the 3rd Company of the Shadow Hawks were censured for the widespread culling of the population that marked the end of the campaign and left the world unable to fulfil the production quota owed to the Administratum. Rather than accept the dishonour of exile on a penitent Crusade, Captain Mahaur lead the survivors of the 3rd Company in a series of raids on Imperial fleets and outposts in the Cruach System before vanishing into the lightless void of the Halo Stars. There Mahaur's fall was complete, as he became a Chaos Lord dedicated to Khorne and became the leader of the Slaughterkin warband.
Slaughterkin - Warband Colours: The Slaughterkin's warband colours are not noted in current Imperial records.
Slaughterkin - Warband Badge: The Slaughterkin's warband badge is not noted in current Imperial records.
Slaugth - Slaugth: Perhaps one of the vilest xenos species known to exist in the galaxy, the Slaugth are terrible and monstrous beings steeped in evil with whom only the most depraved or utterly desperate have dealings.Considered largely mythical by most that have heard of them, they are named in a few scattered tales as the "Maggot Men," "Dream Eaters" or "Carrion Masters," but aside from a few wary Rogue Traders and superstitious starfarers, few in the Imperium take the nightmarish legends seriously. The Inquisition, however, knows better. The Ordo Xenos has numerous documented cases of encounters with these mysterious alien horrors down the millennia, and many atrocities can be laid at their door.The manifest horrors of this species' anatomy and desires are only compounded by an implacable and utterly alien intelligence, and an ability to exploit Human corruption and terror to meet their own needs. Mercifully few in number, it seems that they are not given to open warfare and show no interest in acquiring territory.Instead they favour stealth and secrecy to attain their goals, while their seeming physical near-immortality and powerful technology makes them dreadfully powerful opponents when encountered. From the depths of the void their tenebrous ships slip unseen into Imperial space to work their evil, infiltrating isolated outposts and void stations to glut their hunger before disappearing, or trading artefacts of their baleful arts to Human Renegades in exchange for slave stock to fill their grisly larders.Some evidence even exists that they have slowly destabilised several Imperial frontier colonies in order to kill and devour, unseen in the shadow of anarchy and civil war.Aside from what little can be gleaned from the historical record, the true nature and dangers the Slaugth represent are largely unknown to the Imperium, as are their origin and numbers. Some xenographers and Rogue Traders believe that their home system (and perhaps even a great, hellish Slaugth empire), lies far out into the Trailing Halo Stars beyond the Imperium's borders.
Slaugth - History: The history of Mankind's involvement with the Slaugth is uncertain, but if some sources are to be believed, the species may have been encountered at the edges of what is now Imperial space as far back as the Age of Strife.During the three campaigns known as the Rangdan Xenocides fought as part of the Great Crusade, the Rangda species was known to possess Slaugth "murder-minds." This suggests that the vicious Rangda may have been a slave or servant species of the Slaugth. In this case, the Slaugth may have orchestrated the most serious attempt to prevent the expansion of the Imperium of Man at the time of its birth.After almost a standard century of research that took him from the edge of the Halo Stars to the depths of the pre-Imperial archives on Terra itself, the Slaugth Maggot Men were codified and declared Xenos Horrificus Maxima by Inquisitor Lord Quater'maz Knael in the 37th Millennium.His standing orders were that the Slaugth and any that had contact with them were to be exterminated without mercy wherever encountered, with any information pertaining to this xenos species to be brutally suppressed. Despite these measures, the last several Terran centuries have suffered a slow but steady increase in contacts with these foul beings across the Calixis Sector, a development causing alarm at the highest levels of the Inquisition.The Holy Ordos remain unaware of the Slaugth's involvement with the Amaranthine Syndicate and the threat it represents, although encounters with the Slaugth in the Calixis Sector have been spiking dramatically in the last several Terran years. There are several reasons for this, not least of all the Slaugth's own abilities as infiltrators and puppeteers, and the degree to which they have already spread their network of agents in the sector.At present, the Inquisition has no expectation of the Slaugth being behind such a subtle and widespread conspiracy; they know them only as raiders and abductors -- extremely dangerous, but few in number and limited in scope. The Ordos of the Inquisition, the Calixis Sector, and indeed the Imperium have been blindsided by this strange and subtle invasion. If its true nature is not soon uncovered, then billions of lives stand in dire peril.
Slaugth - Anatomy and Physiology: In appearance, the Slaugth are truly horrific to look upon, taking the form of a vague humanoid shape composed of seemingly hundreds of writhing, half-melded maggot-like worms covered in viscous, necrotic mucus. Capable of stretching and reforming their body-mass at will, they move with an obscene, boneless fluidity and are capable of regenerating injury with startling speed.They are impervious to age, poison, diseases, and all but the most extreme injury. Their minds are as alien as any encountered by Humanity -- coldly savage, psychic voids filled with a monstrous hunger for the flesh of the dead.Slaugth Overseer - The Slaugth "principals" behind the Amaranthine Syndicate conspiracy that has grown recently in the Calixis Sector are, if anything, more dangerous and powerful than those encountered as infiltrators. Whether they constitute some leadership caste or particular cabal remains unknown.Slaugth Vassal Construct - The vassal is a common biomechanical construct creature, animated by the Slaugth to tend devices and serve as menial labourers, guards, spies, or observers. Like most examples of Slaugth technology, its appearance inspires immediate revulsion in Humanity. Though widely differing in appearance, most appear as hovering, asymmetrical columns of mottled, fungal-looking flesh, shot through with pulsing veins and lattices of metal threadwork and crystalline studs. Their heads are no more than clusters of waving, frond-like sensory growths, and skeletal pincer-limbs erupt from their body mass as needed.
Slaugth - Technology: Slaugth science and technology is likewise nightmarish and powerful, seamlessly melding the organic and inorganic to achieve its ends in a blasphemous symbiosis of form and function.The Slaugth seem capable of manufacturing strange techno-organic construct creatures of a bewildering variety, carrying out their master's wishes as need be.Slaugth weapons and artefacts are indeed so advanced and strange as to appear to be the products of Warp craft to the uninitiated -- a fact that, coupled with their hideous appearance, has misled some into believing them Daemonic in nature.
Slaves to Darkness (Novel) - Slaves to Darkness (Novel): Slaves to Darkness is the fifty-first volume in the The Horus Heresy series of novels.
Slaves to Darkness (Novel) - Synopsis: After a long and gruelling conflict, the Traitors at last close upon Terra. But time is dwindling for an attack. Both Roboute Guilliman and the Lion are returning with all haste, and their armies could turn the tide. The hosts of the Warmaster must unite, for only then can they attack the Throneworld itself.While Mortarion is sent on ahead as the fleet's vanguard, it falls to Lorgar and Perturabo to marshal Fulgrim and Angron, both now elevated to daemonhood and perhaps beyond even the will of the Warmaster to command. But Horus lies wounded and as the greatest battle the galaxy has ever known looms, it is up to Maloghurst to hold his fractious Legion together and to wrench Horus himself from the edge of oblivion.
Slaydo - Slaydo: Slaydo was the chief architect and first Imperial Warmaster of the Sabbat Worlds Crusade. Slaydo was killed in action during the Imperial military campaign to reclaim the world of Balhaut after engaging in single combat with the Forces of Chaos' commander in the sector, the Archon Nadzybar. The Crusade ultimately triumphed on Balhaut and Slaydo was replaced by his chosen heir, Macaroth, who became the new Warmaster of the Sabbat Worlds Crusade.
Slaydo - Beliefs: Warmaster Slaydo was a man of great personal faith in the Emperor of Mankind's cause and held a particular affection for the legacy of Saint Sabbat, who was his personal patron saint. Slaydo had long felt it a personal duty to conduct the liberation of the Sabbat Worlds from the Forces of Chaos. Over two decades before the Crusade had even commenced, many of his senior commanders and aides related stories of Slaydo's passion for the cause of the Saint. It was later noted that even in the initial planning stages of the Crusade, Slaydo believed that he was "walking in the path of the Saint," an oft-overlooked reference to Saint Sabbat's original campaign to bring the Sabbat Worlds into the Imperium of Man during the 35th Millennium, and her great advisor, Faltornus, whom Slaydo especially admired. The Warmaster believed in paying great respect to the wisdom and beliefs of the figures that had inspired him to undertake the Crusade in the first place. When he went to meet his fate on Balhaut, he went to his death with quiet contentment and resignation as if he had been fully expecting it. Some even claim that the Warmaster knew when his death would occur as early as 756.M41. Following his triumphant final battle, Slaydo's body was laid to rest with full Imperial honours on Balhaut, housed in a large mausoleum known as The Honorarium.
Slinnar Drift - Slinnar Drift: The Slinnar Drift is a dense star cluster found within the Jericho Reach of the Segmentum Ultima. Stretching out among the far reaches of the Achilus Crusade, with dozens of closely positioned stars, the planetary systems within the Drift are hostile wastelands.The value of the Slinnar Drift is not measured in its habitable planets, however, but in the vast mineral and chemical resources available to any who dare enter.Every Imperial commander within the Jericho Reach is aware of the strategic value inherent in the virtually untapped resources of this star cluster.
Slinnar Drift - Sedu: Marking the entrance to the Drift is the planet Sedu. It is notable for being the only planet within the Drift to be capable of supporting life. Before the Jericho Reach's "Age of Shadow," Sedu was a border planet located at the civilised edge of the original Imperial Jericho Sector.Previously, Sedu was a typical Frontier World. The citizens were mostly miners who would venture into the Slinnar Drift to gather resources that could be either sold or put to use on Sedu itself. When the Dark Times came to the Jericho Sector, Sedu was one of the first planets to lose contact with the rest of its brethren.When the Achilus Crusade pushed outwards towards the Drift, attempts were made to re-establish contact with the planet, although no answer was received. A detachment of the Astra Militarum's Volg 47th Regiment was deployed to the planet's surface to determine what had happened to this once proud border world.Upon landing, they found that the face of the planet itself had changed completely from the ancient maps of the Jericho Sector. Sedu was now a complete desert with no signs of Human life. Exploring deeper into the wasteland, the Imperial Guardsmen came upon a few ragtag bands of mutants, and the occasional Ork tribe.Returning to their ship, the crusade forces were puzzled as to what could have caused this drastic change to the planet's bio-sphere. Not only had the entire surface of the planet been changed, but no sign at all existed of the cities that had been built there. Marking it as an anomaly, the crusade pushed onward, deeper into the Drift.
Slinnar Drift - The Deep Drift: Once a ship has crossed the Sedu threshold they enter into the Slinnar Drift proper. The Drift itself is comprised of dozens of protostars and their corresponding planetary systems.So far, the crusade has not charted a single life-sustaining planet within the Drift, but the mapping process has fallen by the wayside due to the extraordinary demands placed on all Imperial ships and crew by Lord Militant Solomon Tetrarchus.All of the planets that have been mapped have been given simple numeric designations with annotations for the specific type of resource, be it chemical or geological, that the planet harbours.During the early parts of the mapping expeditions, strange vox signals were received by the crusade forces any time that they went near a planet that was rich in either adamantium or any material used in the creation of ceramite.The signals were not encoded, nor did they have an apparent meaning to them. The commander in charge of the exploration fleet catalogued the signals and classified them as echoes from a long ago past.
Slinnar Drift - Fragments from Beyond: During their long stewardship of the Jericho Reach, the Deathwatch have encountered many strange and ominous things. The most puzzling of all though is a discovery that was made within the Slinnar Drift.On various worlds, most notably those that produce materials for repairing Power Armour, fragments of an as yet unidentifiable metal have been found.This material, classified as Metal X-1794, has an unknown origin, but rigorous testing by the Adeptus Mechanicus has shown that if significant quantities of this could be found they would be able to craft a suit of Power Armour that would afford the wearer the same level of protection as if they were wearing Tactical Dreadnought Armour.Because of this incredible find, the Deathwatch are scouring the system for any traces as to the origin of this material. Should the source ever be found, it would enhance the already prodigious abilities of a Space Marine to a level never before seen.
Slinnar Drift - Notable Worlds of the Slinnar Drift: Hollow SunPlanet 1274-PMSedu
Slinnar War Machine - Slinnar War Machine: A Slinnar War Machine is a hideous device that resembles a suit of archaic, rune-encrusted armour that must be animated by the soul of a willing supplicant to move and act independently.They are an especially wretched, if little-known mystery of the outer Jericho Reach, and considered Tech-heresy by the Adeptus Mechanicus.Slinnar War Machines have earned their name because they are said to resonate on a range of frequencies readable only by the most lore-steeped Tech-priest, identical to the protostars that comprise so much of the star cluster in the Jericho Reach called the Slinnar Drift.While the link to the region is tenuous and ultimately unproven, it nonetheless suggests a source of great evil that several Inquisitors have attempted to investigate.The matter was of great concern to Inquisitor Horosa Barnabas of the Ordo Xenos before his untimely demise, and it is thought that his investigations were tantalisingly close to revealing the war machines' source.Though a taciturn man little given to sharing his findings with his peers, Barnabas left behind several tomes of diaries in which he likened the animated suits to the recently emerged Necrons.The forms of both, so he wrote, are driven by the will of an entrapped soul, and so must surely have more in common.Sadly, it is now believed that Inquisitor Barnabas fell under the dominion of some xenos influence shortly before his disappearance, and so no great store should be placed in his latter writings.This may indeed be nothing more than an elaborate plot intended to ensnare the unwary and sow discord amongst those who seek to uncover the secrets of the Outer Reach.
Slitherine Legion - Slitherine Legion: The Slitherine Legion is one of the Legions of Excess, the daemonic legions of Slaanesh, the Chaos God of Pleasure. The Slitherine Legion is a Flayer Legion, the type of Legion of Excess given over to the pursuit of wanton destruction for its own sake. It is comprised of many Daemonettes, the Lesser Daemons of the Dark Prince of Chaos who take great pleasure in the act.Led by the Keeper of Secrets known as Kruult, the Pale Death, the Slitherine Legion is foremost amongst the Flayer Legions of Slaanesh that took part in the final assault on the Cadian System during the 13th Black Crusade of 999.M41.It was one of the six Legions of Excess that made up the Decadent Horde, a vast army of the Dark Prince led by the Exalted Greater Daemon Sidroh the Sinuous. Below is outlined the composition of the cavalcades that comprised the Slitherine Legion as it entered realspace during the final hours of Cadia's existence.
Slitherine Legion - Cavalcades of the Slitherine Legion: The Promenade of Pain - Led by Dryzla Lashlok (a Herald of Slaanesh). Cavalcade composed of two Daemonette packs, two Seeker packs and two Hellflayers. This cavalcade is held in reserve, patiently awaiting the right moment to perform their devastating charge. On Macharia, it was they that broke through the defences of the Planetary Governor's stronghold.Eviscerators - Led by Scylza the Eviscerator (a Herald of Slaanesh). Cavalcade composed of five Daemonette packs and one Seeker pack. In every battle the Eviscerators attempt to out-slay their rivals, the cavalcade led by Mistress Azaela. Thus far they have not yet managed to dethrone Kruult's favoured sistren, but they will halt at nothing to gain the Keeper of Secrets' praise.Maidens of Torment - Led by Mistress Azaela (a Herald of Slaanesh). Cavalcade composed of six Daemonette packs. When Kruult takes to the battlefield, he is accompanied by the Maidens of Torment. During the invasion of Cadia, they grew bored with slaughtering the Imperial defenders and sought out a Tallyband of Slogoth Poxbelly's Plague Legions. The Daemonettes that followed Mistress Azaela took special delight in fighting against the minions of Nurgle, adorning themselves with the still-warm trailing guts of Plaguebearers while cavorting across the corrupted and corpse-strewn battleground.Impalitors - Led by the Drizha the Impaler (a Herald of Slaanesh). Cavalcade composed of three Daemonette packs, two Fiend packs and an Exalted Seeker Chariot. They never stop slicing, even after their playthings die.Dreadspeed - Led by Lushcrix Lashtongue (a Daemon Prince). Cavalcade composed of three Daemonette packs, two Seeker packs and a Seeker Chariot of Slaanesh. It was the Dreadspeed cavalcade that carved a path of red ruin through the largest population centre of Hive Newfyndar upon Macharia. Nothing that moves or breathes is spared in their merciless reaping.Hellshriekers - Led by Ssskri Ssskra of the Glistening Claw (a Herald of Slaanesh). Cavalcade composed of three Daemonette packs, a Seeker pack, a Fiend pack and a Hellflayer. Before beginning their orgy of violence, the Hellshriekers emit such banshee-like screeches of exultation that only the bravest of foes dare stand their ground against them. Such courage offers little protection in the slaughter to come.
Slud - Slud: Slud is an Imperial Feudal World and Mining World governed by rulers who received payments for the rare metal deposits mined from the world. Its people are essentially used as slaves by the governing class. The Imperium believed that it was best for the natives' productivity if they remained blissfully unaware of the wider galaxy. As such, it limited their exposure to advanced technology.At some point in the 41st Millennium, the Planetary Governor Dartsma Ret chose to dramatically increase the price he charged the Imperium for his world's ores. It was then that Imperial authorities decided to replace him with a more cooperative puppet.The Imperium sent a squad of Space Marines to remove Ret, but ordered them not use advanced technology or their normal wargear to maintain the Sluddite populace's ignorance. As a result, the Astartes were forced to wield only pre-industrial armour and weapons equivalent to that used during Old Earth's European Middle Ages.
Slugga - Slugga: A Slugga is a hand-held, short-ranged, Ork projectile weapon. It is usually paired with a Choppa for melee combat, and mobs of Boyz who carry the two are called "Slugga Boyz."Due to the ramshackle nature of Ork weaponry, every Slugga is different, but most if not all Sluggas are semi-automatic, large-calibre, ballistic side arms.Though not as sophisticated as most other weapons used in the Imperium, Sluggas are no less effective than other, more advanced side arms when used correctly.However, as far as the melee-focused Ork holding it is concerned, the effectiveness of a Slugga is of little importance, as long as it is big and makes a loud noise when it fires.
Sly Marbo - Sly Marbo: Sly Marbo, sometimes called the "One Man Army," is one of the most decorated members of the Astra Militarum in Imperial history, in this case a revered member of the Catachan Jungle Fighters.He is known to possess unparalleled military skills for an unaugmented Human, including the ability to handle a Sniper Rifle like a Vindicare Assassin and survival and ambush skills that rival those of any member of the Adeptus Astartes. It is not known whether or not the name "Sly" is an earned name as per Catachan tradition, or his actual given one.
Sly Marbo - Legends of Marbo: The stories of Sly Marbo's exploits have passed from the Catachan Jungle Fighters on to many other regiments of the Astra Militarum, where he has become something of a mythological figure or the central protagonist of a series of tall tales.The stories of his exploits have grown so outlandish that Astra Militarum command has ordered that repetition of the following anecdotes about Marbo by line troopers is punishable by immediate reassignment as a Gunner Specialist [Plasma], Grade 1.Sly Marbo threw a grenade and killed five Orks. Then it exploded.Sly Marbo poked the Warp right in the Eye of Terror.A Catachan Devil once stung Sly Marbo. After 5 solar days of agonising pain, the Catachan Devil died.Flak Armour wears Sly Marbo for protection.Sly Marbo doesn't have a shadow because he scared it off.When Ambulls go to bed at night, they check their nests for Sly Marbo.The fastest way to a man's heart is with Sly Marbo's blade.Sly Marbo once shot down a Dakkajet by pointing at it with his finger and saying "bang!".Sly Marbo doesn't shower, he takes blood baths.Lord Castellan Ursarkar E. Creed wears Sly Marbo pyjamas.If at first you don't succeed, you're not Sly Marbo.The official name for Exterminatus is Sly Marbo.Sly Marbo beat a Warlord Titan at arm wrestling.Sly Marbo hacked a Tyranid Prime to death with its own scything talon.Sly Marbo can run faster than a Shokkjump Dragsta.Sly Marbo sleeps with a pillow under his gun.The Cicatrix Maledictum was created when Sly Marbo sneezed.The first name engraved in every suit of Adeptus Custodes' armour is Sly Marbo.Sly Marbo does not sleep. He waits...Sly Marbo does not go hunting because "hunting" implies the possibility of failure -- Sly Marbo goes killing.Roboute Guilliman keeps an inspirational pict of Sly Marbo with him at all times.Sly Marbo won a staring contest with a Necron.
Sly Marbo - Wargear: Ripper Pistol - This modified Autopistol fires specially designed armour-piercing metal shards containing a vicious cocktail of venomous chemicals with deadly accuracy. The initial wounds caused by the shards allow the venom to enter the victim's bloodstream and cause death, and thus the weapon can bring down the largest opponents in a single shot. It is designed so that if the vicious impact of the bullet does not kill the target, the poisons flooding into its bloodstream will. Often, a Ripper Pistol can prove to be the final word in terminal close encounters. A Ripper Pistol is favoured by those who venture onto hostile Jungle Worlds and Death Worlds like Catachan where the massive and universally hostile flora and fauna present constant dangers.Envenomed Blade - More sword than knife, the Envenomed Blade is a unique Catachan Knife carried by Sly Marbo that is coated with toxins so deadly that they can make even the smallest flesh wound fatal. Marbo wields this blade with horrifying skill, butchering his enemies with mechanical efficiency.
Sly Marbo - Trivia: The character of Sly Marbo was based on the fictional character of John Rambo in the 1982 action film First Blood and the subsequent films in the Rambo franchise. "Marbo" is, in fact, an anagram for "Rambo" and "Sly" was the nickname for the 1980s action movie star Sylvester Stallone, who played John Rambo in the films. Colonel Traupman is also a parody of Colonel Sam Trautman, Rambo's mentor within the film series.
Smart Missile System - Smart Missile System: A Smart Missile System is an advanced T'au weapon system that fires clusters of small missiles, each guided by a drone processor unit built into its warhead, intended for use against masses of enemy infantry, particularly those hiding in cover.Upon their launch, the "Smart Missiles" will search for targets within sensor range before selecting and engaging one based on criteria previously detailed by the weapon's operator.These targets do not have to be within line of sight of the operator, as once the target has been acquired, the missiles are able to effectively home in on it, manoeuvring their thrusters to propel them around any intervening terrain as they hunt the enemy down to an explosive conclusion.Smart Missiles are also used as the submunition explosives inside Submunition Missiles.
Smart Missile System - Notable Users of the Smart Missile System: XV81 Crisis Battlesuit – The XV81 Crisis Battlesuit is a variant of the standard XV8 Crisis Battlesuit that is armed with a shoulder-mounted Smart Missile System.XV88 Broadside Battlesuit – XV88 Broadside Battlesuits are armed with twin-linked Smart Missile Systems as their standard secondary weapon. This armament is designed to offset the inability of an XV88's primary weapon to fire effectively on the move.XV104 Riptide Battlesuit – XV104 Riptide Battlesuits can be armed with twin-linked Smart Missile Systems as a secondary weapon system.KX139 Ta'unar Supremacy Armour - KX139 Ta'unar Supremacy Armour mounts two Smart Missile Sytems as part of its Vigilance Defence System.Devilfish – Devilfish transports can be armed with twin-linked Smart Missile Systems as their front cupola secondary weapon systems.Hammerhead – Hammerhead gunships can be armed with twin-linked Smart Missile Systems as their front cupola secondary weapon systems.Stingray – Stingray missile gunship are armed with twin-linked Smart Missile Systems as their front cupola secondary weapon systems as standard.Skyray – Skyray gunships can be armed with twin-linked Smart Missile Systems as their front cupola secondary weapon system. The Smart Missile System is an especially popular choice with these vehicles as it provides a high degree of close-range protection. As Seeker Missiles do not need a line of sight to an enemy painted with a Marker Light, a Skyray can make maximum use of cover to hide itself and avoid exposure to enemy fire.
Smogrot Brotherhood - Smogrot Brotherhood: The Smogrot Brotherhood 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.
Smogrot Brotherhood - Warband Colours: The Smogrot Brotherhood'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 Smogrot Brotherhood's Chaos Space Marines, like those of their fellow Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Smogrot Brotherhood - Warband Badge: The Smogrot Brotherhood'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.
Smoke Grenade - Smoke Grenade: A Smoke Grenade is a simple metallic canister designed to emit a thick, persistent smoke cloud in order to shroud an opponent's vision. Related to, but not as effective as Blind Grenades, Smoke Grenades are used by the military forces of the Imperium of Man as a tool to take tactical control over the battlefield.However, there exist many technologies among the various intelligent species of the galaxy that are more than capable of penetrating the simple visual obfuscation caused by smoke. This can make these grenades ineffective in this role against certain well-equipped foes.