vizn3r/warhammer40k-lore huggingface dataset:
Pulse Driver Cannon - Pulse Driver Cannon: The Pulse Driver Cannon is one of the largest Pulse Weapons at the T'au's disposal, employing superheated plasma on a scale that leaves only glowing craters to mark where its targets once stood.Pioneered by the finest of T'au's Earth Caste weapons scientists, the Pulse Driver Cannon is a weapon so massive in size and power that it can only be borne into battle by a dedicated artillery Ballistic Suit such as the KV128 Stormsurge.A Pulse Driver Cannon uses pulse induction fields to propel its huge bursts of plasma over great distances, and is designed for cross-battlefield destruction of enemy main battle tanks. Emitting a deep bass thrum that rises in pitch as its particle accelerator relays spool up, the cannon can build up enough force to level a building before a volley is released.The phenomenal amount of heat generated in this process is emitted through huge heat sinks built into the weapon. Once the pent-up energies are let fly, an incandescent beam of blinding intensity stabs out with a buzzing roar. Anything in the Pulse Drive Cannon's path is obliterated in a column of super-heated plasma, cast into its component atoms as if a solar flare had lashed forth from the heart of a sun to scour its target from history in one terrifying second.The Pulse Driver Cannon was originally developed in response to the gargantuan war engines of the Orks. In the latter stages of the Arkunasha War, a stationary prototype mounted on the Argap Plateau sent searing columns of deadly white force through the guts and torsos of Ork war effigies time and time again.In recent solar decades the weapon's deadly power has been matched instead against the Titans of the Imperium; though the Imperial god-engines boast far more sophisticated technologies than the combat walkers used by the Ork race, the result of a sustained barrage from a Pulse Driver Cannon on the war machines of humanity has proven to be much the same.
Pulse Laser - Pulse Laser: A Pulse Laser is an advanced Aeldari Laser Weapon that fires a stream of potent laser beams, similar to the Bright Lance. It has a greater range and higher rate of fire than the Bright Lance, but is less powerful and unable to penetrate enemy armour as effectively.
Pulse Ordnance Multi-Driver - Pulse Ordnance Multi-Driver: A Pulse Ordnance Multi-Driver is an advanced T'au Pulse Weapon that utilises pulsed induction fields to propel a variety of heavy munitions with great force and precision over long ranges.A recent development of T'au pulse technology, a Pulse Ordnance Multi-Driver consists of three linked cannons that can fire a mix of high explosive and kinetic projectiles in rapid volleys; whether this be in a concentrated bombardment upon a single target or in arcing trajectories to shower a wider area to equally devastating effect.Currently this weapon can only be found deployed on KX139 Ta'unar Supremacy Armour as its primary back-mounted weapons system.
Pulse Pistol - Pulse Pistol: A Pulse Pistol is a T'au Pulse Weapon that utilises pulsed induction fields to propel lethal micro-bursts of plasma over short ranges. A Pulse Pistol is a far smaller version of the T'au Pulse Rifle, and it has a damage output that outclasses the standard pistol weapons of every starfaring species the T'au have yet encountered.As a pistol-sized Pulse Weapon, it is only used by certain T'au personnel as a basic defence and hold-out weapon for use in desperate situations.Pulse Pistols are most commonly issued to Sniper Drone Team Firesight Marksmen, although T'au Commanders who utilise a T'au Battlesuit Ejection System are also issued Pulse Pistols to aid them in making their way to safety if their Battlesuit has been destroyed.T'au Air Caste pilots utilise a Pulse Pistol as a common sidearm, and Escort Drones are armed with twin Pulse Pistols to help protect their Water Caste master if necessary.Pulse Pistols were first developed during the T'au Empire's Campaign of Cleansing from 606.M38 to 792.M38, the first prolonged war of the T'au against the Orks.Whilst the T'au suffered many defeats early on, they were ultimately able to eradicate the Greenskins, thanks in part to the Earth Caste refinement of the first Pulse Weapons. This campaign resulted in the successful founding of the Dal'yth Sept.
Pulse Pistol - Construction: The Pulse Weapon is a small weapon but with a length many times its width and height. The bulk of the barrel is surrounded by coils of conductive material, visible in some patterns along the top of the weapon, which comprise a solenoid.When current is passed through them, these coils generate an electromagnetic field oriented along the barrel.At the front of the pistol are the weapon's two muzzles, just behind which is a circular apparatus similar in appearance to a bolt-head that serves as a recoil stabiliser.Behind the barrel mechanism is the primary magazine, and behind that the trigger assembly and stock. Within the stock is the secondary magazine, or power cell, which is able to provide up to 16 shots before it needs to be replaced.A remote thermal sight adorns most models of Pulse Pistol, atop and slightly forward of the trigger assembly, which combines with the weapon's advanced stabilisers and recoil reduction to make it highly accurate during aimed fire.
Pulse Pistol - Theorised Operation: The Pulse Pistol works by electromagnetically accelerating a plasma shell down its barrel. In effect, it is a miniature mass accelerator.On firing, a ferromagnetic, solid slug is chambered from the magazine and turned into plasma by electromagnetic induction, as it would be relatively easy to alternate the coil current at frequencies sufficient to heat the coil to an extreme temperature while keeping it in the chamber.The solenoid is then charged fully, propelling the newly produced plasma out of the gun at an extreme velocity while keeping it cohesive.Though this electromagnetic field continues to keep the plasma together until impact, residual plasma is expelled from the barrel to produce the weapon's considerable muzzle flash. Maintenance of the field is also aided by a bolt-like apparatus, which increases the field strength and therefore the range. The weight of the bolt also serves to dampen the recoil from firing.Without the electromagnetic field, the fired plasma would all dissipate at the barrel mouth, producing a weapon with a range of approximately twenty centimetres. As it is, residual energy and waste plasma, together with the heat produced by energising the coil, necessitates two barrels to avoid overheating.The power required to generate these immense electromagnetic fields comes from the secondary magazine which is effectively a very powerful and dense rechargeable battery in the weapon's stock. It is changed less frequently than the primary power pack and can be recharged from the firer's suit or combat armour.Vehicle-mounted Pulse Weapons are usually connected directly to a suitable power source, allowing higher rates of fire with sufficient heat dispersal and eliminating the secondary magazine.Pulse Weapon rounds do a great deal of damage on impact, mostly due to the extreme thermal energy of the plasma mass and the speed with which the projectile impacts, which helps ensure that armoured targets are more heavily damaged.The electromagnetic field that holds the charge together flattens on impact slightly before breaking, which causes the resulting impact to spread over a wider area than would otherwise be possible.The speed at which the plasma projectile is launched is so extreme, that in some cases, it has been known to "light the air on fire".
Pulse Rifle - Pulse Rifle: A Pulse Rifle is the main infantry weapon of the Tau Fire Caste, a Pulse Weapon that utilises pulsed induction fields to propel lethal micro-bursts of plasma over long ranges. A Pulse Rifle is the standard-issue weapon for Fire Warriors, and has a range and damage output that outclasses the standard weapons of every intelligent race the Tau have yet encountered.Kroot Shapers have been known to use Pulse Rifles on the battlefield, and Tetra scout speeders are armed with twin-linked Pulse Rifles.Pulse Rifles were developed during the Tau Empire's Campaign of Cleansing from 606.M38 to 792.M38, the first prolonged conflict of the Tau against the Orks. Whilst the Tau suffered many defeats early on, they were ultimately able to eradicate the Greenskins, thanks in part to the Earth Caste refinement of Pulse weaponry. This campaign led to the founding of the Dal'yth Sept.
Pulse Rifle - Construction: The standard-issue Pulse Rifle is a very long weapon, with a length many times its width and height. The bulk of the barrel is surrounded by coils of conductive material, visible in some patterns along the top of the weapon, which produce a solenoid. When current is passed through them, these coils generate an electromagnetic field oriented along the barrel.At the front of the weapon are the weapon's two muzzles, just behind which is a circular apparatus that looks like a large bolt head that serves as a recoil stabiliser. To the rear of the barrel mechanism is the primary magazine, and behind that the trigger assembly and stock. Within the stock is the secondary magazine, or power cell, which is able to provide up to 36 shots before it needs to be replaced. A remote thermal sight adorns most models of the Pulse Rifle, atop and slightly forward of the trigger assembly. The thermal sight, combined with the weapon's advanced stabilisers and recoil reduction make the Pulse Rifle extremely accurate and deadly.
Pulse Rifle - Theorised Operation: The Pulse Rifle works by electromagnetically accelerating a plasma shell down its barrel. In effect, it is a miniature mass accelerator. On firing, a ferromagnetic, solid slug is chambered from the magazine and turned into plasma by electromagnetic induction, as it would be relatively easy to alternate the coil current at frequencies sufficient enough to heat the coil to an extreme temperature while keeping it in the chamber. The solenoid is then charged fully, propelling the newly produced plasma out of the gun at an extreme velocity while keeping it cohesive.Though this electromagnetic field continues to keep the plasma together until impact, residual plasma is expelled from the barrel to produce the weapon's considerable muzzle flash. Maintenance of the field is also aided by a bolt-like apparatus, which increases the field strength and therefore the range. The weight of the bolt also serves to dampen the recoil from firing. Without the electromagnetic field, the fired plasma would all dissipate at the barrel mouth, producing a weapon with a range of approximately twenty centimetres. As it is, residual energy and waste plasma, together with the heat produced by energizing the coil, necessitates two barrels to avoid overheating.The power required to generate these immense electromagnetic fields comes from the secondary magazine which is effectively a very powerful and dense rechargeable battery in the weapon's stock. It is changed less frequently than the primary power pack, and can be recharged from the firer's suit or combat armour. Vehicle-mounted Pulse Weapons are usually connected directly to a suitable power source, allowing higher rates of fire with sufficient heat dispersal and eliminating the secondary magazine.Pulse Weapon rounds do a great deal of damage on impact, mostly due to the extreme thermal energy of the plasma mass and the speed with which the projectile impacts, which helps ensure that armoured targets are more heavily damaged. The electromagnetic field that holds the charge together flattens on impact slightly before breaking, which causes the resulting impact to spread over a wider area than would otherwise be possible. The speed at which the plasma projectile is launched is so extreme, that in some cases, it has been known to "light the air on fire".Compared to other infantry weapons, the Pulse Rifle trades rate of fire for damage. When compared to a Space Marine Bolter, it fires at a far slower rate but does significantly more damage and possesses a greater effective range. Pulse Rifles also have significant recoil, which requires that the user be stationary to fire most effectively. This, combined with the Pulse Rifle's long range, means that Tau troops are best served by staying more or less stationary. Pulse Rifles still retain most of their effectiveness on the move nonetheless, and can be utterly devastating weapons when used correctly.
Pulse Submunitions Cannon - Pulse Submunitions Cannon: A Pulse Submunitions Cannon is an advanced and very large T'au Pulse Weapon that utilises pulsed electromagnetic induction fields to propel lethal micro-bursts of plasma over extremely long ranges. A Pulse Submunitions Cannon, similar to the smaller Pulse Submunitions Rifle, is a newly developed form of Pulse Weapon, designed to saturate large areas with plasma pulses at range.Unlike standard Pulse Weapons, these powerful cannons fire clusters of sophisticated micro-submunitions that detonate in close proximity to their target in a storm of separate pulse-discharges, showering a wide area with deadly effect.Larger targets such as bulky infantry, monstrous creatures and vehicles inevitably suffer proportionally greater harm from Pulse Submunitions Cannons, as they can be struck with a wave of near-simultaneous detonations, magnifying the blast and ripping them apart.Pulse Submunitions Cannons have an extreme range and generally are used in a heavy long-range fire support role. Pulse Submunitions Cannons are only wielded in pairs by XV107 R'varna Battlesuits, which can also nova-charge the weapon systems via its Dark Matter Nova Reactor and double their rate of fire.
Pulse Submunitions Rifle - Pulse Submunitions Rifle: A Pulse Submunitions Rifle is an advanced T'au Pulse Weapon that utilises pulsed induction fields to propel lethal micro-bursts of plasma over extremely long ranges.A Pulse Submunitions Rifle is a newly developed form of Pulse Weapon, designed to saturate large areas with plasma pulses at range. Whilst it possesses a slightly shorter range compared to a Pulse Rifle, the scattered nature of its fire allows it to bypass cover more effectively to target entrenched enemies.Pulse Submunitions Rifles were first developed as primary T'au Battlesuit weapon systems for the XV9 Hazard Battlesuit, to complement its battlefield role as close-range fire support, and thus far have not been deployed on any other T'au weapons platform.Shas'O Vesu'r Ra'lai is a notable T'au Commander who pilots an XV9 Hazard Battlesuit, and wields an experimental version of a Pulse Submunitions Rifle as his primary armament.The weapon he wields sacrifices a degree of damage and blast radius in favour of a higher rate of fire, and the ability to be loaded with several potent, limited-issue warheads. Whilst powerful, these warheads are currently experimental as their barely contained power can damage the Battlesuit itself.
Pulse Submunitions Rifle - Theorised Operation: The Pulse Submunitions Rifle works by electromagnetically accelerating a plasma shell down its barrel. In effect, it is a miniature mass accelerator. On firing, a ferromagnetic, solid slug is chambered from the magazine and turned into plasma by electromagnetic induction, as it would be relatively easy to alternate the coil current at frequencies sufficient enough to heat the coil to an extreme temperature while keeping it in the chamber.The solenoid is then charged fully, propelling the newly produced plasma out of the gun at an extreme velocity while keeping it cohesive. Though this electromagnetic field continues to keep the plasma together until impact, residual plasma is expelled from the barrel to produce the weapon's considerable muzzle flash. Maintenance of the field is also aided by a bolt-like apparatus, which increases the field strength and therefore the range.The weight of the bolt also serves to dampen the recoil from firing. Without the electromagnetic field, the fired plasma would all dissipate at the barrel mouth, producing a weapon with a range of approximately twenty centimetres. As it is, residual energy and waste plasma, together with the heat produced by energizing the coil, necessitates two barrels to avoid overheating.The power required to generate these immense electromagnetic fields comes from the secondary magazine which is effectively a very powerful and dense rechargeable battery in the weapon's stock. It is changed less frequently than the primary power pack, and can be recharged from the firer's suit or combat armour.Vehicle-mounted Pulse Weapons are usually connected directly to a suitable power source, allowing higher rates of fire with sufficient heat dispersal and eliminating the secondary magazine. Pulse Weapon rounds do a great deal of damage on impact, mostly due to the extreme thermal energy of the plasma mass and the speed with which the projectile impacts, which helps ensure that armoured targets are more heavily damaged.The electromagnetic field that holds the charge together flattens on impact slightly before breaking, which causes the impact to spread over a wider area than would otherwise be possible.The speed at which the plasma projectile is launched is so extreme that in some cases it has been known to "light the air on fire."
Pulse Weapons - Pulse Weapons: Pulse Weapons are a family of advanced Plasma Weapons developed by the Earth Caste of the T'au Empire, and exclusively used by the T'au Fire Caste. Pulse Weapons operate by utilising pulsed induction fields to propel lethal micro-bursts of plasma over long ranges. Pulse Weapons such as the Pulse Rifle and Pulse Carbine are issued as standard to every frontline Fire Warrior. Pulse Weapons are notorious amongst many of the starfaring races of the galaxy, for they have a range and damage output that outclasses the standard weapons of every other intelligent species the T'au have yet encountered.Pulse Weapons were first developed during the T'au Empire's Campaign of Cleansing from 606.M38 to 792.M38, the first prolonged war of the T'au against the Orks. Whilst the T'au suffered many defeats early on, they were ultimately able to eradicate the Greenskins, thanks in part to the Earth Caste refinement of the first Pulse Rifle. As a result of this campaign, the Dal'yth Sept was successfully founded.Whilst Pulse Weapons are typically found as infantry-portable arms, more recent technological developments during the Third Sphere Expansion have given rise to large Pulse Submunitions weapons, which are designed to saturate large areas with plasma pulses at range. However, their sheer size and power limits their use to T'au Battlesuits.
Pulse Weapons - Theorised Operation: A Pulse Weapon works by electromagnetically accelerating a plasma shell down its barrel. In effect, it is a miniature mass accelerator. On firing, a ferromagnetic, solid slug is chambered from the magazine and turned into plasma by electromagnetic induction, as it would be relatively easy to alternate the coil current at frequencies sufficient enough to heat the coil to an extreme temperature while keeping it in the chamber. The solenoid is then charged fully, propelling the newly produced plasma out of the gun at an extreme velocity while keeping it cohesive.Though this electromagnetic field continues to keep the plasma together until impact, residual plasma is expelled from the barrel to produce the weapon's considerable muzzle flash. Maintenance of the field is also aided by a bolt-like apparatus, which increases the field strength and therefore the range. The weight of the bolt also serves to dampen the recoil from firing. Without the electromagnetic field, the fired plasma would all dissipate at the barrel mouth, producing a weapon with a range of approximately twenty centimetres. As it is, residual energy and waste plasma, together with the heat produced by energizing the coil, necessitates two barrels to avoid overheating.The power required to generate these immense electromagnetic fields comes from the secondary magazine which is effectively a very powerful and dense rechargeable battery in the weapon's stock. It is changed less frequently than the primary power pack, and can be recharged from the firer's suit or combat armour. Vehicle-mounted Pulse Weapons are usually connected directly to a suitable power source, allowing higher rates of fire with sufficient heat dispersal and eliminating the secondary magazine. Pulse Weapon rounds do a great deal of damage on impact, mostly due to the extreme thermal energy of the plasma mass and the speed with which the projectile impacts, which helps ensure that armoured targets are more heavily damaged. The electromagnetic field that holds the charge together flattens on impact slightly before breaking, which causes the resulting impact to spread over a wider area than would otherwise be possible. The speed at which the plasma projectile is launched is so extreme, that in some cases, it has been known to "light the air on fire".
Pulse Weapons - Sources: Codex: Tau Empire (7th Edition), pg. 118Codex: Tau Empire (6th Edition), pp. 28, 36-38, 46, 48, 65-67, 69Codex: Tau Empire (4th Edition), pp. 26, 29, 40Codex: Tau (3rd Edition), pg. 19Deathwatch: Core Rulebook (RPG), pg. 366Imperial Armour Apocalypse II, pg. 58Imperial Armour Volume Three - The Taros Campaign, pp. 80-81, 178Rogue Trader: Into the Storm (RPG), pg. 121Rogue Trader: Tau Character Guide (RPG), pg. 28Forge World – XV107 R'varna Battlesuit Experimental Rules DatasheetForge World - Pulse Ordnance Multi-Driver
Pulveriser Cannon - Pulveriser Cannon: The Pulveriser Cannon is a short-range, large-bore ballistic cannon used as a hull-mounted weapon on the Astra Militarum's Rogal Dorn Battle Tank that is the smaller counterpart of the more common Demolisher Cannon.Like its larger sibling, the Pulveriser Cannon is intended to be used primarily as an anti-armour weapon and can also be used effectively against dug-in enemy positions and fortifications.
Punisher-class Strike Cruiser - Punisher-class Strike Cruiser: The Punisher-class Strike Cruiser is a variant of the strike cruiser of the Adeptus Astartes that has been specially modified for use by the Adeptus Arbites, the primary law enforcement organisation of the Adeptus Terra.While the Navis Imperialis and the Adeptus Astartes fight the wars of the 41st Millennium, the forces of the Adeptus Arbites take on a more subtle but no less important role. They are the interstellar police, the instrument of Imperial justice on Human-settled worlds across the galaxy. Not only do the Arbites operate planetside, but they also possess a small fleet of voidships for transportation, logisitcal support and other official duties. Occasionally, these voidships are used to hunt down small pirate bands and other miscreants fleeing the harsh hand of Imperial law.The Arbites Punisher-class Strike Cruiser is very similar to that of its Space Marine strike cruiser equivalent. Much of the design is similar, with the exception of the more typical Imperial voidship prow, which (to the untrained eye) can give the Punisher the appearance of a Dauntless-class Light Cruiser. There is also slightly less armour plating on the voidship's engine ports compared to its Astartes counterpart.The Punisher-class Strike Cruiser carries regular Imperial torpedoes as well as barrage bombs. Arbites vessels are also supplied with a single salvo of Melta Torpedoes. The Punisher has been designed with the intent of scanning the surrounding star system to root out pirates and Heretic strongholds. As a result, Arbites vessels benefot from an improved sensor array and augur systems.Barrage bombs, starboard and port weapons batteries, a dorsal Bombardment Cannon and special Drop Pods make the Punisher quite adept at assaulting planetary targets. The Punisher has limited attack craft capability for the purposes of defence and advance scouting and can launch squadrons of Arbites Eagle Interceptors. These strike cruisers only carry fighters and do not have the facilities to service and launch bombers or assault boats.
Punisher-class Strike Cruiser - Notable Vessels: Inviolable Retribution - During the Gothic War, the Inviolable Retribution, under the command of Arbitrator Jamahl Byzantine, provided invaluable assistance in the evacuation of the Imperial world of Belatis. Arbitrators Byzantine and Korte, along with the crew of the Lord Solar Macharius, went above and beyond the call of duty to rescue Captain Leoten Semper and several loyal Imperial citizens from the planet's surface.
Punisher-class Titan - Punisher-class Titan: The Punisher-class Titan was a rare pattern of Imperial Battle Titan that possessed three-legs deployed in a tripod fashion rather than the standard bipedal, humanoid shape.
Punisher-class Titan - History: A Punisher-class Titan called the Modus Destructor was deployed to the Ork homeworld of Ullanor Prime during the War of the Beast in the mid-32nd Millennium to defend the Adeptus Mechanicus command centre that had been established on that world to support the Imperial invasion in an attempt to kill the Ork warlord known as The Beast.
Punisher-class Titan - Armament: The Modus Destructor was armed with twin Tezlan Accelerators that possessed under-slung Plasma Annihilators.
Punisher-class Titan - Adeptus Mechanicum Departmento Analyticus Technical Specifications: The Adeptus Mechancus has not released the technical specifications of this Titan.
Punisher Gatling Cannon - Punisher Gatling Cannon: The Punisher Gatling Cannon is a large, multi-barrelled, rotary ballistic weapon, and is known as one of the fastest-firing slug throwers in the Imperium's arsenal. The Punisher can shred even the heaviest of infantry units with punitive ease.The Punisher Gatling Cannon is the primary armament of the Leman Russ Punisher main battle tank and one of the variants of the Aeronautica Imperialis' Vulture gunship. A relatively recent edition to the armoury of the Astra Militarum, the Punisher Gatling Cannon unleashes a torrent of anti-infantry firepower and is among the fastest-firing weapons in the Imperial arsenal.
Punisher Rotary Cannon - Punisher Rotary Cannon: The Punisher Rotary Cannon is an anti-infantry, rotary-type ballistic cannon used by the military forces of the Imperium of Man during the Great Crusade of the late 30th and early 31st Millennia. The Punisher Rotary Cannon was the main armament of the once common Cerberus Pattern Main Battle Tank, and was later adapted for use by the Sicaran Punisher Assault Tank of the Space Marine Legions.The Punisher fires a ceaseless barrage of high calibre shells, supported by a complex ammunition-feed array and a gyro-assisted recoil compensator. Though each of the shells is little more than a solid ferro-carbide slug, the sheer rate of fire that this weapon is capable of is more than sufficient for the obliteration of large infantry formations or light vehicles.
Punisher Rotary Cannon - Sources: Forge World Webstore - Legion Sicaran Punisher Assault TankForge World Webstore - Sicaran Punisher Experimental Rules (PDF)Imperial Armour - Index: Forces of the Adeptus Astartes (8th Edition), pg. 15
Punishers - Punishers: The Punishers are an amalgam of warbands of Chaos Space Marines of unknown origin and Founding who have dedicated themselves to the Chaos God Slaanesh.They played a major part in unleashing the twin Punisher Wars upon the Imperium and pursued a great rivalry with the Dark Hunters Chapter of Loyalist Space Marines.
Punishers - Notable Campaigns: First Punisher War (825.M41) - The infamous Chaos Space Marine warband known as the Punishers led a massive Chaos invasion of the Kargad System. The Dark Hunters Chapter participated in the defence of their homeworld of Phobian, but were woefully outnumbered by the Forces of Chaos. The Punishers landed a quarter of a million Chaos Cultists in the first wave upon Phobian, with mighty Emperor-class battleships to provide support. Their numbers severely depleted, the Dark Hunters were forced to pull back and made their final stand at Mors Angnar, their fortress-monastery, cradled in the rugged peaks and glaciers of the Argahast Range known as the Silverspears. The Punishers eventually surrounded Mors Angnar and fought their way within. The Dark Hunters were forced to make their final stand within the Chapter's Reclusiam, their numbers reduced to only two hundred battle-brothers. As the Dark Hunters faced certain annihilation, they were saved by their fellow Adeptus Astartes brethren. It took the help of six other Chapters, including the Brazen Fists, Dark Sons, Doomsayers, Shadowhawks and two others unnamed, to finally extirpate the Punishers from the system. Though the Dark Hunters emerged victorious, it was a pyrrhic victory at best. Their numbers had been greatly reduced and many of their ancient vehicles and transports had been destroyed. But the Dark Hunters would persevere, and go on to rebuild their numbers, though it would take many standard centuries to replace the lost battle-brothers.Battle of the Black Star (939.M41) - In the sable light of the star Antilles, the Dark Hunters struck at the Renegade Punishers' stronghold, claiming over half the Traitor Marines' lives in vengeance for their assault upon Phobian over a standard century before.Second Punisher War (982.M41) - Jonah Kerne, Captain of the Dark Hunters 3rd Company led his Space Marines to the world of Ras Hanem during the Second Punisher War against the warband of Chaos Space Marines known as the Punishers. Kerne was able to hold the Forces of Chaos at bay while being assisted by the local garrisons of the Imperial Guard and the Planetary Defence Forces. The Dark Hunters even went so far as to form a temporary alliance with the Asuryani of the Kaelor craftworld, helping those xenos find an ancient artefact precious to their race in exchange for their aid in defeating the forces of Chaos. Despite the deceptions and cunning of the Aeldari, Kerne stayed true to his word and gave the artefact to the Asuryani Farseer, thus committing an act of heresy. The remaining Imperial and Asuryani forces were able to hold the Punishers long enough for the remainder of the Dark Hunters Chapter to arrive with Astartes allies drawn from other Chapters. When the war on Ras Hanem had concluded in the Emperor's favour, Jonah was taken by his Chapter back to their homeworld of Phobian. There, he was taken into custody by the Inquisition to answer for his crime.
Punishers - Notable Punishers: Chaos Lord Gull Khan - Gull Khan was the leader and Chaos Lord of the Punishers who led the assaults upon the Dark Hunters Chapter.
Punishers - Warband Colours: The Punishers wear bone-coloured power armour with black skeleton imagery painted on the surface of the armour. The trim is brass.
Punishers - Warband Badge: The Punishers do not have their own warband iconography. Instead, they opt to wear the usual blasphemous iconography and fetishes of Chaos.
Punishers - Sources: Codex: Chaos Space Marines (4th Edition), pg. 21Legends of the Space Marines (Anthology) edited by Christian Dunn, "The Last Detail" by Paul KearneyDark Hunters: Umbra Sumus (Novel) by Paul Kearney, Ch. 23
Punishment Crusade - Punishment Crusade: Punishment CrusadeCastellanDracoBlack TemplarsSpace MarineChapterT'au EmpireNotorious for subverting the loyalties of Imperial subjects in their quest to expand the borders of their Empire, the T'au are an ever growing threat and thorn in the side of the Imperium of Man in the Eastern Fringe of the galaxy. But those who stray from the Emperor's Light cannot go without punishment and Castellan Draco was tasked with ensuring that the T'au and their human Gue'vesa Traitors felt the wrath of the God-Emperor's divine retribution.
Puretide Engram Neurochip - Puretide Engram Neurochip: A Puretide Engram Neurochip consists of a T'au bio-chip that has been surgically implanted into the brain of a Fire Caste T'au Commander, and allows the bearer to access much of the wisdom of Commander Puretide himself. He or she is able to draw upon a great reservoir of tactical acumen when needed through the data contained on the chip.Puretide Engram Neurochips were developed from prototype versions knows as Swords of Puretide, and are a result of a project that originated with the T'au's unwillingness to lose Commander Puretide's tactical and strategic brilliance when he succumbed to old age, as he was undoubtedly the most gifted T'au Commander of all time.Upon his death, Puretide's mind was scanned and his accumulated memories committed to a massive holographic program on his birth world of Dal'yth. Slivers of his genius were then copied and crafted into bio-chips that would one day become Puretide Engram Neurochips.The Puretide Engram Neurochip is considered a T'au Battlesuit signature Support System available only to Battlesuit pilots of the rank of shas'vre or higher.
Purgators - Purgators: The Purgators is a Loyalist Space Marine Chapter of unknown Founding and origin. Almost nothing is known about this Chapter in current Imperial records.
Purgators - Chapter Colours: The Purgators' Chapter colours are not listed in current Imperial records.
Purgators - Chapter Badge: The Purgators' Chapter badge is not listed in current Imperial records.
Purge of the Contqual Sub-sector - Purge of the Contqual Sub-sector: The Purge of the Contqual Sub-sector was an Imperial military campaign carried out by the Iron Hands Space Marine Chapter against the forces of Chaos.The taint of the Contqual Sub-sector began late in the year 812.M41 when the Contqual high governor fell easy prey to the corruption of the Chaos God of pleasure, Slaanesh. The taint spread quickly through the sub-sector from the epicentre of the high governor's court. Within only a single solar month the entire sub-sector seethed with the corruption of Chaos.The cleansing of Contqual was tasked to the Iron Hands, who always burned with hatred for Chaos in all its myriad forms since the disaster that befell the ancient Iron Hands Legion and its Primarch Ferrus Manus from which they descend during the Drop Site Massacre on Isstvan V.The Iron Hands stormed into the Contqual Sub-sector with a speed akin to chained lightning, seizing several planets before resistance could even be organised by the region's servants of Chaos. Four Iron Hands clan companies were engaged throughout the sub-sector on various suppression missions.Soon the Iron Hands identified the sub-sector's Industrial World of Shardenus as the primary source of the Chaos corruption. The honour of cleansing this world fell to Lord Clan Commander Arven Rauth and the Iron Hands' Clan Raukaan.Though massively outnumbered and sustaining significant losses, the Iron Hands cut through the Heretics and their Daemons like an ebon-armoured storm, eventually even defeating the source of the threat, Julius Kaesoron, the former first captain of the Emperor's Children Legion who had been transformed into a Daemon Prince dedicated to Slaanesh in the ten thousand standard years since the Horus Heresy.The world was brought to heel in short order following Kaesoron's defeat as the rest of the sub-sector fell to the fury of the Iron Hands with equal speed, the citizens of many worlds turning on their tainted masters and pleading with the Iron Hands for mercy.But the sons of Ferrus Manus are not known for their mercy and the Chapter fell on the worlds of the sub-sector with a cleansing wrath, executing one in every three civilians in a great and bloody purge, which the Chapter intended as a righteous punishment to the people of the region for allowing the taint of Chaos to sweep over the worlds of the Contqual Sub-sector.
Purge of the Contqual Sub-sector - History: The citizens of the Contqual Sub-sector lived a decadent and carefree existence, believing they had created a paradise free from the ugliness found throughout much of the rest of the Imperium of Man. As far as Imperial scholars can determine, the taint of the Contqual Sub-sector began late in the year 812.M41 when the Contqual high governor fell easy prey to the corruption of the Chaos God of pleasure, Slaanesh.From the high governor's court the taint spread quickly and within a single solar month the entire sub-sector seethed with the corruption of Chaos. The task of cleansing the taint of such heresy was given to the stalwart Iron Hands Chapter, who vehemently despised Chaos in all its myriad forms.Within a matter of solar months the Iron Hands fell upon the Chaos-afflicted sub-sector. Soon dozens of worlds capitulated to the ruthless efficiency of the unforgiving Space Marines, who took control of over seventy-two percent of the Contqual Sub-sector, with the enemy withdrawing from all of the active war zones, save for one.The Iron Hands soon identified the Industrial World of Shardenus as the heart of corruption, with the cancer spreading from the hive city of Shardenus Prime which served as the capital of the world. The task of cleansing Shardenus fell to Lord Clan Commander Arven Rauth and the Iron Hands' Clan Raukaan.
Purge of the Contqual Sub-sector - Dissension in the Ranks: After conducting the first-stage assaults, the Imperial commanders gathered the enormous forces at their disposal in readiness for the assault on Shardenus' hive city spires. Planetfall had been achieved with acceptable losses, mostly due to the fire unleashed by Imperial Navy destroyers from orbit as well as clinical strikes launched by Iron Hands Tactical Squads.Yet, no one was under any illusion that the next stage would be as easy. The spire cluster of Shardenus Prime was void-shielded, ringed with artillery-studded walls and defended by millions of defenders.That fortress hive was the principal target, the nexus of the entire campaign, the linchpin upon which the fate of a dozen worlds and billions of lives rested. Shardenus Prime itself was a vision of hell, a smog-choked nightmare of hyper-industry and contamination that served as the home of millions of men and women.The Imperial commanders expected that the casualties would be high amongst the assaulting Astra Militarum units. This put the Astra Militarum's Lord General Raji Nethata at odds with the Iron Hands' Lord Clan Commander Arven Rauth.It was said that the Iron Hands commander was careless with the lives of those non-Astartes that he served alongside. Casualty rates amongst the Astra Militarum had been several points higher than normal throughout the Contqual campaign.Nethata did not like seeing his troops used as expendable adjuncts to Rauth's enthusiasm, and had boldly stood up to the Astartes commander on several occasions.The lord general advocated alternative tactics, vocally, in the strategic briefings. Shardenus was a world of hive cities. The Shardenus Prime cluster constituted the governing centre, the industrial and administrative capital, of the planet. Many other such hive cities existed across Shardenus' northern continent. These hive cities processed the planet's food and weapon stockpiles.Nethata wanted to attack them first, to starve Shardenus Prime of supplies and wait for it to weaken. The outer hives would be softer targets and would be destroyed within a solar month's time. Lord Clan Commander Rauth rejected this plan because he could ill-afford for the principal hives to grow hungry. The hives could be taken by direct assault, in multiple locations, enabling the Imperial forces to maintain a constantly moving front. The central hive would fall once the outer spires had been compromised.Nethata objected to this plan because he knew that his forces would be ravaged during the assaults the Iron Hands had planned. The Iron Hands commander understood this, but Rauth also understood that all suffer who uphold the will of the Emperor.His requirement for speed was of the utmost importance, for Rauth did not know what horrors lay beyond within the spires, but he could guess at how the taint of Chaos had warped the inhabitants of Shardenus Prime.
Purge of the Contqual Sub-sector - Coming of the God-Engines: Adding to the already formidable Imperial force arrayed against Shardenus Prime, the military forces of the Adeptus Mechanicus soon joined their Imperial allies on the surface of Shardenus. A  battlegroup of Titans had arrived in five massive Mechanicus transport barques covered in baroque bronze imagery -- angels, demigods, mythical beasts, arcane machinery of long-forgotten provenance.These mighty starships were nearly twice as tall as they were deep and wide. Almost all of their bulk was taken up by single, immense load-bays. Lord Clan Commander Rauth and his senior Iron Hands officers as well as Lord General Nethata and his entire Astra Militarum force had gathered in formation to greet the lead Titan of what was designated Battlegroup Praxes.The Warlord-class Battle Titan Terribilis Vindicta had come to Shardenus, ready to march alongside four other Titans of the fabled Legio Astorum, the "Warp Runners."The Guardsmen erupted with shouts of acclamation, reassured by the presence of the god-engines. Unlike Space Marines, whose actions seemed to have little to do with their safety or protection, Titans were always visible, looming over the battlefield ready to unleash a hurricane of destructive hellfire at the enemy.
Purge of the Contqual Sub-sector - Signs of Chaos: Once the plan of attack was finalised, the Iron Hands led the assault on Shardenus Prime against the hive cluster's outlying bunkers located across the industrial wasteland known as the Gorgas Maleon, with Clave Arx, an Iron Hands squad, spearheading the Imperial attack.They charged forward, quickly and relentlessly, outmatching their adversaries amongst Shardenus' Traitor Planetary Defence Forces with sheer ferocity. Within one of the main bunker complexes, the Iron Hands made their way slowly, purposely, purging the crowded area clean of all life. At the far end of the inner chamber they found a set of doors that when wrenched open led to a tunnel.This passageway led steeply down, and was sparsely lit by fault strip-lumens. Ten metres down the tunnel was another closed doorway. Beyond the doors were multiple targets, but the Iron Hands did not hestitate to blast the doors open with explosives.It was there that the Astartes encountered the first signs of extensive Chaos corruption, as they came into contact with multiple mutants tainted by exposure to the energies of the Warp. With cool efficiency, the Iron Hands killed their grotesque forms in silence, clearing the outlying bunkers of the Chaos filth.The Clave Arx swept on, encountering several more mutants, some carrying projectile weapons, but their presence was an irrelevance. With the bunker secured, the Iron Hands had come to an understanding, only too well, that this task was not fit for mortal troops.If the specimens thus far encountered were anything to be judged by, then mutation would be endemic in the hive spires of Shardenus Prime. The Iron Hands would encounter more mutants the closer they got to the hive's Capitolis. The troops sent to defend the Helat and the outer perimeter of the Gorgas Maleon were the least-tainted, the ones the Traitors were happiest to eliminate.The mutants encountered thus far were a warning -- intended to intimidate the mortals -- and the Archenemy wished to show the Imperials what awaited them within the hive city and what could happen to them if they were taken alive.The attack on the walls of Shardenus Prime was imminent, and Lord Clan Commander Rauth wanted his mortal Guardsmen kept out of all kill missions until then, for he knew that the mutants would terrify them. For as long as possible, he wished them to fear nothing but the wrath of their Space Marine commanders.
Purge of the Contqual Sub-sector - Changing Plans: After encountering the mutants and realising the full extent of what they were about to face, Lord Commander Arven Rauth met with Lord General Nethata in the Iron Hands' command headquarters to revise the plans for the main assault. Rauth informed Nethata that the plans had changed. The Iron Hands would spearhead the assault with an attack on the remaining Heretic bunkers in the wasteland of the Gorgas Maleon. The Astra Militarum troops were to form the spearhead against the hives themselves, without the Space Marines' support.Nethata was incredulous at this new turn of events, for the assault plans had already been made with the expectation of the Iron Hands' involvement, and there was little time to alter them.Rauth explained that the threat level from the remaining Gorgas bunkers was higher than calculated. They had to be purged before the Imperial forces could advance. Once this important task was completed, the Iron Hands would join their allies in the hive complex itself. Nethata protested that the assault must wait, but the lord commander insisted that it could not.Nethata then insisted on heavy support for his troops from the Titans of the Legio Astorum, but the Titans were not yet ready to deploy, as they were still in the preparation stage. Nethata would have to utilise the two battalions of drop-troops from the 32nd Harakoni Warhawks Regiment, plus the use of artillery cover from the 4th Galamoth Armoured.The Iron Hands commander informed Nethata that he could debate the decision all he wished; the decision had been made and would not be altered. As they spoke, the Iron Hands were already moving across the Gorgas Maleon, rooting out residual resistance and saving the Astra Militarum troops from that dangerous task. When their work was complete they would return to the main assault, and the Imperial forces would recalibrate as needed.Seeing that the Astartes commander would not budge on his decision, Nethata informed Rauth that he needed to depart to ensure that the assault did not degenerate into a bloodbath. Rauth gave the lord general his leave, but warned him not to delay the assault out of excessive care for the lives of his troops. Its timing had to remain as previously determined.Nethata informed the Astartes lord commander that he would record a formal protest in the campaign logs, because his troops would die needlessly at the whims of an uncaring, cold-hearted transhuman commander. Rauth cared little for the lord general's intemperate attitude. The mortal general had received his orders.Before departing, Nethata informed Rauth that he would soon see the mettle of the Astra Militarum, and perhaps, once he had seen what they were capable of, he would be less free with his demands and remember that they were only Human. Just as the Astartes themselves had once been.
Purge of the Contqual Sub-sector - Lord General Nethata's Lament: Princeps Lopi informed Lord General Nethata that his Titans were now available for deployment. With the perimeter of Shardenus Prime breached, the Imperial forces would have need of the Titan battlegroup's heavy weapons soon.The walls had been compromised west of the Rovax Gate, while the main assault of the Astra Militarum along the eastern walls, the one led by Nethata's regiments, was withdrawn after taking heavy losses. Not one member of the 32nd Harakoni Warhawks was recovered.Nethata believed that the loss of thousands of lives establishing a temporary breach in the walls had accomplished an objective whose cost could not be justified. The Astra Militarum regiments had launched their assault knowing nothing of the Iron Hands' positions, or of their true intentions.The Space Marines had used Nethata's troops to concentrate the hive complex's defenders along the eastern wall sections while they came in from the west.The Astartes had even commandeered units under Nethata's direct command, driving them alongside the Iron Hands' own advance, wasting those troops' lives in their haste to press on towards Shardenus Prime's Capitolis.