vizn3r/warhammer40k-lore huggingface dataset:
Empyrion Crusade - Empyrion Crusade: The Empyrion Crusade was an Imperial Crusade declared by the Black Templars Space Marines against a force of Khornate Chaos Cults on the world of Empyrion IX. The Chaos force is composed of over 4,000 traitors of the renegade Gathalamor 24th Imperial Guard Regiment along with Guryan mutineers and some cavalry. With only a force of just 30 Black Templars and not enough ammunition to hold the Heretics at bay the Black Templars commander, Castellan Athellenas, attempts to put into a motion an audacious plan that requires his troops to follow his orders to the letter, no matter how distasteful they may find them. Athellenas's second, Sergeant Valerian began to question his commander's going against everything the Black Templars believed in. He ordered his men to make a tactical withdrawal, forcing the frenzied Blood God worshipers to advance each time his forces pulls back. By denying them an outlet to satiate their bloodlust, the Heretics are driven into an uncontrollable blood frenzy. Unable to contain themselves any longer the Khornate cultists turn on themselves and begin butchering each other in their all-consuming desire to spill blood. Even their frenzied leader, a Khornate Champion of Chaos called the 'Manskinner', is unable to keep them driving forward against the foe. With the Cultists' ground forces spent after slaughtering each other, two Black Templars Strike Cruiser arrived in the system to destroy the Heretics' vessel and make sure that this particular Chaos warband of Khorne was unable to sow destruction and bloodshed across the Imperium of Man. The Crusade ended in the total eradication of the Heretics.In the battle's aftermath, Sergeant Valerian questioned his commander as to why he didn't explain his plan. Athellenas explained that he did not have to explain his actions. As commander his word was law, for he did not achieve his esteemed rank through chance. Castellan Athellenas had been judged by their Chapter to be the individual whose leadership was most likely to result in victory. His purpose was to lead his men, and their purpose was to follow. If this broke down, then all was lost. Valerian was to do as he was told, and he would not argue, for they were Space Marines. They were Black Templars. Some of the Castellan's men would eventually rise to a position where they, too, would command others from their Chapter. And then they would remember the lesson that they had learned on Empyrion IX. Above everything, above procedure and mercy, and even above the honour that Valerian held so sacred, there was victory. It was only through victory that they would truly honour the Emperor and their fellow man. To fail was the greatest shame. They had retreated in the face of the enemy, but there was no shame in that, for by doing so they had defeated the enemy. The shame belonged to the 'Manskinner', for throwing away his chance of victory by fighting alongside animals, not soldiers.
Encrusted Blade - Encrusted Blade: The Encrusted Blade are an infamous warband of Chaos Space Marines dedicated to the Blood God Khorne. Worlds across the Imperium and beyond have fallen to the blood-rites of this notorious warband.
Encrusted Blade - Warband Colours: The Encrusted Blade warband's colours are not listed in current Imperial records.
Encrusted Blade - Warband Badge: The Encrusted Blade warband's badge is not listed in current Imperial records.
Endeavour-class Light Cruiser - Endeavour-class Light Cruiser: The Endeavour-class Light Cruiser is one of the smallest classes of light cruiser in the Imperial Navy, though it is also one of the slowest due to its large array of heavy armament, giving it an offensive punch above what its tonnage would suggest.
Endeavour-class Light Cruiser - History: The Imperium is a vast domain, and throughout its history, the Imperial Navy has been stretched thin simply trying to maintain lines of communication as well as the countless patrols and show of presence required in a galaxy beset by treachery and conflict form within and without.To do this, the Imperium has relied on a countless number of light cruisers to conduct these lonely patrols.As capital ships, such vessels tend to be lighter and more agile than their larger cousins, and they are easier and cheaper to construct as well.As a consequence, while there are only several dozen different approved patterns throughout the Imperium from which all the various cruiser and battlecruiser classes utilised by the Imperial Navy are derived, there are literally hundreds of different Imperial light cruiser patterns constructed throughout the galaxy.A design first manufactured in the orbital shipyards of the famed Voss Forge World, the Endeavour-class Light Cruiser has a markedly different mission profile from the far more common Dauntless-class Light Cruiser.Given its relatively slow speed and heavier armour, the Endeavour is typically used as a stop-gap ship of the line, convoy flagship or battleship escort in large, set-piece void naval battles. The captains of Endeavour-class vessels must be careful not to bite off more than they can chew, for the ship lacks the firepower of a true cruiser, yet often finds itself in confrontations better suited to vessels of that type.Several Endeavours serve in the Imperial Navy's Battlefleet Calixis that protects the Calixis Sector, as there is proportionately less need for true ships of the line; many routine patrols in that sector and others consist of an Endeavour accompanied by a pair of frigates.The Endeavour-class, lacking the speed for anti-pirate operations, is preferred as a convoy flagship or a heavy escort to larger capital ships of the line. Its heavy gun batteries can almost match the firepower of larger, true cruisers and it is capable of holding its own in the midst of a pitched battle.Many Endeavour-class Light Cruisers were sent to Battlefleet Armageddon during the latest Ork invasion of that strategic Hive World in 998.M41, where, during fighting against Ork vessels, the Endeavour's relative slow speed for its class was not found to be a hindrance.The Endeavour, and its sister vessels, became a staple of Battlefleet Armageddon as replacements for ships lost to the Greenskins.
Endeavour-class Light Cruiser - Rogue Trader Use: While many Rogue Traders aspire to acquire the vast behemoth that a cruiser-displacement vessel represents, others find that a light cruiser is more suited to the kinds of missions they undertake and the operating expenses they can absorb.The Endeavor is one of the oldest and most common of the many light cruiser classes operating throughoutImperial space. As such, there is a great surplus of decommissioned Endeavor Light Cruisers in a large variety of patterns available throughout the Imperium, and it is not unusual for many of these to find their way into the hands of Rogue Traders or the merchant families that fund their exploits.It is also commonplace for the Imperial Navy or even the Adeptus Mechanicus to lend one or a small number of these vessels to a Rogue Trader expedition.The Adeptus Mechanicus in particular operates a large number of these vessels, modified in various ways with all manner of advanced technology they have at their disposal, and they are quick to detail them on such Rogue Trader exploratory missions in their never-ending quest for archeotech and technological perfection.
Endeavour-class Light Cruiser - Notable Endeavour-class Light Cruisers: Leonid - Fought against the massive Ork fleet during the Third War for ArmageddonSacrament of Judgement - Once, the name of the Sacrament of Judgement proudly adorned the victory banners hanging in the chambers of Port Wrath. Now, the name has been struck from all rolls of honour, obscured with the smeared ashes of martyred Navy bosuns. The Sacrament of Judgement committed a naval vessel’s vilest sin—mutiny. Until such time as the venerable Lord-Captains of Battlefleet Calixis can consign the mutinous Sabina Alsunet and her renegades to the void and bring the ship back to Port Wrath under a prize crew, her name can only be spoken as a curse. While part of Battlefleet Calixis, the Sacrament of Judgement served as a long range escort and patrol vessel; a perfect task for an Endeavour-class light cruiser.Sanctis Legate - Fought against the massive Ork fleet during the Third War for ArmageddonSword of Voss - Fought against the massive Ork fleet during the Third War for Armageddon
Endeavour-class Light Cruiser - Dimensions: Hull: Light CruiserClass: Endeavour-class Light CruiserDimensions: 3.8 kilometres long, 0.5 kilometres wideMass: Approximately 22 megatonnesCrew: Approximately 67,500 crewAcceleration: 3.9 gravities maximum sustainable acceleration
Endless Murder - Endless Murder: The Endless Murder is a warband of Chaos Space Marines that splintered from the World Eaters Traitor Legion. Nobody knows where the Endless Murder come from, or where they go when the killing is done. Appearing like a tidal wave from a becalmed ocean, they strike without warning and reduce all before them to bloody carrion and heaped skulls. Then they vanish once more like mist.Most recently, during the 13th Black Crusade, this warband fought alongside the monstrous Butcherhorde, a conglomeration of multiple World Eaters warbands led by the infamous Khârn the Betrayer, who led them in the slaughter of the Imperial world of Amethal in the Diamor System against the valiant defence of the Blood Angels Space Marine Chapter.
Endless Murder - Notable Campaigns: Diamor Campaign (999.M41) - The Diamor Campaign took place during Abaddon the Despoiler's 13th Black Crusade within the Diamor System. Initially led by the Chaos Lord Kranon the Relentless, his Renegade Chapter, known as the Crimson Slaughter, spearheaded the attack on the Imperial world of Amethal on behalf of Abaddon in order to obtain something the Despoiler desired. Due to the madness and unpredictability of Kranon, the execution of the invasion instead fell upon the Black Legion's Chaos Lord Xorphas. The Endless Murder warband would later join the monstrous Butcherhorde alliance, comprised of a coalition of multiple World Eaters warbands led by the infamous Khârn the Betrayer. This Khornate host descended upon Amethal with but a single goal -- to take the heads of the most worthy and mightiest of the heroes of the defending Blood Angels. The resultant slaughter weakened the barrier between the Immaterium and the material realm to such an extent that the Blood Angels were forced to call for aid from the daemon-hunting Grey Knights Chapter.
Endless Murder - Warband Colours: The Endless Murder warband wears coquelicot colours on their battle-plate trimmed in silver and brass, which denotes their allegiance to the Blood God Khorne.
Endless Murder - Warband Badge: The Endless Murder warband's icon is reminiscent of their original Legion icon -- a world being devoured by a monstrous black maw, centred on a field of reddish-orange.
Endless Murder - Sources: Black Crusade: Traitor's Hate (7th Edition), pg. 63
Endryd Haar - Endryd Haar: Endryd Haar, known as the "Riven Hound," was once a Praetor of the World Eaters Legion of Space Marines.He was part of the first intake of initiates raised on Terra, long before the XII Legion even came to be known as the War Hounds, and several solar decades before the rediscovery of their Primarch Angron upon the world of Nuceria.Endryd Haar would go on to renounce his former allegiance to his traitorous Legion when they declared for the Warmaster Horus' cause during the early years of the Horus Heresy. Initially he led a force of Astartes fighting both sides of the conflict.However, in the aftermath of the raid on Duat, he decided to align himself with Loyalist forces while leading his own Blackshield unit known as "The Fangs of the Emperor," which faced the Traitor forces across the width and breadth of the galaxy during the Heresy.
Endryd Haar - Early Years: Endryd Haar and his three Battle-Brothers were part of the first company of Initiates the XII Legion raised in the Imperial Geneworks on Terra, long before his brethren had even taken the name of the War Hounds, and many solar decades before they would become Angron's "Eaters of Worlds." Only he would go on to survive that company; a remnant of a lost age, a living weapon akin to his Legion brothers who came after and yet subtly different in his controlled savagery.Haar was an unusually large specimen amongst the Space Marines and much faster than should have been possible for a Legionary of his size. Apothecaries like Fabius Bile speculated that as the result of his early implantation at the geneworks on Terra, Haar was the result of a less streamlined process of creating an Astartes, a mongrel, not stamped from a mold like later generations of the Space Marines.In one of Haar's earliest actions, elements of the XII Legion were deployed to stem the Cerberus Insurrection, fighting the Dait'Tarr, a group of Renegade Thunder Warriors who had gained control of an asteroid prison colony. It is noted by some of his contemporaries that Haar bested a Thunder Warrior in single combat by breaking his opponent's neck.When the XII Legion had finally been reunited with their Primarch on Nuceria, Haar, unlike most loyal War Hounds, had refused the vain gesture of unity and had not been implanted with the Butcher's Nails -- the archeotech cybernetic cortical implants used to augment a recipient's aggression to inhuman levels and transform them into a killing machine.There were no Nails in Haar's skull, for his savagery came from a deeper well. Endryd Haar survived dire wounds and returned time and again from shadowed fates that spelled the doom of all those around him as if he had been preserved by some unforeseen hand.After the reorganisation of the Legion at Nuceria, Haar left it behind, fighting secret crusades alongside the forgotten dead on the orders of Malcador the Sigilite, the Imperial Regent. These campaigns kept Haar far from the events that took place in the intervening years.When upon his return he learned that his Primarch and Legion had betrayed the Emperor at the Istvaan III Atrocity, he renounced his allegiance to the World Eaters but was interred like other members of the Traitor Legions in the Imperial prison known as Khangba Marwu. The Vault, however, could not hold the Riven Hound, who escaped from the depths beneath Mount Rakaposhi, leaving Loyalists, Traitors and innocents alike dead in his wake.Endryd was driven to cold madness by the revelation of his Legion's betrayal of the Emperor when he returned to find the Imperium of Man riven by civil war. He cast off all traces of his Legion's insignia and honours, becoming a Blackshield, and swore a Death Oath to atone for the XII Legion's crimes.Forming a Blackshield unit known as "The Fangs of the Emperor" from the remnants of surviving Death Guard, Iron Warriors, and Raven Guard Astartes, including the Techmarine Erud Vahn, the Rivenhound led his ad hoc force against the Traitors wherever they could be found.
Endryd Haar - The Xana Incursion: Eventually, the Fangs managed to capture the Sons of Horus vessel Cicatrix Tyrannis rechristening it as Ruination. Masquerading as its commander, Raxhal Koraddon, Haar led his forces during the Xana Incursion in a final, desperate attempt to recover weapons from a secret facility under the prison-forge city of Xana-Tisiphone. Their intent was to secure powerful Ordinatii weapons for the defence of Terra before they could be handed over to the Traitors.Obsessed with killing the Warmaster Horus, Haar saw this as a perfect opportunity to truly hurt the Arch-Traitor. Those of his warband who rejected this new mission were killed at the hands of the Riven Hound, who would broke no dissension from those under his merciless command.The remainder of the Fangs managed to capture and secure three Traitor Ordinatus Ulator, a small class of Ordinatus Minoris, but powerful nonetheless. The Blackshields took command of all three of the Ordinatus Minoris intended as gifts for the Warmaster, and with malign savagery turned their dread power on their creators.After losing the opportunity to secure the Ordinatus Ulator Nepothax, which was destroyed in a Traitor counterattack by an unfamiliar pattern of Battle-Automata, the Loyalists were forced to retreat to the Ruination and withdraw from Xana II. However, they still managed to secure both the Mithrax and Ashurax.
Endryd Haar - Wargear: Artificer ArmourArcheotech LaspistolMaster-crafted Power FistIron HaloFrag GrenadesKrak Grenades
Endurance-class Light Cruiser - Endurance-class Light Cruiser: The Endurance-class Light Cruiser is an Imperial Endeavour-class Light Cruiser that has had its weapons batteries refitted to carry lances. A common tactic amongst Imperial Navy fleet admirals is to pair up Endeavours and Endurances for mutual protection, and a fearsome combined firepower. Given that the Endurance is produced in fewer numbers than its variant, a lack of Endurances does not always make this possible.It is more likely that a mixed squadron of the two classes will contain two or three Endeavours with a single Endurance in support. Operating in this manner, the Endurance-class Light Cruiser Ad Liberis was responsible for the destruction of nine Ork escorts as the Third War for Armageddon began above the high-gravity world of Pelucidar during a savage three-solar-hour engagement, before a withdrawal was ordered by Admiral Parol.The Endurance-class is more commonly found within Battlefleet Armageddon, but it is used by Battlefleet Bakka and the Bastion Fleets of the Segmentum Obscurus. It is known to have also been used by the fleets of the Adeptus Mechanicus.
Endurance-class Light Cruiser - Notable Endurance-class Light Cruisers: Ad Liberis - The Ad Liberis fought during the Third War for Armageddon. It destroyed nine Ork escorts above Pelucidar before Admiral Parol ordered a retreat.Dux CornoviImperial GhostLord MorendoSpear of Voss
Endurance - Endurance: The Endurance was a Gloriana-class Battleship that served as the flagship of Mortarion, the Primarch of the Death Guard Legion during the Great Crusade and the Horus Heresy in the late 30th and early 31st Millennia and during the Plague Wars of the early 42nd Millennium.This flagship originally rode at the head of the flotilla of warships that comprised the XIV Legion's Expeditionary Fleet. The mighty vessel, like all the starships within the Death Guard Legion fleet, were cut from steel the shade of a stormy sky, with a prow sheathed in dark ocean green. It moved as a slow dagger might in the hand of a patient killer, inescapable, inexorable. It bore little in the way of ornament.The ship's only decorations were martial in nature, etchings on the plough-blade bow in letters the height of a man, long lines of text that recalled an age of battles fought, worlds visited, opponent's lain to wreckage. Her only adornments of any note were two-fold: a golden spread eagle with two heads across the face of the flying bridge and a great icon made of heavy nickel-iron ore, a single stone skull set inside a hollow steel ring in the shape of a star, at the very lip of the spiked blade, watchful and threatening.Her Escort ships would fall into line behind her, taking up a formation that mirrored the spear-tip battle-patterns of the transhuman warriors that were her payload. In echo of the unbreakable resolve of those fighters, the warship proudly bore a name in High Gothic script across her iron hull: Endurance.
Endurance - Assembly Hall: One of the few notable sections of the Death Guard flagship was the Assembly Hall, which in itself was an unremarkable space. It was nothing more than a void in the Endurance’s forward hull, rectangular in aspect, open at the far end to the stars through two oval panes of armoured glass holding out the killing vacuum. There were louvered shutters half-closed across the windows, casting patterns of dim white light in bars where the glow from a nearby nebula reached the vessel.The ceiling was an arch, formed from the primary spars of the warship's iron ribcage where they met and meshed in steel-riveted plate. There were no chairs or places where one might rest. There was no use for them. This was not a hall in which lengthy debate and plots would be hatched, but a place where blunt orders would be given, directives made and battle plans drawn in swift order. The only adornments were a few combat banners hanging down from the metal beams.The room was littered with shadows. Alcoves formed from the spaces between the girder ribs went deep and ink-black. Illumination would fall in pools, tuned to the same yellow-white of high sun on Barbarus. In the centre of the chamber, a hololithic tank turned on a lazy axis, a ghostly cube of blue drifting there.Mechanicum Tech-adepts would often be found working around the disc-shaped projector device below it, moving in orbits around each other, but never straying more than a hand’s length away. Although Endurance was not large enough to hold the entire Legion, many of the Death Guard’s seven Great Companies were often represented, in whole or in part.
Endurance - Commandery: The only other notable feature of the Endurance was its Commandery, the nexus of private chambers and sanctorum the XIV Legion's Primarch took as his own while he was aboard. Like all Death Guard, the Primarch kept the commandery just as austere and functional as the rest of the vessels under his command. There was only a single large chart table and chair where battle plans could be laid out and studied. When the Primarch sat there, his armoured form would be framed by a tall stained-glass window that looked out over the length of the warship’s dorsal hull.
Endurance - Observatory: High up atop the Endurance’s dorsal hull lay the oval dome of the ship’s Observatorium, a space put aside so that the vessel's naval crew might be able to take emergency star fix sightings should the vessel’s Cogitators become inoperative. It also served a purely ornamental function, although there were few among the Death Guard who ever used it for so trivial a purpose.
Endurance - Greenheart: The Greenheart was a war-barge capable of atmospheric flight. It was actually a segment of the Endurance that could detach from the larger flagship and operate as an autonomous command-and-control nexus if a particular mission required it. The Greenheart was also capable of attaching itself to other Death Guard Battleships such as the Terminus Est.It could be parked in orbit above a world as a command ship and set to direct bombardments or pacification campaigns carried out by the Death Guard. It could land on a planetary surface as a potent dropship or be used to light the way towards a decapitation strike.Greenheart carried cannons more powerful than most vessels its size, including naval Volkite Weapons and Displacer Guns that could batter cities from orbit. Mortarion rarely used these weapons for that purpose, preferring direct planetary assaults with his ground troops.
Endurance - Canon Conflict: Other sources concerning the early days of the Horus Heresy claim that while in the Istvaan System, Mortarion's flagship was actually the Battle Barge Reaper's Scythe, though he may have often moved his flag between the Endurance and the Reaper's Scythe at that time.In the novel Flight of the Eisenstein, the Vengeful Spirit is described as notably larger than the Endurance. The flagship of the Warmaster Horus possessed Accelerator Cannons that were twice the length of Mortarion's flagship. Later sources claimed that the Endurance was actually Gloriana-class Battleship of the same class as the Vengeful Spirit.
Endymion Cluster - Endymion Cluster: The Endymion Cluster is a star cluster composed of 20 star systems (6 of which contain worlds of major importance to the Imperium) located in the Maelstrom Zone of the Segmentum Ultima directly to the galactic east of Terra and very near to the Maelstrom Warp Rift itself.The cluster's worlds and peoples were protected by the Mantis Warriors Chapter of Space Marines, who maintained a number of bases on many of the planets within the cluster. The Mantis Warriors were members of the Maelstrom Warders alliance of Astartes Chapters that defended the Maelstrom Zone and were staunch allies of the Astral Claws. When the Astra Claws entered into a dispute with the Imperium of Man and eventually sought to secede from the Imperium so that the Maelstrom Zone's rich resources could be better used to protect its people from the predations of the Renegades and xenos within the Maelstrom rather than be distributed through the Imperial tithe, the Mantis Warriors stood with their allies.The Chapter joined the Secessionists' bid for independence as they believed an unjust Imperium was seeking to curtail the traditional autonomy of the Adeptus Astartes. This led to the civil conflict known as the Badab War in which Space Marine fought Space Marine on a scale not seen since the Horus Heresy. Some of the most bloody operations of that conflict occurred in the Endymion Cluster as the Loyalist Carcharodons Chapter assigned to the Maelstrom Zone to bring an end to the rebellion slowly and savagely brought the Mantis Warriors to heel, finally leading to their surrender at Endymion Prime.After the war, the Mantis Warriors lost their feudal claim over the Endymion Cluster and were required to undertake a 100-year-long Penitent Crusade during which time they could not recruit new Aspirants to make good their losses. The Chapter was considered to have been misled into rebellion by the actions of Lufgt Huron and thus not fully responsible for its actions.
Endymion Cluster - History: The Endymion Cluster, the stellar region given to the Mantis Warriors to guard as one of the Chapters of the Malestrom Warders, was a region of Imperial space composed of 20 settled planets that lay to the direct galactic east of Terra in the dangerous but resource-rich Maelstrom Zone of the Ultima Segmentum. The Cluster was surrounded on all sides by unsettled Wilderness Space and had never proven to be politically or economically coherent enough to be accepted as a fully-organised Imperial sector since almost all of the human-settled planets within the Cluster were pre-industrial Feral and Feudal Worlds.The Endymion Cluster was located at an impressively dangerous astrographical position, with the horrors of the Maelstrom Warp Rift behind it and the xenos-infested Golgothan Wastes between it and the Imperium's core worlds. Because of the Cluster's proximity to the Maelstrom, it possessed few reliable Warp routes in or out of the Cluster and what routes did exist were often plagued by Warp Storms or daemonic and xenos attacks.The Mantis Warriors served as the guardians of the Cluster, having protected its people for thousands of years, though rather than establishing their fortress-monastery on a single world, they preferred instead to found a clutch of small bastions and watch-holds across the entire region, many of them cleverly hidden to better maximise the Chapter's penchant for guerilla assaults and hit-and-run attacks.However, the largest and most important base for the Mantis Warriors within the Cluster was a region of the Death World of Tranquility III that the Chapter named the Valley of the Nine Winds. This base was primarily used as a training ground for the Chapter's Neophytes, most of whom were recruited from among the peoples of the Endymion Cluster, particularly the desert Feudal World of Tranquility II, and full Initiates.The Chapter's control over the Endymion Cluster had been vital not only for the protection of the people of these planets but also as an excellent forward operating area for the Chapter, which was tasked with cleansing the Golgothan Wastes and the Maelstrom itself of the vicious daemonic and xenos threats which were far more dangerous than the odd Ork pirate or human corsair.For their part, the people of the Cluster's mostly primitive Feral and Feudal Worlds believed the Mantis Warriors to be the embodied spirits of warrior insects sent by the God-Emperor to protect them, and their loyalty to the Chapter ran bone-deep because of the countless times these Astartes saved the people of the Cluster from the literal legions of hell, as well as the reality that most of the Mantis Warriors were recruited from their own tribes and cities.It was these people who during the Badab War would side so faithfully with their ancient protectors and kin, and they would pay a terrible price in blood when the Loyalist Carcharodons unleashed their final assault on the Mantis Warriors in the Tranquility Campaign.
Endymion Cluster - Known Worlds: Sacristan (Frontier World)Khirab V (Dead World) - Khirab V was formerly a Fortress World of the Mantis Warriors until they were driven from the planet by the fierce fighting in the Badab War.Piety (Lost)Tranquility SystemTranquility II (Feudal World/Desert World)Tranquility III (Death World)Iblis III (Feudal World)Endymion SystemEndymion Prime (Industrial World)Endymion X (Frontier World)Sigard SystemVarious void-based colonies and space stations
Endymion Prime - Endymion Prime: Endymion PrimeIndustrial WorldEndymion ClusterMaelstrom ZoneSegmentum UltimaBadab WarCarcharodonsChapterSpace MarinesMantis WarriorsChapterBadab SectorThis strategy spared the Carcharodons from having to pursue the Mantis Warriors across the Cluster to worlds where their foes held the advantage of support from the population and local knowledge. Each battle forced the Mantis Warriors to come to the aid of the beleaguered worlds, destroying their ability to affect the broader outcome of the war.Worn down and scattered, the Mantis Warriors ceased to exist as an effective fighting force, though the Carcharodons' victory came at a great price. Unfortunately for the ravaged people of the Endymion Cluster, this would not be the only time when calamity was visited upon their doomed worlds, for the Carcharodons would return in later years to enact a final act of savagery against them in the aftermath of the conflict.
Endymion Prime - Departmento Cartographicae Planetary Database: The estimated population of Endymion Prime in 907.M41 was 1.1 billion indigenous human-Imperials and Abhumans.Class: Tellurian (Rotational period: 18 standard hours, 0.9 G, 0.85 tm)Tithe Grade: Exactus Minoris (Formerly higher previous to economic collapse in ca. M39)Climate/Geography/Biosphere: Unstable planetary climate typified by sulphurous rain storms, hurricane winds and specifically tornadoes in polar latitudes. Planetary surface designated as "ash waste" with majority of population subsisting in dispersed communities throughout post-industrial "sprawl" areas, with demographic concentrations found near higher-functioning industrial zones.Governmental Type: Feudal Dictatorship, numerous rival Houses of Nobility. Noble power-base rests on control of industrial areas and refining contracts.Planetary Governor: None. Last incumbent, Duke Fultan Vualanti of House Vualanti, was executed by the Fire Angels Chapter on charges of treason against the Emperor; no replacement appointed.Adepta Presence: Minor; local Adeptus Ministorum clergy, extant Administratum and Adeptus Arbites representation purged during the world's Secession from the Imperium.Military: As of 907.M41, former Planetary Defence Forces (PDF) made up of the combined armsmen cadres of Endymion's noble house (equivalent to second line Imperial Guard regiments) who joined in the Secessionists' open revolt against the Imperium and principal forces engaged in heretical insurgency against Imperial rule. These forces were essentially wiped out by the Carcharodons' victory in the Endymion Cluster.
Engines of Vaul - Engines of Vaul: The Engines of Vaul is the name given by the Craftworld Aeldari in the Aeldari Lexicon to their super-heavy armoured vehicles. The name refers to Vaul, the ancient Aeldari god of the forge and craft.The term is generally applied to the following vehicles:CobraScorpionStorm SerpentVoid SpinnerTempestDeathstalker
Enginseer - Enginseer: An Enginseer, also called a Tech-priest Enginseer, is a tech-priest of the Adeptus Mechanicus whose specialisation is the maintenance and repair of the many technological instruments of the Imperium of Man, both in peace as in war.Enginseers are engineer mystics, members of the Adeptus Mechanicus who are dedicated to the Machine God and steeped in arcane knowledge. Enginseers are the most commonly seen members of the Mechanicus, for they are present wherever a somewhat technologically advanced human settlement resides.By virtue of the ancient Treaty of Mars, many Enginseers are attached to the Astra Militarum and Imperial Navy, maintaining and repairing the Imperium's vehicles, aircraft, starships, and other wargear and ensuring that the warriors who prosecute the Emperor's wars always have the means to do so.These cybernetic holy men stand aloof from the Imperial Guardsmen, concerned only with tending to the Machine Spirits of their foster regiment's many vehicles and weaponry.Thanks to training and a lifetime of servitude to the Machine God, Enginseers can soothe even the most belligerent of Machine Spirits with binary prayer and mystic rites. Indeed, without the chanting diligence of the Enginseers, and their tireless maintenance, the Imperial Guard and Imperial Navy would soon grind to a halt.Enginseers also appear in the armies of the Adeptus Mechanicus and, although their role still centres around their mechanical charges, they are quite capable of leading an army of the Omnissiah's disciples to war.To the soldiers of the Imperial Guard, an Enginseer is a mysterious figure, but within the Adeptus Mechanicus, he is just another cog, albeit a vital one. While other tech-priests concern themselves with the Quest for Knowledge, Enginseers take on a more utilitarian role, tending the Servitor flocks and acting as custodians to the machines they serve.
Enginseer - History: At the very foundation of the Imperium of Man after the end of the Unification Wars in the late 30th Millennium, the Emperor of Mankind sealed a pact known as the Treaty of Mars with the Cult Mechanicus, ensuring their lasting collaboration in exchange for political and religious autonomy.As a result, the Mechanicum began to train a large number of tech-priest Aspirants as Enginseers, to ensure that the demands of the Imperium's war machine would be met.Enginseers are engineer-mystics, fully initiated members of the mysterious Adeptus Mechanicus and its cult. They are highly trained tech-adepts of the Cult Mechanicus and are dedicated to the maintenance of Imperial technology. Through many standard years of study they have gained the knowledge of the rituals and litanies that form the body of Mechanicus lore, as well as a deep understanding of the more practical disciplines of mechanics and electronics.Unlike most of the Priesthood of the Mars who remain aloof from Mankind and isolated on their Forge Worlds or Explorator fleets, Enginseers can be found serving in almost every Imperial institution, and are often assigned to the Imperial Guard or other parts of the Adeptus Terra.The only exception is the Chapters of the Adeptus Astartes, whose methods of warfare exclude any dependance on external assistance; hence they have their own "Enginseers" in the form of the Frater Astrotechnicus or Techmarines.The main difference between the two is that a Techmarine is a genetically-modified superhuman loyal to both his Chapter and the Cult Mechanicus, while the Enginseer is a mere mortal and fully human member of the Cult. However, their missions are essentially the same, and if given access to the necessary technical data, a Techmarine could carry out an Enginseer's work and vice versa.
Enginseer - Role: Conspicuous amongst the regiments of the Imperial Guard in their red Mechanicus robes, their bodies twisted by the numerous sacred augmetics that bring them closer to their Omnissiah, the tech mystics of the Priesthood of Mars maintain the Imperial Guard's and other Imperial armed forces' vast store of weapons, fighting vehicles and other various and sundry war materiel.They command armies of Mono-task Servitors, and bear with them arcane tools, and possess an abundance of knowledge concerning the workings of the sacred machine. Always, they move among their regiments' armouries, soothing Machine Spirits, and ensuring that all proper obeisance is made to the Machine God.Many tech-priests carry incense burners and painstakingly prepared oils with which to soothe and prepare the myriad weapons, vehicles and other machinery of the Imperial Guard and the Imperial Navy. They serve all across the galaxy with the Imperial Guard at the regimental, company and squad level, and are expected not only to tend to the machinery, but also to take up arms and, if called upon, to lay down their lives in the defence of the Imperium and its Omnissiah.Enginseers are often directly in harm's way, and rush into the thick of battle to salve the Machine Spirits of a damaged Chimera or to bring their copious understanding of engineering to bear on enemy fortifications and armour, always to the great benefit of their Imperial Guard squad-mates.Enginseers serve as field engineers and maintenance specialists across the galaxy as those seconded to the Imperial Guard and Imperial Navy will be called upon to make repairs on the battlefield as well as in the workshop. They are a common sight on battlefields with large numbers of armoured vehicles, and are often accompanied by a retinue of servitors for assistance and protection.Although most Guardsmen revere their vehicles enough not to risk annoying an Enginseer by "tinkering" or outright adapting it, the modification of vehicles to fulfill a certain need is inevitable, much to the chagrin of any Enginseers present, for their work to ministrate and placate the vehicle's Machine Spirit will be made more arduous by the non-standard deviations.Enginseer contingents also accompany the Mechanicus' mighty Titan Legions and the crews of the massive warships of the Imperial Navy, carefully monitoring these mighty machine's systems and entreating their ancient Machine Spirits to function efficiently with rituals of placation and maintenance.In the heat of battle, the Enginseers will ease the machine's pain, performing damage control and field repair procedures, keeping their charge functional and willing to fight.Despite the respect they usually command among the units they are seconded to, Enginseers are not held in high regard among the Cult Mechanicus itself as their skills seldom contribute to the the Quest for Knowledge.As a result of their overwhelmingly practical knowledge, they are often viewed as lowly but necessary cogs in the workings of the Machine God's order.
Enginseer - Wargear: On the battlefield, Enginseers prove extremely useful, for they can effect battlefield repairs and rouse machine spirits to wrath. Enginseers are clad in sanctified power armour specially modified to match their needs, allowing them to wade fearlessly into the fray.Enginseers seconded to the Imperial Guard often outfit themselves with cybernetic enhancements and protections to augment their survivability. The Enginseers also carry a Laspistol and an Omnissian Power Axe, the typical long-shafted, two-handed, halberd-like contraption which is as much a weapon as a tool as a religious icon to the members of the Adeptus Mechanicus.The Enginseers often make use of multiple robotic arm augmentations known as Mechadendrites that are connected to their central nervous system via the spine, and are used to assist them in repair operations. Alternatively, the Enginseer can opt to equip himself with a Servo-arm, which is more practical for heavy lifting and for self-defence.Many Enginseers are also accompanied by a group of Servitors, who are either equipped with additional heavy tools to assist in repairs, or heavy weaponry if the Enginseer estimates that the safety of his ministrations cannot be guaranteed by the surrounding Imperial Guardsmen.Astra Militarum HierarchyGeneral OfficersLord Commander Militant • Warmaster (Lord Solar) • Lord Commander • Lord General Militant • Lord General • GeneralOfficersColonel • Major • Captain • LieutenantNon-Commissioned Officers and EnlistedSergeant • Corporal • Trooper (Guardsman)SpecialistsInquisitor • Commissar • Priest • Tech-Priest • Enginseer • Sanctioned Psyker • Primaris Psyker  • Wyrdvane Psyker
Enginseer Auxillia - Enginseer Auxillia: Engineseer Auxillia were those acolytes and adepts of the Mechanicum that operated in a technical support role for the Imperium of Man's armed forces at the time of the Great Crusade and the Horus Heresy, often accompanying their masters and the mighty war machines they administered onto the battlefield, albeit at a safe distance if possible.In doing so, they were on hand to make field repairs, assuage fevered Machine Spirits and perform the required micro-calibrations to arms and systems needed to ensure the holy engines of battle performed to their optimal efficiency.Although the safety of the Auxillia was considered secondary to their sacred charge, they were armed to defend themselves as needed and often carried fearsome firepower of their own drawn from the armouries of the Mechanicum.
Enginseer Auxillia - Wargear: Power ArmourLaspistolPower AxeServo-arm4 Servo-automata
Enginseer Auxillia - Optional Wargear: Nuncio-Vox Augury Scanner Volkite Charger Cortex ControllerGraviton Gun
Enginseer Auxillia - Servo-automata Wargear: Las-lockServo-armFlamerRotar CannonHeavy BolterMulti-Melta
Engir Krakendoom - Engir Krakendoom: Engir Krakendoom is a Wolf Lord of the Space Wolves Space Marine Chapter, one of twelve legendary warriors who lead the Great Companies into battle. Krakendoom's sigil is that of the Sea Wolf and his Great Company is called the Seawolves.Coming from a proud line of warlords who rule over the southernmost isles of Fenris, Engir Krakendoom is born of hardy stock indeed. The people of the south, dark of skin and temperament, are expert explorers and oarsmen.They ply the infested oceans of Fenris in search of sea monsters; harpoons and long-axes at the ready. It is said that Engir was given the name Krakendoom after he was borne under the waves by a giant, many-limbed sea devil.When man and monster eventually resurfaced, it was Engir alone who roared in triumph, later claiming to have throttled the beast with its own tentacles.The Seawolves prefer to go to war in armoured transports, and boasts many Swift Claws that act as outriders for the main force. Engir's men excel in ship-to-ship conflicts and boarding actions; when the Space Wolves ply the Sea of Stars it is usually Engir Krakendoom's Great Company that leads the way.
Engir Krakendoom - Notable Campaigns: From Out of the Warp it Came (877.M41) - The Seawolves are close at hand when a vast USM-class anomaly breaches the yawning Warp Gate of Sloth. Twelve thousand miles of heaving, twisted flesh, the entity defies classification until a female xenobiologist realises that the anomaly was once a Void Whale. Since swimming the unnatural tides of the Warp it had become something even more terrifying. As the monstrosity prepares to engulf the astral stronghold of Perillia, the Space Wolves launch towards it in drill-tipped boarding torpedoes. They bargain without the fact that the planet-sized predator has its own ecosystem, and a hostile one at that -- Engir and his men are soon beset by the piscine Remora, a vampiric race of Warp-slicked bipeds with sucker-like mouths and needle teeth. After a gruesome and desperate war amongst the frond-forests and gill-chasms of the mutated void whale, Engir and his men cut their way into the beast's circulatory system and plant thermal charges deep within the behemoth's vital organs. They escape with seconds to spare before the beast finally comes apart in a great cloud of tainted blood. The Perillian Gas Belt is born from its remains.
Engir Krakendoom - Wargear: Artificer Armour - Engir's Power Armour is a one-of-a-kind masterpiece with gilt edging. The vents on his backpack are a pair of stylised wolf heads.Terminator Armour (Optional)Belt of Russ - Each Great Company has in its Armoury a single Belt of Russ. A mighty ward against enemy attacks, these powerful girdles incorporate potent gravitic force fields that protect the wearer. Forged by the master Iron Priest Stef Blacksoul after the disappearance of Russ, these belts are important relics of the Chapter.Bolt PistolFrag GrenadesKrak GrenadesFrost Blade
Enhanced Data-Tether - Enhanced Data-Tether: An Enhanced Data-Tether is an arcane device utilised by the warriors of the Adeptus Mechanicus' Skitarii Legions to communicate with their Tech-priest masters. Those honoured with carrying an Enhanced Data-Tether are obeyed without hesitation by their reverent Skitarii comrades; they are seen as the mouthpieces of the Tech-priests, who in turn are prophets of the Machine God Himself.When a unit of Skitarii with an Enhanced Data-Tether receives an order from above, they are filled with such religious conviction that not even the foulest of horrors can drive them back.
Enhanced Data-Tether - Broad Spectrum Data-Tether: A vehicle-mounted version of the Enhanced Data-Tethers carried by veteran Skitarii, a Broad Spectrum Data-Tether projects a Tech-priest's binaric blurts with such clarity that it seems as if he is amongst the ranks of the Skitarii himself. Imperatives delivered via Broad Spectrum Data-Tethers are more potent and reliable than any other.
Enkidu - Enkidu: Enkidu is a Feral World of the Askellon Sector. The world is impossibly dense, possess dark forests and endless swamps. An incredible array of fearsome beasts, most of them defying all categorisation and no two ever seeming to conform to even the broadest genus, roam its surface. So mindlessly hostile are the things of tooth, claw, and tentacle that dominate the benighted lands that the feral human populace must live high in the enormous, twisting, and distorted trees.Warriors daubed in bright paints defend villages made of wood and the metal debris from earlier efforts to subdue the world. Huts of crudely joined armour plating cling precariously to the sides of oversized trees, linked together with rope bridges upon which warrior-sentinels maintain ceaseless vigil against the ravening abominations below.The humans of Enkidu are hardy, for only the strongest survive in such an environment. Yet, despite the danger posed by the beast-things of the forest, these are not the primary cause of death. Rather, their own violent nature ensures that most deaths come from their fellow men in the ceaseless wars within the treetops, the fallen dead feeding the wild things of the forest and perhaps dissuading them from venturing upwards.No village, many thousands of which are scattered across the surface, is untouched by war, though it is rare for the winner to have time to enjoy the spoils of victory. Instead of taking control of the territory of the defeated, the victors take their choice of the vanquished themselves, who are dragged away into slavery. Thus, each of the tribes is divided into two, ever-shifting classes: the tribal rulers who are free and who have taken a prisoner, and those who are not free, having been enslaved.This rank as free or slave can change with the rising and setting of the sun, for while they fight vigorously to defend their villages and avoid enslavement, if defeated and captured they accept their new status with unusual quiescence, given their fierce essence. As part of the tribe, even slaves fight in the next battle; should they themselves take a prisoner they are elevated in the tribe as free. To flee or avoid battle is literally unthinkable; no Enkiduan can even put such concepts into words.
Enkidu - History: Enkidu has been part of the sector’s recorded history for as far back as such things exist, and its key location should have made it one of the great powers of Askellon. Yet, travel to the surface of Enkidu is forbidden, a decree from millennia ago still enforced by a sizeable military presence stationed in orbit. Few know even of the myths surrounding the rationale, only that the order has never been rescinded and thus it must be obeyed, with new ships replenishing the blockading fleet each generation. Below the warships, the world and its natives continue their endless wars, yet it is its peace that gained Imperial notice.