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Secutarii - Radium Weapons: Many weapons wielded by the Skitarii are so deadly to the wielder they're widely condemned by the rest of the Imperium. Their baroque beauty belies a singularly vile function -- not only to strike, but to render the battlefield as deadly as the rad-wastes of Mars. As dangerous as they are to their wielders, Radium Weapons are far more deadly to the enemy. Armour may repel the solid rounds, but only the most heavily-reinforced battle-plate can protect the target from the baleful energy given off by the hyper-irradiated bullets. As more and more shots are fired, the area becomes increasingly saturated with radiation until a localised rad-storm occurs, striking down the enemy with radiation sickness and leaving the ground beneath their feet saturated and lifeless.Radium Weapons are so volatile that they eventually kill their wielders. The war plate worn by the Skitarii Vanguard, combined with their rad-leeching robes and augmetic limbs, goes some way to protecting them from the harmful feedback generated by these weapons, though inevitably some still seeps through. The Vanguard welcome this, for they are the Omnissiah's holy warriors and even the lethal touch of radiation is a sign of His blessing. Over time their bodies become so saturated with radiation they become weapons themselves, their mere presence enough to leave an enemy soldier reeling with nausea and a hacking cough laced with bloody phlegm. Death follows soon after.Radium Pistol - A small pistol that uses scaled down radium technology.Radium Carbine - The Radium Carbine is the most terrible of these weapons, every bullet it fires bathed in lethal radiation. To equip an Imperial Guardsman with a Radium Carbine would lead to immediate radiation poisoning and a horrible, though blessedly quick, death.
Secutarii - Galvanic Weapons: Galvanic Weapons are electro-galvanically-driven projectile launchers that fire solid-slug, laser-guided, multi-function projectiles such as flachettes or hammershots. The base model of these weapons is the Galvanic-Caster which fires rapid bursts of low-velocity but razor-edged metallic flachettes, not so different from the Shuriken Weapons carried by the Eldar.Galvanic Casters also field a secondary concealed discharger capable of blinding enemy targets by burning their retinas through the use of Ignis-charges. The weapon may be augmented with a high-intensity capacitor which further compresses the galvanic charge to propel its slugs at supersonic speed with respectable armour-piercing capabilities. Galvanic Casters are primarily used by Secutarii Peltasts.
Secutarii - Sources: Codex: Adeptus Mechanicus - Skitarii, pp. 72-75The Horus Heresy - Book Seven: Inferno (Forge World Series) by Alan Bligh, pp. 286-292Forge World Online Store: Mechanicum Secutarii HoplitesForge World Online Store: Mechanicum Secutarii Peltasts
Secutarii Axiarch - Secutarii Axiarch: A Secutarii Axiarch is an officer of the Legiones Secutarii, the cybernetic foot-soldiers who serve the Titan Legions of the Collegia Titanica. They are the commanders in the field of the Secutarii Titan-Guard whose sacred mission it is to accompany the god-engines of the Adeptus Mechanicus onto the field of battle.The Axiarchs are capable leaders whose cranial datacores hold many complex stratagems with which they are able to smite their masters' foes.
Secutarii Axiarch - Wargear: Arc Maul, Power Weapon (Any Type) or Corposant StaveRadium Pistol or Volkite SerpentaKyropatris Field GeneratorRefractor FieldTitanshard Armour
Secutarii Axiarch - Optional Wargear: Arc PistolArchaeotech Pistol - One of the more common types of relics from Mankind's ancient might and arts that survived the stifling darkness of Old Night, these relics are sidearms of surpassing firepower and elegance.Photon Gauntlet - A Photon Gauntlet is a personal form of Photon Thruster Weapon often used by Myrmidon Destructors and Thallax. The arcane secrets of these deadly beam weapons are closely guarded by the Tech-priests of the Mechanicum. When fired, it unleashes a howling needle-thin beam of blackness able to pierce through the densest matter and easily able to rip apart the most heavily armored men and machines. The power source of these weapons is extremely unstable and little understood even by the Myrmidons themselves, and a catastrophic failure can lead to its wielder being consumed by raging black flames.Power FistOmnispex - An Omnispex is an Imperial scanning device that carries a Raptor-class Machine Spirit (artificial intelligence) that can read heat emissions, data signatures, and other biological electromagnetic waveform emissions even at extreme range. Should it be kept focussed for an extended period of time, an Omnispex will determine the weak points of those it scrutinises and pass them on to its master.Shattersphere GrenadesAugury Scanner
Secutarii Hoplite - Secutarii Hoplite: A Secutarii Hoplite is a footsoldier of the Legiones Secutarii, those independent armies of Skitarii Tech-Guards bound in service to the Titan Legions of the Collegia Titanica. In marked contrast to their Secutarii Peltast brethren, Hoplites are equipped defensively to withstand large-scale infantry assaults and keep the Titans under their protection from being overrun by infantry swarms.Their tenacity in this mission is almost legendary, as each and every one of these cybernetically-augmented warriors believes it is his oath-bound duty to give his life to safeguard the God-engine he is charged with protecting. On the battlefield, large Phalanxes of Secutarii Hoplites can be frequently seen to hold fast at the feet of the Titans, a thin line of metal-cased bodies holding back a screaming tide of enemies, like a meagre dam holding back the fury of a stormy sea. Yet their discipline and resilience is such that the Hoplites often emerge victorious from these engagements.
Secutarii Hoplite - Role: The Hoplites are the principal battlefield formation of the Secutarii and the backbone of their strength. Designed specifically as a defensive force capable of fighting on the most violent and hazardous of battlefields, their main task is to keep the Titan God-engines from getting bogged down by lesser enemies or swarmed by enemy infantry and infiltrators.Especially in large numbers, the disciplined ranks of a Secutarii Hoplite Phalanx are counted amongst the most resolute and durable troops of Mankind's armies. Their equipment is designed to improve their durability, the combination of Mag-inverter Shields and Kyropatris Field Generators making them one of the best-protected infantry units in the known galaxy, surpassed perhaps only by Adeptus Astartes Terminators. Surgically implanted within a Hoplite's body, the Kyropatris Field Generator uses the proximity of the similar devices implanted in the other Secutarii of the Phalanx to reinforce its own defensive capabilities, and the crackling energy barriers created by the interlocking waves of a Phalanx's shield generators can stop even heavy weapons fire before it reaches the Hoplites. Aided by their unique personal defensive shields, Secutarii Hoplites are able to withstand phenomenal amounts of enemy firepower and still endure.In counterattack, the Secutarii Hoplites are equally deadly, their Arc Lances allowing them to bathe the battlefield in murderous torrents of artificial lightning, blast at the foe at close range or punch through the body of his forces in hand-to-hand combat where their servo-powered limbs and combat training will often give them the upper hand. Their Cogitator-assisted brains allow them to keep contact with their own officers and download specific battlefield or hazard protocols which allow for a great tactical polyvalence and fluidity of command.Be it as dispersed lines of skirmishers acting as escorts for the Titan-engines or densely-packed advancing Phalanxes, a Secutarii Hoplite is a deadly opponent who will always respond remarkably well to orders and will know how to handle himself in combat. While their preferred method of combat is on foot, some squads are known to have been fielded as mechanised infantry with the Hoplite Phalanx embarking aboard a Triaros Armoured Conveyor for greater speed and mobility.
Secutarii Hoplite - Unit Composition: 9-19 Secutarii Hoplites1 Hoplite Alpha
Secutarii Hoplite - Wargear: Arc Lance - The Arc Lance is the signature weapon of the Secutarii Hoplites, a title which can be traced back to the very dawn of humanity's long and glorious history. It is also perhaps in remembrance of those warriors that the Arc Lance resembles an ancient polearm, although the technology it harbours is amongst the finest examples of Martian craftmanship and ingenuity. While the Arc Lance lacks the devastating firepower of the Guardian Spears carried by the Adeptus Custodes, it does not shun the comparison. Both weapons are designed to combine hand-to-hand and ranged capabilities. The Arc Lance uses coruscating electromagnetic energy to deliver damage, which is released on physical impact. The blasts can also be focused into short beams which can be used to disrupt enemy technology.Mag-inverter Shield - The Mag-inverter Shield is another item exclusive to the Secutarii Hoplites which has been designed to both protect the Secutarii and enhance their offensive capabilities. The shield usually takes the form of a great pavise which houses a singular device, an inversion generatoria which captures kinetic or directed energy blasts and uses it to power the Hoplite's Arc Lance.Kyropatris Field Generator - Access to the Kyropatris Field Generator is perhaps what most readily distinguishes a Secutarii from a Skitarii. The Kyropatris Field Generator is a portable device that may be mistaken as a backpack at first glance, when it is in fact a cybernetic implant entirely fused with the Hoplite's ribcage and abdomen. Unlike many other portable defensive shield devices of the Adeptus Mechanicus, the Kyropatris Field Generator is tuned to others of its kind so that in close proximity to each other, two such devices will mutually reinforce each other using constructive harmonics. Used in significant number, the Kyropatris generators of a unit of Secutarii projects an invisible force shield capable of stopping or diverting even heavy weapon fire.Secutarii War-Plate - A Secutarii's battle armour is cybernetically grafted as a second skin to his flesh.A Secutarii Alpha may also be equipped with a:Power Weapon (Any Type)Arc MaulOmnispexShattersphere GrenadesAugury Scanner
Secutarii Peltast - Secutarii Peltast: A Secutarii Peltast is a warrior of the Legiones Secutarii who specialises in dealing focussed, overwhelming and devastating amounts of firepower. Whereas their brethren, the Secutarii Hoplites, form the anvil upon which the Collegia Titanica's enemies are broken, the Peltasts are the hammer that strikes those that would lurk in the shadows to ambush the God-engines of the Titan Legions or use their speed to close quickly with their target.Amongst the forces of the Adeptus Mechanicus, the Secutarii Peltasts enjoy an enviable reputation for excellence and tenacity, and are rightly considered the best mortal troops a Magos can call upon.
Secutarii Peltast - Role: Whereas Secutarii Hoplites are deployed defensively, the Secutarii Peltasts fill the offensive role in the Titan-Guard. The Peltasts' greatest strength comes from their access to rare and precious weapons not readily seen in the arsenals of the Imperium of Mankind, for a Peltast's signature weapon is its Galvanic Caster, a versatile and immensely powerful weapon that can be equipped with different kind of ammunition to fulfill specific roles on the battlefield. Like other Tech-Guard, a new Peltast is either recruited from military cultures in service to the Adeptus Mechanicus or fully vat-grown from an equally suitable stock.The Peltasts' principal tactic is the focussed delivery of firepower to saturate targeted areas and clear them of the enemy presence. The marksmanship of the Peltast is such that even cover can not save those troops that would try to hide from a Titan's guns in gorges, crevasses or other natural terrain. On the battlefield, a Peltast's main role is the enemy's destruction, to prevent the Titan-Guard and the Titans themselves from being swarmed by large masses of enemy infantry and vehicles that are difficult for a Titan to target individually.If one of the mighty God-engines of the Collegia Titanica falls in battle, it is the sworn duty of the Peltasts to reach, encircle and defend the mighty war engine and rescue its valuable crew until the Secutarii Hoplites arrive and truly secure the site. In this task Peltasts consider their own life a meagre price to pay and their fervour is such that most of them will gladly offer their life in exchange for the Titan's safeguarding and recovery. Such are the Peltasts' expertise in these type of operations that they are generally considered as the best choice for commando operations, defence extremis and battlefield reclamations by the Mechanicus' Tech-priests Dominus. In fact, their reputation is such that many Magi of the ancient Taghmata Mechanicus and other branches of the Mechanicum went to great lengths to secure the service of Peltast phalanxes.
Secutarii Peltast - Unit Composition: 9-19 Secutarii Peltasts1 Peltast Alpha
Secutarii Peltast - Wargear: Galvanic Caster - A Galvanic Caster is similar to a Combi-Weapon that combines two weapon systems in one. The Galvanic Caster's main weapon system is a so-called flechette burster, an electro-galvanic solid-projectile weapon that fires laser-guided, razor-edged, metallic flechettes not so different from the mono-molecular discs used by Eldar Shuriken Weapons. Despite their low velocity when leaving the muzzle, these flechettes are inherently deadly, because the Peltasts prefer to shoot concentrated, rapid-fire bursts rather than single projectiles. Upgraded with a high-intensity capacitor that compresses the galvanic charge, a Galvanic Caster is able to fire so-called Kinetic Hammershots, armour-piercing rounds that are fired at supersonic speed and are capable of piercing even Astartes Power Armour. The Galvanic Caster also features a secondary weapon system known as an Ignis Blaze. This canister shot explodes into dense storms of thick, multi-spectrum particles and electromagnetic radiation that occludes both sight organs and Augur scans, utterly blinding the enemy.Kyropatris Field Generator - Access to the Kyropatris Field Generator is perhaps what most readily distinguishes a Secutarii from a Skitarii. The Kyropatris Field Generator is a portable device that may be mistaken as a backpack at first glance, when it is in fact a cybernetic implant entirely fused with the Hoplite's ribcage and abdomen. Unlike many other portable defensive shield devices of the Adeptus Mechanicus, the Kyropatris Field Generator is tuned to others of its kind so that in close proximity to each other, two such devices will mutually reinforce each other using constructive harmonics. Used in significant number, the Kyropatris generators of a unit of Secutarii projects an invisible force shield capable of stopping or diverting even heavy weapon fire.Secutarii War-plate - A Secutarii's battle armour is cybernetically grafted as a second skin to his flesh.
Secutarii Peltast - Alternative Weaponry: Radium CarbineArc RifleThe Peltast Alpha may also be equipped with:Power Weapon (Any Type)Arc MaulRadium PistolArc PistolVolkite SerpentaRefractor FieldOmnispexShattersphere GrenadesAugury Scanner
Secutor-class Monitor-cruiser - Secutor-class Monitor-cruiser: The Secutor-class Monitor-cruiser is a modified Lathe-class Monitor-cruiser used in the Calixis Sector by the Imperial Navy.In an attempt to supplement a lack of larger cruisers within the sector, these monitor-cruisers are better-armed than other light cruisers, but less manoeuvrable.
Secutor-class Monitor-cruiser - Armament: Secutor-class Monitor-cruisers are bristling with many different starship-grade weapon types on its port, starboard, prow and dorsal sections.
Secutor-class Monitor-cruiser - Specifications: Dimensions - 4.3 kilometres long, 0.5 kilometres abeam approx.Mass - 24 megatonnesCrew - 50,000 approx.Acceleration - 3.9 gravities maximum sustainable acceleration
Sedition's Gate (Anthology) - Sedition's Gate (Anthology): Sedition's Gate is the second limited release volume in The Horus Heresy series of novels, released as a Horus Heresy Weekender Exclusive in hardback format. Sedition's Gate has yet to be re-released in non-limited format, although the short stories contained within are slowly being released as stand alone e-books, starting with Nick Kyme's Artefacts.
Sedition's Gate (Anthology) - Synopsis: Across the galaxy, the war for the future of humanity rests on a knife-edge. While the greatest heroes of the Imperium battle the Traitor forces, in the shadows, the power of Chaos is in the ascendance.
Sedition's Gate (Anthology) - Contents: Sedition's Gate contains the following:Artefacts (Short Story) by Nick KymeThe Harrowing (Short Story) by Rob SandersAllegiance (Short Story) by Chris WraightThe Laurel of Defiance (Short Story) by Guy HaleySermon of Exodus (Short Story) by David Annandale
Sedna - Sedna: Sedna was a planetoid or planet-sized object located in the outer reaches of the Sol System that was controlled by an unknown xenos species dedicated to war. It was later described by Imperial scholars as a "false world" and a "nemesis world."In one of the first campaigns of the Great Crusade in 803.M30, remembered as the "Sedna Campaign," it was assaulted by an Imperial expeditionary force comprised of eight full Space Marine Legions.The Space Marines succeeded in defeating Sedna's xenos rulers through an unknown use of psychic abilities. In the wake of this assault, Sedna fell silent. It has since been lost to Imperial knowledge.
Sedna Campaign - Sedna Campaign: The Sedna Campaign was an early campaign of the Great Crusade fought in 803.M30. This campaign represented the final battle to liberate the outer regions of the Sol System from the grip of unknown aliens who had preyed upon Humanity's home star system during the chaos of Old Night.Eight entire Space Marine Legions were deployed against the xenos who controlled the "false world" of Sedna at the very outer reaches of the Sol System, beyond the orbit of the dwarf planet Pluto.The alien foe was destroyed by them through the use of unknown psychic means. In the aftermath, Sedna fell into silence and was lost to Imperial knowledge.
Sedu - Sedu: SeduFrontier WorldJericho ReachSlinnar DriftHumansIt is the only world in the Slinnar Drift known to be inhabited.Those Navigators who have travelled the near reaches of the Silent Road claim that Sedu occupies an important astrographics nodal point along its route and that it is located at the very juncture of equal and opposing forces.The Warp leading to Sedu is subject to the usual, albeit unpredictable, perils, while beyond it, the otherworldly quietude of the Silent Road prevails.Some claim that Sedu must therefore represent some as-yet unused gateway, while others liken it to a victory arch of old, the likes of which ancient armies would pass on their return from conquering some far land.
Sedu - History: Prior to the fall of the Jericho Reach's Age of Shadow, Sedu was a Frontier World of the old Jericho Sector, the base for prospectors and void miners working the fringes of the Slinnar Drift.When isolation and stagnation befell each world of the sector, Sedu suffered some doom not recorded by the galaxy at large. When leading elements of the Achilus Crusade attempted to make contact with its people, they found a world that appeared to have undergone a drastic transformation.One savant seconded from the Ordo Xenos claimed that Sedu had been sucked dry by something that had awakened deep within the Slinnar Drift, like a living sacrifice made to some slumbering outer god, or a paralysed prey creature left near an egg by a mother that knew it would not be alive to see its offspring hatch.Those forces despatched to investigate found only scattered tribes of Feral Orks and the occasional band of devolved mutants wandering the deep wastes. Needless to say, Sedu is of little interest to the Achilus Crusade, in an official capacity at least.
Sedu - Dark Trade: In an unofficial manner, Sedu is very important indeed. As the only life-sustaining world within the Slinnar Drift, it serves as a jumping-off point for those heading into its lambent depths. While the Imperium believes the place to be unoccupied by Humans, this is far from the case.All manner of recidivists, outcasts and xenophiles call Sedu their home, for a time at least, the world serving as neutral ground to a number of equally reviled factions. A number of very well-hidden settlements have sprung up of late, while a number have probably existed since the Age of Shadow, each of them host to a wide range of underworld scum.Cold Traders are known to ply their wares in subterranean markets, prospective purchasers of xenos-crafted weapons and objects des arts clamouring to bid for items whose ownership would see them burned on the pyre on any world in the Imperium.Slaves of all intelligent species are driven to concealed fleshmarkets, paraded before those who would purchase Humans and aliens for a range of uses, many of them cruel or violent.Very few of those who attend such events acknowledge the Throne of Terra, and it is said that all manner of xenos are suffered to co-exist alongside the remnants of Humanity that infest the place, a fragile peace existing between them, at least as long as it takes to conduct their vile business.
Sedu - Rosenman's Refuge: It is one such place that represents another of the mysteries of the outer Jericho Reach, though very few are even vaguely aware of its existence. The greatest of the hidden settlements of Sedu is a subterranean city known as Rosenman's Refuge, a warren of caves and tunnels within a huge mesa.Though its existence is known only to the city's rulers -- a group called "the Council" -- a huge relic of obviously xenos manufacture lies at the heart of Rosenman's Refuge.This relic is thirty metres in diameter and takes the form of a disc of dull metal, which pulses with a sanguinary illumination each time a vessel translates from the Warp in the vicinity of the planet.Key members of the Council attend the device at all times, treating it as if it was some sentient oracle blessing them with foreknowledge of the approach of enemies.The existence of the xenos device is as yet unknown to the Deathwatch, though it has actually been witnessed by several agents of the Holy Ordos who were uncovered by the Council attempting to infiltrate their city and interfere with the trade that provides their wealth.Several of these agents were sacrifices to the Council's alien oracle, as punishment, as well as to appease the alien thing and to ensure it continues to warn the Sedu underworld of external threats.
Seeker Chariot of Slaanesh - Seeker Chariot of Slaanesh: A Seeker Chariot of Slaanesh, also known as a "Machinery of Blissful Pain," is a daemonic construct in the form of a great war chariot used by the daemons who serve Slaanesh, the Prince of Pleasure. Pulled by the daemonic beasts known as Steeds of Slaanesh and driven by Daemonettes, these creations have often seen battle in the Great Game played by the Ruinous Powers for dominance within the Realm of Chaos.Seeker Chariots are not subtle creations. As the straining daemonic steeds pull the Seeker Chariot to full speed, swirling shapes sear the air with blinding streaks of the most vibrant and luxurious colours.The metal axles screech in disharmony akin to the wailing of tormented souls, a terrible cacophony that ululates between the chanting of the Daemonettes and the lilting hoots of the Steeds. When the chariot finally crashes home, the Daemonettes dance from yoke to spar, laughing as their every disembowelling strike weaves bloody trails in the air.The Dark Prince of Chaos prides himself on the splendour of his decadent realm. Alas, the constant warfare that defines the Realm of Chaos has ever worked against Slaanesh's pursuit of perfection by leaving corpses littering his lands.Thus the variants of the Seeker Chariot known as Hellflayers ride across the plains of his realm, their blades cutting and slicing flesh into small pieces to be devoured by the otherworldly flora.Both the Seeker Chariot of Slaanesh and the Hellflayer of Slaanesh are brutal, barbed creations that only the most wicked minds could have created. They are a mixture of eye-wateringly sickening spokes, claws, threshing blades and hooked whips. Garbed in very little, horned or blade-armed Daemonettes stand atop the Chariot, or on top of their great steeds.The heads of the beasts that pull the Slaanesh Chariot and Hellflayer are armoured and horned, and their vicious tongues are always extended in an attempt to capture every wisp of sensation. There exists an even more potent variant of the Seeker Chariot, known as an Exalted Seeker Chariot, an immense construct carrying four Daemonettes and pulled by four Seekers, not to mention even more threshing blades.
Seeker Chariot of Slaanesh - Hellflayer of Slaanesh: The Hellflayer of Slaanesh is armed with a large grinding blade in its centre to slice apart enemies caught in its path. The victims are cut into tiny pieces to be consumed by the exotic but deadly flora of the Prince of Chaos' demense.The constant warfare that defines the Realm of Chaos works against Slaanesh's pursuit of perfection by leaving battle-slain corpses littered across his lands. Strange machineries known as Hellflayers ride across the alabaster plains, their reaping blades cutting the distaff flesh into small pieces that Slaanesh's otherworldly flora can easily devour.Of course, with Daemonettes being the selfish creatures they are, the menial work of feeding their lord's garden is considered a weighty chore and only those creatures who had displeased Slaanesh were sent to crew the Hellflayers.Yet Daemonettes are as wily as they are cruel, and it wasn't long before a wilful pair of Daemonettes defied their master. During the Slaughter of Scintilla Prime, the rebellious pair brought their Hellflayer not to the battle's aftermath, but to its gory height.Blades prepared for corpses proved just as keen when set upon the living flesh of the Imperial Guardsmen sent to stop them. Severed heads and limbs flew like chaffed wheat; ichor spattered across the Hellflayer's Steeds and crew. Yet all this went unnoticed by the Daemonettes. They were gripped by a battle-rapture such as they had never known.When Slaanesh learnt what had transpired, he was angered, yet also pleased, for that lone Hellflayer had wrought much carnage. The Dark Prince decreed that to ride a Hellflayer would no longer be a punishment, but an honour.Hellflayers now drive in the vanguard, blades mangling and maiming foes caught in their path. As for the two rebellious Daemonettes, Slaanesh transmuted them into unfeeling marble and set them on his causeway, their backs forever to the decadent glories they had once enjoyed, a silent reminder of what happens to those who flout the Dark Prince's will.
Seeker Chariot of Slaanesh - Exalted Seeker Chariot of Slaanesh: Exalted Seeker Chariots are larger and even more festooned with razor-sharp blades than standard Seeker Chariots.Indeed, the entire rear axle is a giant whirling mass of flensing metal; anything organic that falls beneath the chariot's wheels is destined to emerge as a fine red mist.It is comprised of brutal, barbed creations that only the most wicked mind could have created. Garbed in not very much, four horned or claw-armed Daemonettes stand either atop the chariot or riding one of the four great daemonic steeds.Exalted Seeker Chariots seek the foe wherever they are most numerous, ploughing into them with hysterical abandon. Though a victim's body may perish in a spectacular fashion, the unfortunate soul endures much longer. The chariot's blades hook deep into the spiritual remains of its victims, drawing them ever deeper into the maelstrom of metal.
Seeker Chariot of Slaanesh - Unit Composition: 1 Seeker Chariot of Slaanesh ridden by an Exalted Alluress and a Daemonette Charioteer1 Exalted Seeker Chariot of Slaanesh ridden by an Exalted Alluress and crewed by three Daemonette Charioteers1 Hellflayer ridden by an Exalted Alluress and drawn by two Steeds of Slaanesh. Each Steed is ridden by a Seeker.
Seeker Chariot of Slaanesh - Chariot Riders: Lashes of TormentPiercing Claws
Seeker Chariot of Slaanesh - Steeds of Slaanesh: Lashing Tongue
Seeker Chariot of Slaanesh - Seekers: Lashes of TormentPiercing Claws
Seeker Chariot of Slaanesh - Hellflayer: Bladed Axle
Seeker Missile - Seeker Missile: A Seeker Missile is a Tau weapon system that consists of a single high strength missile which strikes a target that has been designated using a Marker Light. Seeker Missiles are commonly used in place of artillery as Tau battle doctrine dictates that all forces should always remain mobile. The Tau Fire Caste generally does not rely on static defensive positions unless absolutely necessary.Recent advancements in Tau fire control systems have allowed deployment platforms to fire their Seeker Missiles without need of a Marker Light. However, these "dumb-fired" Seeker Missiles are not able to make use of their advanced seeker arrays and obstacle avoidance algorithms and rely only on their basic Drone-intelligence-based homing systems for guidance instead. Due to this, the Seeker Missile is far less accurate when fired this way, and does not benefit from the additional targeting data needed to allow it to strike with its full potential.
Seeker Missile - Operation: Each Seeker Missile incorporates a seeker array. This is a collection of diodes built into the missile's warhead that is sensitive to the energy beams emitted by a Marker Light. For a missile to "see" its target, a separate Tau operator, either in a Tetra or on the ground, has to lock-on to the designated target with a high-intensity energy beam that is emitted by the Marker Light. The Marker Light then releases a unique pulse signal that a Seeker Missile's targeting array picks up. The Marker Light operator also provides the missile's central control system the specific pulse pattern being used by the Marker Light via a high intensity flash download. The missile's targeting array processes the information received before feeding the data into its inertial guidance system. Once this is complete, its engines ignite and the missile launches.Once in the air, the missile's guidance system focuses only on the Marker Light with the correct signal, ignoring all other pulse patterns. Guidance systems steer the missile by adjusting the flight fins mounted on the sides so that the Markerlight continually paints the warhead's diode array. This ensures that the missile is always heading straight for the target. When this constant targeting information is combined with the exceptionally high speed of the missile's processing and guidance systems, a Seeker Missile will prove extremely accurate over even long distances.
Seeker Missile - Deployment Platforms: Seeker Missiles are designed to engage singular targets, forgoing a large blast radius for more destructive power. This makes them suitable for taking on enemy armoured vehicles from unexpected directions before a full Hunter Cadre arrives to deal with the situation. Seeker Missiles are also used to great effectiveness against even the fastest and most agile enemy aircraft, for the missile's homing systems all but ensure a direct hit. Tau units such as Tetras and Pathfinders are commonly used to designate Seeker Missile targets using Marker Lights; however, Fire Warrior Shas'Ui and any other Tau unit armed with a Marker Light can also do so. Seeker Missiles are commonly mounted on Tau skimmercraft based on the Devilfish APC chassis, which can mount two. The Sky Ray, however, is a dedicated platform specifically tasked with launching Seeker Missiles. Seeker Missiles can also be mounted on a Piranha light skimmer, and this allows the missiles to be launched from an unexpected direction due to the forward placement on the Piranha. Seeker Missiles are also commonly mounted on Tau aircraft such as the Tiger Shark AX-1-0, Manta, DX-6 Remora Drone Stealth Fighter, Razorshark and Sun Shark, to add to their already large armament. Recent upgrades to the XV88 Broadside Battlesuit have also allowed it to mount a single Seeker Missile as part of its armament. Stingray and Scorpionfish missile gunships carry a number of modified Seeker Missiles, known as Submunition Missiles, which are fitted with a number of Smart Missiles submunitions in its warhead. The Scorpionfish is able to launch both Submunition and Seeker Missiles from its variable munitions launcher.It is important to note that the pilot of a vehicle or Tau Battlesuit carrying Seeker Missiles has no control over when or what the missiles are launched at. Instead, Marker Lights are required to paint the target while the vehicle merely acts as an ordinance delivery platform.
Seeker Missile - Notable Variants: Destroyer Missile - Each sleek Destroyer Missile incorporates an Artificial Intelligence (AI) targeting processor far more advanced than anything used in Seeker Missiles. Drawing on extensive real-time data, a Destroyer Missile can identify its target's primary weak spot. It then uses self-guiding micro rockets to adjust its trajectory in flight once fired and ensure a direct hit upon that location with millimetric precision, tearing the target apart in a spectacular explosion. Currently Destroyer Missiles are only deployed on KV128 Stormsurge Ballistic Suits.
Seekers - Seekers: Seekers, also known as the Seekers of Slaanesh, are the heavy Daemonic cavalry of Slaanesh, the Chaos God of amoral pleasure, combining a Daemonette with a Steed of Slaanesh as their mount.Hidden within the circles of Slaanesh's domain within the Realm of Chaos are great meadows of gold and silver that crest into rolling hills and idyllic dales. Here roam herds of Steeds of Slaanesh, running uninhibited across the iridescent plains. They are incarnations of the Dark Prince's free spirit, allowed to flit and gallop as they please. Like birds on the wing they migrate across the arcane pastures, changing direction at the blink of an eye.A Steed of Slaanesh is a swift and powerful bipedal creature, with a serpentine body propelled on two long, muscular legs. The colour of its hide eternally shifts from soft blues to pastel purples and gentle ochres. Its head is extremely narrow, little more than a slender snout with eyes, from which a tongue several metres long darts.The Steed's tongue can taste the desires of mortals, and so swollen are their sensoriums that they can trace fear, joy and lust on the breeze from a kilometre away. Their eyes glint with the energies of the god that created them.Sometimes a Daemonette or, rarer still, a mortal Champion of Slaanesh, will steal into Slaanesh's glorious pastures to secure themselves a Steed from amongst the herds. Such an endeavour is arduous, for the beasts do not tire and can run at great speed for an eternity if required, outpacing any pursuer. To succeed, the hunter must be wily and exploit the creature's insatiable curiosity.Like all Daemons of Slaanesh, the Steeds crave sensory experiences, and they will quickly investigate something that is new or different. A cunning pursuer can lure a Steed with shining gems or a silvery bauble, or ambush them as they drink from rivers of exotic spirits or scented oils.If a Daemonette can sneak close to a Steed while it is distracted, she can use a chain of fine gold or silver to ensnare it. Steeds are vicious, and their clawed feet kick and their tongues lash out like whips as they seek to escape.Once chained, however, a Daemonette has many ways to placate the beast and calm its anger, making it her own. With her new mount secured, the Daemonette will ride to war as a Seeker of Slaanesh, one of the Dark Prince's immortal huntresses. These squadrons of Daemonic cavalry are led by Daemonette officers known as "Heartseekers."
Seekers - Role: Seekers of Slaanesh form the vanguard of many of the Dark Prince's Daemonic Legions of Excess, and are the core of his Hunter Legions.The Steeds of Slaanesh are swift beyond belief, their long, sinuous bodies undulating as they speed towards the foe on delicate, bird-like feet. With their unnatural tracking ability, there is little sense in running from a Seeker, and few of their chosen quarry ever escape.The Daemons often back off in their pursuit so as to prolong the terror of their victim, fanning the flames of false hope for a little longer. When they go for the kill, the Steeds' long, toxin-coated tongues dart out to ensnare their victims, shuddering in delight as they taste the mortals' souls. Before the horrified morsel can struggle free, they are dragged towards the Daemonic beasts and their riders, whose fanged smiles and curving claws welcome them to an agonising oblivion.Yet sometimes, those who stand in the path of the Seekers are spared destruction and allowed to join the armies of the Dark Prince, if they show the proper appreciation and desire.
Seekers - Unit Composition: 4-19 Seekers1 Heartseeker (as squadron leader)
Seekers - Daemonette Rider: Piercing Claws
Seekers - Steed of Slaanesh: Lashing Tongue
Seer - Seer: A Seer is an Asuryani psyker who is currently following the Asuryani Path dedicated to the development and extensive use of the Aeldari's potent psychic powers beyond the innate psychic ability possessed by every Aeldari.Those who choose to augment their psychic abilities through the continual use of Warp energies are said to walk the Witch Path or the Path of the Seer, where they will gain proper training and experience in the usage and enhancement of their natural psychic abilities.Due to the danger of attracting the attention of the Chaos God Slaanesh in the Warp, most Aeldari avoid calling on their psychic powers, and highly ritualise their usage.As a result, the Path of the Seer is considered the most dangerous of all the Asuryani Paths, as well as the most uncommon Path to tread. Because of the danger involved, there are very few Seers of any type to be found on each craftworld.
Seer - Runes: Unlike psykers from the other intelligent species who crudely open their minds to the Warp directly in order to draw the necessary power into themselves to manifest their powers, Asuryani Seers rely on psycho-receptive runes to draw and store power from the Warp.The runes are neither decorative baubles nor mere toys, but can be likened to keys which lock and unlock potent psychic patterns in the Seer's mind. They also work as a fail-safe against the many perils of the Warp, foremost amongst them being possession by Daemons.By meditating upon a rune, the Seer both charges power into the psychically-receptive material, while mentally reaching the correct mindset to unleash the power it promises. Once this is done, the Seer can then manifest the power without risk.While individual runes are already potent, truly powerful effects are only realized when combining different runes, creating powerful rituals often much more potent than the sum of their individual parts. The power and breadth of experience of a Seer can be ascertained just by looking at the amount of runes he or she carefully manipulates while performing a ritual.The major difficulty of working with runes comes when a Seer either must learn from another Seer how to use a rune they have not mastered yet, or worse, when no rune exists allowing them to realise what they want. The shaping of a rune (this can refer to either learning an existing rune or creating a new one) is a dangerous undertaking fraught with peril, as the Asuryani struggles to find the correct mindset allowing them to manifest their powers without risk.Often, this process is undertaken within a craftworld's Dome of Crystal Seers, where the Infinity Circuit and the individual souls of past Farseers can offer a measure of guidance and protection to the shaping Seer. Once the perilous process is completed, the Seer can add the new rune to his collection and start using its power in his rituals.
Seer - Learning the Fates: One of the greatest skills possessed by the Seers of the Asuryani is their ability to read the destiny of all things and to weave the fates to better direct the outcome of the future.To the innately psychic Seers, manipulating fate is no more difficult than unpicking and restitching the weave on a loom, albeit a weave made from a billion billion different threads woven so tight as to be near-invisible.Seers make use of Wraithbone runes, casting these artefacts to make auguries before plucking at the strings of fate with their minds alone, steering the future as a pilot might steer a ship.
Seer - Rune: The rune of the mystic eye appears in many forms and represents the Seers. Each design hints at the variations of discipline and foresight favoured by the wearer, who is a potent psyker.
Segmentum - Segmentum: A segmentum (pl. segmentae), also known as the Segmentae Majoris, is the largest sub-unit of Imperial space and there are five segmentae covering Imperial territory stretching across the entire Milky Way Galaxy. They are the central Segmentum Solar, the eastern Segmentum Ultima, the southern Segmentum Tempestus, the northern Segmentum Obscurus and the western Segmentum Pacificus.Each segmentum is divided into multiple sectors. The size of a sector varies according to local demands and stellar density. A typical sector might encompass 7 million cubic light years, equivalent to a cube with sides almost 200 light years long.Sectors are divided into sub-sectors, usually comprising between 2 to 8 star systems within a 10-light-year radius (some may encompass more systems -- others only a single solar system). This size is governed by the practical patrol ranges through the Warp of Imperial Navy starships. Because sub-sectors are divisions of worlds (rather than equal volumes of space) there are vast numbers of star systems within each sector which do not fall within a sub-sector.These regions are referred to as inter-sectors -- and are more commonly called wilderness zones, forbidden zones, Wilderness Space, empty space and frontier space. Inter-sectors may contain gas or dust nebulae, inaccessible areas, alien systems, unexplored systems, uninhabited systems and uninhabitable worlds.
Segmentum - The Segmentae: SegmentumAreaSegmentum Fleet HeadquartersSegmentum SolarGalactic CentreMarsSegmentum UltimaGalactic EastKar DuniashSegmentum TempestusGalactic SouthBakkaSegmentum ObscurusGalactic NorthCypra MundiSegmentum PacificusGalactic WestHydraphur
Segmentum Fortress - Segmentum Fortress: A Segmentum Fortress is a massive orbital fleet base maintained by the Navis Imperialis that serves as the headquarters for the battlefleet of one of the five Segmentae Majoris of the Imperium. Each of the five segmentae, the Imperium's primary administrative divisions across the galaxy, maintains a Segmentum Fortress or fleet base.A Segmentum Fortress is a massive orbital void station and starport that possesses multiple docks, orbital shipyards and voidship repair facilities. In reality, relatively few of the voidships that are part of a segmentum battlefleet ever travel to their theoretical base in the segmentum, as they remain separated into their various sector battlefleets. The primary function of a Segmentum Fortress is to serve as the primary point of naval administration for all of the Navis Imperialis assets in the segmentum.A Segmentum Fortress, as technically an extension of the civil administration of the Imperium, is commanded by an official of the Adeptus Administratum with the rank of master. The segmentum battlefleets are commanded by a naval officer with the exalted rank of lord high admiral; these flag officers are sometimes granted a seat on the Senatorum Imperialis of the High Lords of Terra.
Segmentum Fortress - Locations of Segmentum Fortresses: Bakka (Mining World) -  Bakka serves as the Segmentum Fortress for the battlefleet of Segmentum Tempestus.Cypra Mundi (Forge World) - Cypra Mundi as the Segmentum Fortress for the battlefleet of Segmentum Obscurus.Hydraphur (Forge World) - Hydraphur is the Segmentum Fortress for the battlefleet of the Segmentum Pacificus.Mars (Forge World) - The great Ring of Iron of Mars serves as the Segmentum Fortress for the battlefleet of Segmentum Solar.Kar Duniash - Kar Duniash is the Segmentum Fortress for the battlefleet of the Segmentum Ultima.
Segmentum Obscurus - Segmentum Obscurus: Segmentum ObscurusSegmentum ObscuraTerraSegmentumImperium of ManWarp StormWarp riftEye of Terrorforces of ChaosMilky Way GalaxyThe Imperial Navy's Segmentum fleet headquarters is located in the Cypra Mundi System, which also serves as the central headquarters of the Imperial military's Segmentum Command.The Segmentum Obscurus is the area of the Imperium most often under deadly threat by attacks from the Eye of Terror and is also the site for all of Abaddon the Despoiler's Black Crusades.As such, it currently is home to the majority of the Imperium's armed forces, which were most recently mobilised to a state of readiness not seen since the Horus Heresy as a result of the 13th Black Crusade in 999.M41.Since the creation of the Great Rift in the Era Indomitus, most of the Segmentum Obscurus now lies on the far side of the rift from Terra, and is part of the Imperium Nihilus where the light of the Astronomican no longer is easily visible.
Segmentum Obscurus - Notable Celestial Bodies: Blackshine Nebula - The Blackshine Nebula is a stellar body located in the Calixis Sector.Eye of Terror - The Eye of Terror (Ocularis Terribus) in High Gothic) is a massive Warp rift and permanent Warp storm, a nexus of psychic energy and physical space-time where the Immaterium co-exists with realspace. It is the largest and most well-known Warp rift in the Milky Way Galaxy and is located at the rimward edge of the galaxy, to the galactic northwest of Terra, in the Segmentum Obscurus. It is home to the largest concentration of the Forces of Chaos in realspace, including the Traitor Legions of Chaos Space Marines that fled from Terra after the end of the Horus Heresy. Incursions by Chaotic forces into the surrounding Imperial star systems are common, and the recent 13th Black Crusade launched in 999.M41 by Abaddon the Despoiler from within the Eye of Terror marked the greatest assault by the Forces of Chaos upon the Imperium of Man since the Heresy.Halo Stars - The Halo Stars are the ancient stars that encircle the outer edge of the Milky Way Galaxy, representing the last stellar clusters to be encountered before one enters the eternal, frigid night of the intergalactic void. The Halo Stars are believed to be the oldest stars in the Milky Way and their circumference extends for approximately 200,000 light years around the galaxy, usually grouped in a cluster formation. The Halo Stars may also be intermixed into the shroud of dark matter that is known to extend beyond the visible disk of the galaxy for several hundred thousand light years. The Halo Stars are older than most can understand, and are characterised by mystery and danger. The Halo Stars have remained largely unexplored by the Imperium of Man and it is unknown what kind of habitable worlds, if any, may circle them. The Halo Stars have a very bad reputation amongst Imperial starfarers and it is believed by many, including quite a few Rogue Traders and Adeptus Mechanicus Explorators, that those foolish enough to venture out into the Halo Stars never return. During his crusade, Lord Commander Solar Macharius led forces into the edge of the Halo Zone where the light of the Astronomican faded, but they ultimately refused to go further. The Koronus Expanse is an area of the Halo Stars adjacent to the Calixis Sector in the Segmentum Obscurus that has begun to be explored by agents of the Imperium in the 41st Millennium, led by the fleets of various Rogue Traders.