vizn3r/warhammer40k-lore huggingface dataset:
Paragonian Regiments - Regimental History: As an important Industrial World, Paragon's main contribution to the defence of the Imperium of Man has always been its manufactured goods and the strategic resources extracted from Paragon's extensive asteroid belts. At some unspecified moment in its history, the Departmento Munitorum increased Paragon's Tithe Grade and began raising Astra Militarum regiments.Since Paragonian society is very organised and disciplined, the raising of new regiments did not cause further strain on the society, as Paragon mostly "promoted" existing or newly-created regiments of the Planetary Defence Forces to service within the Imperial Guard. By the dawn of the 41st Millennium, military service within the Astra Militarum was considered an honour on Paragon rather than an obligation.The common troops are recruited from the multitudes of Paragon's working-class -- foundry workers, miners, artisans and manufactoria labourers who preferred to risk their lives on the battlefield rather than toil their lives away. As is the case on many worlds, to guarantee a high intake of volunteers, the Departmento Munitorum also negotiated an Imperial pardon for those criminals willing to enlist.In order to avoid perpetuating clan-rivalries, squads and crews within the Paragonian Regiments are thoroughly mixed, their expertise in a variety of areas often able to tip an engagement in their favour.In contrast, the officers are all drawn from the high nobility of Paragon's manufacturing clans -- which are theoretically exempt from paying the Imperial Tithe but do so as a matter of tradition. In fact, all Paragonian noblemen benefit from extensive fencing lessons in their youth and practice a variety of sports that allow them to serve with a minimum of adaptation.
Paragonian Regiments - Regimental Combat Doctrine: The men of the Paragonian Regiments are recognised as excellent tankers. The wealth of their home system allows them to field considerable numbers of armoured vehicles, including a fair number of super-heavy tank companies. As a result, the Paragonians' way of war relies heavily on the use of armoured formations.The Paragonians favour armoured assaults or deep range mechanised raiding forces, with regiments of mechanised infantry or regular infantry serving as close support for their tanks. When available, Paragonian armoured formations will always comprise at least one super-heavy tank such as a Baneblade to support the standard Leman Russ Battle Tanks that comprise most of their armoured formations.Since the Paragonians' training regime has been heavily influenced by the doctrines of the Cadian Shock Troops, the Paragonian Regiments of the Astra Militarum are characterised by a mixture of units with multiple tactical abilities, while dedicated assault formations such as the "Lucky Eights" -- a super-heavy tank company compromised only of Stormlords -- are the exception rather than the rule.
Paragonian Regiments - Regimental Uniforms: The Paragonian Regiments favour a rich vermillion as the standard colour for their uniforms.  Slight variations of cut to the uniform denote the wearer's branch of the service: armoured regiment, mechanised infantry or infantry. While both tankers and mechanised infantry are held in high regard, the common infantryman suffers from a lack of respect by other Paragonians in comparison to those who serve in a super heavy tank company or armoured regiment.The hot and damp confines of a battle tank often lead tankers to work in their tank tops and trousers, shedding the top layer of their uniforms. Officers, in particular, prefer to leave the heavy but impractical breastplate and sash of their uniforms in their locker during combat actions or for any other duty than formal banquets.On such formal occasions, however, each officer meticulously polishes his black boots and silver breastplate, removes every single stain from their white gauntlets and shaves their usual stubble. As members of Paragon's nobility, each officer carries an elegant duellist sword or other blades in addition to their regulation sidearm.
Paragonian Regiments - Infantry Regiments: 23rd Paragonian Foot - The 23rd Paragonian Foot is a veteran of the Dentares Suppression and the Kalidar War. It was badly mauled on Kalidar and fought only at half-strength during the Geratomran Reconquest. 84th Paragonian Foot - Deployed alongside the 23rd Paragonian Foot during the Dentares Suppression, the 84th was folded into the 62nd Mechanised Infantry in the wake of the Kalidar War.477th Paragonian Foot - The 477th Paragonian Foot was raised in 396.M41 as part of the Second Gulem Recovery Force, only one standard year after Paragon had already been called upon to provide men and materiel for the Kalidar War. Such were the needs of the Departmento Munitorum that the 477th Paragonian Foot was raised at twice the strength of previous regiments. Since its inception, the 477th had also provided accompanying platoons for the Stormlords of the 8th Paragonian Super Heavy Tank Company.Tempestus Scions, "Black Suns" - The "Black Suns" are Paragon's most elite warriors, temporarily allotted to the Second Gulem Recovery Force. They also saw action during the Geratomran Reconquest.
Paragonian Regiments - Mechanised Infantry Regiments: 63rd Paragonian Mechanised - The 63rd Paragonian Mechanised Regiment was raised on Paragon in 395.M41 as part of the reinforcement for Battlegroup Kalidar. The regiment suffered heavy losses during the Kalidar War and stood only at 26% readiness on the eve of the Geratomran Reconquest.
Paragonian Regiments - Artillery Regiments: 109th Paragonian Artillery - The 109th Paragonian Artillery was raised alongside the 477th Paragonian Foot and the 84th Paragonian Armoured as part of the Second Gulem Recovery Force.
Paragonian Regiments - Armoured Regiments: 42nd Paragonian Armoured - The ill-fated 42nd Armoured Regiment was one of the regiments raised as reinforcements for the Dentares Battlegroup in preparation for the prosecution of the Kalidar War. While the bulk of the 42nd was of Paragonian origin, its officers were drawn from depleted regiments of the Dentares Suppression. The 42nd Paragonian Armoured was badly mauled during the infamous Kostoval Rout and spent the rest of the Kalidar War understrength. The regiment was eventually disbanded and its number held in reserve for reuse during a future raising.84th Paragonian Armoured - The 84th Paragonian Armoured was raised in 396.M41 as part of the Second Gulem Recovery Force.322nd Paragonian Armoured- The severely depleted 322nd Paragonian Armoured is a veteran of the fight against the Aeldari. At the start of the Gerotomran Reconquest, the regiment was listed as barely battle-worthy, at only 29% battle-readiness.
Parasite of Mortrex - Parasite of Mortrex: The Parasite of Mortrex (Expiravis larvum) is a unique Tyranid bioform, the result of a Norn-Queen's genetic experiments and tests to enhance its broods. Named after its most disturbing ability and the planet where it was first encountered by Imperial troops, the Parasite of Mortrex is a bat-winged Tyranid creature evolved from Tyranid Warrior stock.Next to its multiple claw appendages and fanged maw, the Parasite of Mortrex has a barbed tail and two other barbed appendages each tipped with a hollow tube, like a snake's fang, capable of implanting its still-living victims with Ripper parasite embryos. Within solar hours, or even after a duration as short as a few heartbeats in certain cases, the Ripper parasites mature and will devour the unwilling host from the inside out to fuel their accelerated growth.Swooping on leathery wings, Parasites of Mortrex use these barbed ovipositors to drive Ripper gestation pods deep into their victims' bodies. These swiftly-growing creatures soon chew themselves free from their unfortunate hosts. Such was the fate of the defenders of Imperial planet of Mortrex, the world first cursed by the Parasites' onslaught. Now they wreak havoc on the foes of the hive fleet by soaring over defences and seeding unlucky souls with nascent Rippers.
Parasite of Mortrex - History: The Imperial Fortress World of Mortrex was one of the most heavily defended planets in the Segmentum Ultima -– a world where fortifications sprouted from every mountainside and bastions punctuated the landscape. For solar days, when Hive Fleet Kraken attacked, this formidable defence held back the vicious hordes. However, during the tenth solar day of the invasion, the Astra Militarum forces defending Mortrex encountered a winged bioform they had never seen before. Without warning, the monster dove towards the Human entrenchments, stabbing at the Astra Militarum guardsmen with lightning-quick strikes of its tail.The creature's victims were thus injected with Ripper parasites, many of which grew to maturity within a few heartbeats, devouring their hosts from the inside out. Amidst agonised death screams, a swarm of Rippers ruptured through cracked bones and torn flesh as they emerged in a spray of blood.The few survivors told of the new Tyranid threat, a horrifying creature that implants organisms into its still-living prey. They called this creature the "Parasite," and all knew that to face it was to risk the most horrific death imaginable. Two solar weeks later, the planet of Mortrex was overrun by vast, ravenous tides of Ripper swarms.All that remained was a single astropathic transmission that warned of the Parasite of Mortrex's existence. Fortunately for the Imperium, it has not been sighted since the battle on Mortrex. Like other Tyranid "experimental" bioforms, including the Red Terror or the Doom of Malan'Tai, it remains to be seen whether that hive fleet's Norn-Queen will judge the bioform successful enough to warrant its genetic maturation and ultimate full-production by the hive fleets, or if it will remain an ultimately unfruitful genetic testbed never to be produced again.
Pariah (Necron) - Pariah (Necron): Note: This article discusses material that was once considered canon but whose canonicity is now questionable.A Necron Pariah is an experimental cybernetic warrior crafted from a terrible symbiosis of Necron technology and Human evolution.They are created from Human victims that are abducted by the Necrons, and bear the "Pariah Gene" that severs the bearer completely from the Warp; effectively making them both soulless and immune to the effects of all psychic abilities.These troops apparently did not meet the requirements or expectations of the Necrons who created them, as they are no longer normally fielded as part of a Necron army.
Pariah (Necron) - Role: In general, Pariahs, also known as psychic "Blanks" in the Imperium, do not live long as the feelings of unease and distaste they generate among others means they have few friends and many enemies.Pariahs are very rare in the galaxy since perhaps only one person on an entire world will be a carrier of the gene in every Human generation. Pariahs are often used by the Inquisition and the Ordo Hereticus against witches and Renegade psykers and the Sisters of Silence are wholly composed of female Pariahs.Necron Pariahs are captured Human Blanks who have undergone the ancient Necron biotransferance process so that their consciousness is now housed within a new cybernetic body forged from the living metal called necrodermis by the Necrons. Their minds are soon enslaved to the will of the Necrons much like the more common Necron Warriors, as their new bodies drain their abilities to feel any emotion or pleasure.The Aeldari have hinted in the past that the Pariah Gene was deliberately engineered by the Necrons into the ancient primate population of Old Earth millions of Terran years ago in the hope of eventually creating a biological anti-psychic weapon. The resulting soulless individuals could then be used to defeat the Old Ones and their successors, psychically-empowered species like the Aeldari and the Orks.Certainly the Pariahs have proved to be a potent weapon for the Necrons against the Imperium of Man since they emerged from the hibernation of the Great Sleep. The truth of this contention remains unknown to the Imperium's scholars at this time.Necron Pariahs normally operate in squads composed of 4 to 10 of these monstrosities. Pariahs radiate a constant sense of palpable menace and horror to those around them, blotting out all psychic emanations and infusing those nearby with the sense of their own mortality. In this way, Pariahs embody the ultimate horror of the Necron threat to the galaxy.However, the Necron Pariahs possess one known weakness; they lack the powerful regenerative ability of true Necrons due to their Human roots and still retain many of their fleshy Human organs encased within their necrodermis shell, making them far more vulnerable to weapons fire than their immortal counterparts amongst the former Necrontyr.
Pariah (Necron) - Wargear & Abilities: Pariahs have an extreme detrimental effect on the psychic powers of any psykers they come into contact with.Pariahs wield spear-like Warscythes that are also outfitted with built-in Gauss Blasters that make them extremely dangerous opponents.Pariahs continuously radiate an unnatural aura as a result of their soullessness that has a terribly unnerving effect upon their enemies, but especially for psykers who can become incapacitated by their sheer presence. No psychic abilities will have any effect upon a Necron Pariah.
Pariah (Necron) - Notable Necron Pariah: Thomas Macabee - Prior to his transformation, Macabee was an archeology professor and prominent Gue'vesa on the T'au world of Kronus. However, when his archaeological expedition to explore the Necron ruins on Kronus unknowingly opened the entrance to the Necrons' subterranean stasis tomb complex, the expedition awoke those ancient warriors. Most of the team died then and there, but Macabee was taken by the Necrons and remade as a Necron Pariah as he was found to bear the rare Pariah Gene. In the ensuing campaign of extermination waged by the Necrons against the other factions on Kronus, Macabee, now bereft of any will of his own, would act as an adviser and spokesman for the otherwise-silent Necron Lord of Kronus.
Particle Beamer - Particle Beamer: A Particle Beamer is a Necron weapon that emits a stream of miniscule anti-matter particles which detonate on contact with normal matter.Necron Particle Weapons are incredibly reliable, needing only enough energy to maintain the containment field that prevents the anti-matter from detonating within the weapon's mechanisms.Particle Beamers are heavy, rifle-sized Particle Weapons, and can cause powerful blasts at range to decimate enemy infantry.Tomb Blades can mount a Particle Beamer on their chassis instead of their usual twin-linked Tesla Carbines, whilst Canoptek Spyders who specialise in sentinel duties commonly mount twin-linked Particle Beamers on their backs.Tesseract Arks are also able to mount two Particle Beamers as secondary weapon systems.
Particle Beamer - Sources: Codex: Necrons (5th Edition), pp. 81, 94-95Codex: Necrons (7th Edition) (Digital Edition), pg. 199Imperial Armour Volume 12: The Fall of Orpheus, pg. 124
Particle Caster - Particle Caster: A Particle Caster is a Necron pistol weapon that emits a stream of miniscule anti-matter particles which detonate on contact with normal matter.Necron Particle Weapons are incredibly reliable, needing only enough energy to maintain the containment field that prevents the anti-matter from detonating within the weapon’s mechanisms.Because of the great potential damage they can inflict despite their small size, Particle Casters are most often paired with a close combat weapon.Triarch Praetorians commonly make use of Particle Casters paired with Voidblades as an alternative armament from their usual choice of the two-handed Rod of Covenant. Canoptek Wraiths can also be armed with Particle Casters.
Particle Shredder - Particle Shredder: A Particle Shredder is a Necron weapon that emits a stream of miniscule anti-matter particles which detonate on contact with other matter. Necron Particle Weapons are incredibly reliable, needing only enough energy to maintain the containment field that prevents the anti-matter from detonating within the weapon’s mechanisms.Particle Shredders can be likened to a heavy Lascannon in size, and can output a far larger blast than the smaller Particle Beamer. A Triarch Stalker can mount a Particle Shredder as its primary armament instead of its usual Heat Ray, transforming its combat role into that of a deadly infantry hunter.
Particle Weapons - Particle Weapons: Particle Weapons are a family of exotic and technologically advanced directed energy weapons used exclusively by the ancient and extremely powerful xenos species known as the Necrons.Particle Weapons function by emitting a stream of miniscule anti-matter particles which detonate on contact with normal matter, and are incredibly reliable -- needing only enough energy to maintain the electromagnetic containment field that prevents the anti-matter from detonating when it comes into contact with the normal matter that comprises the weapon’s mechanisms.
Particle Weapons - Known Particle Weapons: Particle Caster – A Particle Caster is a pistol form of a Particle Weapon, and is able to inflict great amounts of damage upon enemies despite its small size. Particle Casters are most often paired with a close combat weapon. Triarch Praetorians commonly make use of Particle Casters paired with Voidblades as an alternative armament from their usual choice of the two-handed Rod of Covenant. Canoptek Wraiths can also be armed with Particle Casters.Particle Beamer – A Particle Beamer is a heavy, rifle-sized Particle Weapon capable of causing powerful blasts at range to decimate enemy infantry. Tomb Blades can mount a Particle Beamer on their chassis instead of their usual twin-linked Tesla Carbines, whilst Canoptek Spyders who specialise in sentinel duties commonly mount twin-linked Particle Beamers on their backs. Tesseract Arks are also able to mount two Particle Beamers as secondary weapon systems.Particle Shredder – A Particle Shredder is a large Particle Weapon that can be likened to a heavy Lascannon in size, and can output a far larger blast than the smaller Particle Beamer. A Triarch Stalker can mount a Particle Shredder as its primary armament instead of its usual Heat Ray, transforming its combat role into that of a deadly infantry hunter.Particle Whip – A Particle Whip is a very large Particle Weapon, and is unusual in that it only comes in the form of a large, glowing power matrix crystal mounted atop a Monolith. This is a far more static design than the more mobile barrel structure that characterises other Necron Particle Weapons. Nevertheless, a Particle Whip is a dramatic weapon, for when it is about to fire, the Monolith will channel its alien energies through its crystal to unleash devastating arcs of anti-matter lightning. A single, ear-splitting discharge from the Particle Whip is enough to reduce tanks to smouldering wrecks and infantry to molecular vapour. The explosions caused by a Particle Whip will often affect large areas and can cause great damage to infantry and vehicles alike, no matter what form of armour provides their protection. Necron starships have also been armed with extremely large variants of the Particle Whip. These ship-sized Particle Whips are used during void combat to launch devastating strikes upon enemy vessels.
Particle Whip - Particle Whip: A Particle Whip is a devastating Necron weapon that emits a stream of miniscule anti-matter particles which detonate on contact with other matter.Necron Particle Weapons are incredibly reliable, needing only enough energy to maintain the containment field that prevents the anti-matter from detonating within the weapon’s mechanisms.A Particle Whip is unusual in that it only comes in the form of a large, glowing power matrix crystal mounted atop a Monolith. This is a totally different, far more static design than the more mobile barrel structure that characterises other Necron Particle Weapons.Nevertheless, a Particle Whip is a dramatic weapon, for when it is about to fire, the Monolith will channel its alien energies through its crystal to unleash devastating arcs of anti-matter lightning. A single, ear-splitting discharge from the Particle Whip is enough to reduce tanks to smouldering wrecks and infantry to molecular vapour.The explosions caused by a Particle Whip will often affect large areas and can cause great damage to infantry and vehicles alike, no matter what form of armour provides their protection. However, the damage is selective; Necron infantry who are caught in the explosion produced by a Particle Whip are completely immune to its energies.Necron starships have also been armed with extremely large variants of the Particle Whip. These ship-sized Particle Whips are used during void combat to launch devastating strikes upon enemy vessels.
Pasanius Lysane - Pasanius Lysane: Pasanius Lysane was a Veteran sergeant in the 4th Company of the Ultramarines Chapter of Space Marines. He was the constant companion of the Ultramarines 4th Company's Captain Uriel Ventris.
Pasanius Lysane - History: Lysane was the best friend of Captain Uriel Ventris and the pair remained together through their training and subsequent service in the Ultramarines. He was the largest out of all the others in the training and the company, so he had to wear a suit of power armour adapted to his massive stature from salvaged Terminator Armour to accommodate his size. His primary weapon of choice was a Heavy Flamer.Lysane went into exile with Ventris following the invasion of the world of Tarsis Ultra by a splinter Tyranid Hive Fleet. He willingly broke the strictures of the Codex Astartes to join an Ordo Xenos Deathwatch Kill-team, slay the Tyranid Norn-Queen and stop the invasion. Surrendering both rank and the Ultramarines insignia, both Pasanius and Ventris were made to swear a Death Oath by their Chapter Master Marneus Calgar.This Death Oath required the two Astartes to seek out and destroy the Daemonculaba. The Daemonculaba was an unusual genetic system for creating new Chaos Space Marines to fill out their ranks used by the Iron Warriors Traitor Legion. The process required an adolescent human boy to be sealed within the womb of a genetically modified human female slave, known as a Daemonculaba, who had been impregnated with stolen Astartes gene-seed. The Daemonculabas either produced a horribly mutated freak or a new Chaos-corrupted Astartes ripe for incorporation within the Iron Warriors. The Daemonculaba hosts lay within the fortress of Khalan-Ghol, home of the Iron Warriors' Warsmith Honsou, following his victory at Hydra Cordatus where he had stolen a considerable amount of Imperial Fists gene-seed from its storage on that world during the 13th Black Crusade. The two Ultramarines Astartes fulfilled this Death Oath when they travelled on the Omphalos Daemonium, an ancient Daemon Engine, to the Daemon World of Medrengard, the homeworld of the Iron Warriors, within the Eye of Terror.This world was engulfed in civil war as Khalan-Ghol was under siege by Warsmith Toramino and the Chaos Dreadnought Berossus. The Ultramarines enlisted the help of the former Raven Guard Astartes Ardaric Vaanes and his group of Space Marine Renegades and infiltrated the fortress at the height of the siege. However, they were captured by the daemon-possessed Iron Warrior Onyx and taken to the halls of the Savage Morticians, the members of the Dark Mechanicus who had created and oversaw the Daemonculaba process. Once there, Uriel was entombed inside the womb of one of the Daemonculaba and Pasanius had his bionic right arm removed. Uriel miraculously fought free of the Chaos-corrupted womb and he and Pasanius escaped down a sewage chute. They were finally able to return to the fortress, destroy it and the Daemonculabas, fulfill their Death Oath and return to their Chapter.
Pasanius Lysane - Pasanius' Right Arm: When the Ultramarines' 4th Company had ventured to the Tomb World of Pavonis to quell an uprising before the Tyranid hive fleet had attacked Tarsis Ultra, they faced more than they had expected. Drukhari raiders were working with the cartel member Kasimir de Valtos to free a Necron C'tan, the Nightbringer, and its ancient starship. Pasanius lost his right arm to the Nightbringer's blade, fighting it deep below the surface of Pavonis.To replace the loss, Pasanius had an augmetic arm attached afterwards by the Ultramarines' Apothecaries. He eventually discovered that this augmetic had been infected by a trace amount of necrodermis, the living metal that comprised all Necron technology, that had been left behind in his flesh by the Nightbringer's blade, and the living metal had gradually infected the new augmetic, granting it many of the properties of necrodermis, including the ability to heal damage to itself over time.Once he discovered the true nature of his augmetic arm, Pasanius kept it hidden from the rest of his Chapter for fear of what they might do to him. Pasanius had this arm removed by the Savage Morticians on the world of Medrengard during his exile from the Ultramarines. Once they returned to Macragge, Pasanius was forced to leave his company for 100 solar days as punishment for not revealing to the Chapter what his arm could do and the nature of its xenos alteration.
Pask - Pask: Knight Commander Pask is a Tank Commander and one of the Astra Militarum's most renowned tank aces. A hero of the Imperium of Man and a constant presence within the armoured regiments of the Cadian Shock Troops, Pask is one of the most skilled tank commanders ever to grace a Leman Russ Tank.He has commanded these behemoths through hundreds of campaigns, with his reputation continuing to grow with each victory. Over the decades Pask has commanded all variants of the Leman Russ and has mastered them all.He knows the capabilities and limits of each and every weapons system these mighty war machines can mount and it is a brave fool indeed who strays into his gun-sights.Knight Commander Pask is Cadia's best-known tank ace, and his grizzled visage has graced propaganda bills across the Cadian Gate for solar decades. Yet it is on the field of battle, amid the fires of war and the snarl of engines, that Pask is truly at home.Possessing an instinctive nous for armoured combat on any scale, Pask claims to feel the tank he commands as an extension of his own body, and has left the wreckage of foes uncounted blazing in his wake.
Pask - History: Pask's talents and uncanny abilities as a natural tank hunter were first demonstrated with the 423rd Cadian Armoured Regiment, when he was drafted to serve as part of the tank crew of the Leman Russ Tank called the Hand of Steel. The 423rd was deployed as part of the Imperial Army Group raised to repulse WAAAGH! Gutcutta on the world of Cyris.At the Battle of Genna's Rift the 423rd found themselves directly in the path of Gutcutta's final, massive armoured push. As the two lines of war machines crashed together, a lumbering Ork Battle Fortress ground its way over the Hand of Steel, crushing the tank's turret and commanding officer into a bloody pulp in the process.Pask took the initiative and assumed command of the battered tank and ordered the rugged machine to be turned around to face the immediate threat. As the Orks' armoured assault continued to grind through the Imperial lines, Pask demonstrated his innate ability to see his opponent's weak spots and aimed his tank's main gun at the Ork vehicle's most vulnerable points.Noticing a poorly welded armour joint on the Bonecruncha's rear, a Lascannon shot from his Leman Russ struck the vulnerable spot, damaging the vehicle's crude engines, causing them to detonate. This sent the machine flipping over its own Deff Rolla in a blaze of fire and smoke.Under Pask's inspiring command, the battered Hand of Steel claimed another 14 confirmed Greenskin armour-kills during the ensuing battle, breaking the back of WAAAGH! Gutcutta's assault.
Pask - Hand of Steel: While fighting the Aeldari on the world of Haytor's Hole, the repaired Hand of Steel was finally laid low whilst engaging a squadron of Fire Prisms and, despite the ministrations of the Tech-priests, was declared unsalvageable.Though Pask had achieved a great victory against the Aeldari armour, his trusted tank was no more. Pask was offered command of a mighty Baneblade super-heavy tank in its place, but the Cadian commander refused and, in a ritual that he would repeat a dozen times since to show his solidarity with the other tankers of the 423rd, insisted on putting his faith in another Leman Russ battle tank, rechristening his new steed the Hand of Steel.This ritual has been repeated on a dozen occasions in the decades since. Whether felling Chaos Titans on Saint Cyllia's World or battling bio-monstrosities amongst the Tyranid swarms in the Batran Traverse, it is a brave or foolish foe indeed that strays into the gun sights of Knight Commander Pask and his Hand of Steel
Pask - A Legend is Born: During the Saint Cyllia Massacre, Knight Commander Pask and his armoured company claimed no less than four Titan-class kills.Pask himself accounted for the destruction of the dreaded Chaos Titan Damnation Eternus when a single shell from the Hand of Steel's Battle Cannon breached the tainted core of its plasma reactor and caused it to meltdown. The daemonic war machine was consumed in a cataclysmic explosion that set the sky on fire.Over the decades, Pask would continue to command all variants of the Leman Russ Battle Tank, mastering each one's particular capabilities and idiosyncrasies. Pask remains a superlative tank hunter for the Imperium, and there is not an armoured vehicle that he has not duelled and bested on the field of battle.
Pask - Fall of Cadia: Pask was not present on Cadia when it fell to Chaos in 999.M41 during the 13th Black Crusade. The 423rd were travelling back from the Damocles Gulf, the Imperium having dealt the T'au invaders of Agrellan a decisive blow, when the Chaos forces launched their attack.Though grieved by the loss of his homeworld, Pask comports himself as he ever did, and his armoured company has achieved many victories since that darkest of days.The shame he feels at not having fought and died alongside his compatriots is tempered by a cold resolve to bring ruin to the armies of Abaddon the Despoiler.
Pask - The Steel Tithe: Since the fall of their homeworld, the armoured regiments of Cadia have had to absorb depleted regiments from other planets in order to maintain their fighting strength. Having trained various Militarum Regimentos across the Imperium, the Cadians are no strangers to drilling troops from other planets to fight in the style of the Shock Troops.Still, these "foreign" tank crews are not true Cadians, and there is often resentment among these proud warriors at having to formally admit lesser soldiers into their ranks.Amongst the ranks of the 423rd Cadian Armoured Regiment, Pask himself quashes such imprudent notions. Those Cadians he fights with are made to understand that Imperial victory is more important than insularity and nostalgic pride. Furthermore, the tank crews who come to serve in the 423rd are without fail amongst the most skilled in the galaxy.Rather than petitioning new recruits from the Departmento Munitorum, Pask evaluates the skills of the crewmen from other regiments he fights alongside. If a crew of Valhallan or Athonian tankers exhibits exceptional prowess in combat, they will be requisitioned by Pask himself for service in the 423rd.The tankers of various regiments vie for these summons, for to fight alongside the Imperium's greatest Tank Commander is an honour without equal. Regardless of their experience or accolades, all recruited in Pask's Steel Tithe are drilled as new recruits until they have become as tempered as any true Cadian.
Pasqal Haneumann - Pasqal Haneumann: Pasqal Haneumann is a magos explorator of the Adeptus Mechanicus currently in service as enginseer prime for the flagship of the House von Valancius Rogue Trader dynasty in the Koronus Expanse of the Segmentum Obscurus.Rogue Traders may be brave explorers of star systems beyond the Imperium, but the privilege of pioneering uncharted space is not theirs alone. On their hunt for the mysteries of the universe, they are accompanied by the enormous fleets of the Explorators, which consist of countless battleships, Arks Mechanicus and research vessels steered by the tech-priests of the Adeptus Mechanicus. This religious organisation of scientists, engineers, soldiers, and artisans worships the Machine God, also known as the Omnissiah, and keeps the sacred mysteries of technology gifted to Humanity by Him.Everything in the Imperium, from a common soldier's lasgun to the divine and deadly combat walkers known as Titans, was crafted by the Forge Worlds of the Adeptus Mechanicus. As they rule over thousands of Forge Worlds that supply Humanity with the tools to survive in an inhospitable universe, the scarlet-robed tech-priests' advance fleets explore the Imperium's outer limits: that is the mission of Explorators, who travel to the depths of the void to reclaim the archeotech gifts of the ancients, uncover long-buried secrets, and bring sacred knowledge back from oblivion.Pasqal Haneumann, bearer of the lofty title of magos explorator, has spent many solar decades on the march toward planets yet unknown and systems yet unconquered. His memory unit is now a treasury of priceless knowledge, unavailable even to the highest-born of the Imperium's aristocrats. He has been doing his duty to the Omnissiah while tempering his relentless craving for knowledge with discipline and loyalty to the precepts of his faith. And it was there, in the light of alien stars, that he confronted a most terrible enemy: dissent among his fellows, a schism that could shake the Imperium to its foundations. Pasqal stepped away from the Explorators' enterprise for several standard years in order to ponder the dilemma he was facing.However, a cryptic message from a former mentor, the Archmagos Amarnat, made Pasqal abandon his duties and join a Rogue Trader's retinue. He hopes that the protection of such a powerful figure will help him find his venerable teacher and decide just how firm the boundaries of dogma are for a seeker of truth. Some revelations are painful, but Pasqal is prepared to endure anything for his thirst for knowledge. For such is the will of the Omnissiah.
Pasqal Haneumann - Personality: Within the Adeptus Mechanicus, relationships and intimacy have taken on radically different forms from what might be recognizable by layman outsiders. They have transcended many of the deceits and distractions of meager Human flesh. The tech-priests have found ways to rely upon the certainty of metal, using technology to remove themselves from what they might consider base and primitive desires. And Pasqal Haneumann is no exception to this. He will respond to neither a man nor a woman's romantic advances.If the labyrinthine and twisting nature of the Ecclesiarchy might overwhelm or confuse the everyday man and woman of the Imperium, then the kaleidoscopic fractal nature of the Cult Mechanicus and its ever-shifting landscape would drive lesser mortals mad from the effort of trying to parse the church's internal workings. But their devotion to the Machine God, and His living avatar, the Omnissiah and God-Emperor of Mankind, are foremost amongst their religious dogma. And so does their devotion go, to the Master of Mankind and His domain within the Imperium.As a diehard fanatic and adherent to the Machine God, Pasqal would be considered an adherent of the Puritan school of thought as the Inquisition defines such things.
Pasqal Haneumann - Abilities: Of the multitude that serve within the august ranks of the Adeptus Mechanicus are the tech-priests, the official clergy of the Cult Mechanicus and direct servants of the Omnissiah in their eternal Quest for Knowledge. They possess many strange, unique abilities that derive from their knowledge, their technology, their multiple cybernetic augmentations, their dogma and the odd connection they have with the ill-understood Machine Spirits that inhabit all of Mankind's technologies. And Pasqal is a magos, a high-ranking eminent member of this metal order.
Pasqal Haneumann - Wargear: Adeptus Mechanicus Holy VestmentsCybernetic AugmentationsMechadendritesLasgunOmnissian AxeFrag Grenade
Pathcutter - Pathcutter: The Pathcutter is a large and ponderous armoured personnel carrier (APC) used by the Astra Militarum and Planetary Defence Forces stationed on the planet of Danik's World.The vehicle was originally developed and manufactured locally on that former Imperial Agri-world, before the planet fell into a deep global Ice Age and was transformed into an Ice World.
Pathcutter - Design and Construction: The Pathcutter was not built for speed or maneuverability, but rather was designed to be extremely rugged and powerful, allowing it to handle the very worst of the Danikkin terrain, including deep snow and mud. The Pathcutter also stressed troop capacity over firepower and was never intended for use in a frontline combat role, featuring the ability to carry over thirty soldiers yet lacking any known mounted weapons.The vehicle's design featured two troop compartments located on two separate decks, one upper and one lower, with a set of metal stairs allowing passage between the two. The stairs had protective railings to ensure they could be safely traversed even when the vehicle was in motion. The interior of the vehicle's troop compartments was brightly lit, and had rows of seats with restraints running down both sides, with enough room in the center aisle for soldiers to stand using hanging straps while still retaining the ability to move freely.The vehicle's driver cockpit was located in a protected plex-glass bubble on the front of the vehicle, and it featured an Auspex as part of its standard equipment. This allowed the vehicle to travel at night with its headlamps off and unseen by the enemy and allowed it to travel through blizzards and heavy snowfall. The cockpit was rather vulnerable, and as such featured a thick metal shield between the cockpit and the lower troop compartment.The Pathcutter's chassis sat high on a pair of powerful treads, well clear of the ground and any obstacles the Pathcutter might encounter. The height of the vehicle was such that its design called for a single troop ramp that lowered down to the ground from the centre of the bottom deck, unlike the rear ramps of other Astra Militarum transports such as the Chimera. This ramp was wide enough for two soldiers to exit at a time. It is noted in Imperial records that the vehicle's engine was quite loud, and consumed large amounts of fuel.Pathcutters were used during the Dannikin Campaign by both the Vostroyan Firstborn Astra Militarum regiments and the rebel Danikkin Independence Army, the planet's former Planetary Defence Force and general population that had turned Traitor after believing they had been abandoned by the Imperium when Danik's World was plunged into its current Ice Age.These forces made use of the Pathcutter not only as a transport but as a point vehicle that could plow the roads clean for other vehicles to follow, as the snow could grow  quite deep in many areas of that benighted world.The Pathcutters used by the 68th Vostroyan Firstborn Regiment were also converted into makeshift medical vehicles, where the entire top deck of the vehicle was dedicated to carrying wounded and when possible allowing the Regiment's Medics to operate on those in need. It is unknown in current Imperial records if the Adeptus Mechanicus recognised the Pathcutter as an official vehicle pattern of the Imperium, or if they built any on the nearby Forge World of Esteban VII. It is also unrecorded if the Pathcutter was used on any other Imperial worlds located near Danik's World.
Pathcutter - Known Users of the Pathcutter: 68th Vostroyan Firstborn Regiment - The 68th Vostroyan Firstborn Regiment, under the command of Captain Gregorious Sebastev made use of Pathcutters during the Danik's World Campaign. During this conflict, the 68th Vostroyan Firstborn Regiment made use of at least four Pathcutters, alongside their Chimera APCs.Danikkin Independence Army - The Danikkin Independence Army made use of many Pathcutters during the Danik's World Camapign.
Pathcutter - Adeptus Mechanicus Technical Specifications: The technical specification for this vehicle have yet to be released by the Adeptus Mechanicus.
Pathcutter - Also See: Imperial Vehicles
Pathfinder (T'au) - Pathfinder (T'au): Pathfinders are the main scouting infantry forces for the Fire Caste of the T'au Empire. As light reconnaissance units, Pathfinder Teams are the eyes and ears of their T'au Commander in a way no T'au Drone can yet emulate.A Pathfinder's role is not to engage the enemy, but instead to maximise the efficiency of the rest of their Hunter Cadre with their Marker Lights which designate priority enemy targets and guide the fire of their comrades.Pathfinders often operate ahead of the main body of T'au forces and close with the foe to accurately scout the enemy. In such a position, a Pathfinder's life is always under threat. For this reason and more, Pathfinders are held in high regard by the members of every T'au caste.
Pathfinder (T'au) - Armament: A typical T'au Pathfinder squad will number from four to ten Shas'la members, usually led by a Shas'ui veteran and bonded together by the ritual of Ta'lissera. A typical T'au Pathfinder is equipped with a Pulse Carbine for use as his primary weapon, along with an attached underslung Photon Grenade Launcher and Marker Light.Photon Grenades are also issued as standard weapons to T'au Pathfinders, though some teams have been known to carry EMP Grenades for use against vehicle threats. All T'au Pathfinders are protected by a lighter form of the standard Combat Armour employed by Fire Warriors known as Recon Armour. Recon Armour sacrifices a degree of protection for greater freedom of movement and better stealth capabilities.A Pathfinder Shas'ui will often have additional hard-wired combat systems cybernetically implanted into his body or integrated into his armour as his rank allows, and these can include systems usually found only on T'au Battlesuits, such as a Blacksun Filter, a Target Lock or a Multi-TrackerUp to three Pathfinders in a team can replace their Pulse Carbine and Marker Light with either a Rail Rifle and Target Lock, or a Ion Rifle. These special weapons add much needed heavy firepower and are capable of eliminating threats such as heavy infantry and light vehicles.Rail Rifles are relatively new and powerful armour-piercing weapons that are an infantry-portable form of larger T'au Rail Weapons, whilst Ion Rifles are an even more recent addition to the Pathfinder's arsenal. An Ion Rifle is able to fire in two distinct modes -– a stable shot that vaporises light vehicles, and an overcharged mode that is unstable but causes more explosive damage across a small area.Many Pathfinder Teams employ T'au Drones as additional support, and typically up to two Drones -- which can be either Gun Drones, Shield Drones or Marker Drones -- will be attached to a Pathfinder squad. As of the time of the Third Sphere Expansion, several new Drone variants specially designed to assist Pathfinder Teams have been developed and are sometimes seen being field-tested in battle. These Drones include Grav-Inhibitor Drones, Pulse Accelerator Drones, and Recon Drones.Most T'au Pathfinder Teams make use of specially modified Devilfish transports to aid them in getting into and out of position during their missions. These Devilfish can also provide supporting heavy firepower if necessary. Devilfish assigned to Pathfinders will be equipped with a Marker Beacon -- a variant of Marker Light technology that is used to designate a position to which jump troops and orbital insertion craft can be guided, allowing units such as T'au Battlesuit teams to drop directly onto their target.Pathfinders sometimes use Tetra speeders as a light and fast transport in place of a Devilfish, and this allows them to get into position far ahead of a Hunter Cadre before dismounting and continuing on to their targets on foot so as to remain undetected. Once the reconnaissance mission has been completed, they will return to their speeders and race back to their own forces
Pathfinder (T'au) - Sources: Apocalypse Warzone: Damocles, pg. 61Codex: Tau (3rd Edition), pp. 28, 62Codex: Tau (4th Edition), pp. 28, 38Codex: Tau (6th Edition), pp. 32, 38, 101Deathwatch: Mark of the Xenos (RPG), pp. 24-25Imperial Armour Apocalypse (2nd Edition), pg. 85Imperial Armour Volume Three – The Taros Campaign, pp. 178, 283Rogue Trader: Tau Character Guide (RPG), pp. 20-21Warhammer 40,000: Conquest (Card Game)Games Workshop Website - “Mirage” Long Range Infiltration Unit Apocalypse Datasheet
Patience (Short Story) - Patience (Short Story): Patience is the twenty-sixth short story published in the Horus Heresy Series that was not originally part of an anthology novel. Patience was first published as a double e-book with the short story Ghosts Speak Not as part of the "Tales of the Knights Errant" week. Both are now included in The Silent War anthology novel.
Patience (Short Story) - Synopsis: Amendera Kendel, once a Sister of Silence but more recently in service to Malcador the Sigillite, gives Helig Gallor of the Death Guard a new purpose, and a new duty –- one that will ultimately see him reunited with his former battle captain on the field of war.
Patriarchs of Ulixis - Patriarchs of Ulixis: Patriarchs of UlixisLoyalistCodex AstartesSpace MarineChapterSecond FoundingUltramarinesThey are renowned for their exceptional bladework and marksmanship, to the point where their Veterans are often seconded to the honour guards of other Ultramarines successors and notable Imperial worthies.The Patriarchs have made names for themselves amidst the ranks of the Deathwatch and have even been seconded to the elite Victrix Guard of the Ultramarines since the resurrection of their Primarch Roboute Guilliman.
Patriarchs of Ulixis - Chapter History: Founded in the dark days following the Horus Heresy, the Patriarchs of Ulixis is a Primogenitor or "first-born" Successor Chapter, created during the Second Founding from the gene-seed of the Ultramarines Legion. The Patriarchs especially prize the skilled and selfless defence of those they are assigned to protect.Like their forebears, the Patriarchs of Ulixis have continued to proudly carry on the legacy of Guilliman and their traditions of martial prowess.
Patriarchs of Ulixis - Notable Patriarchs of Ulixis: Captain Echion - Echion was a Patriarchs of Ulixis Astartes who served as the commander of the Ultramarines' Honour Guard. He was a veteran leader of many standard centuries of service fighting the servants of the Ruinous Powers. It is unusual, though far from unheard of, for an officer not of the Ultramarines Chapter to lead the Chapter's Honour Guard, though with the Chapter's resources stretched by Tyranid incursions on the Eastern Rim such a situation is set to become more common.Sergeant Amarator - Amarator is a Patriarchs of Ulixis Space Marine who was seconded to the Deathwatch. He is currently serving Watch Fortress Talasa Prime as the sergeant of Kill Team Amarator.
Patriarchs of Ulixis - Chapter Colours: The Patriarchs of Ulixis' Chapter colours are red, including the shoulder guards, arms, helm and legs, while the rest of the power armour -- backpack, torso and groin -- is bone, a hallmark of this Chapter.A sergeant's helm is also bone.The black squad specialty symbol -- battleline, close support, fire support, Veteran or command -- is indicated on the right shoulder plate.A white Low Gothic numeral, which indicates squad number, is stenciled on the squad specialty symbol.A white Low Gothic numeral is also stenciled on the left knee plate which indicates company number.
Patriarchs of Ulixis - Chapter Badge: The Patriarch of Ulixis' Chapter badge is a large white skull with a black Ultramarines' symbol, the Greek letter Omega, in the centre of its forehead. This is centred on a field of red.