vizn3r/warhammer40k-lore huggingface dataset:
Hawk Lords - Notable Hawk Lords: Atherias - Atherias was a member of the Hawk Lords and later a founding brother of the Deathwatch during the War of the Beast in the mid-32nd Millennium. He took part in the search for an Ork psyker on the world of Plaeos that could be used to defeat The Beast by channeling the anti-psychic Blank powers of the Sisters of Silence through the captured psyker's link to the greenskins' gestalt WAAAGH! energy. He also later participated in the second invasion of Ullanor during that conflict.Captain Augustus Hubertus - Hubertus was the captain of the Hawk Lords' 5th Company which led the defence of Kasr Elisha on Cadia during the 13th Black Crusade in 999.M41. Though Hubertus was slain during this battle, his company was successful in maintaining Kasr's defences until it was relieved by the Imperial Fists' 1st Company.
Hawk Lords - Chapter Relics: Hawk Wings - Hawk Wings are specialised Jump Packs first created and used exclusively by the Hawk Lords Chapter. Though they appear to be normal Jump Packs they also have a vast ammunition supply built into their harnesses that double as an Astartes backup ammunition supply, increasing the magazine size of any requisitioned heavy weapon. The Hawk Lords Chapter has long emphasised aerial superiority and rapid deployment, and all the skill of its Artificers have been bent towards these ends for untold centuries. One of their greatest successes was the creation of a pattern of Jump Packs that could bear a Devastator Marine into battle without costing him the use of his heavier armament. The artisan responsible died after creating but a few such masterpieces, and his accomplishment has not yet been matched. Watch Fortress Erioch has come into the custody of one Hawk Wing jump pack, and it has served with distinction with the Deathwatch across the Jericho Reach.
Hawk Lords - Chapter Colours: The Hawk Lords primarily wear purple power armour. The Aquila or Imperialis on the chest guard is black.The golden yellow squad specialty symbol on the right pauldron designates operational specialty -- battleline, close support, fire support, Veteran or command.A black High Gothic numeral is stenciled on the centre of the squad specialty symbol which indicates squad number.The colour of the shoulder plate trim indicates company number in accordance with the dictates of the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), Green (4th Company), etc.The helms of this Chapter's Veterans and Veteran Sergeants are also golden yellow.Veteran iconography is often displayed on a colour roundlet, matching the company colour, on the outside left greave.
Hawk Lords - Chapter Badge: The Hawk Lords' Chapter badge is a golden yellow hawk centred upon a field of purple. It is depicted in a similar style to the Chapter badge of the venerable Raven Guard.
Hawk Lords - Canon Conflict: Originally there was some confusion as to which Space Marine Legion was the parent of the Hawk Lords Chapter. Imperial Armour Volume Eight - Raid on Kastorel-Novem lists it as a successor of the Raven Guard, but in Codex: Space Marines (6th Edition) it is a descendant of the Ultramarines. The 8th and 9th Edition Codex: Space Marines both list the Hawk Lords as an Ultramarines successor.Codex: Space Marines (7th Edition) also lists the Hawk Lords as a Primogenitor Chapter of the Ultramarines.With the release of The Horus Heresy - Book Five: Tempest (Forge World Series), it was revealed that the Hawk Lords may have originally been one of several specialist Chapters, known as "The Hawks," created from the 21st Chapter of the Ultramarines Legion after the Horus Heresy.This is because the 4th and 22nd Chapters of the Ultramarines Legion were known as "the Aurorans" and "the Nemesis" respectively, and went on to become the Aurora Chapter and the Nemesis Chapter during the Second Founding.It is thus possible the Hawk Lords are a Successor Chapter descended from the 21st Chapter of the Ultramarines Legion, taking their name from The Hawks like those other Primogenitor Chapters of the Ultramarines.
Hawk Lords - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet)Codex: Space Marines (9th Edition), pg. 47Codex: Space Marines (8th Edition) (Revised Codex), pg. 29Codex: Space Marines (7th Edition) (Digital Edition), pg. 114Codex: Space Marines (6th Edition), pp. 33, 141Codex: Space Marines (5th Edition), pp. 26, 30-31Codex: Space Marines (4th Edition), pg. 8Deathwatch - Honour the Chapter (RPG), pg. 128Imperial Armour Volume Eight - Raid on Kastorel-Novem, pg. 104Insignium Astartes, pg. 55The Horus Heresy - Book Five: Tempest (Forge World Series) by Alan Bligh, pp. 39, 80-81The Last Son of Dorn (Novel) by David Guymer, Ch. 1Warhammer 40,000: Kill Team - Elites, pg. 32 (Quote)
Hawkwing - Hawkwing: The Hawkwing was a large assault craft used by the Legiones Astartes during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia. The Hawkwing was used alongside the Stormbird super-heavy dedicated attack landers that were the Space Marine Legions' primary means of deploying forces into combat as well as air support and general planetary transport for that majority of the Great Crusade. The Hawkwing was a large, void-capable aircraft with a wide, elegant shape, like a giant ray or skate, with broad, triangular wings and a slender dart of a tail.The Hawkwing was used by the Legiones Astartes alongside the Stormbird to land infantry and vehicles on planetary surfaces. However, civilian patterns of the Hawkwing existed that were used by Imperial merchants for hauling cargo from planetary surfaces into space.
Hawkwing - Adeptus Mechanicus Technical Specifications: The Adeptus Mechanicus technical specifications for this ancient spacecraft are unknown.
Haywire Cannon - Haywire Cannon: A Haywire Cannon is a mounted heavy weapon, utilised exclusively by the enigmatic Aeldari Harlequins, that can cripple armoured targets with powerful electromagnetic blasts. When fired, crackling blasts of electromagnetic energy leap from the forked projector-vanes with every shot.Capable of scrambling even the most robust electrical systems, a single hit from such a weapon can leave enemy tanks and aircraft powerless and at the mercy of the Harlequins' wrath. These weapons are usually mounted upon Voidweavers, a specialised open-topped, anti-gravitic gunship utilised by the Harlequins.
Haywire Cannon - Sources: Codex: Harlequins (7th Edition) (Digital Edition), pp. 60, 140, 207
Haywire Mine - Haywire Mine: A Haywire Mine is a powerful, heavy-duty Imperial explosive device that is often used to destroy or incapacitate enemy armoured vehicles. The electrophantasmic blasts of these weapons can banish Machine Spirits (artificial inteiigences) from enemy wargear and cripple augmetic enhancements.The Haywire Mine is a weapon commonly employed by the Incursor Squads of the Adeptus Astartes. Some Incursors carry the heavy Haywire Mines into battle, planting them at pre-cogitated nexuses of probable enemy movement where the blasts can prove most effective at incapacitating enemy machines.
Hazeroth-class Privateer - Hazeroth-class Privateer: The Hazeroth-class Privateer comprises a variety of Raider vessels of similar size and firepower. Many have been known to operate in the Calixis Sector from the infamous Hazeroth Abyss sub-sector (hence the name), and are popular with privateers. Most sacrifice cargo space and armour for improved engines and reinforced interior bulkheads, allowing them to flee anything they cannot fight.
Hazeroth-class Privateer - Notable Hazeroth-class Privateers: Chains of Dusk - One of the deadliest ships in the fleet of the Rogue Trader Krawkin Feckward, the Chains of Dusk is a light swift raider that suits his purposes well. It is a dangerous foe despite its size, made more so by Krawkin's cunning and skill at laying ambushes.Gift of Despair - Laid down as Precious Gift in the 37th Millennium, the Gift of Despair was initially designed as a fast Escort for a powerful Rogue Trader house. A quick and nimble ship with lovely lines, she was taken by pirates within a standard year of her shakedown cruise and repurposed as a smuggler and blockade runner. She raided throughout the Koronus Expanse until purchased by her current captain, the ruthless slaver Captain Darexor. Darexor gutted her, installed slave pens and has used her to brutal effect ever since. It is of note that the Gift is well known to the Adeptus Mechanicus, and the representatives of the Priesthood of Mars have been instructed to keep a watchful eye on her thanks to her curious and ancient ship's systems.
Hazeroth-class Privateer - Dimensions: Hull: RaiderClass: Hazeroth-class PrivateerDimensions: Approximately 1.5 kilometres long, 0.25 kilometres abeam.Mass: Approximately 5 megatonnes.Crew: Approximately 22,000 crew.Acceleration: 5.6 gravities maximum acceleration.
Head Crushaz - Head Crushaz: The Head Crushaz were an Ork tribe led by Warboss Gorgutz until the their defeat on Kronus, which led to their extinction. These Orks had originated on Lorn V before the Dark Crusade.It is common for Ork tribes to become part of other, larger Ork tribes if their Warboss is killed by another Ork leader. Warlord Gorgutz used this method to quickly build a massive Ork invasion on three separate occasions; first on Lorn V, then Kronus and finally a massive assault was launched by these Greenskins upon the Kaurava System. However this also led to an easily fractured alliance amongst the tribes.
Headhunted (Short Story) - Headhunted (Short Story): Headhunter by Steve Parker is a Warhammer 40,000 short story published in 2009 and collected in the anthologies Nexus & Other Stories, Heroes of the Space Marines, Xenos Hunters, and Deathwatch.
Headhunted (Short Story) - Synopsis: The Adeptus Astartes of the Deathwatch stand firm against the terrifying xenos swarms. Compiled of elite, veteran battle-brothers from myriad Chapters, it is their duty to investigate, analyze, and destroy the most dangerous alien threats to the sanctity of Mankind's realms.A squad of Deathwatch Space Marines must infiltrate an Ork spacecraft to investigate and eradicate a new threat. But they soon learn that the rabid Greenskins are not the true danger; something all the more dangerous lurks, threatening to destroy them all.
Headhunters - Headhunters: Headhunters, who were part of Headhunter Kill-teams, were an elite formation of Space Marine infiltrators, assassins and saboteurs exclusively utilised by the Alpha Legion during the Great Crusade and Horus Heresy. The Alpha Legion's elite stealth operators known as Effrit also sometimes served in the Headhunter Kill-teams, leading to a confusion about which units properly earned the name.The histories of the Great Crusade record that it was the Alpha Legion that conceived of the deployment of Legion Seeker Squads, a unit configuration that spread to the other Legions as the Great Crusade expanded outwards. The Legion did not halt at Seeker squads however, and later fielded a further refinement of the concept in the form of Headhunter Kill-teams.Known variously as Headhunters or "Effrit" (although this latter term may also have referred to the act of assassination, and the sowing of destruction and chaos behind enemy lines mid-battle, as well as a particular elite unit type, the Effrit Stealth Squad), their preference for high-impact strikes carried out by small, elite infantry units was evidenced by the fact that both Destroyer Squads (who in the Alpha Legion suffered none of the opprobrium found in some Legions to those so assigned), as well as specialised Alpha Legion sabotage operatives who were also classified as "Effrit" in some accounts, were treated as a respected veteran cadre within the XX Legion.These supremely skilled infiltrators specialised in creating conditions of all-consuming chaos among the enemy's ranks, sowing confusion by eliminating key officers, positions and assets. In doing so, the Headhunters brought about a tipping point in a battle or an entire campaign, the fulcrum upon which the fate of worlds was balanced.Headhunter Kill-teams were made up of the most skilled infiltrators and assassins in the Alpha Legion, and fielded at the direct command of a senior commander. They had access to some of the most prized wargear their Legion could provide, including special ammunition conceived specifically to penetrate armour up to and including Legiones Astartes ceramite battle plate.In the ranks of a Legion already renowned for its ability to infiltrate, misdirect and assassinate, the Headhunter Kill-teams were nigh-unsurpassed and their deeds were known beyond their Legion and feared the galaxy over. It is unknown if the Alpha Legion Traitor Legion maintains this elite formation in the 41st Millennium.
Headhunters - Unit Composition: 4-9 Headhunters1 Headhunter Prime
Headhunters - Wargear: Power Armour (Any Firstborn pattern)Bolt PistolBolter with Banestrike AmmunitionPower DaggerKrak GrenadesVenom Spheres
Headhunters - Optional Wargear: Combi-bolter with Banestrike AmmunitionHeavy Bolter with Anti-grav Suspensor Web and Banestrike Ammunition
Headhunters - Optional Wargear (Headhunter Prime Only): Artificer ArmourPlasma PistolInferno PistolPower FistPower Weapon (Any type)Melta Bombs
Headhunters - Dedicated Transport: Rhino Armoured Personnel CarrierDreadclaw Drop Pod
Headsman of Cellebos - Headsman of Cellebos: The Headsman of Cellebos, one of the most brutal of all of the World Eaters Heretic Astartes known to be active in the Jericho Reach, is an individual whose true name is unknown.However, he has earned his dire moniker by the countless bloody deeds he has perpetrated across a hundred battlefields and more.To be named as a target of the Headsman's ire is a truly horrifying prospect, for to date, none who have been so named have escaped their fate.The Headsman is only ever known to have one target at a time, never announcing another until his boast is fulfilled and his victim's skull laid before the Brass Throne of Khorne.
Headsman of Cellebos - History: First witnessed by Imperial forces on the world of Khazant, the Headsman has been encountered leading a warband of his fellow Khornate Berserkers as well as on his own. Of all the bloodthirsty murderers fuelled by the bloody essence of Khorne, the Headsman is feared as the most savage and unrelenting.He wields a mighty two-handed chainaxe with which he beheads his foes, often a dozen with a single sweep. His features are obscured by an executioner's hood, little more than his baleful eyes visible.However, it is not just his appearance that has earned the Headsman his title, and it has been noted in Watch Fortress Erioch's Chamber of Vigilance that his deeds are neither mindless nor random. Rather, the Headsman announces to his followers and to all who will listen who his next target will be, and then sets out to slay them at any cost.Such targets are often the leaders or champions of the Imperium's armies of the Achilus Crusade, though on occasion they have been spiritual leaders or even high administrators. None can discern any reason in the Headsman's choice of target, but once the name is announced the victim's doom is all but sealed.To date, the Headsman has announced the name of, and subsequently slain, three Space Marine Company Champions, a Chaplain, seven Astra Militarum Colonels, two Adeptus Titanicus Princeps, a Cardinal-Aquilus, and a Commissar-General.The Chamber of Vigilance has received intelligence that the Headsman has recently embarked upon a new hunt, but as yet the identity of the target is unknown.Whose skull shall be heaped at the base of the Blood God's throne next is a question to which several senior Inquisitor Lords of the Ordo Malleus have recently turned their attentions.
Heart of the Conqueror (Short Story) - Heart of the Conqueror (Short Story): Heart of the Conqueror is the fifteenth short story published in the Horus Heresy that was not originally part of an anthology novel. Heart of the Conqueror was originally released as part of the programme for the Black Library Horus Heresy Weekender on May 17, 2014. It is also now included in the Legacies of Betrayal anthology novel, and is avalible as an audiobook (MP3).
Heart of the Conqueror (Short Story) - Synopsis: The Navigator Nisha Andrasta has served the XII Legion for over a standard century. She saw the War Hounds reunited with their progenitor, Lord Angron. She witnessed the rebirth of the Legion as the World Eaters. She looked on in confusion and horror as the Primarch joined Horus' rebellion, and now she has seen him betrayed by Lorgar Aurelian, becoming the maddened monster he was always destined to be. Now, as the character of the XII changes along with their father, what course of action yet remains to this loyal daughter of Terra?
Hearth - Hearth: The Hearth is the name given by the Kin of the Leagues of Votann to the power source that provides energy to one of their holds.The old term literally refers to the fire that burns at the heart of the hold. Echoing the times when all Kin sailed the stars aboard the vast Long March generation mining ships that first brought their Ancestors to the galactic core, the Hearth is the blazing plasma reactor or other, more exotic technology that powers the hold's defences and sustains light and life.Its fires are often said to burn within the breast of all the hold's Kin, only extinguished if every last member of a Kindred falls.
Hearthkyn Salvagers - Hearthkyn Salvagers: Hearthkyn Salvagers are elite teams of Leagues of Votann Hearthkyn Warriors who serve as scouts, explorers and technology salvagers. They have been specially trained to extract prized artefacts and locate precious strategic resources within the depths of space hulks and other voidship wrecks.Years of hard-won experience have taught the Leagues many lessons about the dangers of space hulks, and the specialised equipment carried by Salvager teams is a testament to how well they have prepared for unexpected challenges. Discovery is their foremost duty, so many members load up with informational tools and scanners -- such as the Lokâtr's pan spectral scanner, or the Kognitâar's specialised dataslate.This essential equipment would usually be carried by Sagitaur ATVs, but with barely enough room in some corridors to fit two Kin shoulder-to-shoulder, it instead falls to the long-suffering Lugger to haul the gear around. These redoubtable operatives are held in high regard by their team for the sheer tenacity they lend to the cause.Hearthkyn Salvager teams also bring gadgets and weapons not seen among less adventurous Hearthkyn Warriors. Kin Jump packs allow plasma axe-wielding specialists to surmount any obstacles the team encounters, and add extra oomph to a charge.Although the Salvagers are equal parts explorers, prospectors, and retrieval teams, they are still hardened warriors equipped with all of their Kinhost's standard array of Hearthkyn Warrior void armour and weapons. The hardy, industrial equipment of the Leagues of Votann is well-suited to the confines of a space hulk, and plasma axes, Gravitic Concussion Grenades, and HYLas Rotary Cannons make short work of any space hulk's more malevolent denizens.
Hearthkyn Salvagers - Unit Composition: 4-9 Hearthkyn Salvagers1 Salvager Theyn
Hearthkyn Salvagers - Kognitâar: A Kognitâar is an Ironkin Hearthkyn Warrior who has been tasked to a Hearthkyn Salvager team to serve as its primary logistics expert and data retrieval and manipulation specialist.As a self-aware machine, the Kognitâar is best-placed to carry out those tasks requiring manipulation of large amounts of data, and they are aided in this by a dedicated dataslate that has been modified to provide data flows at the rapid speed with which an Ironkin can interface with it.As one of the primary tasks assigned to Hearthkyn Salvager teams is to recover lost Ironkin Cerebral Units, the Kognitâar is an invaluable member of any Salvager team. Kognitâars are often armed with Autoch Pattern Bolters.
Hearthkyn Salvagers - Lokâtr: A Lokâtr is a Hearthkyn Salvager who is tasked with finding and discovering whatever the Salvagers are looking for on a space hulk or other derelict voidship or to search out whatever might be of strategic value among the ruins.To aid them in these searches they are outfitted with a pan spectral scanner and usually armed with an Autoch Pattern Bolter. The Lokâtr is also capable of determining what threats may be closing in on the Salvager team by tracking life signs on their scanners.
Hearthkyn Salvagers - Lugger: A Lugger is the Hearthkyn Salvager tasked with essentially serving as his team's pack-mule. To carry out a proper exploration of a space hulk or other void derelict, Hearthkyn Salvagers require a lot of specialised equipment, particularly large numbers of data manipulation tools and scanners. Years of hard experience have taught Salvagers to be well-prepared before entering any wreck and knowledge is most certainly power in such situations.This essential equipment would normally be transported for a squad of Hearthkyn Warriors by two Sagitaur ATVs, but with barely enough room in some corridors to fit two Kin shoulder-to-shoulder, it instead falls to the long-suffering Lugger to haul the gear around. Yet, despite their menial task, Luggers are held in high regard by other Salvagers, for these redoubtable operatives are lauded for the sheer tenacity they lend to the cause, even by the standards of the Kin.Luggers often choose to wield an Autoch Pattern Bolt Pistol so their hands can remain free to help them carry more bulk.
Hearthkyn Salvagers - Theyn: A theyn serves as the commander of a team of Hearthkyn Salvagers, just as they do for other squads of Hearthkyn Warriors.If a Kin shows particular drive and aptitude toward leadership and command, they will be nominated by their superiors or comrades to be promoted to the rank of "theyn" -- which roughly translates to squad leader. This is a great honour and responsibility both, which most theyns strive to live up to.Leading between 4-9 Hearthkyn Salvagers on a team, theyns communicate with their squad with the aid of cybernetic implants given to them for command and control purposes -- relaying strategic instructions as the exploration of a space hulk or other derelict proceeds to their fellow Salvagers.Theyns often wield a potent ranged weapon such as an EtaCarn Plasma Pistol in one hand and a melee weapon like a plasma axe in the other and are protected by force field-generating Armour Crests.
Hearthkyn Salvagers - Grenadier: A Grenadier is a Hearthkyn Salvager who specialises, as their name implies, in unleashing grenades on the foe. Carrying a brace of Gravitic Concussion Grenades is a great addition to the Salvagers' loadout when exploring the extremely cramped confines of a space hulk.When detonated, these grenades unleash a powerful concussive blastwave produced by manipulating the force of gravity in the affected area, which can easily clear corridors of the foe or open up clear lines of fire for those Salvagers armed with heavy weapons.
Hearthkyn Salvagers - Gunner: A Gunner is a Hearthkyn Salvager who has shown sufficient aptitude to be given additional training in order to wield specialist heavy ranged weaponry -- such as HYLas Rotary Cannons or EtaCarn Plasma Beamers.Such weapons are crucial in protecting the rest of their team from the wave assaults that can sometimes result within the narrow corridors of a space hulk or other derelict voidship, particularly in the case of an infestation by Genestealers, Orks or Beastmen.
Hearthkyn Salvagers - Jump Pack Warrior: A Jump Pack Warrior is a Hearthkyn Salvager who has been specially trained and equipped with a Kin-made Jump Pack so that they are able to surmount any obstacles that might be found by their team during their explorations. A Jump Pack Warrior can surmount any hazard that blocks the Salvagers' path such as an open pit or a door placed high out of reach.Jump Pack Warriors also serve their team as assault troops who are often armed with both a ranged weapon and a melee weapon, such as an Autoch Pattern Bolt Pistol paired with a plasma axe.
Hearthkyn Salvagers - Dôzr: A Dôzr is a Hearthkyn Salvager who is outfitted for melee combat with a pair of twin Concussion Weapons known as Concussion Knuckles.While most Dôzrs might insist that their Concussion Knuckles are designed to break down hatchways and barricades, and are perfectly-suited to the cramped quarters of a space hulk or ruined tunnel, most of their team members are certain that they just enjoy a good, old-fashioned brawl with the two fists that their cloneskein gave them.
Hearthkyn Warriors - Hearthkyn Warriors: Hearthkyn Warriors are the soldiers of the line and the primary infantry of the Leagues of Votann. Well-armoured in void armour and equipped with an array of powerful and advanced Kin weaponry, Hearthkyn Warriors form the backbone of most Oathbands and Kinhosts.Led by their theyns or squad leaders, squads of Hearthkyn lay down hails of firepower, shrugging off the enemy's return volleys before storming in to shatter their wavering foes for good.
Hearthkyn Warriors - Unit Composition: 9-19 Hearthkyn Warriors1 Theyn
Hearthkyn Warriors - Hearthkyn Warriors: Void ArmourAutoch Pattern Bolt PistolAutoch Pattern BolterGravitic Concussion GrenadesIon Blaster (As replacement for Autoch Pattern Bolter)HYLas Auto Rifle (As replacement for Autoch Pattern Bolter or Ion Blaster for up to 4-8 Hearthkyn of a squad)L7 Missile Launcher  (As replacement for Autoch Pattern Bolter or Ion Blaster for up to 4-8 Hearthkyn of a squad)EtaCarn Plasma Beamer (As replacement for Autoch Pattern Bolter or Ion Blaster for up to 4-8 Hearthkyn of a squad)Magna Rail Rifle  (As replacement for Autoch Pattern Bolter or Ion Blaster for up to 4-8 Hearthkyn of a squad)Medipack (One Hearthkyn in a squad can carry this.)Multiwave Comms Array (One Hearthkyn in a squad can carry this.)Pan Spectral Scanner (One Hearthkyn in a squad can carry this.)
Hearthkyn Warriors - Theyn: Void armourWeavefield CrestAutoch Pattern Bolt PistolIon Pistol (As replacement for Autoch Pattern Bolt Pistol)EtaCarn Plasma Pistol (As replacement for Autoch Pattern Bolt Pistol)Autoch Pattern BolterIon Blaster (As replacement for Autoch Pattern Bolter)Concussion Gauntlet (As replacement for Autoch Pattern Bolter or Ion Blaster)Plasma Axe (As replacement for Autoch Pattern Bolter or Ion Blaster)Plasma Sword (As replacement for Autoch Pattern Bolter or Ion Blaster)Gravitic Concussion GrenadesEye of the Ancestors
Hearthspake - Hearthspake: The Hearthspake is the name given to the governing council of a Leagues of Votann Kindred.Every Kindred governs itself from a huge spherical chamber located in its primary hold known as the "Spakerönde." Here, the Hearthspake gathers -- a ruling council of Guildmasters, senior officers of the Kindred's military Kinhost, and wise and cunning Grimnyr. For all their familial bonds as genetically-related clones born of their Kindred's crucibles, the members of the Hearthspake are much given to strident debate and obstinacy. Kin are slow to change their minds. When one believes firmly that he or she knows what is best for their Kindred, they can be remarkably stiff-necked.Moreover, all Kin who serve in the Hearthspake are keenly conscious that the Ancestors are always watching. Though voices are often raised and debates may last for solar days, the Hearthspake sees little of the politicking or self-interested manoeuvring that typifies many other intelligent species' political arenas. The Kin might be hard-headed, but they are almost always earnest and honest in their desire to guide their Kindred well.
Heartslayer - Heartslayer: Heartslayer, whose true name is Ail'Slath'Sleresh, is a Keeper of Secrets, a Greater Daemon of Slaanesh. He was instrumental in the fall of the Aeldari Craftworld of Kher-Ys.
Heat Cannon - Heat Cannon: A Heat Cannon is a Necron thermal energy weapon similar in function and effect to an Imperial Melta Weapon, and is the primary weapon of a Sentry Pylon. A Heat Cannon, like its smaller Heat Ray counterpart, is a weapon of extraordinary power and can reduce the most heavily armoured tanks to piles of molten slag and burn its way through the most heavily protected fortifications at great distances. With every beam it fires, it is capable of vaporising everything in an area with a small blast, and its rate of fire allows it to continually bombard an area with impunity.
Heat Cannon - Sources: Imperial Armour Volume Twelve – The Fall of Orpheus, pg. 123
Heat Ray - Heat Ray: A Heat Ray is a multi-purpose Necron fusion weapon similar to Imperial Melta Weapons, and is most commonly mounted on Triarch Stalkers whose role is to provide close fire support. Heat Rays are potent weapons in that they are capable of firing in two different modes. If an enemy tank stalls the main Necron attack, a single focused blast from the Heat Ray is sufficient to end the threat. Similarly, if dug-in infantry are hampering an advance, a Triarch Stalker can break the deadlock by setting the Heat Ray to fire a dispersed beam and sending a wide cone of scorching plasma swirling into every crevasse to broil the enemy alive. Whereas a focused beam is akin to a Melta Weapon with a significant range, the dispersed beam is more similar to a Heavy Flamer in terms of the potential damage it can inflict.
Heavenfall Blade - Heavenfall Blade: A Heavenfall Blade is one of a quintumvirate of legendary Power Swords wielded by the highest-ranking members of the Inner Circle of the Dark Angels Chapter. According to Chapter lore, the Heavenfall Blades were cut from a single block of obsidian that formed the core of a meteorite that struck The Rock, the Chapter's mobile fortress-monastery, in orbit around the Feral World of Al Baradad, shortly after the fall of Caliban. Each of these blades are carried by a Master of the Chapter and is as potent a symbol of their rank as it is deadly.The blades wielded by the Grand Master of the Deathwing, the Grand Master of the Ravenwing and the Master of the Dark Angels' 5th Company also utilise small amounts of the obsidian taken from the meteorite in their working. It is also said that a small portion of this meteoric substance was dispatched to each of the Dark Angels' Successor Chapters, so that the senior members of the Unforgiven's own Inner Circles would also bear the same heritage forged in steel as those borne by the Masters of the Dark Angels.
Heavenfall Blade - Sources: Codex: Dark Angels (3rd Edition), pg. 18Codex: Dark Angels (4th Edition), pp. 42-45, 46Codex: Dark Angels (6th Edition), pp. 52-53, 56, 58-59Codex: Angels of Death (2nd Edition), pp. 13, 41, 62Warlords of the Dark Millennium - Azrael, pp. 31-32Warlords of the Dark Millennium - Belial, pp. 8, 22-23Warlords of the Dark Millennium - Sammael, pp. 9, 32-33Ascension of Balthasar (Audio Drama) by C.Z. DunnThe Unforgiven (Novel) by Gav Thorpe, pp. 141-142
Heavy Arc Rifle - Heavy Arc Rifle: A Heavy Arc Rifle is an electromagnetic Arc Weapon devised by the military forces of the Adeptus Mechanicus to slay the daemon machines of the Dark Mechanicum. The Heavy Arc Rifle is powered by ancient Martian electrotech. It sends out shallow parabolas of crackling electromagnetic energy that revolve around each other, forming triple helixes as they blast forth. Should these ground upon a metallic target they will swiftly overload its circuits and banish its animating spirit to the ether.
Heavy Blight Launcher - Heavy Blight Launcher: A Heavy Blight Launcher is a type of heavy Grenade Launcher used by the forces of the Death Guard Traitor Legion. It is capable of firing three armour-piercing blight shells at a time drawn from a rusting drum magazine in rippling volleys. This rain of disease-ridden shells can reduce a battle tank to a corroded, collapsing wreck in moments, or bring whole squads of heavily armoured infantry to their knees.
Heavy Bolt Rifle - Heavy Bolt Rifle: The Heavy Bolt Rifle is a variant of the Mark II Cawl Pattern Bolt Rifle primarily used by Heavy Intercessors. Its elongated barrel gives it a greater range than the standard Bolt Rifle.
Heavy Bolter - Chaos Heavy Bolter: Just as the Adeptus Astartes of the Imperium wield weapons beyond the heft of mere mortals, so too do the Heretic Astartes of the Traitor Legions and Renegade Chapters arm themselves with larger bolt weapons that fire far more powerful projectiles at a higher rate of fire.Bolter weapons used by the Chaos Space Marines are often true relic weapons, possibly even left over from the Horus Heresy itself, and thus are possessed by ancient and murderous Machine Spirits. The bloodthirst of the Traitor Marines' weapons is kept in check only by the formidable will of their fearsome masters.A Chaos Heavy Bolter shares many design similarities with their Loyalist variations, the most sizeable difference being the more powerful bolts and more reliable mechanisms available to the ancient and, in some ways, more advanced models.
Heavy Bolter - Sources: Black Crusade: Core Rulebook (RPG), pg. 157Codex Adeptus Astartes - Deathwatch (7th Edition), pg. 105Codex: Blood Angels (5th Edition), pp. 57, 59Codex: Chaos Space Marines (4th Edition), pp. 81-82Codex: Chaos (2nd Edition), pg. 78Codex: Dark Angels (4th Edition), pg. 49Codex: Dark Angels (6th Edition), pg. 60Codex: Space Marines (4th Edition), pg. 22Codex: Space Marines (5th Edition), pg. 61Codex: Space Marines (9th Edition), pg. 141Codex: Space Wolves (5th Edition), pp. 58-59Dark Heresy: Core Rulebook (RPG), pg. 134Deathwatch: Core Rulebook (RPG), pg. 147Imperial Armour Volume Four - The Anphelion Project, pp. 96, 137, 159Imperial Armour Volume Five - The Siege of Vraks - Part OneImperial Armour Volume Ten - The Badab War - Part Two, pg. 65Imperial Armour Volume Twelve - The Fall of Orpheus, pg.170Rogue Trader: Core Rulebook (RPG), pg. 122The Horus Heresy Book Two - Massacre (Forge World Series) by Alan Bligh, pg. 267Warhammer 40,000 Rulebook (6th Edition), pg. 54Warhammer 40,000: Eternal Crusade - Rogue Trader Store: Requiem Heavy Bolter
Heavy Burst Cannon - Heavy Burst Cannon: A Heavy Burst Cannon is a larger variant of the standard T'au Burst Cannon that possesses six large barrels with extended lengths and multiple induction chambers. It is capable of a ferocious rate of fire that can mow down hordes of enemies with ease.It projects plasma rounds further and with greater force than normal Burst Cannons. Even in daylight, these heavy weapons produce a blinding muzzle flash, their barrels a blur of motion as a stream of incandescent fire stretches out before them.Developed during the T'au Empire's Third Sphere Expansion, the Heavy Burst Cannon is only known to be deployed as a primary arm weapon on the experimental XV104 Riptide Battlesuit.By opening up in-built pulse induction inhibitors, a Heavy Burst Cannon can also draw upon the XV104's Dark Matter Nova Reactor to nova-charge itself, making possible a devastating storm of pulse rounds that can crack even the toughest of armour with ease.
Heavy Conversion Beamer - Heavy Conversion Beamer: The Heavy Conversion Beamer is a vehicle weapons system used by both the Imperium of Man and the Chaos Space Marines. Conversion Beamers are an ancient relic-weapon of incredible and poorly-understood power. They are very rare and deadly antimatter-based pre-Heresy archeotech weapons most likely developed during the Dark Age of Technology.The Heavy Conversion Beamer fires a directed energy beam of antimatter particles which cause a matter-antimatter explosion in its target. It is a powerful, long-ranged weapon whose beam intensity actually becomes stronger the farther the range to its target, up to a terminal distance point where the beam finally begins to lose coherence.The Heavy Conversion Beamer is a larger, vehicle-mounted variant of the man-portable Conversion Beamer. Conversion Beamers are esoteric weapons that are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power, especially the larger variants. As a result of this complexity, Conversion Beamers were primarily used during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia for dedicated siege warfare and anti-armour operations.In the 41st Millennium, Conversion Beamers and Heavy Conversion Beamers are incredibly rare, pre-Heresy technological artefacts, and their conservation and deployment is typically the responsibility of a Space Marine Chapter's Master of the Forge. The Heavy Conversion Beamer is even rarer in the late 41st Millennium than its smaller counterpart, as it was mostly equipped on the Contemptor Pattern Dreadnought and Deimos Predator Executioner vehicles.
Heavy Conversion Beamer - Chaos Heavy Conversion Beamers: The Heavy Conversion Beamer is still in use by the Chaos Space Marines in the 41st Millennium on their Chaos Contemptor Pattern Dreadnoughts and their terrifying Decimator Daemon Engines.A variant of the Heavy Conversion Beamer that is used on Chaos Rapier Weapons Batteries is the Cyclotrathe Pattern Conversion Beamer, which has a shorter range yet does not need the same level of calibration to operate. There exist no pict records of these weapons in current Imperial records.
Heavy Conversion Beamer - Sources: The Horus Heresy: Book One - Betrayal (Forge World Series) by Alan Bligh, pg. 230The Horus Heresy: Legiones Astartes - Crusade Army List (Forge World Series), pg. 82The Horus Heresy: Legiones Astartes - Age of Darkness Army List (Forge World Series), pg. 124Imperial Armour Volume 2 Second Edition - Warmachines of the Adeptus Astartes, pp. 77, 180Imperial Armour Volume 13 - Warmachines of the Lost and the Damned, pp. 125-129Forge World Webstore - Contemptor Heavy Conversion BeamerForge World Webstore - Decimator Heavy Conversion Beamer
Heavy Flamer - Heavy Flamer: A Heavy Flamer is a larger, more powerful version of the standard Flamer, capable of projecting hotter and denser flames. This means that Heavy Flamers possess better armour-piercing capabilities than standard Flamers.In the Astra Militarum, Heavy Flamers are often used by specialists in dense conditions, such as jungle warfare, urban warfare and close-quarters melee combat. It is, however, most commonly found mounted on vehicles, though it is just reasonable enough in size to be carried by a team of two human troopers or a single Space Marine.Any lack of accuracy is more than offset by the wide gouts of burning Promethium it fires that are almost impossible to dodge. Heavy Flamers must be fuelled by backpack fuel canisters -- a considerable weight is already part of the weapon profile and as such the  canister must be worn on the back of one of the two normal wielders if they are unaugmented humans.Despite their cumbersome weight, these formidable weapons are a valuable addition to Space Marine Devastator Squads and Terminator-armoured veterans, who utilise them for clearing Space Hulks of any potential threats, or to provide a bulwark of defence against encroaching enemy forces. As such, Heavy Flamers are a favoured weapon of Deathwatch Terminators wherever the Tyranid threat swarms.
Heavy Flamer - History: The origin of Flamer Weapons lay in Mankind's past, to at least the early 2nd Millennium, to 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. The origins of Heavy Flamers most likely lie in the Dark Age of Technology. By the late 30th Millennium, these deadly weapons were a valuable addition to the arsenal of the Legiones Astartes' Legion Heavy Support Squads.Heavy Flamers were also 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 modern 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.
Heavy Flamer - Operation: Flame Weapons use a fuel generically referred to as Promethium. On worlds of lower technology, this could be home-brewed concoctions or other chemicals, but Astartes weapons use only the most concentrated and refined formulas, achieving consistently superior results. Most models carry mono-propellant fuel which ignites via a small pilot flame at the tip of the barrel, though self-igniting models utilising binary hypergolic fuels are not unheard of.Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even underwater, leaving enemies hard-pressed to put out the fire. A savage weapon, a Heavy Flamer fires a stream of super-heated promethium, generating temperature in excess of 900°C, incinerating anything hit. Such is the weapon's fearsome reputation that many foes will flee rather than face the prospect of a terrible death.
Heavy Flamer - Imperial Usage: As an infantry weapon, they are not as common as standard Flamers among the Imperial military forces and fewer units are capable of using them. The Sisters of Battle of the Adepta Sororitas are one of the few Imperial infantry units outside of the Adeptus Astartes who make use of Heavy Flamers because of the spiritually purgative associations made with the use of fire as a weapon. Among the Astartes, the Salamanders Chapter is most famous for its preferred use of Flamer weapons including the Heavy Flamer and the Heavy Flamer is a standard special weapon used by all Space Marine Terminators.Some Imperial Guard regiments are capable of fielding Heavy Flamers in squads of infantry, such as the Catachan Jungle Fighters. Heavy Flamers are also encountered on Imperial armoured vehicles, such as the Sentinels and Chimeras of the Imperial Guard. They are possible secondary weapons for some Space Marine vehicles as well, such as Dreadnoughts and Land Speeder Tornadoes.
Heavy Flamer - Known Imperial Heavy Flamer Patterns: Anvilus Pattern Heavy Flamer - An ancient Heavy Flamer pattern utilsed by the ancient Space Marine Legions, this reliable weapon is still utilised in the modern 41st Millennium by such Chapters as the fearsome Minotaurs.Astartes Heavy Flamer - While the size and weight of Heavy Flamers makes them an unpopular choice among many Imperial forces, these are hardly deterrents to a Space Marine in Power Armour. Terminator squads and many vehicles make frequent use of the large saturation area of Heavy Flamers. Their twin nozzles can produce huge gouts of fire, enough to purge the densest terrain of xenos.Astartes Incinerator - Utilised by the mysterious Grey Knights Chapter, the Chamber Militant of the Inquisition's Ordo Malleus, Incinerators are actually Heavy Flamers that use a psychically impregnated form of Promethium that burns hotter and more fiercely, and is particularly damaging to Daemons. These weapons are fueled by the purest consecrated Promethium, and, like Psycannons, are useful against Warp entities. These weapons are among the most effective in the Imperial arsenal, and are capable of forgoing the enemy's heretical armour, their cowardly cover, and their Warp-spawned magics.Heavy Flamer - Utilised by most Imperial forces, these standard weapons are large and heavy, thus requiring a crew of two men; one to aim and carry the barrel, and the other saddled with the delightful job of having a large tank of Promethium strapped to their back. Heavy Flamers are ideal for immolating entire swathes of enemy with each shot, and serve as an effective terror weapon.Locke-Pattern "Hellsent" - Heavy Flamers are large and cumbersome, normally only used on vehicles, Power Armoured users or teams of troopers. Like the basic flamer pattern, Locke Heavy Flamers use heavy tanks carried on a backpack (which also helps ensure they are not in the direct line of incoming shells). The twin nozzles produce huge gouts of fire, enough to purge the densest terrain of xenos taint.Mk III Pattern  - A notable variant utilised by the Blood Angels Space Marine Chapter, this Heavy Flamer pattern has an enlarged Promethium tank which allows for twelve large bursts of flame to be fired upon the enemy before being exhausted.Mk VI Pattern - Another common Heavy Flamer variant known to be utilised by the ferocious Space Wolves Space Marine Chapter.Phaestos Pattern Heavy Flamer - An ancient pattern of Heavy Flamer often utilised by Legion Terminator Squads during the Great Crusade and Horus Heresy eras.Ultima Pattern - A common variant utilsed by Space Marine Terminator Squads as a standard support weapon. The Dark Angels Space Marine Chapter is known to favour this pattern of Heavy Flamer.
Heavy Flamer - Chaos Usage: The Traitor Legions carry larger-bore flame weapons with greater fuel reserves. These weapons can spit out more Promethium at a time, and thus deal more damage. Heavy Flamers are widely used among the Chaos Space Marines with the same tactical use as the Loyalist Space Marine Chapters.
Heavy Flamer - Eldar: Dragon's Breath Flamer - Utilised by the deadly Fire Dragons Aspect Warriors, the Dragon's Breath Flamer can unleash a ranging inferno upon a nearby foe. They are similar to the Heavy Flamers employed by the military forces of the Imperium of Man.
Heavy Flamer - Orks: Skorcha - 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.
Heavy Flamer - Notable Heavy Flamers: Dreadfire Heavy Flamers - Primarch Vulkan of the Salamanders Legion designed these two unique arm weapons for the unique Dreadnought sarcophagus known as the Dracos Revenant, or the Iron Dragon. This Dreadnought chassis made use of Dreadfire Close Combat Arms, each of which had an in-built Dreadfire Heavy Flamer that represented the Dracos Revenant 's potent and unique armament. In the 41st Millennium, the current occupant of this ancient relic Mars Pattern Mark IV Venerable Dreadnought is Bray'arth Ashmantle.
Heavy Flamer - Sources: Black Crusade: Core Rulebook (RPG), pg. 158Codex: Blood Angels (5th Edition), pp. 57, 59Codex: Dark Angels (4th Edition), pg. 49Codex: Eldar (6th Edition), pg. 34Codex: Eldar (4th Edition), pg. 32Codex: 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 (6th Edition), pg. 79Codex: Tau (3rd Edition), pg. 17Dark Heresy: Blood of Martyrs (RPG), pg. 115Dark Heresy: Daemon Hunter (RPG), pg. 132Dark Heresy: The Inquisitor's Handbook (RPG), pg. 171Deathwatch: Core Rulebook (RPG), pg. 149Gorkamorka: Da Roolz (RPG), pg. 56Only War: Core Rulebook (RPG), pg. 181Imperial Armour Volume Five - The Siege of Vraks, Part One, pg. 148Imperial Armour Volume Eight - Raid on Kastorel-Novem, pp. 32-33,Imperial Armour Volume Ten - The Badab War - Part Two, pp. 171-172Imperial Armour Volume Twelve - The Fall of Orpheus, pg. 146Rogue Trader: Core Rulebook (RPG), pg. 124The Horus Heresy - Book Two: Massacre (Imperial Armour), pp. 77, 102, 248, 252Warhammer 40,000: Rulebook (6th Edition), pp. 51, 56Warhammer 40,000: Rulebook (5th Edition), pg. 157Warhammer 40,000: Compendium (2nd Edition), pg. 12, 14Warhammer 40,000: Wargear (2nd Edition), pg. 36Forge World - Cataphractii Special Weapons SetForge World - Legion Tartaros Terminator Special Weapons SetGames Workshop Online Catalog - Imperial Guard Catachan with Heavy FlamersForge World - Death Korps of Krieg Heavy Flamer TeamGames Workshop Online Catalog - Battle Sister with Heavy Flamer