vizn3r/warhammer40k-lore huggingface dataset:
Fabius Bile - Appearance: Fabius Bile wears his white hair bound in a long scalp-lock, which only serves to render his already gaunt features more skeletal and emaciated. His eyes are black, having changed to match those of his Daemon Primarch, Fulgrim.Bile wears a floor-length coat of flayed Human skin, taken from the bodies of the dead on Isstvan V. Here and there, it is possible to recognise the features of a face, a mouth stretched in an endless scream of agony or eyes wide with horror at the sight of the skinner's knife.Fabius also favours a belt of knotted sinew pierced through with metal loops, from which hang the tools of the Excruciator's art. These include hooks, blades, spikes, pliers and barbs glittering with the promise of excruciating and exquisite pain.
Fabius Bile - Trivia: Inspiration-wise, Fabius Bile is an amalgamation of various "mad scientist" figures from both the real world and fiction, from the Nazis' Josef Mengele to Dr. Victor Frankenstein.The etymology of Fabius Bile comes from the Latin word Fabius, which is the name of a Patrician Roman gens and Bile, from Latin bīlis ("bile"). In biochemistry bile is a bitter brownish-yellow or greenish-yellow secretion produced by the liver and stored in the gall bladder.The word bile also means bitterness of temper; ill-humour; irascibility.
Fabius Bile - Sources: Codex Heretic Astartes - Chaos Space Marines (8th Edition), pp. 48 ("The Primogenitor Primaris"), 86, 119Codex: Chaos Space Marines (3rd Edition, 1st Codex), pg. 25Codex: Chaos Space Marines (3rd Edition, 2nd Codex), pg. 39Codex: Chaos Space Marines (4th Edition), pp. 52-53Codex: Chaos Space Marines (6th Edition), pg. 63Codex: Chaos Space Marines (9th Edition), pg. 104Codex: Chaos (2nd Edition), pp. 44, 102-104Codex: Dark Eldar (5th Edition), pg. 22Haemonculus Covens - A Codex: Dark Eldar Supplement (7th Edition) (Digital Edition), "The Chronicle of Endless Woe"Horus Heresy: Collected VisionsIndex Astartes I, "Children of the Emperor - The Emperor's Children Space Marine Legion"Realm of Chaos: Slaves to Darkness (1st Edition), pg. 185Warlords of the Dark Millennium (Digital Edition) - Champions of Chaos, pp. 68-90, 93White Dwarf 278 (US), "Heroes & Villains of the 41st Millennium: Fabius Bile"White Dwarf 255 (US), "Index Astartes First Founding: Children of the Emperor"White Dwarf 227 (US), "Chapter Approved - Fabius Bile: Chaos Lord", pp. 73-80Galaxy In Flames (Novel) by Ben CounterFulgrim (Novel) by Graham McNeillFulgrim: The Palatine Phoenix (Novella) by Josh Reynolds, Chs. 1-2The Primarchs (Anthology), "The Reflection Crack'd" by Graham McNeillChirurgeon (Short Story) by Nick KymeRed Fury (Novel) by James SwallowBlack Tide (Novel) by James SwallowDeath and Defiance (Anthology), "Imperfect" by Nick KymeAngel Exterminatus (Novel) by Graham McNeillFabius Bile: Primogenitor (Novel) by Josh Reynolds, Chs. 2-4, 7, 11, 13, 14, 18Fabius Bile: Light of a Crystal Sun (Short Story) by Josh ReynoldsFabius Bile: Repairer of Ruin (Audio Drama) by Josh ReynoldsFabius Bile: Clonelord (Novel) by Josh Reynolds, Chs. 3-5, 20-21, 24Light of a Crystal Sun (Short Story) by Josh ReynoldsPsychioc Awakening: War of the Spider (8th Edition), pp. 8-19
Fabricator-General - Fabricator-General: The fabricator-general of Mars is the title of both the secular political leader of the Adeptus Mechanicus and the magos mechanicus or high priest of the Cult Mechanicus.As the leader of one of the most powerful organisations within the hierarchy of the Imperium of Man, the fabricator-general maintains a permanent seat on the Imperium's ruling Senatorum Imperialis as one of its reigning High Lords of Terra."Fabricator-general" is also the generalised title given to the archmagos who holds political and doctrinal sway as the planetary governor over any other individual Forge World of the Mechanicus by dint of their superior knowledge and insight into their chosen field. Many Forge Worlds often have a different specific title for their governing archmagos, depending on their individual histories and local variants of the Cult Mechanicus' belief system.
Fabricator-General - History: For thousands of standard years the planet of Mars has been ruled by the strange and mysterious caste of tech-priests of the Cult Mechanicus, who formed a technocratic parliament of theocratic, feudal overlords originally known as the Mechanicum, and after the Horus Heresy, as the Adeptus Mechanicus.This religious sect rose to dominance on Mars during the early centuries of the Age of Strife, and through the Machine Cult, Mars evolved a strong culture and ordered civilisation based around the worship of their "Machine God" or Omnissiah.To the Priesthood of Mars, science and technology were matters of sacred mysteries and arcane religion; matters not only of reason and experiment but of vital ritual and ceremony.
Fabricator-General - Treaty of Mars: In the late 30th Millennium, after the Emperor unified Terra during the Unification Wars, He launched the Great Crusade into the stars, in order to unite all of humanity under one banner following the Long Night of the Age of Strife, and end inter-Human conflict. Sensing a kindred spirit, the lords of Mars recognised the Emperor as a man of science who valued the machine and technological advancement.The Emperor was aware of their scrutiny, having watched the Red Planet from afar and made His plans accordingly. Mindful of this diplomatic opening the Mechanicum's beliefs afforded, and the vast strategic difficulties and destruction to his own forces any (and by no means certain) attempt to take Mars by force would entail, the Emperor sought a negotiated alliance with the Mechanicum Parliament.The Emperor promised to protect the tech-priests, allow them to continue to practice their religion in contravention of the atheistic Imperial Truth and respect the sovereignty of their Forge Worlds across the galaxy. In return, the Mechanicum would supply materials for His Imperial armies and build a mighty war fleet for His crusade to the stars.This afforded the Mechanicum a level of independence unequalled within the burgeoning Imperium. The Emperor also agreed to supply the Mechanicum with six houses of Navigators to replace their long dead thrall-Navigators, so that their voidships might once again safely travel through the Warp.Given such an incentive, Mars assented to an alliance, although not without some bloody internal strife over the matter, and the alliance was sealed when the Mechanicum's Ambassador to Terra -- the powerful fabricator-general who spoke for the Martian Parliament -- was respectfully given a seat on the War Council of the Great Crusade.The terms of this alliance were then formalised in a binding agreement called the Treaty of Mars (known as the Treaty of Olympus Mons to the tech-priests after the place on the Red Planet where the Emperor had first trod their soil). This treaty would inextricably bind together the Imperium and the Cult Mechanicus for the next ten standard millennia.To symbolise the alliance created between Terra and Mars that marked the true birth of the new Imperium, the Emperor changed His personal sigil from one consisting of crossed lightning bolts and a single raptor's head, the Raptor Imperialis, to the Aquila, a two-headed eagle whose heads represented the twin foundations of the new Human interstellar government -- Terra and Mars, Imperium and Mechanicum.With Mars now a part of the Imperium, the Great Crusade could begin in earnest and the rest of the Solar System was the first region of space to be conquered by the Emperor and His newly rearmed and re-equipped Space Marine Legions.
Fabricator-General - Notable Fabricator-Generals: Kelbor-Hal - Kelbor-Hal was the fabricator-general of Mars during the latter days of the Great Crusade and the Horus Heresy in the early 31st Millennium. When the Heresy began he swore allegiance to the service of Warmaster Horus and the Forces of Chaos, becoming the first leader of the Dark Mechanicus. In the name of his new allegiance, Kelbor-Hal would unleash the terrible civil war known as the Schism of Mars upon the Red Planet, the sacred heart of the faith of the Machine God.Zagreus Kane - Kane was a Fabricator Locum during the time of the Great Crusade and Horus Heresy. During the opening days of the Schism of Mars he would succeed the traitorous Kelbor-Hal as the new fabricator-general of the Loyalist Mechanicum forces and would later oversee the transition of the ancient Mechanicum into the Adeptus Mechanicus of the present Imperium. When First Captain Sigismund and four companies of Imperial Fists landed on Mars to secure the forges and the munitions, weapons and new patterns of power armour being produced there, Kane aided Sigismund by ordering nearly all of his servitors to help load weapons and armour onto awaiting transports to be taken to Terra.Gastaph Hediatrix - Gastaph Hediatrix was the reigning fabricator-general during the Age of Apostasy, a second period of civil war in the Imperium of Man during the early 36th Millennium when the Imperium's government was essentially seized by a single man, High Lord Goge Vandire, who ruled the Imperium according to his own wishes instead of in accord with the Emperor's will. Enraged by what he saw, Hediatrix ordered regiments of the Martian Tech-Guard to transport to Terra. These regiments were joined by multiple Space Marine Chapters comprised of the Black Templars, Fire Hawks, Imperial Fists and Soul Drinkers, who assaulted the Ecclesiarchal Palace, the central complex which housed the Apostate High Lord, and ended Vandire's Reign of Blood. The fabricator-general, with the help of the Space Marine Chapters, set about resurrecting what remained of the High Lords of Terra and played an instrumental role in ensuring those who profited from the Reign of Blood would face trial for their conduct.
Fabricator-General - Videos: High Lords of Terra (Senatorum Imperialis)Permanent MembersMaster of the Administratum • Inquisitorial Representative • Ecclesiarch • Fabricator-General • Grand Provost Marshal • Paternoval Envoy • Master of the Astronomican • Grand Master of Assassins • Master of the Adeptus Astra TelepathicaRotating MembersLord Commander of the Segmentum Solar • Lord Commander Militant  • Lord High Admiral • Cardinal(s) of the Holy Synod of Terra • Abbess Sanctorum • Captain-General • Chancellor of the Estate Imperium • Speaker for the Chartist Captains • Lord ConstableRuling MemberLord Commander of the Imperium • Imperial Regent
Fabricator Claw Array - Fabricator Claw Array: A Fabricator Claw Array is a Necron collection of energy tools primarily used by Canoptek Spyders to effect repairs and fabricate components on the fly for nearby Necron vehicles, usually by repairing engine drives and weapons that have been disabled during battle, although greater repair tasks can be performed if the Canoptek Spyder is given sufficient time. Canoptek Spyders also use their Fabricator Claw Array to repair just about anything else their Necron masters direct them too, including the repair of other Necrons on the battlefield when necessary. However, a Fabricator Claw Array also makes for a powerful close combat weapon when utilised by a Canoptek Spyder.
Faceless Trade - Faceless Trade: The "Faceless Trade," as it is known in the Askellon Sector of the Segmentum Obscurus, is an illicit market in xenos artefacts, Warp-tainted artefacts and other forbidden goods.Any caught engaged in it in any capacity at all, whether buyer, seller, supplier, or broker, is guilty of a crime usually punishable in the Imperium by death or worse.
Faceless Trade - Cerulean Pact: This smuggling group originated as an ancient agreement amongst several explorers who discovered a cache of items of possible xenos nature, all adorned in deep blue colours. Sensing profit, they gathered them for sale across the sector. Riches abounded, but within a generation all of those involved were mysteriously slain.By then, though, the group was well-established in the Faceless Trade. As Terran centuries passed, the original meaning was forgotten, and trade in any items deemed not just illegal but dangerously forbidden was often called a Cerulean Deal or "blue bartering." Few, if any of those currently conducting such forbidden trading know of the origin of the name, but still dab dark blue marks inside their wrists as a way to identify each other.
Faceless Trade - Order of the Toothed Gears: Few know much of the origins of this Faceless Trading group, for it maintains high levels of secrecy. The Order appears to be primarily composed of exoteks and outcast Tech-priests, and is obsessed with alien technologies. While most Faceless Traders dabble at some level with such devices, the Order's members go beyond mere trading and delve into blasphemous levels of study and veneration, leading some Inquisitors to brand it more a cult than criminal enterprise.Toothed agents scour the fringes of Askellon for the latest finds, while in turn selling or bartering away uninteresting items to eager collectors. The senior leaders often replace body parts with xenos mechanisms or implant alien power sources into their flesh to support inhuman weaponry, but also trade in proscribed knowledge of their finds with those uncaring of the source. While not as widespread as the Trade Sable or as vicious as the Edge Syndicate, the Order is rising in power as more and more caches of impossibly ancient xenos devices are unearthed across Askellon.
Faceless Trade - Edge Syndicate: On over a score of worlds throughout the Askellon Sector's trailing rim, the agents of the Edge Syndicate are known and feared throughout the criminal underworld as the purveyors of blasphemous wonders wrenched from alien vaults. The source of their artefacts is unknown, but those who deal with them most often believe they must have found some lost treasure world of a dead civilisation, for nearly all of their seemingly limitless merchandise shares an unsettling aesthetic. No questions are asked of the Edge Syndicate on this topic, for even beyond the normal secrecy of the Faceless Trade, they have a fell reputation.Rumours swirl of Syndicate enforcers with grafts of long-dead xenos flesh, and other implants of twisted manufacture. The reports are fragmented and often contradictory, but no one who knows of the Edge Syndicate believes for an instant that they would hesitate to make use of their wares. The merchants and dealers they send to potential clients conceal their identities behind inhuman masks of a material like blackened porcelain, but harder than steel -- as rumours might have one believe.A few rarely-whispered reports claim that these visages are not masks at all, but new faces surgically grafted to the Syndicate's representatives. The boldest rumour-mongers sometimes assert that the Syndicate are not mere merchants at all, but the frontmen for a xenos empire delivering a payload of corruption to the Imperium. Such accusations are rarely levelled more than once.
Faceless Trade - Trade Sable: The Trade Sable is an organisation of smugglers and their ilk who deal in the forbidden, from dismal, forbidden texts to xenos relics. These goods are far more than simply illegal; they are heretical and accursed. Sable Traders, therefore, are a merciless and wicked lot, perfectly content to see worlds engulfed in the fires of perdition, so long as they receive their payment.The Sable Traders themselves were involved with the trade of ancient xenos artefacts unearthed beneath the countless cemeteries on Thaur. For many standard years, these objects trickled out from Thaur to be dispersed across the Askellon Sector. In particular, the dissolute nobles and heretical covens of Desoleum have frequently acquired these artefacts, as the massive amounts of interstellar commerce between the two worlds make it a prime hub for smuggling.While its activities require members to operate throughout the Askellon Sector, the Trade Sable is based on Desoleum, which acts as a hub for nearly all of its business. It is one of many groups involved in the sector's so-called Faceless Trade -- a loosely-affiliated network of smuggling organisations who move proscribed objects such as xenos devices and Warp-tainted artefacts. The Faceless Trade is a step beyond smugglers of arms, chems, or other wares that contravene Imperial law -- it deals in the objects that damn souls and bring entire worlds crashing down in heresy.
Faeburn - Faeburn: Faeburn is an Imperial world whose population resides in its myriad subterranean honeycombed caves. Faeburn is the homeworld of the Astra Militarum regiments known as the Faeburn Vanquishers.In the aftermath of the Great Rift's birth in the Era Indomitus, a strange phenomenon has filled Faeburn's skies. This hallucinogenic pattern, known as the Aurora Illuminato, forms shapes and faces, which Faeburn's devout of the Imperial Creed see as signs sent by the Emperor. However, they also often bring nightmares and can slowly drive some of the affected and most vulnerable population towards insanity and various psychoses, as well as an increased risk of Chaos corruption.Four brute regiments of Bullgryn Auxilia were sent from Faeburn to aid in the cleansing of the Eletyrio Spaceport during the Haephos Containment in the Chalnath Expanse Campaign.
Faeburn Vanquishers - Faeburn Vanquishers: The Faeburn Vanquishers are a Militarum Regimentum of the Astra Militarum who emulate the Cadian Shock Troopers. The drilled precision and ardent resolve of lost Cadia's regiments have been emulated across countless Imperial worlds, with many Militarum Regimentos receiving training from Cadian infantry and tank officers. Cadian-derived tactics and uniforms are therefore seen upon battlefields throughout the galaxy.The Vanquishers hail from the honeycombed caves of the world of Faeburn. Since the opening of the Great Rift, a strange phenomenon has filled Faeburn's skies. The hallucinogenic pattern, known as the Aurora Illuminato, forms shapes and faces, which Faeburn's devout believers in the Imperial Cult see as signs sent by the Emperor. However, the images bring nightmares as often as they bring solace.
Fafnir Rann - Fafnir Rann: Fafnir Rann was a ruthless and bellicose captain and lord seneschal of the Imperial Fists Legion during the Great Crusade and the Horus Heresy. He would take part in many notable campaigns during the Heresy, including the Battle of Phall, the Battle of Pluto and the climactic Siege of Terra.Following the end of the Horus Heresy and the defeat of the Arch-traitor Horus, Rann also participated in the  campaigns of the Great Scouring that drove the Traitor Legions from Imperial space.He continued to serve as a member of the Imperial Fists until he was chosen by his primarch to lead his own Space Marine Chapter created during the 3rd Founding. Taking the title of "High Executioner," Fafnir Rann named his new Chapter the Executioners, so-called because they believed that they were the headsmen of the Emperor who executed those who threatened His realm. Rann led his Chapter on a never-ending quest to seek out and execute Mankind's enemies.This earned the Executioners a fell reputation as a bellicose and almost barbarous Chapter. Like their first Chapter Master, the Astartes of this Chapter came to disdain martial trappings and the ordered obedience of the more stalwart Codex Astartes-compliant Chapters such as the Ultramarines and their own genetic forebears the Imperial Fists. The Executioners shared little in common with their progenitor's culture and traditions.
Fafnir Rann - Wargear: Power Armour2 Power Axes named The Headsman and The HunterStorm Shield (As replacement for 1 Power Axe)
Failsafe Detonator - Failsafe Detonator: A Failsafe Detonator is a powerful T'au explosive device that causes the bearer's T'au Battlesuit to self-destruct in a lethal explosion. This technology was developed to be used in only the most dire of circumstances and was intended to serve as the ultimate expression of the doctrine of the Greater Good.With the pilot's sacrifice, he buys the rest of his squadmates time to withdraw and regroup in the face of overwhelming enemy forces. A Failsafe Detonator is a signature Support System available only to Battlesuit pilots of the rank of Shas'vre or higher.However, the current rarity of this system among deployed Fire Caste units means that its distribution is usually limited to one per Hunter Cadre.
Faithless, The - Faithless, The: The Faithless are a large warband of Chaos Space Marines drawn from the Alpha Legion who operate off of the Chaos Battleship Anarchy's Heart. Formerly led by the Chaos Lord Arkos the Faithless, the warband is now believed to have been destroyed during the Siege of Vraks. Arkos himself is currently a prisoner of the Dark Angels Chapter of Space Marines.
Faithless, The - Notable Campaigns: The Siege of Vraks (813-830.M41) - The Faithless took part in the Siege of Vraks, a 17- year-long, bloody campaign to take the important Imperial Armoury World of Vraks Prime. The mighty Chaos Lord Zhufor of the Khornate warband of Chaos Space Marines called the Skulltakers, was charged by his master Abaddon the Despoiler to run the war on Vraks to his liking. Zhufor first began subjugating the various Chaos warbands and factions, to unify them under his leadership. Most warbands submitted, all save Arkos the Faithless and his Alpha Legion warband known as The Faithless, who had been the first Chaos Space Marines to intervene in the Vraks conflict and had sent out the call that had brought other Chaos Space Marine factions to Vraks Prime to aid the Forces of Chaos already engaged on the world. The Faithless would not submit to Zhufor but in order to save his warband from being attacked, Arkos made a treacherous deal with the Khornate Lord. Of all the warband leaders he alone had the trust of the Apostate Cardinal Xaphan (the architect of the Chaotic insurrection on Vraks), who was hidden away inside his fortress. Arkos knew that the Apostate-Cardinal was already little more than a symbolic figurehead for the Chaotic forces on the planet, and that Arkos had been really directing the war effort for years. Yet many of the Vraksian Renegades saw the Cardinal as their messiah, particularly since Xaphan had already proclaimed himself as such. Arkos agreed to turn traitor against Xaphan and to maintain his own independence he would allow Zhufor to capture the Cardinal. The treacherous pact was made, and Arkos proved true to his word. In secret, the Alpha Legion allowed Zhufor and his personal bodyguard of Chaos Terminators into the Cardinal's Palace. The palace became a charnel house, as Zhufor and his men slaughtered nearly everyone within. The Cardinal was captured alive by Zhufor himself. He had played his part on Vraks but now Khorne only had one final use for him -- as a sacrifice. However, when the Imperial forces ultimately proved triumphant upon Vraks Prime, the Faithless were all but wiped out in the final Imperial assault, and Arkos the Faithless became a captive of the Dark Angels, who were determined to uncover all that he knew about the secrets of Chaos -- through any means necessary.
Faithless, The - Notable Faithless Warband Members: Arkos the Faithless - Arkos, also known as the Faithless and the Scion of Alpharius, was the Chaos Lord of the Alpha Legion warband known as The Faithless. Since the Horus Heresy, this vile Chaos Lord had continued the Long War against the "Corpse Emperor" and his unwitting servants. Arkos continued to stir up dissension and rebellion within the realm of Mankind until he met his eventual fate during the Siege of Vraks late in the 41st Millennium. Confronted by a strike team of Loyalist Astartes composed of elements of the Angels of Absolution and the Dark Angels Space Marine Chapters, it is rumoured that he was captured and brought back to the Dark Angels' mobile fortress-monastery known as The Rock as a prisoner. His actual fate remains unknown.
Faithless, The - Warband Colours: Like the rest of their parent Traitor Legion, The Faithless still maintain the basic Alpha Legion colour scheme for their Power Armour -- blue, silver and green.
Faithless, The - Warband Badge: The Faithless uses the same Legion badge and iconography as the Alpha Legion, namely a green hydra, the mythological multi-headed serpent that has the ability to grow back two heads for every one that was cut off.
Falchion-class Frigate - Falchion-class Frigate: The Falchion-class Frigate is a newer class of escort vessel utilised by the Navis Imperialis across the galaxy, but especially within the Calixis Sector.
Falchion-class Frigate - Notable Falchion-class Frigates: Truth Eternal - The Truth Eternal was initially commissioned as part of the Prion Subfleet of Battlefleet Bakka, before it was requisitioned by Inquisitor Goldoran Talicto for a secretive mission beyond the Veil Stars. Believed lost for more than a dozen standard years, the frigate returned as part of Battlegroup Caradryan at the great mustering above the Shrine World of Ero. There, with its master denounced as a Heretic by Inquisitor Covenant, the Truth Eternal was involved in the destruction of the famed Reliquary Tower harbouring the sacred bones of Saint Aspira of the Order of the Bloody Rose, leading to the death of several prominent members of the Inquisitorial Conclave that was being held there. Fleeing the system, the Truth Eternal vanished again, only to reappear in the Serpent System and destroy the hidden archive of Talicto while Inquisitor Covenant and Lord Inquisitor Vult were investigating it. Following the discovery that the Renegade Talicto had in fact died years before, Inquisitor Covenant has vowed to track down the Truth Eternal and the secretive masters it now serves.EscapadeVirago
Falchion-class Frigate - Notable Falchion-class Squadrons: The Initiates of Monglor - A Falchion-class escort squadron that was active during the Third War for Armageddon.The Rhomphaian Squadron - A Falchion-class escort squadron that was active during the Third War for Armageddon.Michaelis Fire Squadron - A Falchion-class escort squadron that was active during the Third War for Armageddon.Torchbearer Patrol - A Falchion-class escort squadron that was active during the Third War for Armageddon.
Falchion-class Frigate - Dimensions: Hull: EscortClass: Falchion-class FrigateDimensions: Approximately 2.2 kilometres long, 0.3 kilometres abeam at fins.Mass: Approximately 6.5 megatonnesCrew: Approximately 27,000 crewAcceleration: 4.6 gravities max sustainable acceleration
Falchion - Falchion: The Falchion Super-Heavy Tank Destroyer, or simply the Falchion, was a super-heavy tank destroyer used by the Space Marine Legions, and in limited numbers by the Imperial Army and military forces of the ancient Mechanicum, during the time of the Great Crusade and the Horus Heresy in the late 30th and early 31st Millennia.Along with its sister super-heavy tanks, the Fellblade and the Glaive, the Falchion was one of the most powerful and most feared weapons used during this time.
Falchion - Armament: The Falchion was used as a super-heavy tank destroyer, and as such it lacks some of the features of the Fellblade such as a turret-mounted main gun, instead its main weapon is fixed to the vehicle's forward hull and is only capable of slight movements. The Falchion is armed with a full-sized twin-linked Volcano Cannon, a weapon that is usually mounted on Imperial Titans. This is one of the most powerful vehicle-mounted, anti-tank weapons in the Imperium's arsenal and it requires such an investment in resources to construct just a single example that its use was limited to the Legiones Astartes.Even then, the Falchion was so rare that most Legions maintained but a handful, reserved for use against the largest of enemy war machines. The Falchion is also armed with two sets of sponson-mounted Quad-Lascannons, and could be outfitted with Smoke Launchers, Searchlights, an auxiliary drive system, Extra Armour Plating, and a Hunter-Killer Missile Launcher. The vehicle was normally crewed by experienced Legion Serfs, however they could be replaced with superior Astartes crewmen if needed.
Falchion - Unit Composition: 1 Relic Falchion Super-Heavy Tank Destroyer (41st Millennium Only)1 Legion Falchion Super-Heavy Tank Destroyer (31st Millennium Only)
Falchion - Wargear: A Relic Falchion Super-Heavy Tank Destroyer is armed and equipped with:Twin-linked Volcano CannonsTwin-linked Heavy BoltersTwo Quad LascannonsSmoke LaunchersMachine SpiritCrushing Tracks - The Falchion can crush smaller vehicles under its behemoth weight.A Relic Falchion Super-Heavy Tank Destroyer may replace its two sets of sponson-mounted Quad Lascannons with the following sponson-mounted weapons:2 Laser Destroyer ArraysA Relic Falchion Super-Heavy Tank Destroyer may replace its set of hull-mounted twin-linked Heavy Bolters with the following sponson-mounted weapon:Twin-linked Heavy FlamersA Relic Falchion Super-Heavy Tank Destroyer may take one of the following pintle-mounted weapons:Storm BolterHeavy BolterHeavy FlamerMulti-Melta
Falchion - Horus Heresy Wargear: During the Great Crusade and Horus Heresy the Falchion Super-Heavy Tank Destroyers of the Legiones Astartes featured different loadout options than those still found during the 41st Millennium.A standard Legion Falchion Super-Heavy Tank Destroyer is armed and equipped with:Twin-linked Volcano CannonsTwin-linked Heavy BoltersTwo Quad LascannonsSmoke LaunchersMachine Spirit (artificial intelligence)Crushing Tracks - The Falchion can crush smaller vehicles under its behemoth weight.A Legion Falchion Super-Heavy Tank Destroyer may upgrade its twin-linked Volcano Cannons with the following:Neutron Wave CapacitorA Legion Falchion Super-Heavy Tank Destroyer may take one of the following pintle-mounted weapons:Twin-linked Bolters (Combi-Bolter)Combi-WeaponHeavy BolterHeavy FlamerMulti-MeltaHavoc Missile LauncherLegion Falchion Super-Heavy Tank Destroyers may also have a variety of vehicle equipment such as:Hunter-Killer Missile LauncherArmoured Ceramite PlatingAuxiliary Drive SystemLegion Falchion Super-Heavy Tank Destroyers may also be upgraded with:Space Marine Legion Crew - Replaces the vehicle's human crew with Legiones Astartes Space Marines
Falchion - Known Falchions: Mordant - The Mordant was a Falchion that belonged to the Death Guard Space Marine Legion during the Great Crusade and the Horus Heresy.Eightfold Lance - The Eightfold Lance was a Falchion that belonged to the Word Bearers Space Marine Legion during the Great Crusade and the Horus Heresy.Zarathutrax - The Zarathutrax was a Falchion of that belonged to the Sons of Horus Legion during the Horus Heresy. Part of the Legion's 28th Armoured Assault Company, the Zarathutrax first saw combat during the attack on Hive Ilium of Manachea after being built specifically for the Warmaster's Legion by an unknown Dark Mechanicum Forge World. The vehicle features the Eye and Half Cog symbol, which saw extensive use amongst the Dark Mechanicum elements that operated directly under the command of Warmaster Horus, isolated from influence of Kelbor Hal and the Traitor Martian Synod of Mars.
Falchion - Adeptus Mechanicus Technical Specifications: FalchionVehicle Name:Falchion Super-Heavy Tank DestroyerMain Armament:Fixed Hull-mounted twin-linked Volcano CannonForge World of Origin:Mars/TigrusSecondary Armament:2 sets of sponson-mounted Quad-LascannonsKnown Patterns:UnknownTraverse:2 degreesCrew:Commander, Driver & 2 GunnersElevation:-2 to 12 degreesPowerplant:Uncodified Atomantic plasma hybrid-reactorMain Ammunition:Unlimited from GeneratorWeight:approx. 302 tonnesSecondary Ammunition:Unlimited feed cellLength:approx. 12.5 metresArmour:Width:8.2 metres with sponsoonsHeight:5.8 metresSuperstructure:130 mmGround Clearance:1.5 metresHull:120 mmMax Speed On-Road:approx. 32 kphTurret:120 mmMax Speed Off-Road:approx. 20 kphGun Mantlet:120 mmTransport Capacity:N/AFiring Ports:N/AAccess Points:2 Side Doors, Top HatchVehicle Designation:Undesignated
Falchion - Canon Conflict: The Falchion was first pictured in The Horus Heresy: Collected Visions Artbook and the Horus Heresy Card Game as a Legion heavy tank known as the "Mammoth Tank" and looked very similar to the Shadowsword.When Forge World began re-imagining the older content for their Horus Heresy line of models the Mammoth was renamed the Falchion, and its armament was changed to differentiate it from the Shadowsword as they were also used by the Astartes Legions. It is unknown if an actual modern Mammoth tank will ever be created.
Falchion - Sources: Imperial Armour Index: Forces of the Adeptus Astartes (8th Edition), pg. 21The Horus Heresy: Collected Visions (Background Book), pg. 287The Horus Heresy - Book Three: Extermination (Forge World Series) by Alan Bligh, pg. 241The Horus Heresy - Book Four: Conquest (Forge World Series) by Alan Bligh, pp. 15, 150-151, 226-227The Horus Heresy - Book Five: Tempest (Forge World Series) by Alan Bligh, pp. 36-37, 80, 114-115The Horus Heresy - Book Six: Retribution (Forge World Series) by Alan Bligh, pp. 150-151The Horus Heresy: Legiones Astartes - Age of Darkness Army List, pg. 84The Horus Heresy: Model Masterclass - Vol. 1, pp. 24-45White Dwarf 120 (UK), "Epic Battles - War Machines!", pg. 8Deliverance Lost (Novel) by Gav Thorpe, pg. 420Forge World - Legion Falchion Super-Heavy Tank
Falcon - Falcon: The Falcon is the main battle tank of the Craftworld Aeldari, a fast, mobile and well-protected grav-tank carrying excellent anti-armour and anti-infantry firepower.In addition to the Falcon's considerable assets, it can also transport a small squad of Aspect Warriors or Aeldari Guardians into battle, and its split wing design and single seat turret are a familiar sight to those enemy tank crews that face the Aeldari on the battlefield.
Falcon - History: According to the Aeldari species' long and complex mythical creation-story known as the War in Heaven, it was Faolchú, consort of the Great Hawk, the messenger of the Aeldari gods, who stole Vaul's mighty sword Anaris, one of the Swords of Vaul, and gave it to the Aeldari hero Eldanesh so he might defeat the Aeldari war god Khaela Mensha Khaine.This principle of deliverance lies behind the Falcon grav-tank's design. As well as mounting a diverse array of potent weapons, it can carry a small squad of Aeldari warriors in its transport compartment, delivering them to where their prowess is most needed and retrieving them once their mission is complete.The Aeldari's enemies have learnt to fear the Falcon's sleek silhouette, for if its deadly weapons do not bring about their doom, the Aeldari inside it will.
Falcon - Armament: The key to the Falcon's battlefield performance is its engine and anti-gravitic generators. The Aeldari are masters of anti-gravitic technology, utilising it as readily as Mankind uses tank tracks. Their advanced technology means the Falcon's engines can generate an estimated top speed of 800 kilometeres per hour.Its advanced anti-grav generators are also capable of limited flight, climbing higher than equivalent Imperial vehicles and thus giving them the added edge of altitude, allowing them to swoop down onto the battlefield at high speed, weapons locked on to their pre-selected targets.Each Falcon has a crew of two, the pilot and the gunner. These will be already experienced warriors, having most likely learned their skills within Jetbike squadrons or along other, similar paths, who intuitively handle the Falcon's complex and delicate control systems using both their mind and body.As befits its versatile battlefield role, a Falcon's armament is also very deceptive. Alongside its standard high-energy firing Pulse Laser, a Falcon can be equipped for just about any role: be it anti-infantry with Scatter Lasers and Shuriken Cannons, or dealing with light armour with Starcannons, or in an anti-tank role with a Bright Lance or Eldar Missile Launcher.
Falcon - Tactical Role: The Falcon forms a keystone of the Aeldari's mounted warfare tactics. Supported by Fire Prisms, Firestorms and Night Spinners, an armoured host will first move at speed to outflank and then surround an enemy force.Striking at top speed and withdrawing before the enemy's anti-tank weapons can be deployed to face them, a Falcon flight, sometimes referred to as a Cloudstrike squadron, can rapidly change position and strike again from another direction, breaking up an enemy's defensive cohesion or attack formations before the main Aeldari assault hits.
Falcon - Notable Variants: Fire PrismFirestormNight SpinnerWarp Hunter
Falcon - Ordo Xenos Departmento Analyticus Technical Specifications: Technical specifications for the Falcon are not available to the Ordo Xenos of the Inquisition at this time.
Falcon - Sources: Codex: Eldar (6th Edition), pg. 45Codex: Eldar (4th Edition), pg. 42Codex: Eldar (3rd Edition), pg. 14Imperial Armour Volume Eleven - The Doom of Mymeara, pp. 174-176
Fall of Medusa V - Fall of Medusa V: Fall of Medusa VImperialMining WorldMedusa VUltima SegmentumWarp StormImperium of ManBefore completing this evacuation, the world became the center of a large military conflict between eight of the Milky Way Galaxy's major powers for control of the world, each for its own reasons. This military action became known as the Fall of Medusa V in Imperial records.In game terms, Medusa V was the center of the 2006 Games Workshop global Warhammer 40,000 tabletop campaign called The Fall of Medusa V.
Fall of Medusa V - The Medusa Schism: Since its settlement, the Medusa System had seen dozens of minor military incidents. Frequent raids by Eldar pirates harried Imperial shipping in the region while the Tau Empire, as it grew in confidence and strength, coveted the world for its own reasons. None of these foes, or the dozen others that threatened the Imperium's hold on the two worlds, came as perilously close to breaking the Imperium's grip as the Medusa Schism that raged throughout the system two hundred and fifty years ago (ca. 750.M41), during a prolonged period of isolation from the broader Imperium caused by a Warp Storm from the Rapidity.The Schism began when two of the largest hive cities on Medusa IV declared themselves independent of the Imperium. The Imperial planetary authorities acted swiftly, despatching three regiments of Planetary Militia to suppress the rebels and bring the cities back under control. Nobody knows how long betrayal had festered in the hearts of those fallen subjects of the Emperor of Mankind, but the rot that gnawed at the underbelly of Medusa IV was deeper and more malignant than anyone had guessed. Well-armed and utterly fanatical worshippers of the Ruinous Powers of Chaos greeted the Planetary Militia's regiments with a storm of fire. Banners declaring allegiance to the Chaos Powers were unfurled and the true cause of the unrest was at last revealed. Degenerate Chaos Cultists and the Planetary Militia waged war in the streets of the great hives for weeks, before the situation took another turn for the worse. More Medusan hive cities declared themselves for Chaos and vast armies of Chaos worshippers marched forth. Lush agricultural districts were put to the torch by the Forces of Chaos and millions died in their panic to escape.With every passing month, more of the populace of Medusa IV degenerated into insanity, siding with the Dark Gods and turning their backs upon the sacred light of the Emperor. Soon, only a few major hive cities remained loyal to the Imperium. Overwhelmed and outnumbered, the Loyalists sent Astropathic pleas for help. Their urgent calls for aid went unanswered for the most part, for while the Warp Storms that isolated the system persisted, no help from the Imperium could come. Only Medusa V was able to answer the call and with admirable courage and unshakeable faith in the Emperor, an army of sorts was mustered. With no real military force of its own, the meagre Planetary Defense Forces (PDF) of Medusa V recruited thousands of willing miners and labourers before departing for Medusa IV on commandeered bulk ore freighters and supply vessels.
Fall of Medusa V - Call to Arms: With events quickly spiralling way out of his control, Governor Soloman turned to the Imperium's Sector Command, who brought the matter before the Inquisition. The Ordos immediately despatched an entire cell of Inquisitors to investigate matters on Medusa V. They arrived some weeks after the governor's request to find that Hive Euyrales, the capital city of Medusa V, had already erupted into civil war, with the Governor's personal guard and the Adeptus Arbites desperately fending off the rebels. Now openly claiming allegiance to the Chaos Gods, vast swathes of the planet's populace rose in defiance of the Imperium and rumours that the terrible Traitor Legions of the Chaos Space Marines were directing their efforts filled every loyal heart with despair. The Inquisition wasted no time in making a wider call for aid, before the planet was consumed by the war raging across its surface.Captain Cato Sicarius of the Ultramarines Chapter was the first to answer the Inquisition's call to arms, bringing the mighty 2nd Company of the Ultramarines to the Medusa System once more. Dozens more Space Marine Chapters offered support, sending their forces racing for the planet before it was too late. An Imperial Guard Crusade, led by Lord Marshal Graf Harazahn of the Vostroyan Firstborn Regiments, was also launched towards the world, as Regiments were raised to meet the new threat or diverted from other campaigns in the Ultima Segmentum by the Segmentum Command. With every passing day the cataclysmic Warp Storm of the Rapidity grew closer to Medusa V. Governor Soloman reported to the Inquisition that the forces of disorder, Chaos and foul xenos, grew bolder and stronger, pushing back the scattered Imperial defenders as they awaited assistance. In the end, there was no doubt that the days of Medusa V were numbered. The Warp Storm would scour the planet clean of whatever life still remained on its surface when it arrived, even if the Emperor's many enemies on the world did not accomplish that task first. But the Imperium of Man would not abandon this world to the forces of darkness without a fight, for a single day's production on Medusa V was well worth the sacrifice in manpower. As Drop Pods and landing craft blazed their trails across the burning skies of Medusa V, the planet was consumed in a titanic multifaceted conflict between the Imperium, the Forces of Chaos, the Tyranids, an Ork WAAAGH!, the Necrons, the Eldar, their Dark Eldar counterparts and the Fire Warriors of the Tau Empire whose Earth Caste had secretly maintained a series of scientific installations dedicated to probing the Immaterium across the world.
Fall of Medusa V - Areas of the Planet: Medusa V's single inhabited continent was drawn up into designated Battle Zones by the Imperial defenders as well as three other uninhabited regions. These are brief summaries of the contents of those zones.
Fall of Medusa V - Battle Zone Articus: Articus was, as its name suggested, a frozen arctic wasteland in the northern region of Medusa V's inhabited continent. It contained the Articus Plateau, a large open area of glacial ice, three hive cities (Hive Alecto, Hive Amphion and Hive Zethus), as well as a volcanic plateau surrounding Hive Alecto called the Separation by the world's original cartographers because it separated Alecto from the surrounding sub-arctic tablelands.
Fall of Medusa V - Battle Zone Telosa: Telosa was a vast desert area of Medusa V with several important Imperial facilities located within it, including two hive cities (Hive Machavius and Hive Megaera) and the Deimos Spaceport. To the north is an area known as the Telosian Steppes, a massive area of steppeland where little will grow, and to the south, the northern half of Megaera's Cradle, the more fertile region surrounding Hive Megaera. The Deimos Spaceport is a Mars Class III Spaceport with an official population of around 2,000,000 people that was consumed by minor rioting during the conflict, as well as being considered a critical objective by all the factions contending for control of the world. The space port was one of the most tactically important places on the planet due to it being the only place large numbers of reinforcements could land and disembark to support their respective forces.
Fall of Medusa V - Battle Zone Verdia: Verdia was a mountainous region with no hive cities but two strategically important areas, the Ecclesiarchy's Monastery of Madrigales at the top of the mountain called Omphalos Mount, which was home to the potent Astropathic Choir that was the primary interstellar communication method for the planet, and Sybilla Secundus, an enclosed compound used by Medusa V's Planetary Defense Forces. The monastery, which was actually more like a small city dedicated to the Imperial Cult, had a population of 90,000 that remained loyal to the Imperium and served as a critical location during the conflict, although it should be noted that there was a grave threat of daemonic infestation in the monastery due to the high concentration of psykers. Ordo Malleus personnel were assigned to defend the location and prevent a daemonic intrusion that could cause the fall of the entire zone to Chaos.
Fall of Medusa V - Battle Zone Tisiphone: Tisiphone was a mountainous region of Medusa V with one hive city (Hive Tisiphone) and a range of mountains called the Charybdis Crest. It was also the area of the planet in which the Ork Warboss Nazdreg's Space Hulk crash-landed on Medusa V, leaving a long scar on the mountainside. Tisiphone was also Medusa V's primary breadbasket region, and there were a large number of agricultural areas located there. They were raided many times by the Orks after their arrival, causing the inhabitants of the region to flee and damaging the planet's crucial agricultural productivity, setting off food shortages in the Medusan hive cities.
Fall of Medusa V - Battle Zone Edethor: Edethor was a region of Medusa V that had no hive cities, but contained the Planetary Defense Forces' Sybilla Tertius compound and a mountain range known as Edethor's Mouth. It was also home to about half of the Geryon Strip Mines, running throughout the region.
Fall of Medusa V - Battle Zone Hydra: Hydra was a large area of Medusa V characterised by a huge swathe of iridium mines known as the Geryon Strip Mines, as well as the Raffaeleo's Spine, a high mountain plateau that rose above the region's Ash Wastes and two military installations of the planetary government, Hydra's Tooth at the head of the River Lethid and Sybilla Primus. It also was home to an un-named volcano.
Fall of Medusa V - Battle Zone Armida: Armida contained the vast Armida Sea and the mangrove swamps that could be found along its southern coastline, as well as a giant crater known as the Eye of the Emperor, Hive Stheno and Baptiste's Wrath, a region of utter devastation created on the orders of Inquisitor Baptiste to defeat a daemonic incursion.
Fall of Medusa V - Battle Zone Perseus: Perseus was the largest Battle Zone on Medusa V but contained relatively little of strategic interest. A large hive city known as Hive Perseus dominated a region called the Blasted Sands and to the northwest was a large crater that had penetrated into the planet's crust called The Hole, leaving little to the imagination. The majority of the River Lethid flowed through Battle Zone Perseus and exited the region at Gorgon's Reach, an area of desert dunes reaching out into the Bone Sea. It also was home to Johanne's Island, where The Mission, a huge Promethium Refinery Conglomeration, was located. Four long artificial Ceramite platforms bridged the gap between the island and the main continent. Battle Zone Perseus possessed a population of around 120,000,000 citizens and remained loyal to the Imperium at the start of the conflict, when it was also classed by the Imperial high command on the world as a critical strategic objective that could not be allowed to fall to the enemies of the Emperor until all the evacuations of its civilians had been completed.