vizn3r/warhammer40k-lore huggingface dataset:
Executioner Plasma Destroyer - Executioner Plasma Destroyer: A Plasma Destroyer, also called an Executioner Plasma Destroyer or Executioner Pattern Plasma Destroyer in some sources, is the largest Plasma Weapon capable of being mounted on the hull of a Leman Russ main battle tank, which creates the variant of that vehicle known as the Leman Russ Executioner. It was also used in ancient times on the Deimos Pattern Predator Executioner by the Space Marine Legions.It is an extremely temperamental weapon that, due to its massive power requirements, is often disliked by Leman Russ Executioner crews for being unable to operate over the course of sustained engagements. However, it has the capability to penetrate most known forms of enemy armour and its extreme destructive potential is the reason that many Imperial Guard commanders try to include at least one Leman Russ Executioner in their armoured formations.
Executioner Plasma Destroyer - Sources: Imperial Armour Volume One - Imperial Guard and Imperial Navy, pg. 61Deimos Pattern Predator Executioner
Executioner Relic Blade - Executioner Relic Blade: An Executioner Relic Blade is a large sword wielded by Primaris Space Marine Judiciars as their primary weapon. The sword is considered a sacred relic of their Chapter and has been specifically designed to make it easy for the Judiciar to decapitate his foes.
Executioners - Executioners: The Executioners is a 3rd Founding Successor Chapter of the Imperial Fists created according to Imperial records in the 31st Millennium.The Executioners were one of four formerly Loyalist Space Marine Chapters that rebelled against the Imperium of Man's authority during the Badab War and joined the Secessionist cause led by the Renegade Astral Claws Chapter and its Chapter Master, the self-proclaimed "Tyrant of Badab," Lufgt Huron.The Chapter was believed to have found itself on the wrong side of that conflict through little fault of its own, and was eventually permitted by the High Lords of Terra to continue in its service to the Imperium after a suitable penance.
Executioners - Chapter History: The Executioners is an ancient and proud Chapter whose origins are found in the chaotic centuries following the Horus Heresy. This Chapter's Astartes are the proud scions of the Imperial Fists Legion.Their patriarch was reputedly one of the Primarch Rogal Dorn's most ruthless captains, by the name of Fafnir Rann. Aside from an unbreakable sense of honour and a history of unparalleled skill at arms, they share little in common with their forebears' culture and traditions, nor do they maintain any strong ties to any but their own successors within the Adeptus Astartes.Some of their fellow Space Marines view the Executioners as little more than ill-disciplined primitives and gore-splattered headhunters, little better than Renegades.Yet, far from being a Chapter composed of nothing more than a barbarous horde in Space Marine guise, one must consider that the Executioners have a high degree of blood-bought battle wisdom and possess a certain deliberate cunning that has enabled them to attain a record of unwavering success in their service to the Imperium during some of the darkest periods in its history.The Executioners Chapter was based on the Imperium's fringes along the desolate void-wastes to the galactic south-southwest, between the borders of the Segmentum Tempestus and the Segmentum Pacificus, although in its long history it has been accustomed to great voyages and forlorn quests, having fought the width and breadth of the Imperium in the past.Since the closing years of the 37th Millennium the Chapter had made its home on the twin worlds of Stygia and Aquilon; both infamous planets of fire and ice locked in a perpetual orbit ellipsing around a giant, slowly-dying sun.The Chapter's fortress-monastery was a huge armoured asteroid base known as the Darkenvault which is gravitationally trapped in the Lagrange point between these two worlds.It was from this bleak and foreboding bastion that the Executioners' skull-prowed warships sallied forth into the galaxy in search of targets to destroy. That was until the Executioners mistakenly sided with the Secessionists during the Badab War.After that conflict they were judged by the Imperium and ordered to undertake a hundred-standard-year-long penitent crusade during which they could not take in any Aspirants to replace their losses.The Executioners' twin Chapter worlds were given over in trust to the Salamanders Chapter and their own successors rather than forfeited entirely, to be returned to them should they endure their hundred standard years of contrition and survive.Their future survival or destruction was left then in their own hands, subject only to the grace of the Emperor.
Executioners - Chapter Organisation: The Executioners adhere very strictly to the tenets of the Codex Astartes despite their barbaric and unsophisticated reputation.The Chapter's structure and organisation follow the Codex closely, with only a few minor changes in orthodoxy which largely reflects a tendency towards close-range fire fights and brutal hand-to-hand combat.These tactics are preferred by the Chapter's Battle-Brothers so as to more rapidly prove themselves in such decisive combats rather than using hit-and-run tactics and long-range firepower in their operations.Within the Chapter's Battle Companies this tactical bias is represented by the replacement of one of the standard Codex-compliant Devastator Squads for Sternguard Veteran squads of the company's finest warriors.The use of Assault Bikes and Attack Bikes is disdained by the Chapter, who have a preference for the use of Land Speeders for scouting duties, and heavy armour wherever possible for assaults and reconnaissances in force.The Executioners maintain an unusually high number of Chaplains compared to the typical Astartes Chapter, with three Chaplains, or "Death-Speakers" as they are known to the Executioners, assigned to each company by tradition.They report to the overall High Chaplain of the Chapter, known to the Executioners as the "Lord Speaker of the Dead."As part of their duties the Death-Speakers are responsible for maintaining precise records of the Chapter's battles, so that the lessons provided by both victories and defeats are never lost to the future warriors of the Chapter.Each Executioners Company Captain is treated as a "Warlord" in his own right, with greater independence of action afforded to them in how they administer their companies than is typical in most other Chapters.The captains, the Chapter's Chief Librarian, the Master of the Forge and the Lord Speaker of the Dead (High Chaplain) form a war council which the High Executioner (Chapter Master) must heed despite possessing ultimate authority.This war council may, by unanimous assent, overthrow the High Executioner should he prove unfit or unworthy in their eyes. Unlike the traditions of most Space Marine Chapters, contests for leadership are quite bloody in the extreme; each company captain has the right to challenge for the title of High Executioner in trial by combat should they wish to do so.
Executioners - Pursuit Force: This strike force organisation represents the deployment by the Executioners Chapter of a pursuit force committed to Khymara during the Badab War. It contained elements of the 2nd, 7th, 8th and 10th Companies, under the command of Captain Belloch of the 2nd Company.Each company provided its own Rhino transports and Razorbacks, whilst the 7th Company provided all the Land Speeder variants and many of the crew for the vehicles drawn from the Armoury.Compiler's Note: The Executioners Chapter were at the time of this deployment engaged in the Secessionist uprising that overwhelmed the Maelstrom Zone in the early years of the 41st Millennium's final century.The Chapter's assault on the blessed Howling Griffons Chapter on the world of Khymara Elipsis had nearly cost the Executioners the Grace of the Emperor, a sin for which they have yet to complete their penance:Executioners Chapter - Khymara Pursuit ForceWarlord Belloch - Master of Blades, the Unconquered2nd CompanyChaplain XutholApothecary KharolaHonoured Standard Bearer1 Assault Squad4 Tactical Squads3 Rhinos2 Razorbacks1 Devastator Squad in Rhino1 Sternguard Squad in Rhino7th Company4 Land Speeders3 Land Speeder Tornadoes1 Land Speeder Typhoon4 Tactical Squads (operating as vehicle crew)1 Land Speeder Tempest8th Company3 Assault Squads in Rhinos1 Centurion Assault Squad3 Dreadnoughts10th Company2 Scout Squads in Land Speeder Storms2 Stormtalon GunshipsFleet2 Caestus Assault Rams2 Storm Eagles Assault Gunships1 Fire Raptor Gunships'Apothecarion2 Apothecaries6 Servo-meds in RhinoArmoury4 Techmarines1 Land Raider Prometheus2 Land Raiders1 Land Raider Achilles2 Predator Destructors1 Predator Annihilator4 Whirlwinds1 Whirlwind Hyperios1 Damocles Command Rhino14 ServitorsLibrarius4 Codiciers
Executioners - Chapter Combat Doctrine: The Executioners prefer to engage the enemy as closely as possible. This ensures victory and glory for their Astartes.They are unafraid of battles of attrition or mutual destruction, relying on the abilities of their Battle-Brothers to overcome and endure anything the enemy can throw at them.At times this has proven to be a flaw, as the Chapter has a predilection to fight on once engaged where its better strategic judgment might have otherwise prevailed before its bloodlust was roused.
Executioners - Chapter Fleet: Little is known about the make-up of the Executioners' Chapter fleet, though the following vessels have been confirmed to belong to the Chapter:Night Hag (Cruiser, Unknown Class) - The Night Hag was originally the flagship of the Renegade Rogue Trader Hektor Revvokan. It took part in his fifty-seven standard year reign of terror as he ravaged Frontier Worlds in the southern reaches of the Segmentum Tempestus to appease the Dark Gods for granting him immortality. Finally, in 137.M40, Revvokan was brought to justice by the Executioners. They captured the Night Hag intact and, with the aid of the Adeptus Mechanicus Archmagi rulers of Gryphonne IV, successfully cleansed it of its Chaos taint. The Mechanicus took certain relic-technologies as payment for its assistance, along with access to the information stored in the voidship's data-tabernacle. The Executioners then proceeded to refit the Night Hag to serve in their Chapter fleet. The Night Hag, carrying an augmented 3rd Company led by Captain Vanir Hex, entered the Badab War in late 904.M41. It was deployed to attack Loyalist shipping, as it was sufficiently armed to take on Loyalist Imperial Navy Cruisers one-on-one whilst remaining fast and agile enough to escape any trap set for it. The Night Hag accounted for more kills and captured vessels than any other starship in the Secessionists' fleet. Its victories included the capture and scuttling of the High Conveyor Ar'saban Queen and the destruction of the Lunar-class Cruiser Vengeful Hand. In 838.912.M41 the Night Hag and the Executioners Battle Barge Phaeton's Wrath were hunting a pair of damaged Sons of Medusa Strike Cruisers in an asteroid field on the edge of the Eridayn Cataract when the Salamanders Vanguard Cruiser Obsidia suddenly interposed between the two sides and requested a ceasefire. After a tense stand-off, the Sons of Medusa withdrew and the Executioners agreed to parley with the Loyalist command. The Night Hag accompanied the Obsidia to Crows World, where the Executioners agreed to withdraw from the Badab War and await trial. As a gesture of good faith, the leader of the Executioners in the conflict, High Chaplain Thulsa Kane, gave himself, his chosen Honour Guard and the Night Hag over to the Salamanders to be interned at their homeworld of Nocturne until the end of the war. The Night Hag is swift and heavily-armed with weapon batteries, Lances and fighter launch bays. However, its primary weapons are Macrocannons, which fire large fusion charge shells. They can saturate an area in atomic blasts, but only have a short range. The Night Hag possesses an unusual drive system that creates a disruptive effect with the potential to confuse enemy targetting scanners and protect the Cruiser from direct weapons fire.Phaeton's Wrath (Battle Barge)Blade of Perdition (Battle Barge)
Executioners - Chapter Colours: The Chapter's original colour scheme for its power armour was a blue and grey camouflage pattern.In older canon using the original colour scheme, a single shoulder pauldron was often times painted to denote the various squad designations: green (Tactical Squads), yellow (Assault Squads), purple / blue (Devastator Squads) or red (Scout Squads).The Executioners' contemporary colour scheme is metallic, blue-tinted gunmetal grey, with the faceplate, backpack and sometimes the left shoulder pauldron being bronze.One shoulder pauldron (which might include the helmet) can be yellow to denote senior status as a Veteran Marine.Additionally, squad tactical specialty markings -- battleline, close combat, fire support, Veteran or command -- are etched onto one of the armour's knee plates, while the Astartes' designated squad is displayed on the opposite knee by a High Gothic numeral. The squad markings can also be displayed on one of the shoulder pauldrons.Company markings are not displayed by the Executioners.
Executioners - Chapter Badge: The Executioners' original Chapter badge was an axe on a red background. The contemporary Chapter badge is that of twin ebon axes facing away from one another on a red shield.This ancient Astartes symbol was commonly used by the ancient Space Marine Legions, especially the Executioner's Progenitors, the Imperial Fists, to denote a battle honour for triumph in Zone Mortalis operations.It also entered use during the opening days of the Horus Heresy as a particular badge for those who had served with the famed (then-Seneschal) Fafnir Rann.This symbol was often painted on the Boarding Shields of members of Legion Breacher Siege Squads.
Executioners - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet), pg. 42Codex: Space Marines (6th Edition), pg. 47Deathspeakers (Short Story) by Andy SmillieImperial Armour Volume Two - Space Marines & Forces of the Inquisition, pg. 35Imperial Armour Volume Two, Second Edition - War Machines of the Adeptus Astartes, pp. 22, 39Imperial Armour Volume Nine - The Badab War - Part One, pp. 24, 26, 40-41, 50, 51, 56, 119, 127Imperial Armour Volume Ten - The Badab War - Part Two, pp. 10, 19, 30, 42, 44, 46, 54, 57, 59-61, 78, 84-93, 99, 109, 171, 175Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned, pg. 24The Horus Heresy Book Three: Extermination (Forge World Series) by Alan Bligh, pg. 69Warhammer 40,000 Compendium (1st Edition), "The Badab War", pp. 33-35White Dwarf 101 (UK), "Index Astartes: From The Imperial History Archive - The Badab War: The Uniforms and History of the Badab Uprising" by Rick Priestley, pp. 71-73Legends of the Space Marines (Anthology), "The Trial of the Mantis Warriors" by C.S. GotoSalamander (Novel) by Nick KymeAngels of Death: Death Speakers (Short Story) by Andy Smillie
Executor-class Grand Cruiser - Executor-class Grand Cruiser: The Executor-class Grand Cruiser is a variant of the Vengeance-class Grand Cruiser no longer used by the Imperial Navy, except in the reserve fleets of the Segmentum Obscurus' battlefleet. As this particular class dwindled due to attrition, the remaining squadrons of Executor-class vessels disappeared into the Eye of Terror while defending the Cadian Gate from a raiding Chaos Fleet.Five Terran centuries later these vessels reemerged into Imperial space as a part of a Chaos flotilla.
Executor-class Grand Cruiser - History: The Chaos Executor-class Grand Cruiser is a Vengeance-class variant that is no longer in Imperial service. Few were ever constructed, mostly in the shipyards of Hydraphur and its surrounding Forge Worlds. The Executor was a Lance boat, and as such was much liked by fleet commanders because it served as a counter foil for other, more heavily-gunned Cruisers.Over the years, the number of Executors dwindled as each was lost in battle. One of the last remaining squadrons of Executor-class Grand Cruisers, under the command ship Blood Royale, was stationed as part of the massive fleets defending the Cadian Gate.During a fleet action against Chaos vessels raiding from the Eye of Terror, the Blood Royale and her sister ships were part of the pursuit force. The squadron had held the line and forced the raiders to disengage while the Blood Royale and a dozen other vessels gave chase. None were ever seen again, their fate remained a mystery. Most believed they had been drawn into a trap and destroyed.Five Terran centuries later three of the missing vessels, including the Blood Royale, were identified as part of the Renegade warfleet of Warmaster Arca Vilespawn. They are thought to be the only Executors left in existence.
Executor-class Grand Cruiser - Notable Executor-class Grand Cruisers: Blood Royale - A former Imperial vessel that disappeared under mysterious circumstances, only to reemerge from the Warp centuries later as a part of a Chaos Fleet.
Executor-class Titan - Executor-class Titan: The Executor-class Titan is a Battle Titan of the Collegia Titanica. It was part of the first Imperial strike force deployed to defeat the Orks on the world of Ullanor during the War of the Beast in the mid-32nd Millennium.
Executor Bolt Rifle - Executor Bolt Rifle: The Executor Bolt Rifle is a variant of the Mark II Cawl Pattern Bolt Rifle primarily used by Heavy Intercessors. It has a longer range, does more damage and is capable of greater armour penetration than the standard pattern Bolt Rifle.It is similar in appearance to the Heavy Bolt Rifle and Hellstorm Bolt Rifle variants of the Cawl Pattern Bolt Rifle, save for its box-shaped magazine in which the bolt ammunition is exposed.
Executor Bolt Rifle - Sources: Codex: Space Marines (9th Edition), pg. 141Kill Team: Pariah Nexus Rulebook (Specialty Game), pg. 87
Executor Heavy Bolter - Executor Heavy Bolter: An Executor Heavy Bolter is a variant of Heavy Bolter utilised primarily by Primaris Marine Heavy Intercessors. It has a longer range, does more damage and is capable of greater armour penetration than the standard Astartes pattern Heavy Bolter.
Executor Pistol - Executor Pistol: The Executor Pistol, also known as the Executioner Pistol, is a special weapon only employed by the Eversor Assassins of the Officio Assassinorum. This Combi-pistol is rarely seen in Imperial space, despite (or perhaps because of) the fact that it is used by some of the Imperium’s most dangerous killers. The Eversor Assassins, the skull-faced murderers of the Officio Assasinorum, carry these weapons in addition to their lethal array of close-combat gear. The Executor is an unusual example of a Combi-weapon. Instead of being one weapon grafted crudely onto another, it is a seamless joining of two individual firearms.The Executor is a Bolt Pistol with an under-slung Needle Pistol beneath the barrel, allowing the wielder to choose between the destructive power of the Bolter weapon, or the quiet lethality of the needle weapon. As a result, the Assassin can fire both explosive Bolts or needles composed of a crystallised neurotoxin, sedative or interrogation narcotic into his victim, as the situation demands. The weapon's Needle Pistol toxins are so potent that whenever a target is hit by a shot it kills the victim almost outright.It is this versatility, combined with the exquisite craftsmanship of every Executor Pistol, that makes it such a popular choice for one of the Imperium’s sanctioned assassins. The weapon incorporates the heights of arcane tech-lore in its construction. It possesses a bi-stabilised targeting sight, and its polymorphic grip is genetically coded to the individual Assassin. Thus, even if an opponent were somehow to gain control of an Executor Pistol, he would be unable to fire it. Changing the weapon’s programming to recognise a different user requires access to secret Officio Assassinorum facilities, something that is almost impossible even for most members of the Inquisition.An Executor Pistol can always be fired as either a Bolt Pistol or a Needle Pistol, although the bearer may only fire it in one mode or the other.
Executor Pistol - Sources: Assassinorum Executioner Force: Rulebook (7th Edition), pg. 29Codex: Assassins (2nd Edition), pg. 19Codex: Daemonhunters (3rd Edition)Codex: Witch Hunters (3rd Edition)Dark Heresy: Ascension (RPG), pg. 138
Exemplars - Exemplars: The Exemplars is a Loyalist Space Marine Chapter of unknown Founding and origin, though it is known to have been raised at some time after the Second Founding. Almost nothing else is known about this Chapter in Imperial records.
Exemplars - Chapter Colours: The Exemplars primarily wear dark blue Power Armour. The shoulder plates are black, with dark blue trim. Sergeants can be identified by a red helmet, and those with a white stripe are identified as Veteran Sergeants. The white-coloured squad specialty symbol -- (Tactical, Assault, Devastator or Veteran) -- is located on the right shoulder plate. A black Roman numeral is centred on the squad specialty symbol, indicating squad number. The colour of the Aquila or Imperialis on the chest plate indicates company number in accordance to the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), etc.
Exemplars - Chapter Badge: The Exemplars' Chapter badge consists of a white, horizontal rectangle with flared edges, being struck through by a pair of stylised, mirrored lightning bolts on a field of black.
Exilarchy - Exilarchy: The Exilarchy is a great army of Human Chaos Cultists, Traitoris Militarum and mutants that also counts several warbands of Heretic Astartes among its number. It was active in the backwater Elara's Veil sector of the Ultima Segmentum in the Era Indomitus.The leaders of the Exilarchy are the warband of Chaos Space Marines known as The Pure, who were the survivors of a Loyalist Space Marine Chapter called the Star Scorpions that had been native to the world of Khamun-Sen in the Veil. The Star Scorpions' entire Chapter fleet had been lost in the Warp, and the survivors later returned to realspace as the Chaos Space Marines of The Pure.The Pure use the mortals of the Exilarchy as foot soldiers and cannon fodder to further their cause, which is to claim the entirety of the Elara's Veil region as a new Chaos realm under their direct control. In the aftermath of the Great Rift's creation at the dawn of the Era Indomitus, the Pure and the Exilarchy were expelled by the Warp into the region of Elara's Veil.The twenty Human-settled worlds of that sector were controlled by the Imperium, but The Pure sought to colonise them with the troops of the Exilarchy to create a new stellar empire dedicated to Chaos in a warped version of their former dedication to protecting the region. This brought them into direct conflict with their former brethren among the Adeptus Vaelarii, the "Sentinels of the Veil," which now included the Emperor's Spears and Celestial Lions Chapters, charged, as the Star Scorpions had been, with protecting the worlds of Elara's Veil.However, after over a standard century of warfare between the Chaos and Imperial forces experienced due to the temporal instability caused by the Great Rift in the region, and primarily due to the sheer size of the Exilarchy forces, roughly half of Elara's Veil is now under The Pure's control. The Adeptus Vaelarii continue to valiantly hold the line against these servants of the Archenemy, but only time will tell if they will be able to maintain their vigil successfully, for both Chapters are depleted forces trapped on the Imperium's benighted frontier in the Imperium Nihilus.
Exile Cannon - Exile Cannon: An Exile Cannon is a powerful and arcane Necron weapon that can be used as a convenient method for banishing large amounts of unwanted debris, machinery and failed experiments from Tomb Worlds and battlefields into a pocket dimension outside of the normal space-time continuum. However, these arcane ray projectors can also just as easily unleash their energy beams to blast and banish foes, armoured vehicles, and alien creatures to a long and horrifying death from starvation by casting them into other dimensional realms beyond the material universe. The Exile Cannon uses technologies similar to those employed by the smaller Transdimensional Beamer, and is a Canoptek Tomb Sentinel's primary weapon.
Exitus Rifle - Exitus Rifle: The Exitus Rifle is a specialised projectile rifle used exclusively by the Imperial Assassins of the Officio Assassinorum's Vindicare Temple. It is purpose-built for each individual Vindicare sniper.The weapon is outfitted with a variety of micro-sensors that are capable of detecting even slight changes in ambient temperature, humidity, gravity, and air pressure intended to aid the Assassin in effectively targeting his victim at long ranges.Exitus weapons are always manufactured as a matched set including a pistol and sniper rifle for an individual Vindicare Assassin, and the weapons utilise high-powered kinetic rounds with armour-piercing tips for general-purpose executions.
Exitus Rifle - Exitus Ammunition: All Exitus ammunition (including all special rounds) contain miniaturised cogitator targeting-spirits (guidance computers) that make them nearly impossible to avoid.Exitus rounds can also be programmed to self-destruct. The rounds are disintegrated, consumed as if destroyed by a virus, and leave no trace behind.
Exitus Rifle - Specialised Ammunition: Vindicare Assassins are normally issued special ammunition when sent on an assignment. These unusual rounds are very rare, and each is extremely difficult and time-consuming to craft. Therefore, the Assassin is usually given a single round of each type. Occasionally, other special rounds (such as the Hyphosphus Incendiaries) are issued in their place. The ammunition described below may only be utilised by the Exitus Rifle and the Exitus Pistol:Shell Breaker Round - A Shell Breaker Round is used by Vindicare Assassins for bypassing a high-value target's personal energy shielding, such as a Conversion Field. This round is specially-treated with a psychically-charged imprint, and contains a complex circuit of anti-phase technology that is little understood even by the tech-priests of the Mechanicus. The Shell Breaker is employed against a variety of targets such as the protective Warp fields generated by a Tyranid Zoanthrope, an Aeldari Warlock's Rune Armour and the psychic shields often employed by powerful psykers.Hellfire Round- The Hellfire Round has devastating effects on organic matter, specifically the Tyranids.The core and tip of the standard Exitus round are replaced with a vial of mutagenic acid. Thousands of armour-piercing micro-needles inject the target with this acid upon impact and the needles pierce the victim's flesh, pumping the acid into the target, eating away flesh and metal alike with horrific speed.Turbo-penetrator Round - The Turbo-penetrator Round is a hypervelocity, adamantine-jacketed bullet surrounding a special magno-sealed flux needle. These special rounds are renowned for their ability to pierce nearly any armour, and the hypervelocity round wreaks havoc upon any target, often by the secondary effects of its phasing passage through the target’s molecular structure.
Exo-armour - Exo-armour: Exo-armour is a suit of massive, servo-assisted, powered heavy infantry armour that serves as the trademark personal protection of the elite Einhyr troops of the Leagues of Votann. Its inch-thick armour plate provides personal protection equivalent to or even in excess of that provided by the Terminator Armour worn by the Adeptus Astartes.Selected from the most accomplished fighters in a Kin hold, the Einhyr Hearthguard have many roles -- from bodyguards, to deadly first-strike troops to serving as voidship boarding parties. Each Hearthguard has proved themselves over many Terran years of front-line combat, ascending purely by the virtue of their deeds, just as the staunch meritocracy of the Leagues requires.Like Hearthkyn Warriors, Hearthguard are dependable fighters, but their experience and inch-thick exo-armour battle plate take the Kin's natural durability to a whole new level. Crack units of Einhyr Hearthguard can be trusted to hold the line and inspire their fellows to stand firm even in the face of untold horrors.Exo-armour is capable of shrugging off even anti-tank fire while hugely enhancing its wearer's physical strength in battle. A wearer of exo-armour retains full freedom of movement and its acts to auto-stabilise their aim while they return fire. It can also mount a large array of weapons systems, including EtaCarn Plasma Weapons, Volkanite Disintegrators, Concussion Weapons, Plasma Blade Gauntlets, and even the potent Mass Hammer, as well as being outfitted with a Weavefield or Teleportation Crest.The exo-armour worn by Einhyr Champions is modified with the addition of two cylindrical components placed on the back of the armour that comprises a mass driver accelerator. This technology allows them to move their great armoured bulk for short periods with intense speed. Combined with their formidable close quarters melee weaponry and bulky RAM Shields, this wargear transforms them into living battering rams whose preternatural accelerated charge hits hard enough to smash clean through armoured fortress gates.
Exo-armour - Variants: Vartijan Exo-Driller
Exo-armour - Sources: Codex: Leagues of Votann (9th Edition), pp. 20, 90, 94Warhammer Community - Exo-Armour Turns Leagues of Votann Elites Into Mountains of Muscle and Guns
Exo-armour Grenade Launcher - Exo-armour Grenade Launcher: The Exo-armour Grenade Launcher is a grenade launcher mounted on the shoulder of the exo-armour suit worn by the Leagues of Votann Einhyr Hearthguard. It can provide some medium-ranged explosive firepower for the Einhyr.
Exocytosis (Short Story) - Exocytosis (Short Story): Exocytosis is the fifty-forth short story published in the Horus Heresy Series that was not originally part of a main release anthology. Exocytosis was first published as part of the Black Library's 2016 Advent Calendar, on day number nineteen.
Exocytosis (Short Story) - Synopsis: Having long been hounded across the galaxy by the Dark Angels, First Captain Typhon of the Death Guard has limped his fleet to sanctuary in the Segmentum Obscurus -- as a guest of the separatist Luther of Caliban, no less. On the world of Zaramund, long a symbol of brotherhood amongst the Space Marine Legions, Typhon begins to suspect that a new form of corruption has followed him out of the wider war. Will he embrace it, or escape into the darkness once more?
Exodites - Exodites: The Exodites are a kindred of the Aeldari species that rejected the slow degeneration of their ancient civilisation several Terran millennia before the Fall of the Aeldari, seeing that the Aeldari were already courting disaster long before their fellows.To avoid the coming cataclysm, the Exodites exiled themselves from the core homeworlds of their star-spanning empire to newly-terraformed colony planets called Maiden Worlds.Upon their new homes, these so-called "Exodites" could isolate themselves from their fellow Aeldari's brewing corruption and hedonism -- and survive the cataclysm that would soon consume their people.Exodites live startlingly pre-industrial and primitive lives compared to other Aeldari kindreds like the Asuryani and Drukhari, having chosen to abandon the automated, labour-saving technologies that long defined Aeldari life in return for the spiritual health brought by pursuing the hard labour of survival for oneself.Like the Asuryani and their Infinity Circuits, the Exodites rely on psychoactive crystalline technology to protect their souls from consumption by the thirst of the Chaos God Slaanesh upon death.Their worlds are crisscrossed by a network of crystalline stone circles and menhirs that act as World Shrines where the Exodite fallen can have their souls merged from Soul Stones after death with what is known as the "World Spirit."
Exodites - Culture: Since the time in which they were first settled, the current Exodite homeworlds have not changed a great deal. These Aeldari live a more primitive and austere life than their kindred among the Asuryani of the craftworlds and even their surviving corrupted kin, who lived in the Webway before the Fall and are known as the Drukhari.The Exodites learned to once more cultivate crops and harvest other natural resources by hand like their ancient ancestors, their societies adapted to a more rigorous and physical culture compared to those of the craftworlds, who still make use of the Aeldari's advanced automated technology to maintain a labour-free existence.Where the Craftworld Aeldari cling to the past of their race and preserve all they can of their fallen civilisation, the Exodites have turned their backs away from ancient tradition in favour of a simpler, harder way of life.Their psychic defences are now tougher and more straightforward but not as subtle and thus ultimately less effective than those of their craftworld kindred. They have proven until now to be capable of surviving, and of all the Aeldari they seem the most likely to continue to do so.The Craftworld Aeldari regard the Exodites as rustic and simple folk -- vigorous and wild compared to their own introverted and often hermetically sealed societies. The system known as the Asuryani Path does not determine the way of life for an Exodite Aeldari unlike those of the craftworlds.The wilder and individualistic Exodites are more independent-minded and adventurous, able to live out in this austere fashion because of their extreme distance from the Eye of Terror, which still acts as a psychic focus for the destructive influence of the Aeldari's most virulent enemy, Slaanesh.Unfortunately, distance alone does not protect them from the ravenous Chaos God's desire to consume all Aeldari souls, and thus spiritual protection remains a significant priority for the Exodites' continued survival.
Exodites - Exodite Worlds: The worlds of the Exodites are savage and untamed, their meager settlements coexisting with wild beasts of all kinds. They are too few and far enough between, scattered and disruptive to the delicate balance of nature. Many are only occupied for a few months of the local year, because on many worlds the Exodites are nomadic, moving with the seasons and the herds.They time their migrations according to when they must collect and plant their crops, remaining only long enough to gather what they previously planted in the spring, and staying until it is time to plant the following year's crop and set off once again.The creatures that inhabit these worlds are numerous and varied. Most of the Exodite Worlds are home to large herds of megadons and other gigantic reptilian beasts the Exodites refer to with a word in the Aeldari Lexicon that translates as "dragons." These creatures are not native to their regions, as the early Aeldari settlers intentionally spread them throughout all their worlds so that they are now quite common.The Exodites follow these herds as they graze, carefully managing them for food. Not only partaking of their flesh but of their blood as drink, skins as clothing and leather-work, and bones and horns, which act in part as substitute for psycho-plastic substances such as the wraithbone used by the Craftworld Aeldari. Dragons are diverse and contain different kinds of species, some of which are unique to specific worlds and used in different ways according to their size and nature. The massive reptilian herbivores known as megadons are slow-witted and easy to manage, although deadly if panicked or mistreated. These creatures provide most of the material resources used by the Exodites.Smaller megadons are used to transport cargo and people across the great plains of their worlds. A large megadon on the other hand is capable of carrying a massive structure on its back, bearing the most enormous weights without concern.The smaller, carnivorous dragons ridden by the Exodite warriors called "Dragon Knights" are used to herd and control the herbivorous megadons. These warriors are so adept as to be practically born into the tall dragon saddles -- consummate riders, wielding their long lances with ease. A stab with one of their lances will turn or stop a megadon without causing it any harm, but the same blow would knock the most hardy Aeldari to the ground, lifeless.Such warriors are an integral part of most Exodite societies. They play an important role as protectors of each community as well as acting to safeguard their valuable resources from predators and the like.
Exodites - Technology: The psycho-plastics like wraithbone that are the cornerstone of Craftworld Aeldari technology are rare and precious on these remote planets, so the Exodites utilise other substances and rely upon simpler methods for certain tasks and constant physical labour that is all but unknown to the Asuryani of the craftworlds.Although this lifestyle is in many respects a primitive, pre-industrial one, the Exodites still possess many advanced technologies and remain familiar with the sophisticated materials used on the craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful, if not more rewarding than those of the other Aeldari.Every Exodite homeworld has its own equivalent to the craftworlds' Infinity Circuit which they refer to as the World Spirit. This immense store of psychic energy is where the minds of the dead Exodites are preserved forever after their passing from the physical world. Thus, the Exodites make use of the same psychoactive crystalline technology as the Asuryani to protect themselves from the continued soul hunger of Slaanesh.Like their craftworld kin, the Exodites also wear Spirit Stones, and when they die they are taken beneath the earth into one of their great tribal barrows. There, they are laid to rest; their Spirit Stones broken upon the altars of the World Spirit's crystalline World Shrines so their souls may become a part of that potent psychic collective.This complex psychic energy grid extends over the entire planet, stretching between the tribal barrows, stone circles and standing stones that serve as the physical World Shrines. The "Spirit World" (the Immaterium) and the "Material World" (realspace) can interact at these special places; the spirits of the dead flowing together as one network of pure psychic energy, a vortex of power where the living can talk to the dead if they possess the psychic ability to interact with the World Spirit.The stone circles and standing stones scattered all across Exodite worlds that serve as World Shrines are made from psychically interactive crystals. These towering stones are essentially gigantic Spirit Stones that anchor the World Spirit's psychic power into the planet. The links between these stones form a part of the Aeldari Webway, but the paths from the Webway into the different World Spirits are well-hidden and closely guarded.This enables Aeldari to move between the craftworlds and the Exodite Maiden Worlds by means of the Webway, with interlinking paths over the Exodite worlds themselves. Because their worlds are home to their departed spirits and shelter them from the predation of Chaos, the Exodites will fight fiercely in protection of their planet.To abandon a settled world is akin to abandoning the souls of their ancestors to the Warp and She Who Thirsts, for without constant replenishment, World Spirits diminish slowly and are rendered vulnerable.
Exodites - Society: While individual Exodite societies vary, across worlds as well as between them, common to almost all of those known is a social structure based around small, independent tribal communities.The reasons for this are unclear; it is a commonly-held belief amongst the scholars of the Imperium of Man that factious tribalism is the natural state of the Aeldari (evidenced by what little information is known to the Imperium of the Drukhari).The life of the Exodites is thought by these thinkers to bear the closest resemblance to the Aeldari societies of their lost interstellar empire before the Fall began. Exodite society is a tribal one, each group owing allegiance to a local ruling tribe which in turn owes fealty to the planet's king and his royal tribe.Despite the claims of Imperial scholars, this social structure more than likely developed out of necessity, as small, scattered communities were the most efficient way to utilise the sparse natural resources of the newly settled Maiden Worlds.Due to the relatively few number of Exodites, there are few causes for territorial disputes. Open wars between tribes are rare, though skirmishes between rival young warriors known as Dragon Knights are known to be common. Although not openly warlike, the Exodites are a robust, self-confident people and still possess the legendary pride -- some would call it arrogance -- of the Aeldari race.Dragon Knights in particular frequently try to steal away a rival's beasts or may attempt to move their herds over the grazing areas of other tribes. Such matters are seen as part of a Dragon Knight's training, and the dangers of death or serious injury are an accepted part of a young warrior's life.These raids and occasional deaths do not embitter the tribes to one another, and regardless of how hard-fought their battles might be, an Aeldari would not despoil or steal the crops of a rival tribe, even as these lie unprotected for months at a time.
Exodites - Outcasts: The Exodite societies are a common destination for Asuryani Outcasts since they are notably less hostile to outsiders and those who forsake the Asuryani Path than the Craftworld Aeldari. Often these rogue Asuryani seek the patronage of one of the Exodite tribes.In return, they fight alongside the tribe's warriors and, for a while at least, enjoy the freedom of mind which is often impossible to find on the craftworlds.To the Exodites, the Outcasts are strange, romantic figures, masters of a hidden lore and way of life which is arcane and archaic. They bring skills the Exodites value highly, and so are always made welcome at the courts of the tribal Aeldari.
Exodus - Exodus: Exodus was an infamous Space Marine assassin of the Alpha Legion who operated during the Great Crusade and Horus Heresy eras.
Exodus - History: None can say whether Exodus is a single individual or one of several supremely skilled assassins operating at the behest of the uppermost echelons of the Alpha Legion.Certainly the name, or coded identifier "Exodus," had appeared in multiple vox-chains and order logs in many different war zones, sometimes contemporaneously. This in itself was unlikely to be accidental given the Alpha Legion's mastery of deception in all its forms.Whatever the truth, the Legionary known as Exodus ranked amongst the most skilled killers outside of the Assassin Clades of the Officio Assassinorum during the Great Crusade. His skill-at-arms was born of the convergence of the will, physiology and conditioning of a Space Marine with the fieldcraft and panoply of arms and wargear of an Assassin.So adept was Exodus that he was said to rival even the marksmen of Clade Vindicare in his ability to insinuate himself into position and deliver the killing shot at the pivotal moment in a campaign.Some histories claim that as many as a dozen worlds were brought into Imperial Compliance with only a single shot having been fired by Exodus, who could achieve with one round what the expenditure of billions of bolts, charges and shells might never bring about.
Exodus - Wargear: Power ArmourThe Instrument - Exodus carried a unique Sniper Rifle of unknown design and provenance, which seemingly uses a mixture of advanced bolter weaponry and gravitic accelerator technology. This unique weapon had two fire modes; rapid shot and execution shot.Krak GrenadesVenom Spheres - Venom Spheres are an upgrade of common frag grenades employed by the Space Marines for advanced variants which contain toxin-impregnated crystalline splinters that have been darkly claimed to be based on xenos technology.Melta BombsPower DaggerBolt PistolCameleoline
Exorcist-class Grand Cruiser - Exorcist-class Grand Cruiser: The Exorcist-class Grand Cruiser is a Vengeance-class Grand Cruiser variant that was originally developed as a long-range patrol vessel, capable of self-sufficiency for long periods of time away from fleet support.Usually operating with two or three squadrons of escorts, Exorcists were often posted to the far-flung corners of the Imperium to patrol the edges of the Eastern Fringe and into the galactic Halo Stars.
Exorcist-class Grand Cruiser - History: The Exorcist was originally developed for long-range patrols, capable of extended self-sufficiency. Operating with a handful of escorts, Exorcists brought the Imperial flag to far-flung corners of the galaxy. However, over the millennia the Exorcist has been replaced by warships such as the Mars-class Battlecruiser, though some were kept on in reserve fleets or requisitioned for long patrols.This falling out of favour has meant that many Exorcists have ended up in the hands of Rogue Traders, who find their self-sufficiency and large hanger bays quite useful for their needs. Beyond the light of the Imperium, a vessel capable of long cruises and able to defend itself is quite useful, and the rugged Exorcist fits the bill well.Some of the Exorcists were kept on by fleets on the fringes of the Imperium, to plough the long lonely patrol routes into the galactic halo. Many Exorcists were used as colonial transports. The entire penal colony of Brandt 764 was moved en masse by Exorcist Grand Cruisers to populate and work Tor Alpha, a world beyond the Eastern Fringe, discovered by (and named after) the famous Rogue Trader Foulway Tor.The Exorcist squadron, led by the starship named the Light of Ascension, was then used as convoy escorts for the ore transports returning to the Imperium, and played a major part in the defence of the star system when it was attacked and eventually overrun by a Tyranid hive fleet.
Exorcist-class Grand Cruiser - Notable Exorcist-class Grand Cruisers: Kingmaker - The Kingmaker was an Exorcist-class Grand Cruiser that turned Renegade and went over to the service of Chaos and the Black Legion. The Kingmaker once served in Battlefleet Scarus and took part in the Gothic War. However, its proud eight-thousand-year history of service ended when the Kingmaker disappeared while on patrol around Agripinaa in the late 41st Millennium. The Grand Cruiser was thought to have been lost, but it appeared four Terran years later as part of a Black Legion fleet that destroyed an Imperial convoy between Cadia and Belis Corona. Afterwards, the Emperor-class Battleship Pax Imperialis was charged with destroying the Kingmaker and this began a two solar month pursuit that ended in the asteroid belts of the Crinan System. Though normally a grand cruiser would be no match for a battleship, the Kingmaker had been corrupted by the power of Chaos and managed to hold out long enough for reinforcements to arrive. This caused the Pax Imperialis ' commander, Vice Admiral Chanke, to order a retreat. While the battleship was able to escape, it was forced to leave behind its voidcraft that been launched to deliver the final blow to the Kingmaker. When the 13th Black Crusade began, the Kingmaker was among the Black Fleet's warships that attacked the Imperial forces defending Cadia. It was there that the grand cruiser clashed with the Pax Imperialis once again, but this time it was the Kingmaker that was forced to retreat, after the battleship severely damaged it. However, when Cadia was lost to Chaos, the Imperial forces escaped from the Cadian System and it is not known what became of the Kingamker.Warrior Knight - The Warrior Knight is an Exorcist-class Grand Cruiser serving with Battlefleet Agripinaa.
Exorcist-class Grand Cruiser - Dimensions: Hull: 7.3 kilometres long, 1.1 kilometres abeam at fins approximatelyClass: Exorcist-class Grand CruiserMass: Approximately 37 megatonnesCrew: Approximately 112,000 crewAcceleration: 1.99 gravities maximum sustainable acceleration