vizn3r/warhammer40k-lore huggingface dataset:
Flamer - Orks: Burna - Flame has an undeniable appeal to the Greenskin race. The fascination with fire and the ignoble art of setting light to things sometimes gets so profound that an Ork will join the ranks of the Burna Boyz. Burna Boyz utilise long, stripped-down flamethrowers from which they take their name. These "Burnas" are able to spray great gouts of oily flame, and are linked to a sloshing tank of volatile promethium slung over their shoulder. Boyz can modify their Burnas with special nozzles and valves that force out a fierce blue tongue of fire instead of a cloud of orange flame. This "cuttin' flame" is powerful enough to slice through anything up to a metal bulkhead. In battle, Burnas prove extremely useful, as they can be utilised to flush out enemy hiding in ruined buildings and woods. When facing heavily armoured opponents such as Space Marines instead, the Burna Boyz simply switch to their cuttin' flames and use their Burnas to slice apart the foe.Skorchas - These Ork weapons are large custom built flamethrowers designed to hurl large gouts of flaming fuel. The fuel in question is a volatile mixture of gases and liquids and compressed into a cylinder. When a valve is opened the mixture is forced through the weapon's nozzle with a staccato gurgle, and directed over the target where it ignites with a loud audible noise that causes much hilarity for the Burna Boyz. Scorchas are dangerous, unreliable, spectacular and, as a consequence, highly popular. They are the equivalent to Imperial Heavy Flamers.
Flamer - T'au: Tau Flamers - The Tau Empire's Earth Caste has developed Flamers designed for use as a weapon system for Tau XV8 Crisis Battlesuits. XV8 Crisis Battlesuits can also choose to use twin-linked Flamers, in which case it will take up two of their three available system hardpoints. Most often equipped when Battlesuit teams are expected to be fighting massed, lightly-armoured opponents, Tau Flamers are lethal weapons when used against foes in dense terrain.
Flamer - Sources: Black Crusade: Core Rulebook (RPG), pg. 158Codex: Blood Angels (5th Edition), pp. 57, 59Codex: Dark Angels (4th Edition), pp. 48-49Codex: Imperial Knights (8th Edition), pg. 69Codex: Orks (4th Edition), pp. 45, 89-90Codex: Orks (3rd Edition), pg. 36Codex: Space Marines (5th Edition), pg. 98Codex: Space Wolves (5th Edition), pp. 57, 59Codex: Tau (3rd Edition), pg. 17Codex: Tau Empire (4th Edition), pg. 26Dark Heresy: Blood of Martyrs (RPG), pg. 115Dark Heresy: Core Rulebook (RPG), pp. 134-135Dark Heresy: Daemon Hunter (RPG), pg. 132Dark Heresy: Enemies Within (2nd Edition) (RPG), pg. 42Dark Heresy: The Inquisitor's Handbook (RPG), pp. 111, 160, 172Dark Imperium (Novel) by Guy Haley, Chapter 18Deathwatch: Core Rulebook (RPG), pp. 148-149Deathwatch: First Founding (RPG), pg. 98Deathwatch: Rites of Battle (RPG), pg. 135' 'Ere We Go (1st Edition), pp. 112, 114Gorkamorka: Da Roolz (RPG), pp. 22, 56Imperial Armour Volume Four - The Anphelion Project, pg. 137Imperial Armour Volume Eight - Raid on Kastorel-Novem, pg. 32, 119, 140, 193Imperial Armour Volume Nine - The Badab War, Part One, pg. 120Imperial Armour Volume Ten - The Badab War, Part Two, pp. 78, 128Imperial Armour Volume Eleven - The Doom of Mymeara, pp. 116, 118Inquisitor (RPG), pp. 78, 127Necromunda: Outlanders Rulebook (RPG), pg. 52Only War: Core Rulebook (RPG), pp. 180-181Only War: Hammer of the Emperor (RPG), pg. 113Only War: Shield of Humanity (RPG), pg. 127Rogue Trader: Core Rulebook (RPG), pp. 123-124Rogue Trader: Hostile Acquistions (RPG), pg. 51Rogue Trader: Into the Storm (RPG), pp. 114, 142The Horus Heresy - Book Two: Massacre (Forge World Series) by Alan Bligh, pp. 124,142, 146, 248, 257The Horus Heresy - Book Five: Tempest (Forge World Series) by Alan Bligh, pp. 105, 111, 247Warhammer 40,000: Rogue Trader (1st Edition), pg. 77Warhammer 40,000 Rulebook (6th Edition), pp. 51, 56Warhammer 40,000: Wargear (2nd Edition), pg. 23White Dwarf 389 (UK), pg. 71Dark Imperium (Novel) by Guy Haley, Chapter 18Warhammer Community - Primaris Space Marines: GamingWarhammer Community - A New Breed of HeroWarhammer Community - Primaris Space Marines: FAQ.
Flamer (Daemon) - Flamer (Daemon): A Flamer, also called the "Pyrodaemons of Tzeentch," a "Fire Daemon," a "Burning Horror," "Keepers of the True Flame of Change," "Bearers of the True Flame of Change," or "Candelabra Mutationi" are Daemonic Beasts of Tzeentch, the Chaos God of change and intrigue.Flamers are amongst the most strange and disturbing of all Tzeentch's Daemons, and their absurd physiologies are more than most mortals can stand.The body of a Flamer is a headless conical torso. It has two long arms, both terminating in fingerless stumps, which are adorned with razor-sharp teeth and flickering tongues, and continuously belching acrid and sulphuric smoke.In spite of their unnatural, awkward appearance, Flamers are agile creatures. They have no feet, but instead move by bumping and hopping around, leaping high in the air in a disturbing and gravity-defying fashion.This unusual method of locomotion allows the Flamers to bound over low obstacles or even bounce across bodies of water with little effort.They may even appear amusing to the unknowing observer, but laughter soon turns to panic as the Flamers suddenly close in at unexpected speed, the multi-coloured Warpflames that dribble constantly from their outstretched arm-stumps roaring to life like living blowtorches as the Daemons attack.
Flamer (Daemon) - Role: Flamers do not spout normal fire, but instead issue forth the raw stuff of magic and change. This is nothing like the fire mortals have experienced on their own worlds, where the laws of nature apply. The effects of the fires of change are as unpredictable as they are devastating, wreaking countless mutations upon their victims in the blink of an eye.The magical energies might turn flesh into ice, or metal into wood, only to change again into crumbling stone, burning ash, or molten wax an instant later. As the Warpflame crackles and hisses, smaller magical fires spill to the ground and take on an imitative form.This eldritch marionette impersonates whatever occurs nearby, in a manner both mocking and disturbing. The Flamers usually ignore these little parodies of reality, but occasionally become irritated by the yowling and obliterate the simulacrum before searching for fresh prey.A victim may undergo many thousands of transformations before the mutating energies of the Warpflame die down entirely. Sometimes a Flamer's attacks leave not a mark upon the physical body, but instead set the soul ablaze with spiritual corruption.On occasion, the psychic flame has even been known to heal and regenerate mortal wounds, revitalising those bathed in the iridescent glow -- much to the bafflement of all concerned. Episodes like this never fail to cause great bouts of uncontrollable laughter and much clapping and cheering from any Pink Horrors nearby.The Pyrodaemons of Tzeentch, as they are sometimes known, are not gifted with great intelligence. Flamers have rudimentary and instinctive minds, but are finely attuned to the thoughts of Tzeentch's Greater Daemons, who easily control their minions' actions.However, unless commanded by a Lord of Change, an Exalted Flamer or a particularly strong-willed Herald of Tzeentch, Flamers will do what comes naturally to them -- course across the battlefield setting alight anything in their path.Flamers can be found in many of the different daemonic armies of Tzeentch, and make up the key formations in some, such as the hosts that make up the majority of the Scintillating Legions's Conflagration Legions. Whether deployed en masse or as support units, they contribute with dangerous ranged attacks and terrifying killing power.Flamers are also ideal creatures to lead assaults against defensive positions; there is no fortification that can protect against their billowing clouds of magic flames. For their part, the Lords of Change invariably view Flamers as utterly inconsequential, and expend them as such: great swathes of Flamers will be hurled at a strongpoint's walls, overwhelming with sheer numbers that which their Warpflame cannot destroy.
Flamer (Daemon) - Exalted Flamers: Exalted Flamers are champions of their kind, and exude Warp energies and change-magic from every pore of their fungoid flesh. They are far more capable of independent thought than their lesser kin, and often lead other Flamers or Horrors into battle.The fires of Tzeentch manifested by these beings are more powerful and varied than those of typical Flamers, coming in two distinct varieties, each with its own corresponding colour: singular blasts of blue that have greater range and striking force, and gouts of pink that cover a wider area and can slay more creatures at once.Should any foe survive these ranged attacks and draw close, the Exalted Flamer will attempt to bite them with its fire-ringed maw, lashing out with its formidable tongue of flame.Some Exalted Flamers are carried into battle upon Burning Chariots of Tzeentchs, disc-like vehicles pulled by a pair of swift-flying Screamers. From aboard this hovering craft, the Exalted Flamer rains down billowing sheets of Warpfire from on high, carpeting the battlefield with the flames of change.Such Daemons tend to lord it over those beneath them, performing attention-grabbing pyromantic displays as they race across the sky.
Flamer Weapons - Flamer Weapons: Flamer Weapons are flamethrower weapons, capable of unleashing a liquid incendiary chemical that bursts into flames as it leaves the weapon.Flame-based weapons are used by several of the intelligent races and their militaries across the Milky Way Galaxy, and are valued for their ability to destroy many enemies at once with a burst of expanding flame, regardless of any protective cover they possess.The most common forms of Flame Weapons are Flamers and the more compact Hand Flamers, both of which are considered assault weapons due to their relatively short range. Loyalist Space Marine and Heretic Astartes Flamers work by firing a mix of highly volatile liquid chemicals which ignite with the use of a pilot light.This flaming chemical sticks to its target and continues burning on its own accord -- those who are not killed instantly die horribly as the super-hot chemical continues to burn through their bodies.The most common flammable substance used as Flamer fuel is Promethium, which is a petroleum-like jelly that can stick to a target and is very similar to the twenty-first century incendiary called napalm.A Heavy Flamer is a larger version of an Imperial Flamer, and possesses two nozzles, which can unleash a deadlier inferno. Heavy Flamers are often used by specialist weapon operators in dense conditions, such as during jungle or urban warfare, or by Space Marine Terminators who make good use of them during cramped ship-boarding actions.The Sisters of Battle of the Adepta Sororitas' Orders Militant also often carry Heavy Flamers in their squads. Heavy Flamers are most commonly seen mounted on many Imperial armored vehicles as secondary weapons, although the Sisters of Battle use twin-linked Heavy Flamers as primary weapons on their Immolator tank.More powerful Flamer-type weapons such as the Inferno Cannon also exist, and are available to the Collegia Titanica as weapons for Warhound-class Titans.
Flamer Weapons - History: The origin of Flamer Weapons lay in Mankind's past, to at least the early 2nd Millennium, in its precursor, the flamethrower  -- a mechanical incendiary device designed to project a long, controllable stream of fire. Since this bygone age, Flamer Weapons, in one form or another, have been a part of Humanity's wars.By the late 30th Millennium, these deadly weapons were a valuable addition to the arsenal of the Legiones Astartes. Hand Flamers were common amongst the Legion Tactical Squads and Legion Assault Squads, whilst Heavy Flamers were a common weapon amongst Legion Terminator Squads assigned to boarding actions and similar "Zone Mortalis" engagements, where contact with numerous enemies in confined battle zones was anticipated.In the late 41st Millennium, these ancient and formidable weapons are often feared by the foe at close quarters, and still play a valuable role in the military forces of the Imperium.
Flamer Weapons - Flamer Tactics: Flamers are effective in breaking the cycle of Ork infestation of a world by destroying the fungal spores exuded by Orkoid corpses.Flamers are an invaluable tactical choice in conditions where spotting the enemy is difficult due to dense terrain (such as jungles), during urban fights and bunker assaults.Field commanders must always remember the devastating impression made by a well-used Flamer -- a single shot has the potential of destroying an entire enemy squad along with the morale of the whole enemy force.
Flamer Weapons - Imperial Use: The most fanatic adherents of the Imperial Cult employ Flamers against mutants and heretics as the weapon's flames are seen to cleanse sin and impurity from body and soul alike.The Flamer is the preferred weapon of the more fervent worshipers of the Emperor such as the fanatical Red Redemptionists and the associated Fanatics of the House of Cawdor of the hive world of Necromunda.Among the Adepta Sororitas (Sisters of Battle), the Flamer is favoured as a purifying weapon, and for a Sister to be entrusted with one is a great honour.The Salamanders Chapter of Space Marines make wide use of Flamers and Melta Weapons due to their preference for close-ranged combat.The Catachan Regiments of the Imperial Guard are often deployed to areas of heavy jungle, where enemies can make as much use of the ever-present cover as the Catachans themselves. Accordingly Flamers and Heavy Flamers are especially valued by the Catachans for their ability to rob the enemy of the benefit of the tropical terrain.
Flamer Weapons - Chaos Space Marine Use: The Traitor Legions are able to carry larger-bore flame weapons with greater fuel reserves. These weapons can spit out more Promethium at a time, and thus deal more damage. Flamers and Heavy Flamers are widely used among the Chaos Space Marines with the same tactical use as the Loyalist Space Marines except in some notable cases:The Thousand Sons seem to fight only with the standard Bolters, even in conditions where the wise use of Flamers and other weapons (such as Heavy Bolters) would be more effective.Among Khornate Berserkers, Chainaxes and other bloody melee weapons are preferred over Flamers.The Noise Marines of the Emperor's Children Traitor Legion often opt to use exotic weaponry (such as sonic devices), which share some of the Flamer's tactical advantages.
Flamer Weapons - Ork Use: In the Orks' warlike culture, Burna Boyz are seen as foolish but also really potent Greenskins, as only a very courageous Ork would carry into battle the large amount of highly flammable fuel needed to operate a Burna -- Greenskin Flamethrower that can spray a cloud of oily fire over everything the Ork sees. A Burna is also fitted with a special nozzle fed by valves that when activated unleashes a small blue arc of flame instead of the standard roaring orange conflagration. This small flame is similar to that produced by a Plasma Cutter and is hot enough to slice through even the thickest armour. However it has a much smaller range than the Burna's standard effects and to use it, the Burna Boy must get very close to the enemy.
Flamer Weapons - Aeldari Use: Among the Aeldari, Flamer Weapons are utilised by Storm Guardians, Wraithlords, and the deadly Fire Dragons Aspect Warriors.
Flamer Weapons - T'au Use: The T'au Empire's Earth Caste has developed Flamers designed for use as a weapon system for T'au XV8 Crisis Battlesuits.XV8 Crisis Battlesuits can also choose to use twin-linked Flamers, in which case it will take up two of their three available system hardpoints. Most often equipped when Battlesuit teams are expected to be fighting massed, lightly-armoured opponents, Tau Flamers are lethal weapons when used against foes in dense terrain.The Phased Plasma-Flamer is a large T'au triple-barrelled rotary Flamer Weapon capable of generating temperatures so hot that the emitted flames are in a plasma-like state capable of even vaporising ceramite. As such, the weapon is deadly to even the most heavily armoured infantry. The Phased Plasma-Flamer can be fired in two modes: single canister which only uses a single barrel, and full rotation which uses all three barrels to generate an extended flame burst with the drawback of a small potential for danger and damage to the Battlesuit itself. All XV109 Y'vahra Battlesuits wield a Phased-Plasma Flamer as part of their standard armament.
Flamestorm Cannon - Flamestorm Cannon: A Flamestorm Cannon is a colossal flame projector that sends billowing tides of burning promethium into the thick of the foe. Cover is no defence against its wrath, and only the thickest armour can hope to offer any protection.These deadly Heavy Flamer weapons are most commonly found mounted on Land Raider Redeemers in lieu of the usual Hurricane Bolter sponsons. Combined with the Redeemer's sophisticated targeting systems, Flamestorm Cannons are able to purge even a well-defended bunker complex in seconds. These massive flame-based weapons also enable Redeemers to be highly effective against infantry during grueling and dangerous urban combat. A Land Raider Redeemer can use its Flamestorm Cannons to burn enemy infantry out of their hiding spots in shattered buildings, mazes of debris, and rockcrete rubble. It is said the flames of the Redeemer are hot enough to liquefy plasteel and even the ceramite of Space Marine power armour. For this reason, the Land Raider Redeemer is known as the "Firewyrm" by the brethren of the Space Wolves; referring to an ancient beast of Fenrisian legend that is said to have harboured the fires of the sun in its gullet.Another notable vehicle that utilizes this deadly technology is the Baal Predator, a known specialised variant of the Predator design used only by the Blood Angels Space Marine Chapter and their Successor Chapters. It has been in service with the Chapter since the earliest days of the Great Crusade, when the Blood Angels seized its Standard Template Construct from a ruined archeotech vault. In a move that was riven with controversy even then, the victorious Blood Angels did not hand the template over to the Adeptus Mechanicus despite the dark threats directed at them, instead bringing it back to their Chapter homeworld of Baal. A Baal Predator equipped with a turret-mounted Flamestorm Cannon is a tried and tested method of clearing bunkers and barricades, whilst the addition of sponsons to the basic chassis can massively reinforce the basic firepower.The Deimos Predator Infernus is an even older variant of the Predator design that is designed to mount a Flamestorm Cannon as its primary turret weapon, although this vehicle is no longer manufactured on a large scale in the 41st Millenium; those few that still exist are revered as priceless relics of a long-forgotten past and as symbols of a Chapter's ancient heritage.
Flamestorm Cannon - Sources: Codex: Blood Angels (5th Edition), pg. 36Codex: Space Marines (5th Edition), pp. 83, 143Codex: Space Wolves (5th Edition), pg. 45Forge World - Deimos Predator Infernus Experimental Rules
Flamestorm Gauntlets - Flamestorm Gauntlets: Flamestorm Gauntlets are a new type of Flamer Weapon developed for use by the Primaris Space Marines. Flamestorm Gauntlets are designed to unleash blazing streams of promethium upon any foes that get in close, and are a weapon often used by Primaris Space Marine Aggressor Squads.Though their units are intended to provide heavy fire support, Aggressors use Flamestorm Gauntlets to slay any foes who move into close combat range -- or to wade into the mobs of the enemy and unleash an inferno that burns them all to ash.
Flamestorm Gauntlets - Sources: Codex Adeptus Astartes - Space Marines (8th Edition), pp. 77, 157Dark Imperium (Novel) by Guy Haley, Ch. 18Warhammer Community - Primaris Space Marines: GamingWarhammer Community - A New Breed of HeroWarhammer Community - Primaris Space Marines: FAQ.
Flare Shield - Flare Shield: A Flare Shield was a directional electromagnetic flux field generator, similar in function to Imperial Void Shields that was used by the ancient Mechanicum of Mars and other Imperial military forces during the Great Crusade and Horus Heresy.The workings of Flare Shields were only truly understood by the Mechanicum's highest-ranked Magi and other Adepts, and the technology was believed to be a product of the Dark Age of Technology that originated from a source best left forgotten.Flare Shields lacked the defensive power of the much larger Void Shields that are used by Titans and Imperial starships, yet were capable of deflecting or dispersing glancing or diffuse impacts and shrapnel as well as reducing the potency of more focused strikes.The main advantage that Flare Shields possessed over the more powerful Void Shields was that they could be mounted on much smaller vehicles, so long as the vehicle was also equipped with rapid cycling plasma or fusion reactors of sufficient power.Flare Shields were found on Mechanicum vehicles such as the Jocasta Pattern Grav-attack vehicle and certain classes of Knight walkers, as well as on the Spartan Assault Tank, Malcador Heavy Tank, Thunderhawk Gunship, and Thunderhawk Transporter of the Legiones Astartes.It is unknown if the Adeptus Mechanicus is able to produce Flare Shield technology in the late 41st Millennium or if the technology has been lost to the Imperium like so much else from the Great Crusade era.
Flash Gitz - Flash Gitz: Flash Gitz are an elite breed of Ork Nobz who are obsessed with their lovingly customised, ostentatiously polished and painted weapons known as Snazzguns that can potentially wipe out entire squads of infantry in a hail of fire. Unlike other Nobz, Flash Gitz prefer "more dakka" to being "stompier," that is to say, they have a preference for ranged fire over melee combat. They are powerful ranged heavy infantry troops for an Ork WAAAGH!.Many Flash Gitz are members of the Bad Moons klan, where they serve as the klan's elite infantry. In addition to their powerful armament, Flash Gitz often wear garish armour, adorned with ocular bioniks, binocular goggles, monocular head-sets, oversized telescopes (all usually called "Gitfindas") and skull trophies mounted on their weapons or upon their back.Due to their hulking size and powerful musculature which is typical for Ork Nobz, they are still capable close combatants with their Choppa Bayonets and Sluggas. Flash Gitz consider themselves to be at the top of Ork society, having accumulated large numbers of Ork teef.Many love to flaunt their powerful weapons to other Orks, and are often accompanied by well-dressed Grotz who often boast of their master's achievements. Flash Gitz are sometimes kicked out of Ork tribes for their wealth and generally obnoxious behaviour though, which can lead to them taking up the path of a Freebooter.
Flash Gitz - Role: When an Ork warboss wants to invade a planet, he calls on fleets of Freebooterz to see off enemy voidships and clear the way for the Orks to get down to the surface. For this service Freebooterz claim exorbitant scavenging rights as well as a fortune in teef, and a warboss has little choice but to pay up if he wants their help, as Freebooterz that don't get their price often simply vanish into the void in search of more loot.Even if a Freebooter's terms are met, he might still get distracted by better prospects, the lure of easy plunder enough to sway most kaptins. Whether they fight alongside a WAAAGH! or tear around the void raiding planets and stealing voidships, Freebooterz often become disgustingly rich, leading many to become Flash Gitz. Ork Freebooterz are by no means always Flash Gitz, but all Flash Gitz eventually end up as Freebooterz.Arrogant and boorish, a Nob who fancies himself a Flash Git will normally alienate himself in short order from the rest of his tribe. Whether because of his grating self-aggrandisement, eating the local Big Mek's favourite Grot oiler without permission, or committing the cardinal sin of strutting about with a bigger, shinier shoota than the warboss, a Flash Git will normally find himself ejected from his tribe.When a whole band of Nobz get ideas above their place in the order of things within the tribe all at once, it can lead to bloody infighting. This will usually end up with the departure -- at gunpoint or otherwise -- of a whole mob of newly freebootin' Flash Gitz.However they find their way into this new situation, Flash Git mobs will quickly take to the Freebooter life. Fighting as mercenaries allows successful Gitz to accumulate vast sums of wealth in a short space of time. Even better, they can gleefully spend it all on themselves without a warboss around to take his cut. With teef galore flowing into their coffers, successful mobs of Flash Gitz will soon be riding through the void in their very own Kill Kroozer while wielding the kind of firearms that Deathskulls Lootas can only dream of stealing.Flash Gitz bedeck themselves with natty finery, and even their Grot minions get stuffed into gold-buttoned frock coats and brag loudly of their masters' wealth. Flash Gitz also sport profusions of piercings, furs, glyph-plates, brightly coloured pirate garb and extravagant hats. All of this showy nonsense does absolutely nothing though to hide the hulking, muscular bulk and bestial lethality of the Flash Gitz themselves.
Flash Gitz - Notable Flash Gitz: Kaptin Badrukk - Kaptin Badrukk is the greatest Flash Git there ever was. He is ostentatious in the extreme -- his heavily scarred and tattooed head is decorated with medals taken from defeated Imperial admirals whose warships he has ransacked. His teeth, so numerous that Badrukk's face is permanently split by a hideous rictus grin, are plated with an alloy of adamantium and priceless ur-gold stolen from the Palace of Undying Light. The Kaptin's gilded armour is polished to a greasy sheen, and his back banners proclaim his supreme abilities as a fighter. A lead-lined greatcoat protects Badrukk from the radiation generated by his beloved weapon, Da Rippa, a gun so dangerous that merely standing near it is tantamount to a death sentence. For an Ork, Badrukk is an excellent strategist, and acts as an advisor for any warlord rich enough to meet his exorbitant fees.Kaptin Dakbad - The firepower of the Flash Gitz was once the bane of the Skullcrackers, until Grukk turned them against his enemies instead. Kaptin Dakbad in particular knew a good thing when it came up and punched him in the face, siding with the Warboss Grukk and riding the wave of carnage and loot all the way to the Sanctus Reach. It also helped Dakbad's position with Grukk that the warboss needed his ships if he was ever to get off Eyrok.Warboss Gashrakk Da Flash - Gashrakk is the warboss of the Split-Grin Bad Moons, the richest Ork of the wealthiest klan of the richest tribe in the Sanctus Sub-sector. Years of looting worlds in the wake of WAAAGH! Grukk have filled Gashrakk's holds with all manner of weapons and equipment; the Freebooter turned warboss has turned around the fortunes of the Split-Grin Bad Moon tribe.
Flash Gitz - Wargear: SnazzgunStikkbombsBoss PoleGitfinda or Targeting Squig
Flash Gitz - Sources: Codex: Orks (3rd Edition), pg. 11Codex: Orks (4th Edition), pg. 56Codex: Orks (7th Edition) (Digital Edition), pp. 55-56, 67, 106-107, 131-133, 187-189Codex: Orks (8th Edition), pg. 66'Ere We Go: Orks in Warhammer 40,000 (1st Edition), pg. 118Freebooterz: Space Ork Army Lists pp. 28-29White Dwarf Weekly 19 (07 June 2014), "Flash Gitz," "'Eavy Metal: Ork Flash Git," "Kaptin Badrukk: The Flashest of Gitz," "Paint Splatter," "The Rules: Flash Gitz," "Earnin' Your Teef," pp. 5-14, 21-24, 38-57Warhammer 40,000: Dawn of War (PC Game)White Dwarf (October 2019), pg. 94Games Workshop - Webstore: Flash Gitz
Flawless Host - Flawless Host: The Flawless Host is a Chaos Space Marine warband in the service of Slaanesh. The Flawless Host believe they are the embodiment of justice and purity. Their gene-seed was once free from Chaos taint, and the rigid mental training of their former incarnation as the Loyalist Space Marines known as the Shining Blades gave the Chapter an unshakeable faith in its own abilities.They were victorious in battle so many times that they convinced themselves they could not fail, leading to the Berillia Massacres of 498.M34. Their overweening pride and wilful delusion caused them to attack, in a frenzy of indignation, any who questioned their magnificence, cementing their damnation and betrayal of the Emperor.Renaming themselves the Flawless Host, they have scarred the Imperium ever since as hedonistic servants of Slaanesh, still believing themselves to be pinnacles of biological perfection.
Flawless Host - Warband History: Prior to their disastrous failure during the Berillia campaigns and swift descent into madness, the Shining Blades Chapter was one of those Chapters renowned, alongside the Red Scorpions, Ultramarines, Umbral Titans and a few others, with a gene-seed record of extreme purity.However, the Shining Blades fell victim to their own pride, turning from the Emperor's will and beginning a traitorous crusade to cast down any who would claim to be their equals.Now calling themselves the Flawless Host, they spent a standard century harrying Loyalist Chapters, burning isolated outposts and decimating smaller detachments of loyal Astartes warriors until they assaulted a Red Scorpions strike cruiser, the Crux Puritatis, as it returned from campaigns in the Segmentum Tempestus, capturing the vessel and taking the Chapter's dead to augment their stocks of uncorrupted gene-seed.Then Lord High Commander Thay Kraun of the Red Scorpions recalled all of that Chapter's combat units from their previous engagements and scoured the area from which the Flawless Host was known to operate. Once the asteroid fortress used by the Flawless Host and its degenerate allies was discovered, Kraun committed his brethren en masse to its utter destruction.In a titanic battle that raged for six solar days the Red Scorpions battered the Flawless Host, blasting apart their defences and storming their fortress chamber-by-chamber. Lord High Commander Kraun himself led the re-taking of the Crux Puritatis, using the Blade of the Scorpion to decapitate the Flawless Host captain who claimed the ship in single combat.Withdrawing in the face of the Red Scorpions' overwhelming wrath, the Flawless Host vowed to exact vengeance upon those who would tarnish their glory.
Flawless Host - Notable Campaigns: Berillia Massacres (498-601.M34) - Over a dozen campaigns, the Shining Blades Chapter of Astartes wins a string of victories that ultimately become known as the "Berillia Massacres." When the Chapter's methods are questioned due to the extremely high number of civilian casualties that resulted from their actions, they attack their erstwhile allies and the Red Scorpions Chapter appear unheralded to bring them to justice. Much blood is shed in the ensuing war and the Shining Blades Chapter's true allegiance is revealed as they transform into the Heretic Astartes servants of the Chaos God Slaanesh. In an act of overweening pride, the Shining Blades declare themselves the "Flawless Host," a sin of hubris for which the Red Scorpions vow to exact punishment.Assault on Euthenia (310.M41) - A combined Flawless Host and Night Lords Heretic Astartes assault force attacked the Agri-world of Euthenia XX.Liberation of Novaris (Unknown Date.M42) - The newly chosen Chapter Master of the Silver Templars Chapter, Akilios Zanaris, led his Chapter of Primaris Space Marines to the surface of the world of Novaris, only to find that the populace had been enslaved by Heretic Astartes of the Flawless Host. The Silver Templars and the Heretics engage in a short but fierce war, resulting in the deaths of a quarter of Novaris' population. Eventually, Captain Ducas of the 1st Company defeats the Flawless Host's leader, Lyrius Soulslaver, in a duel that lasts more than a solar day. With Soulslaver's defeat, the battle for Novaris is soon won.  The planet was then granted to the Silver Templars to serve as their new Chapter homeworld.
Flawless Host - Notable Members of The Flawless Host: Chaos Lord Eleaxus the Flawless - Eleaxus is a devout Champion of Slaanesh and the Chaos Lord of the Flawless Host. Eleaxus cares for nothing more than his own glorification and the furtherance of his desire to sit at the right hand of Slaanesh, damning himself further by partaking in blasphemous feasts after his victories. With the promise of all the luxuries of the Imperial world of Makenna VII, Eleaxus' fealty was bought by Warmaster Davroth of the Word Bearers Traitor Legion, to help him conquer the doomed world. He led three elite squads of Emperor's Children Chaos Terminators known as the "Scream of Hatred," as well as three squads of Emperor's Children Traitor Marines mounted on Rhino armoured transport carriers, who were called the "Choir of the Damned," to Makenna VII.Brother Jhasius (Chaos Dreadnought) - Jhasius is a former battle-brother of the Flawless Host who is now interred within the sarcophagus of a Chaos Dreadnought.Lyrius Soulslaver (KIA) - Lyrius Soulslaver was the Champion of Slaanesh of the Flawless Host who led his warband in conquest of the world of Novaris during the Era Indomitus. The world was reclaimed for the Imperium by the Primaris Marines of the Silver Templars, though it cost the lives of a quarter of the world's population. Soulslaver was slain by Captain Ducas of the Silver Templars' elite 1st Company, after which the Flawless Host's resistance collapsed.
Flawless Host - Warband Colours: The Flawless Host's power armour is painted pale pink. The right arm and shoulder plate, lower legs and backpack are painted in a purple flame-like pattern. The trim and warband insignia are painted black.
Flawless Host - Warband Badge: The Flawless Host's warband badge is a black symbol similar to the sigil of the warband's patron Chaos God Slaanesh, except that the lower part is a crescent instead of an orb, and the other end is the eight-pointed star of Chaos. This symbol is centred on a field of pink.
Flawless Host - Sources: Apocalypse, pg. 171Codex: Chaos Space Marines (6th Edition), pg. 15Codex Heretic Astartes - Chaos Space Marines (8th Edition), pg. 50Codex Heretic Astartes - Chaos Space Marines (8th Edition) (Revised Codex), pg. 50Codex: Space Marines (4th Edition), pg. 20Imperial Armour Volume Four - The Anphelion Campaign, Second Edition, pg. 117Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned, pp. 21, 77Angels of Death: The Judges, In Their Hunger (Short Story) by David AnnandaleWarhammer 40,000: Silver Templars (8th Edition), pg. 19Imperium Nihilus: Vigilus Ablaze (8th Edition), pg. 73
Flayed One - History: Flayed Ones are victims of a terrible madness, a curse bestowed upon them by the C'tan known as Llandu'gor the Flayer. When the Necrons finally turned against the C'tan in the last days of the War in Heaven, the Flayer was destroyed by the Necrons; not simply splintered as were his brothers, but utterly obliterated. In his dying moments, the Star God inflicted a terrible curse upon the Necrons, tainting them with an echo of the fathomless hunger of its essence.For aeons the Flayer's curse went unnoticed and unseen. By the time the true madness of the condition began to manifest, the afflicted Necrons had travelled far and wide, unwittingly spreading the disease to a thousand worlds. A Necron of whom the Flayer Curse has taken hold undergoes a slow and tortuous erosion of its sanity. Despite being a soulless machine, it begins to revel in the bloody ruin of fleshy foes, driven to take trophies of skin, sinew and bone.As the Flayer madness intensifies, its victim is compelled by the uncontrollable desire to consume the flesh of its enemies. As a robotic construct, it cannot digest flesh in any sense, but is still driven to gorge itself in a doomed attempt to sate an unquenchable lust. The Necron's living metal shape warps into what is recognisable as the corrupt and grotesque form of a Flayed One. Ultimately, this accursed Necron disappears, drawn by an unknown instinct into a pocket dimension of their own, to dwell forever amidst the charnel palaces of the Flayed Ones.
Flayed One - Role: Other Necrons loathe the Flayed Ones, for they fear they will contract the terrible disease they carry. Any Necron suspected of harbouring the Flayer infection is banished or destroyed before it can become contagious. However, the Necrons can never prevent a pack of Flayed Ones joining a battle already underway -- they can materialise from their pocket dimension at any time, hunting in search of blood and carnage.They will commonly attack with little regard for strategy, wreathed in the dense stench of rotting flesh. Flayed Ones indicate no awareness of the odours given off by the bloody skins and fleshy trophies with which they adorn themselves, typically keeping such scraps upon themselves until completely decayed. They are not suicidal, however. If the enemy is strong, they will await the perfect moment to attack; if the enemy flees, they rarely pursue, preferring to feast upon the flesh of the fallen.Necron Overlords and Nemesors rarely make an attempt to adapt their plans for the unwanted and unexpected appearance of the Flayed Ones on the battlefield, instead accepting any advantage their presence brings. Despite this, it is common for an Overlord to order the execution of any Flayed One survivors after the battle has been won. None but the most insane of these ghoulish beings are destroyed so easily, however. The rest slip back to their pocket dimension and their palaces of rotting flesh, laden with new trophies of dismembered corpses and reeking of fresh blood.
Flayed One - Notable Formations: Court of the Flayer King – Long ago, the destruction of the C'tan Llandu'gor the Flayer saw thousands of Necrons afflicted with a terrible curse. It is now impossible to say how many Flayed Ones there are in existence, dreaming their mad dreams of gore and donning their remnants of flensed skin. As debased creatures of feral instinct, Flayed Ones gravitate to the mightiest of their kind. These "Flayer Kings" have suffered less from the ravages of their curse, with their personalities largely intact. Sahtah the Enfleshed is one such fiend, his fortunes tied to the Royal Courts of Damnos. In his wake, blood-mad Flayed Ones sweep from the shadows, claws gleaming wetly as their sheer proximity to one another sees their gore-hungry madness reach new heights.
Flayed One - Maynarkh Dynasty: Legendary even before the War in Heaven for their savagery and malice, the Maynarkh Dynasty were bloody, ruthless agents of the Silent King. So it is said that, on the order of the Silent King, their hands were the ones to utterly annihilate the C'tan called Llandu'gor the Flayer.Whether this is true or simply a legend from a time ill-remembered by the deathless Overlords who were there cannot be confirmed, but what is known is that this brutal dynasty was among the first to experience the "Curse of the Flayer," and its influence runs deep throughout the court. Even those not wholly twisted are marked by its passing, their rage and hunger a malignant, almost living thing that bends them.
Flayed One - Bone Kingdom of Drazak: On worlds lit by the cold rays of dying suns, located in the extreme northeast of the known galaxy, lie the Ghoul Stars, a realm where creatures tread out of a primal nightmare. Within this loathsome part of the galaxy are creatures so alien they seem to be born out of the supernatural.Yet even here, one horror outpaces all others; the Bone Kingdom of Drazak, the haunt of Flayed Ones. These fiendish creatures stalk through Drazak's desolate streets, fighting over gobbets of rotting meat and shards of bone, desperate to sate their deluded senses. Only one amongst the planet's entire population has stood apart from the pervading madness of its denizens -- Valgûl, the Fallen Lord.From his throne of splintered bone and tanned skin, Valgûl rules over this charnel kingdom, his one good eye ever fixed upon retaining what small measure of order he can. Valgûl seemingly remains untouched by the Flayer curse that has consumed his people, but no truly sane creature would willingly live amongst the gibbering Flayed Ones. It is not known if Valgûl remains out of a sense of duty, or if he is instead afflicted by a personal madness which has taken another, more subtle, form.Whatever his reasons, Valgûl's rule is not founded on reason, for the devolved nature of his subjects makes such notions laughable. He maintains their allegiance through his ability to provide the gory bounty in which his subjects delight. Every few solar months, when no more meat remains, whether because it has been torn into fragments too tiny to scrabble over or simply due to inexorable rot, Valgûl announces a new "Time of Bounty," and dispatches the Necron fleets of Drazak to raid nearby worlds. These reavers of Drazak seek not riches nor conventional plunder, only tithes of gore and congealing blood.
Flayed One - Sources: Apocalypse: War Zone Damnos, pg. 56Codex: Necrons (7th Edition) (Digital Edition), pp. 55, 78, 155-156Codex: Necrons (5th Edition), pp. 15, 37Codex: Necrons (3rd Edition), pg. 17Deathwatch: The Outer Reach (RPG), pp. 136-137Imperial Armour Volume Twelve: The Fall of Orpheus, pg. 90Devourer (Shield of Baal Novella) by Joe Parrino, pp. 10, 14, 40, 49, 51-52
Flayer - Flayer: The Flayer, known by the ancient Necron name of Llandu'gor and as Llandu'gor the Flayer, was one of the mighty C'tan star gods who ruled over the ancient Necrontyr and helped with the biotransference process that transferred their consciousnesses into necrodermis bodies and made them into Necrons.In the last days of the War in Heaven, the Necron forces turned on their C'tan masters. Most were shattered, rent into C'tan Shards which were separated and individually imprisoned.However, it is said that only the C'tan known as Llandu'gor was utterly destroyed. Rumoured to have met annihilation at the hands of the Maynarkh Dynasty, on the order of the Silent King, the Flayer's last act was to curse the Necron species in his final moments of existence.This curse, one of the varieties of creeping madness which plague the waking Necrons, is referred to as the "Flayer Virus", and is the cause of Necrons becoming the fell creatures known as the Flayed Ones. Those Necrons so affected awaken with an unquenchable hunger for the warm flesh and blood of the living.
Flechette Blaster - Flechette Blaster: A Flechette Blaster is a lightweight but lethal weapon; a favoured tool of Sicarian Infiltrators, perhaps one of the most sinister of the Adeptus Mechanicus's Skitarii warrior clades. This lethal short range weapon fires hundreds of tiny darts, each of which bears a dormant cerebral cell awakened in the gun's chamber. When one dart hits home, it emits a bioelectric pulse that attracts others, resulting in a series of impacts that burrow through flesh and bone.
Flechette Discharger - Flechette Discharger: A Flechette Discharger is a T'au vehicle support system that consists of powerful clusters of reactive charges attached to the prow of the vehicle.If an enemy moves into close proximity of the vehicle, the dischargers automatically fire off clouds of high velocity flechettes which often prove to be lethal against the would-be attacker. XV107 R'varna Battlesuits are also equipped with Flechette Dischargers.Flechette Dispersal Pods are a variant of the vehicle mounted Flechette Discharger, and are equipped on XV109 Y'vahra Battlesuits. Flechette Dispersal Pods differ in that they can be triggered to fire at nearby enemies by the Battlesuit pilot, even if they are not actively assaulting the XV109.
Fleet-Based - Fleet-Based: Fleet-based military forces are those that operate across the Milky Way Galaxy without a fixed base or homeworld, and which normally operate on a highly-mobile basis from a fleet of faster-than-light capable starships.Such armies include the forces of the Tyranids, almost the entire surviving, uncorrupted Aeldari species who now operate from their great Asuryani craftworlds and many of the Chapters of the Adeptus Astartes.Many fleet-based Chapters of Space Marines not only maintain large Chapter fleets but also massive flagships that serve as a mobile fortress-monastery and are known as Chapter barques. Such massive vessels include the Eternal Crusader of the Black Templars or the Omnis Arcanum of the Blood Ravens.Some Chapters even have access to larger mobile fortresses that serve as their primary base of operations, like The Rock of the Dark Angels, the Phalanx of the Imperial Fists or the Raptorus Rex of the Fire Hawks.Several Chapters who turned Renegade at some point but were judged to have been misled into treachery and granted forgiveness by the High Lords of Terra following a penitent crusade, like the Mantis Warriors and the Lamenters, are now fleet-based Crusade Chapters following the forfeiture of their Chapter homeworld as the price for their transgression.
Fleet-Based - Fleet-based Space Marine Chapters: A number of Space Marine Chapters have no homeworld. These nomadic warrior-orders traverse the stars aboard an armada of battle barges, strike cruisers and blade-like escort craft with the power to lay sectors to waste and conquer countless worlds.For fleet-based Chapters, their vessels serve the roles of a fortress-monastery. Starships will house the Chapter's Armoury, Librarius, Reclusiam and Apothecarion as well as barracks, training cages, practice ranges and strategiums. Some may keep these vital functions aboard a mighty flagship; others spread them across a number of vessels to reduce risk of catastrophic and irreplaceable loss.There are many reasons as to why a Chapter might be fleet-based. Some are orphaned, their homeworld lost in cataclysmic battle, such as the mysterious Dark Angels. Others have never had a homeworld, such as the Black Templars, who have been on the hunt for the enemy since their very inception. Some Chapters have temporarily forfeited the right to a homeworld in penance, such as the Mantis Warriors, who sided with the traitorous Astral Claws Chapter in the murderous Badab War.Every fleet-based Chapter recruits in different ways, depending on circumstance. The Imperial Fists maintain a number of recruiting worlds to which they periodically return to claim fresh aspirants.Others appear to have no regimen of any description, simply taking recruits wherever they find them; they are unheeding of all but the most vigorous of protests from planetary or other Imperial authorities, and often only if these are made by fellow Space Marine Chapters.
Fleet-Based - Notable Fleet-based Space Marine Chapters: Black DragonsBlack TemplarsBlood RavensCarcharodonsCharnel GuardCrimson CastellansDark AngelsEagle WarriorsExecutionersFire HawksImperial FistsInvadersIron CrusadersKnights of GryphonneLamentersMantis WarriorsMinotaursRelictorsScythes of the EmperorSoul DrinkersStorm Giants
Fleet Base Metis - Fleet Base Metis: Fleet Base Metis is a Ramilies-class Starfort that serves as a bastion and base of operations for the Imperial Navy vessels of Battlefleet Koronus. Originally commissioned for the Achilus Crusade into the Jericho Reach, Fleet Base Metis was towed to System 028-3B8-4D, in preparation for transport through the Jericho-Maw Warp Gate. But due to technical oversights, the massive Starfort had to be left behind, where it was reassigned to Passage Watch 27-Est almost by default.