vizn3r/warhammer40k-lore huggingface dataset:
Star Dragons - Notable Star Dragons: Captain Tanek - Tanek is the Captain of the Star Dragons 6th Company, who is also presently designated as the commanding officer of Containment Fleet Kappa. Captain Tanek is a fierce, stern and allegedly brutal warrior on the field of battle, but when his armour comes off there is a certain affability about him. He treats his company -- and those who serve them -- with fairness and he actively encourages those aboard to speak their minds, regardless of rank or position. Such openness, he declared, was an important trait. His men nearly idolise him; the mortal crew component of the Ladon actually do idolise him. He finds it faintly uncomfortable and does whatever he can to dissuade such adulation. There is never any sense of haste or urgency about him. Tales are told of Tanek's battlefield valour, of how he is a deeply thoughtful soul who ensures that he has the full measure of his enemy before he ever takes up arms. It is a trait endemic amongst the Star Dragons; they are fierce, implacable fighters who look before they leap.Chief Apothecary Sol Konna - Sol Konna is the current Chief Apothecary of the Star Dragons Chapter.Chaplain Hetor Iakodos - Lakodos serves as the Chaplain of the Star Dragons' 6th Company. He is described as being shaven-haired and otherwise entirely unremarkable in appearance. His most remarkable feature is the varicoloured las-tattooed dragon scales on the left side of his face and neck. The Chaplain wears a distinctive skull-helm with his sable Power Armour. He also wears an exquisite cloak, hand-stitched by Chapter Serfs from the skins of the reptilian draconae of the Chapter's homeworld, Draconith. It is as thick as chainmail and gleams iridescently in the half-light. The cloak is a valuable Chapter artefact and as much a mark of Lakodos' office amongst the Star Dragons as the Crozius Arcanum he bears into battle.Veteran Sergeant Korydon - Serving as the squad leader of the Star Dragons' 3rd Scale, Korydon is a serious warrior with a dry, often sarcastic sense of humour that complements Captain Tanek's straight talking style admirably. Korydon is comparatively young, compared to his Veteran Battle-Brothers of the 6th Company.Sergeant Evander - Squad Leader of the Star Dragons' 6th Company's 9th Scale.Arion - Arion was a Star Dragons Space Marine who served in the 3rd Scale of the 6th Company. He died aboard the Accursed Eternity when he was compromised by a mysterious Chaos entity.Orestes - Orestes was a Star Dragons Space Marine who served in the 9th Scale of the 6th Company. He was slain aboard the Accursed Eternity by the daemonic spirit bound to the Space Hulk at the hands of Kairos Fateweaver -- the Architect of Fate.Tylissus - Tylissus was a Star Dragons Space Marine who served in the 3rd Scale of the 6th Company.
Star Dragons - Chapter Fleet: The Star Dragons' Chapter fleet is confirmed to possess the following vessels:Ladon (Strike Cruiser) - The Ladon is the Star Dragons' flagship within Containment Fleet Kappa and also the fleet's overall command vessel.
Star Dragons - Chapter Colours: The Star Dragons primarily wear dark blue power armour. The Aquila or Imperialis on the chest guard, as well as the power pack, are silver.The white squad specialty symbol -- battleline, close support, fire support, Veteran or command -- is located on the right shoulder plate.A black High Gothic numeral is stenciled on the centre of the squad specialty symbol, indicating squad number.The shoulder plate trim indicates company number in accordance with the Codex Astartes -- i.e. white (1st Company), yellow (2nd Company), red (3rd Company), green (4th Company), etc.
Star Dragons - Chapter Badge: The Star Dragons' Chapter badge is the profile of a white dragon's head on a field of dark blue.
Star Kindred - Star Kindred: The Star Kindred is a Genestealer Cult that infests the long-forsaken Gleptid Reach and claims to worship the Emperor of Mankind in the form of a holy sun that shines in the firmament.In truth, they worship that which lies beyond the sun and stars, those unknowable entities that haunt the black velvet pall of endless night. One day, the Star Kindred preach, the dark glory of the void will swallow the light of the Gleptid Reach's sun once and for all, and the truth alone will survive.The Star Kindred's Maguses claim to have seen in their psychic visions a great eclipse that will swallow the sun on the day of reckoning -- though they do not realise that the scenes they depict in their holy texts portray not one celestial body before another, but a Tyranid bio-ship so vast it causes a solar eclipse.The cult's fanatical warriors cover their vehicles and wargear in blazing arc-lumen and wield those weapons that will raise bright pyres to spread yet more illumination. In this way they believe they honour their solar god.
Star Kindred - Sources: Codex: Genestealer Cults (7th Edition), pg. 50Codex: Genestealer Cults (8th Edition), pg. 32Codex: Genestealer Cults (9th Edition), pg. 36
Star Leopards - Star Leopards: The Star Leopards is a Codex Astartes-compliant, Loyalist Space Marine Chapter of unknown Founding and origin. Almost nothing is known about this Chapter in Imperial records.
Star Leopards - Notable Star Leopards: Captain Fragman - Fragman is the Captain of the Star Leopards' 3rd Company. His most notable engagement occurred against a troupe of Eldar Harlequins, who had the audacity to take a former Imperial Land Raider, and desecrate it by painting over its Codex Astartes-standard camouflage with a garish array of stripes, dots and multicoloured lozenges, and festooned gaily coloured bunting from every point, as well as displaying a huge banner of their Masque on it. Taking to heart the Space Marine mantra of, "Honour the battle-gear of the dead", Fragman ordered his company to break into a charge and destroy the vehicle for this insult, even if it meant losing the wider battle.
Star Leopards - Chapter Colours: The Star Leopards' Chapter colours are not listed in current Imperial records.
Star Leopards - Chapter Badge: The Star Leopards' Chapter badge is not listed in current Imperial records.
Star Phantoms - Star Phantoms: Star PhantomsSpace MarineChapter23rd FoundingthIt took part in the final days of the Badab War and the final assault upon the Astral Claws' homeworld of Badab Primaris, helping bring the war to a successful conclusion.Created during the so-called "Sentinel" Founding, the Star Phantoms was one of several Chapters whose mission was to take and hold various xenos-contested regions on the very borders of the Emperor's domains. Many of the Chapter's earliest campaigns were waged against now-extinct xenos monstrosities, and the Star Phantoms frequently operated on their own and far from the support of other Imperial institutions.This situation is often cited as the main reason for the Chapter's somewhat isolationist outlook, though others have advanced the notion that the cause is rooted in the Star Phantoms' genetic heritage.Some Imperial scholars suspect that the Star Phantoms were created from the gene-seed of the Dark Angels, which, if true, would be unusual, not only because the Astartes of the Chapter do not suffer from any known mutations, but because the Dark Angels' gene stock is rarely utilised by the Adeptus Mechanicus for new Foundings. The Dark Angels themselves deny the lineage, while the Star Phantoms regard any such enquiries as impertinent.The Star Phantoms display a peculiarly idiosyncratic Chapter cult. The Chapter's rites and traditions focus on death and martyrdom, the fallen being revered over and above the living. Symbols of death and mourning are used as Chapter iconography, the Chapter symbol itself featuring a sand-timer surmounted by two death's heads.This trait extends to a generalised disregard for the living that has often manifested in excessive collateral damage amongst populations the Chapter has been tasked with purging of insurrectionist elements, and even amongst allied units.In battle, the Star Phantoms utilise overwhelming firepower in order to crush their enemy utterly. Unlike many other Chapters, they hold no particular method of war as inherently favourable or honourable.They make extensive use of Drop Pod assaults, supported by a greater than usual reliance on Drop Pod-delivered ordnance such as the Deathstorm Launcher, and favoured personal weapons are always those able to deliver the most impressive and destructive firepower.In nature, battle-brothers of the Star Phantoms are often solemn and invariably shun contact with those outside of their Chapter. Their Chapter cult teaches that life is transient and only the manner of a warrior's death holds any meaning.Whilst they may be somewhat cold, the Star Phantoms truly hold no compulsions about dying, so long as they know they will be grieved for by their comrades according to their beliefs.
Star Phantoms - Chapter History: The Star Phantoms Chapter is an Astartes Chapter with a shrouded and sometimes troubled history. The Star Phantoms' victories, though many, have largely remained unsung and unremembered. For much of their past they have been left to operate alone at the edge of the Imperium breeding in them an isolationist streak that has seldom embraced outside command.These changes of fate have led to the Star Phantoms clashing with Imperial authorities and fellow Astartes on numerous occasions, and they have gained a shadowed reputation for themselves with other Imperial commanders.The origins of the Star Phantoms lie in the 23rd Founding of the early 38th Millennium, known in some sources as the "Sentinel" Founding as it was created to aid the Imperium's defences in numerous ill-starred and vulnerable areas of the galaxy.Their exact origins and primogenitor Chapter remained mysterious even during their creation, as did the backgrounds of many of the Chapters of this Founding.
Star Phantoms - Chapter Homeworld: The Star Phantoms' initial deployment as a Chapter was to the Shrine World of Haakoneth on the edge of the ravaged Sakkara Sector where they fortified one of the planet's mountainous mausoleum-complexes to serve as their base of operations and fortress-monastery. From this bastion they sallied forth against the numerous foul xenoforms that plagued the region.The Star Phantoms' Neophyte recruits were drawn from the technologically regressive barbaric remnant-populations of the surrounding systems, and their first tasks were to guard against the numerous horrors that plagued that fallen seat of the Imperium's power.Since the Hrud assault, the entire Sakkara Sector and the Chapter's former homeworld of Haakoneth have been lost to the outer void for more than a millennium as a result of the Hrud infestation ensconced within a temporal Warp rift that destroyed that world, but these dark beginnings appear to have left an indelible mark on the soul of the Chapter that has remained to the present.The Star Phantoms became a fleet-based Chapter after the loss of Haakoneth, slowly rebuilding their strength and participating in numerous conflicts and interventions across the Segmentum Obscurus. Followin the Badab War, the Chapter has placed it new fortress-monastery upon the ice moon of Jahga in the Archean System of the Badab Sector.
Star Phantoms - Fortress-Monastery: After the successful conclusion of the Badab War, the Star Phantoms landed their ancient Battle Barge Memento Mori on the frigid surface of Jahga.Land-locked on the surface of the planet by the massive glaciers and never-ending formations of ice, the Memento Mori became the foundation upon which the Star Phantoms built their new fortress-monastery.
Star Phantoms - Chapter Organisation: The Star Phantoms broadly conform to the standard patterns laid down in the Codex Astartes, with some considerable slant given in its deployment and production towards the preferred use of "first strike" and drop assault weapons and war materiel, as well as exotic additions to the recognised tenets that tie in with their own unique beliefs.The Chapter has a preference for using heavy firepower to slaughter its enemies, closing to assault only when it is most tactically expedient to do so. For the Star Phantoms no one mode of combat holds any inherent glory or value over another, all that matters instead is that death is dealt to the enemy. Thanks in part to the extensive and diverse Chapter armoury, the tactical doctrines of the Star Phantoms favour Space Marine-carried portable heavy weapons to supply this combat firepower at close range.Both Plasma Weapons and Melta Weapons are fielded in comparably large numbers in the Star Phantom's ranks, with the Chapter deploying a pattern of three Devastator Squads per standard Battle Company, rather than the Codex Astartes-approved number of two as is the norm.This doctrine of close range firepower is also carried through by the Star Phantom's command structure, with combi-weapons, again favouring the incorporation of melta and plasma designs, produced in significant numbers by the Chapter's Techmarines and often carried into battle by its officers and Veteran Sergeants as a symbol of rank.In addition the Star Phantoms maintain a sizable core force of Vindicators and Land Raiders for use in armoured spearhead attacks, and manufacture and employ large numbers of Deathstorm Drop Pods in a fire support role for planetary assaults.
Star Phantoms - Deathwatch Service: Battle-brothers of the Star Phantoms are often solemn and invariably shun contact with those outside of their Chapter. While they do contribute brethren to the Long Watch, Star Phantoms serving in the Kill-teams of the Deathwatch often stand somewhat apart from their fellows.Their Chapter cult teaches that life is transient and only the manner of a warrior's death holds any meaning. While they may be somewhat cold, the Star Phantoms truly hold no compunctions about dying, so long as they know they will be properly grieved by their brethren in line with the devotions required by their Mortuary Cult.
Star Phantoms - Chapter Combat Doctrine: Following the destruction of their homeworld of Haakoneth in 120.M40, the Star Phantoms became a fleet-based Chapter. During this period, the Chapter came to further specialise in fleet combat and mass assault operations from near orbit.A favoured tactic of the Chapter is the coordinated use of large numbers of Drop Pods of varying types and classes, including weapons-platform types such as the Deathstorm as a key part of their strategies.It was during these years after the loss of their homeworld that the Chapter earned a merciless reputation for the indiscriminate use of firepower, often inflicting wanton collateral damage on their targets during civil insurrections.
Star Phantoms - Chapter Beliefs: The existence of indigenous and often unique cult belief systems, martial philosophies and variations on the Cult Imperialis within the Adeptus Astartes is far from uncommon. The so-called "Mortuary Cult" of the Star Phantoms is of a more extreme variety, and embraces the divinity of the God-Emperor of Mankind as "Imperator Mortifex" -- judge of the souls of the dead and the keeper of martyrs.Accordingly, the brethren of the Chapter see themselves as divinely ordained killers; Angels of Death in the truest sense. Grim solemnity accompanies their proceedings at all times and they care little for the individual glory of the warrior, but are instead consumed by the task of bringing death to those that defy the Emperor's will or seek to thwart His holy purpose.True to Imperial dogma, they hold as a central tenet of their beliefs "that only in death does duty end," and while they give little leeway or respite to the living, they deeply honour those who fall in the Emperor's service and hold the many martyrs of the Imperium and the dead of their Chapter with extreme reverence.As a part of their practices the Star Phantoms have been observed to hold many strange and elaborate funerary customs, and it is commonplace for battle-brothers of the Chapter to maintain a personal reliquary containing votive items such as the ashes of fallen comrades as a talisman, and are also apt to use the ground dust of their enemies' bones compounded as lapping powder for their armour.The keepers and high priests of these cult practices are the Star Phantoms Chaplains. Each company and detachment has its own attached Mortuary Chaplain to administer its rites, with a separate chantry of four Reclusiarchs and a Master of Sanctity maintained as a key part of the Chapter's command structure.
Star Phantoms - Chapter Gene-Seed: It is unknown which gene-seed was used during the Founding of the Star Phantoms. Some sources have since hinted that they utilised Dark Angels genetic material, although this has been vehemently denied by the Dark Angels themselves, and the Star Phantoms consider such queries, even via official channels, as inherently presumptuous and cause for offence.Likely this speculation is simply based on some observed similarity in livery, iconography and trappings, which along with the inherent introversion of character has given birth to a likely unfounded assumption by certain scholars of the Adeptus Terra and Deparmento Stratagos.
Star Phantoms - Notable Star Phantoms: Chapter Master Omadon Tiresias - Omadon Tiresias was the Master of the Star Phantoms who ordered the evacuation of his Chapter during the destruction of their homeworld of Haakoneth due to a massive Hrud migration. When the planet was engulfed in a massive Warp vortex of spatial turbulence, Tiresias was blinded by a rogue time-eddy that speared the command deck of his starship, the Battle Barge Memento Mori.Captain Calphax - Captain of the 5th Battle Company at the time of the Karthargo Crusade and the Scourging of Kerrack.Captain Zhrukal Androcles, "Siegebreaker" - A grim and relentless warrior, Zhrukal Androcles was the Captain of the Star Phantoms 9th Devastator reserve company during the Badab War. During the final assault on Huron's capital known as the Palace of Thorns, Captain Androcles led a detachment to breach the catacombs of the Tyrant's palace, and as luck would have it, they ran into Lufgt Huron; and his bodyguard endeavouring to make their escape. The swift and bloody battle that followed wiped out the entire Star Phantoms detachment, but not before the dying Androcles managed to unleash a melta-blast at point blank range into the Tyrant of Badab, dealing him a mortal blow.Mercur - Brother Mercur joined the eternal hosts of the Emperor of Mankind very much in the manner he had served humanity, and entirely according to the beliefs of the Star Phantoms Chapter. Mercur's parent Chapter holds that life is transient and the manner of a warrior's death is all. Thus, Brother Mercur died protecting his fellow battle-brothers whilst in service to the Deathwatch, defending Watch Fortress Erioch's main portal against overwhelming odds. The doctrines of the Star Phantoms demand that the fallen are honoured above the living, and no warrior was held to have truly served until he had passed on. Thus, the name of Brother Mercur resounds through the ages by way of the life-bonded attendants dispatched by the Star Phantoms to sing the Hours at his chantry chapel. Though all of the Fifteen of Midael are duly honoured, the continuous chant emanating from the chapel dedicated to Brother Mercur ensures that his memory lives on. It is said that the custodian Chapter Serfs the Star Phantoms have dispatched to attend this duty are under instructions never to cease their sonorous chanting, even in the most drastic of circumstances. This assertion was borne out several centuries later, when they continued with their duties even as death and anarchy threatened to engulf Erioch.
Star Phantoms - Chapter Fleet: The Star Phantoms' Chapter fleet had once been a large and proud void force, but was reduced by nearly two-thirds during the conflict to defend their original homeworld that became known as the Death of Haakoneth in 101.M40.By the time of the Badab War, almost two thousand standard years later, the Chapter had made some headway in rebuilding its fleet, though it still remained but a pale shadow of its pre-Haakoneth strength.Memento Mori (Battle Barge) - The Star Phantoms' most venerable and proud flagship that led the ragged remains of the Star Phantoms fleet's escape from the destruction of their homeworld of Haakoneth due to a large Hrud migration. Later, it played a vital role during the closing days of the Badab War during the final assault on Badab Primaris. After the successful conclusion of the war, the Star Phantoms chose the ice moon of Jahga and landed the ancient battle barge on its surface. Land-locked on the surface of the planet by the massive glaciers and never-ending formations of ice, the Memento Mori became the foundation upon which the Star Phantoms built their new fortress-monastery.Pale Wrath (Battle Barge) - A proud Battle Barge that served alongside the Memento Mori during the final assault on Badab Primaris in the closing days of the Badab War.Fires of Salvation (Strike Cruiser) - The Fires of Salvation was the Strike Cruiser allotted to the 5th Battle Company during the Karthago Crusade and the Scourging of Kerrack.Spectre of Fear (Strike Cruiser) - The Spectre of Fear was one of the proudest Strike Cruisers in the Star Phantoms' Chapter fleet.
Star Phantoms - Chapter Colours: The Star Phantoms' primarily wear white power armour.Symbols for squad-type are black and are located on the right shoulder plate and the Chapter icon is worn on the left shoulder plate.The Aquila or Imperialis on the chest plate is light yellow and the eye lenses on the helms are red.The black squad specialty symbol -- battleline, close support, fire support or Veteran -- is located on the right shoulder plate, but is sometimes located on the right knee plate. There seems to be no set standard as to how these markings are displayed.The display is left up to the individual battle-brother's personal preference.A black Low Gothic numeral is stenciled on the inside of the shoulder plate, to the right of the squad specialty symbol, indicating squad number.The colour of the left knee plate indicates company number.
Star Phantoms - Chapter Badge: The Star Phantoms' Chapter badge is a stylised black hour glass, with a twin pair of skulls reflecting one another forming the body of the hour glass.This symbolism is consistent with the mortuary beliefs of the Star Phantoms Chapter.
Star Phantoms - Canon Conflict: Despite the fact that Imperial records list the Star Phantoms as having been part of the 23rd Founding in the 38th Millennium, the Star Phantoms are also recorded to have fought alongside the Flesh Tearers in the cleansing of the Sakkara System, less than one hundred years after the end of the Horus Heresy in the 31st Millennium.The discrepancy remains unexplained.
Star Phantoms - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet)Cities of DeathDeathwatch: Honour the Chapter (RPG), pp. 117-118Deathwatch: The Emperor's Chosen (RPG), pg. 54Imperial Armour Volume Two (Second Edition) - War Machines of the Adeptus Astartes, pg. 52Imperial Armour Volume Ten - The Badab War - Part Two, pp. 44, 47-49, 53, 55, 132, 134-135, 155-156, 180Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned, pg. 25Imperial Armour Aeronautica, pp. 76-84Legends of the Space Marines (Anthology), "The Trial of the Mantis Warriors" by C.S. GotoWarhammer 40,000: Compendium, "The Badab War", pp. 33-35White Dwarf 101 (US), "Index Astartes: From The Imperial History Archive - The Badab War: The uniforms and history of the Badab Uprising" (1988) by Rick Priestley, pp. 71-73Flesh of Cretacia (Novella) by Andy Smillie
Star Pulse Generator - Star Pulse Generator: A Star Pulse Generator is a Necron starship weapon system only found mounted on Cairn-class Tomb Ships and Scythe-class Harvest Ships. A Star Pulse Generator sends out a massive pulse of energy when activated.Whilst other Necron ships are shielded from this attack, enemy vessels within the field of force’s radius are usually severely damaged, if not destroyed outright, by the immense energies released from this weapon.
Star Scorpions - Star Scorpions: The Star Scorpions, called the Androctonus Astra in High Gothic, was a Loyalist Space Marine Chapter of unknown genetic origin raised during the 25th Founding, the so-called "Bastion Founding". Upon their inception, they were one of three Chapters that made up the Adeptus Vaelarii, better known as the "Sentinels of the Veil," charged with standing sentinel over the scattered worlds of the region called Elara's Veil.Unfortunately, due to extreme flaws in the coding of their gene-seed, the Star Scorpions proved unable to replace their numbers, at the same time that their entire Chapter fleet became trapped in the Warp and was destroyed by its inhabitants.They are now considered extinct, a lost Chapter of the Adeptus Astartes. It is unknown what Chapter provided the gene-seed for the Star Scorpions' Founding and little other information about the Chapter is available in Imperial records. The Chapter's homeworld was called Khamun-Sen.While trapped in the Warp, the Star Scorpions eventually succumbed to the temptations of the Chaos Gods and its survivors became a warband of Chaos Space Marines known as The Pure. They finally returned to realspace in the wake of the birth of the Great Rift in the Era Indomitus in command of a vast Chaos warhost of Human and mutant Chaos Cultists known as the Exilarchy.With the aid of the Exilarchy, The Pure unleashed a war for control of Elara's Veil, hoping to reclaim for the Dark Gods the region they had once defended. Over a Terran century later according to the passage of sidereal time in the wake of the chronological aberrations created by the Great Rift, more than half of the region had fallen to their control. The remaining Chapters of the Adeptus Vaelarii -- the Emperor's Spears and the Celestial Lions -- found themselves struggling to maintain the freedom of the rest of the Veil.
Star Scorpions - Sentinels of the Veil: Following the inception of the Star Scorpions Chapter during the 25th Founding, they were became part of a triumvirate of Adeptus Astartes Chapters, including the Celestial Lions and the Emperor's Spears, known as the Adeptus Vaelarii or "Sentinels of the Veil."The Sentinels were charged with standing watch over the worlds of Eldara's Veil, a backwater sector of the galaxy in the Ultima Segmentum. But eventually, the Star Scorpions would no longer be able to fulfill their oath-sworn duty due to their own genetic flaws that saw them fatally undone.
Star Scorpions - Death of the Star Scorpions: The Star Scorpions had the dual misfortune of producing highly mutated gene-seed that often made successful implantation of new Astartes impossible and being utterly devastated by Daemonic entities when the Chapter's fleet became trapped in the Warp.The exact fate of the Star Scorpions is unknown. However, the High Lords of Terra decreed on behalf of the Emperor of Mankind that the Chapter should be considered irrevocably lost when the Adeptus Mechanicus proved incapable of using their corrupted gene-seed reserves to reconstitute them.
Star Scorpions - Reallocation of Chapter Number: The highly mutated gene-seed of the Star Scorpions hampered Imperial efforts to rebuild the Chapter and eventually the bio-engineers and chem-architects of the Adeptus Mechanicus were forced to concede defeat.For a time it seemed that the Chapter number 888 would never be used again, but some Terran years later, with the 26th Founding of 738.M41 in the offing, the Mechanicus were persuaded to revisit the Chapter colours, number, and regalia, resulting in the creation of the Mentors Chapter.The Mentors received the colours and number of the extinct Chapter but instead of the Star Scorpions' corrupted gene-seed, they were provided with an entirely new generation of genetic material collected from the storage banks of the Mechanicus' Terran laboratories.
Star Scorpions - Chapter Colours: The Star Scorpions primarily wore forest green power armour which included the backpack, helm, shoulder pauldron trim, chest guard and groin. The shoulder pauldron insets, arms and leg armour were white. The Aquila or Imperialis on the chest guard was golden. The squad specialty symbol on the right shoulder pauldron was red.The Star Scorpions used the same colour scheme as the current Mentors Chapter.
Star Scorpions - Chapter Badge: The exact appearance of the Star Scorpions' Chapter badge is not listed in current Imperial records, but is known to be some variant of a scorpion.
Starcannon - Starcannon: The Starcannon is the most common form of Aeldari Plasma Weapon, and makes use of a small nuclear fusion reaction to superheat a stream of matter into its plasma state.The Starcannon is a rapid-fire weapon and its potent blasts are able to pierce all but the heaviest types of armour worn by infantry. It is also hauntingly accurate due to its use of a sophisticated electromagnetic pulse to guide its lethal blasts to enemy targets.The Aeldari Starcannon is far superior to its Imperial counterparts as the core of the Aeldari Plasma Weapon is protected by a sophisticated series of electromagnetic containment fields to ensure the weapon will never overheat in the hands of its wielder, despite producing the incandescent heat of a sun.However, a Starcannon is too large to be carried by infantry and is only mounted on Aeldari vehicles, such as Wave Serpents, Falcons, and War Walkers, or fire support platforms which commonly accompany Guardian squads.Despite this limitation, the Starcannon is favoured by many Aeldari commanders due to its sheer destructive power.
Starcannon - Sources: Codex: Eldar (3rd Edition), pg. 35Codex: Eldar (4th Edition), pg. 22Codex: Eldar (6th Edition), pg. 63
Starchosen - Starchosen: The Starchosen is a Genestealer Cult that originally infested the Agri-world of Cornucopia. It was destroyed during an Exterminatus action order by the Ultramarines some time in the final years of the 41st Millennium.
Starchosen - History: On the Agri-world of Cornucopia, a splinter fleet of the shattered Hive Fleet Behemoth triggered the rise of the Genestealer Cult known as the Starchosen. The Ultramarines 8th Company put down the insurrection at great cost, its massed Assault Marines taking their Chainswords to the Genestealers and their hybrid kin until none were left alive.Cornucopia's Planetary Governor Udo Ingloriam sent a cargo ship full of brand new Goliath Trucks to Masali, Cornucopia's twin Agri-world within the borders of the Realm of Ultramar. Only after the vehicles were found to be full of Genestealers, sealed within antique stasis caskets to prevent detection, was Udo Ingloriam's treachery uncovered.The 8th Company returned to Cornucopia. This time, it was all but destroyed, for the Starchosen had grown strong indeed. On the orders of Ultramarines Chapter Master Marneus Calgar himself, the planet was designated Perdita and subjected to Exterminatus.
Starhawk - Starhawk: The Starhawk, also known as the Calixis Pattern Starhawk Bomber, is a non-atmospheric Imperial Navy bomber. Starhawk bombers are larger, slower voidcraft than the Marauder bomber which is capable of operating in both vacuum and an atmosphere and was the previous primary bomber in use by Imperial forces.A Starhawk is designed to carry a heavy payload of Plasma Bombs and armour-piercing missiles for use solely against enemy capital ships rather than planetary targets.The Calixis Pattern has forward racks for up to 10 large anti-ship missiles with powerful Krak warheads, and mid-bays containing multiple bomb-firing cylinders.Starhawks launch volleys of missiles at precise targets on an enemy warship, then close and make "bombing runs" on the hull, pumping out ﬂurries of plasma warheads.Crews of ten to fifteen man these weapons as well as less-potent armaments designed for defence against starfghters and incoming missiles. Like the Fury Interceptor that often accompanies it, the Starhawk has cramped living quarters that allow these spacecraft to be used for extended assignments. A standard Starhawk features limited sleeping quarters, chemical toilets and even an automated medical unit inside its hull.Armed with a multitude of short-range, turret-mounted defence weapons like Lascannons that are used to fend off enemy starfighters, a lone Starhawk can wreak great havoc among enemy fighter squadrons before swooping in to deliver a crippling missile strike on an enemy capital ship.On rare occasions, Starhawks can be modified to carry and launch a very small number of anti-voidship torpedoes. Starhawk bombers are typically organised into squadrons of ten craft.
Starhawk - History: The Starhawk is the more effective replacement for the Marauder bomber following that model's reassignment by the Imperial Navy to serve solely as an atmospheric bomber with the Aeronautica Imperialis.It features an increase in armour, speed and maximum payload over the Marauder.The Starhawk appears in the standard complement of most Imperial capital ships designed to deploy Imperial Navy aircraft wings, although some of the less well-equipped sub-sector fleets continue to use the Marauder as their primary bomber for space-based operations.
Starhawk - Dimensions: Type: Void BomberLength: UnknownCruising Speed: 1,800 kilometres per hourCrew: Pilot, Co-pilot, 5 Gunners, Bombardier, Tech-priest Enginseer, Acolytes
Starhawk - Adeptus Mechanicus Technical Specifications: Starhawk BomberType:Non-atmospheric bomberOperational CeilingN/AVehicle Name:Starhawk BomberCruising Speed:1,800 kilometres per hourForge World of Origin:UnknownRange:N/AKnown Patterns:Calixis PatternMain Armament:1 forward gunner-operated Twin-linked Lascannons, 2 gunner-operated Twin-linked Long-barrelled Multi-Laser turrets, 2 wing-mounted remote gunner-operated Twin-linked Heavy Bolter turretsCrew:10-15 crew; including Pilot, Co-pilot, 5 Gunners, Bombardiers, Tech-priest, and EnginseerSecondary Armament:Anti-ship Missiles, Plasma BombsPowerplant:UnknownMain Ammunition:NoneWeight:UnknownSecondary Ammunition:Forward rack of 10 anti-voidship missiles, rear bays with 40 Plasma BombsLength:UnknownArmour:UnknownWingspan:UnknownSuperstructure:UnknownHeight:UnknownHull:Unknown
Stark Report - Stark Report: The Stark Report is the final recommendation of a highly secret committee investigating the Tyranid threat to the Imperium of Man within the Adeptus Administratum called the Strategic Collective. The collective was formed on the order of a classified decree by the High Lords of Terra following the defeat of Hive Fleet Leviathan in the Third Tyrannic War.The report to the Senatorum Imperialis from the Strategic Collective revealed that a full threat analysis conducted by the Adeptus Mechanicus had determined that the initial three Tyranid hive fleets that invaded the Milky Way Galaxy in the 41st Millennium were simply the reconnaissance forces for a far larger hive fleet expected to arrive within Imperial space in less than a standard century, some time in the early 42nd Millennium according to the Imperial Calendar of that time. Among other items, the report advised that to meet the expected Tyranid threat, the Administratum's Departmento Munitorum would have to increase the mobilisation and recruitment of new Astra Militarum regiments by up to 500%.Such a preposterous undertaking would require that the Imperium recruit every single Human being -- man, woman and child -- now living in the Segmentums Solar, Obscurus and Tempestus. Clearly, if the Imperium is to weather the expected Tyranid assault, it will need to find another alternative beyond increased manpower to enhance its combat effectiveness against the terrible extragalactic xenos.
Starship Weapons - Starship Weapons: Starship Weapons are those massive weapons designed to work in the vast reaches of outer space against other starships with their incredibly potent defences. The most common types of starship weapons are Weapons Batteries, Lances, and Torpedoes.
Starship Weapons - Weapons Batteries: "Weapons battery" is a generic, catch-all name for the macrocannons, voidship-grade Plasma Cannon batteries, voidship-grade Lances, voidship-grade Railguns, and voidship-grade Missile Launchers that make up the vast majority of spaceborne weapons and can be fired in a multitude of ways, from one concentrated blast to a pattern determined by the captain. Nearly all warships are well-armed with gun ports and weapon housings for weapons batteries.While the weapons batteries of many different factions like Chaos Warfleets and the T'au Empire have a similar end effect to those employed by the Imperium, several of the intelligent starfaring races such as the Tyranids and the Necrons use weapons batteries that are significantly different in how the weapons output is produced from the norm across the Human-settled galaxy.
Starship Weapons - Orks: Ork weapons batteries (or "Gunz" as the Greenskins call them)) are notable for their questionable reliability, with individual weapons often failing or running out of ammunition, yet with others simultaneously being repaired (or even improved), right in the midst of an ongoing battle. In addition to their usual weapons batteries, many Ork starships are also armed with so-called "Heavy Gunz" that are extremely short-ranged, but deal immense damage.
Starship Weapons - T'au Empire: The T'au also make use of large Railguns mounted on warships that require massive amounts of energy to fire despite the advanced T'au superconductors. Because of this, power is routed to a single barrel at a time. The sequence is timed to ensure the first barrel is reloaded before it is charged again. Railguns function as standard weapons batteries.
Starship Weapons - Tyranids: The Tyranids' equivalent of weapons batteries fire short-ranged, compact, organic pods containing highly caustic pyro-acid that will melt through the hulls and innards of any voidship they hit. The impact alone is capable of harming starships, but so ravenous are the acids released into the target ship's bulkheads that there is a chance of causing additional damage over an extended period of time, until the stricken vessel can bring the spreading damage under control.
Starship Weapons - Lances: The idea behind Lances is simple: use an ultra-heavy directed energy laser cannon to hit an enemy with a blast so powerful that it punches straight through its armour. Like weapons batteries, each starfaring race has its own Lance-type weapons, many of which have effects that are drastically different from those technologies employed by the Imperial Navy.
Starship Weapons - Craftworld Aeldari: Craftworld Aeldari Pulsar Lances fire a barrage of potent directed energy beams, rather than a single powerful one, leading to multiple hits on the target. The end result is a weapon that is nearly twice as deadly as its Imperial counterpart.
Starship Weapons - Drukhari: The Drukhari Phantom Lance is a battery of dark matter-powered lasers that can strike twice as hard as other races' lance weaponry, making them much more dangerous than their Imperial equivalent in starship combat.
Starship Weapons - Necrons: The Gauss Particle Whip, found on Necron cruisers and battleships, produces a flensing particle beam with an extremely tight focus, which can allow it to bypass void shields. Some have been seen arcing to a second nearby target, though this arc has roughly only half the strength of the original.
Starship Weapons - T'au Empire: T'au voidship-grade Ion Cannons fire blasts of directed energy that vaporise the object struck, magnifying the energy discharge. Armour is of no value against them. They function the same as Imperial Navy starship Lances in all respects.
Starship Weapons - Tyranids: The Tyranids use slow-moving, bio-plasma blasts in a manner similar to the way that the other species dependent on inorganic technology use lances. Bio-plasma energy moves very slowly, which limits it to extremely short ranges but allows it to bypass Void shields unhindered.
Starship Weapons - Orks: The Ork version of a Lance is called a "Zzap Turret," which fires what is effectively a massive lightning bolt at the target. It is the opposite of standard Ork ship weapons in nearly every way; while their various types of voidship-sized Gunz are short-range, have low accuracy and high damage, the Zzap Turret has perfect accuracy, extreme range and a lower damage output, but it is still quite effective as Lance weapons go. However, these weapons are not common in large numbers on Ork warships.
Starship Weapons - Torpedoes: Torpedoes are large, anti-voidship missiles used in naval space battles. They are a highly versatile weapon, as they can be used by any spacecraft from the largest battleships to the smallest planet-side missile defence silos. Up to 200 Terran feet long and powered by a powerful Plasma Reactor that also forms part of the warhead, torpedoes' extremely limited tracking abilities are made up for by the sheer size of the blast they can produce, making a near miss almost as good as a direct hit.The threat they pose when fired in large salvos also allows them to force an enemy fleet to maneuver to avoid them, allowing canny admirals to limit the enemy's tactical options and "herd" their ships, providing an advantage even if they are evaded successfully.Torpedoes are made even more effective by the difficulty of hitting them, which results in fighters and point-defense turrets being the only weapons that can be counted on to consistently engage and destroy them. Larger weapons like weapons batteries, lances, and Nova Cannons can still work as anti-torpedo weapons if the situation proves desperate enough, though their small size (compared to a starship) means they are relatively difficult to target with main weapons.Torpedoes come in many forms and varieties beyond the "standard":
Starship Weapons - Imperium: While the Imperium's normal plasma warhead torpedoes are standard weaponry, they also have access to the largest array of specialist versions:Barrage Bomb - Barrage Bombs are highly effective at planetary bombardment.Guided Torpedo - Guided Torpedoes are remotely guided, which makes them highly accurate but vulnerable to jamming.Melta Torpedo - Melta Torpedoes punch through an enemy's hull and sets the ship ablaze.Seeking Torpedo - Seeking Torpedoes home in on enemy ships, but tend to detonate prematurely.Short Burn Torpedo - Short Burn Torpedoes have more powerful (if less fuel-efficient) engines intended to increase their speed.Vortex Torpedo - Vortex Torpedoes implode and create a ship-shredding, localised Warp rift.Rok-buster Torpedo - Rok-buster Torpedoes are designed to burrow deep into Ork Roks before exploding with a standard plasma warhead.
Starship Weapons - Craftworld Aeldari: All Craftworld Aeldari torpedoes carry sophisticated scrambling systems and targeting sensors, making them highly accurate and difficult to shoot down.Vorpal Torpedoes are maneuverable weapons outfitted with distortion warheads that open temporary spatial rifts into the Warp. A few Vorpal Torpedoes were utilised by Prince Yriel during the Battle of Duriel to destroy a Tyranid Norn-Queen Hive Ship. These appear to function similarly to the Imperial equivalent of Vortex Torpedoes.Sonic Torpedoes are a specialised variant of the standard Aeldari torpedo. This variant uses a sonic warhead that causes a massive sonic explosion, causing extreme damage to enemy voidships, though it can only be used in-atmosphere.
Starship Weapons - Drukhari: The Drukhari's Leech Torpedoes emit an electromagnetic ionisation field that drains a target's engine power, making the victim easier to chase down, cripple, and then board.
Starship Weapons - Leagues of Votann: Leagues of Votann voidships are outfitted with Drill Torpedoes which are modified mining equipment that can drill deep into an enemy voidship's hull before exploding just as easily as it can be used to drill into a mineral-rich asteroid to blast off portions of ore-rich rock.
Starship Weapons - T'au Empire: The T'au use large volleys of smaller, drone-guided missiles fired from railgun-like Gravitic Launchers that can track enemy targets with unmatched effectiveness.
Starship Weapons - General: Boarding Torpedoes are a cross between a standard torpedo and an assault boat that are used by many of the starfaring species. Instead of a large explosive, they deliver raiding parties into an enemy voidship's interior. The Adeptus Astartes, Tyranids and Orks are known to frequently use versions of them.
Starship Weapons - Prow Spurs: A prow spur is a protrusion added to the bow of a voidship which can be used to enhance a ramming attack on an enemy vessel. A number of starfaring species have been known to use their voidships themselves as weapons, physically ramming them into enemy vessels to cause significant damage. Consequently, on larger voidships typically of cruiser grade or above, those species that employ ramming tactics have also equipped prow spurs; these are various protrusions from the front of a vessel that act as a hardened battering ram to greatly increase the damage potential of a ramming assault.Some fleet commanders push this ability even further by conducting plasma energies through the spurs; these so-called "power spurs" do even greater damage during a ramming assault.
Starship Weapons - Imperium: The Imperium's prow spurs are typically in the shape of a large conical spearhead, concentrating the ramming force into the tip to help in punching through armoured enemy hulls.
Starship Weapons - Orks: Ork vessels often have their prow spurs built into the shape of an Ork face, with an extended lower jaw. This hardened, extended lower jaw acts just like an Imperial prow spur for increasing ramming damage, a tactic that the Orks frequently favour.
Starship Weapons - Tyranids: The Tyranids have evolved a number of their voidships, particularly their Hive Ships, to possess hardened extended "jaw" segments extending from the sides of their prow, the "head" of the biomechanical Hive Ship. These also function as prow spurs in terms of increasing the damage of a ramming assault, which the Tyranids also frequently favour.
Starship Weapons - Remote Bombs: Many starfaring species of the galaxy also employ the use of various remote bombs; large explosive payloads that are teleported into position from the host voidship, and then remotely detonated after a brief interval to inflict a variety of effects upon enemy vessels.
Starship Weapons - Plasma Bomb: The Plasma Bomb is the most common type of explosive ordinance used by the voidships of the starfaring species. It is a straightforward, nuclear fusion-mediated explosive charge that heavily damages every enemy voidship in a small area of space.
Starship Weapons - Disruption Bomb: A Disruption Bomb is a more technically-advanced voidship explosive that emits a disruptive pulse of energy over quite a wide area of space. While it has absolutely no effect on voidship hulls, it can disrupt primary defensive barriers such as Void Shields, Holo-Fields and even Tyranid Spore Shields.
Starship Weapons - Stasis Bomb: A Stasis Bomb creates an energy field that slows down or stops the flow of time within its range, a technology that is no longer well understood by the Adeptus Mechanicus in the 41st Millennium. Any ship caught in the effective area of the weapon is drastically slowed down, as are any projectiles like those fired by Macro Cannons or torpedoes in flight, and all types of attack craft. Lance beams, however, are unaffected since their emissions travel at relativistic velocities. Chaos Warfleets, which are heavily dependent on Lance weaponry, often favour the use of this technology since it does not disrupt their own vessels' primary weapon systems.
Starship Weapons - Other Weapons: Weapons batteries, Lances, and torpedoes are far from the only weapons used by the various starfaring factions of the galaxy in void battles.
Starship Weapons - Imperium: The Imperium's Nova Cannon is one of the most powerful weapons in the galaxy. It fires a 50 metre-wide shell out to a predetermined range at significant fractions of lightspeed, where the shell detonates in a massive explosion that can cripple cruisers and wipe out entire escort squadrons.The Bombardment Cannon is a linear accelerator that fires heavy Magma Bombs, and is found almost exclusively on Space Marine Battle Barges and Strike Cruisers. Despite being designed primarily for planetary bombardment, it is nonetheless a fearsome anti-starship weapon able to rip through even the thickest of starship armour.