vizn3r/warhammer40k-lore huggingface dataset:
Field Chirurgeon - Wargear: Standard Imperial Guard Regimental KitFlak ArmourDiagnosticator (Diagnostor) - The Diagnostor is a sophisticated medical cogitator used across the human-settled galaxy. It can detect and diagnose almost every ailment known to the Imperium, and can be incorporated into Medi-Packs, servo-skulls, and other dedicated medicae servitors. Any individual trained in medical knowledge in the Astra Militarum understands its use.Injector - Most specialised drugs require injectors. These can take many forms, from low-technology, disposable syringes up to sophisticated hypo-sprays. An injector can hold one dose of any drug.Medi-kit - Small, compact, and reliable, medi-kits are essential gear for every Imperial Guard squad. Each comes with a diagnostic cogitator called a Diagnosticator complete with bio-scanner and bioprobes, along with chemicals, drugs, synthetic blood packs and other means to treat a variety of injuries and ailments.4 Field Sutures - Common implements found on battlefields across the Imperium, field sutures are used to quickly sew shut wounds to prevent blood loss. They can vary in form, from a simple needle and thread to archaic devices which staple shut the injury.
Fiend - Fiend: A Fiend, also called a Fiend of Slaanesh, is a Daemonic Beast of Slaanesh, the Dark Prince of Chaos and Chaos God of amoral pleasure. Also known as "Bestials," "Unholy Ones," "Harbingers of Deadly Fragrance" and the "Rams of Slaanesh," Fiends of Slaanesh appear as an unholy mixture of creatures, chimerical beings from Warp-induced nightmares given physical shape.Such a collage of forms should by all rights repulse the sane mind, but Fiends exude an unnatural soporific musk, a heady fragrance that attracts and immobilises their prey. The narcotic pleasures they exude are reserved only for their enemies, lacing mortal thoughts with the most rapturous of dreams.As a mortal succumbs to the pervasive sweet state of euphoria, their limbs grow heavy and their minds drift dreamily elsewhere. It is then that Fiends close, moving like a wafting breeze given form until the daemon's razor-sharp claws sweep down and rend its unresisting victim apart with luxurious care.Only a superhuman feat of willpower has any hope of fighting through a Fiend of Slaanesh's bewitching aura, and a mortal who somehow emerges from the nightmare alive will never truly be the same again.Though they recall little of the experience -- their mind unable to recollect the Fiend's dreams without inviting insanity -- they are left with dim impressions of writhing limbs and long, lashing tongues, of inhuman squeals of delight and impossible faces contorted with the ecstasy of pain.Even worse than this is the overwhelming sense of sweet suffocation that haunts their every waking moment -- a cloying, seductive scent that sends dark desires into their heart and an irresistible urge that beckons their soul to certain destruction.
Fiend - Role: Within the Realm of Chaos in the Warp, Fiends wander and prowl the circles of Slaanesh's magnificent realm, frolicking in the warm, ever-present glow of the Dark Prince's adoration. They amuse themselves by hunting each other and interlopers through the winding forests and along the beautiful shores.Attacking and then withdrawing, the Fiends carefully dissect their prey with precise cuts from their claws, toying for an age with those they chase until the final deathblow comes as an ecstatic release to their victim's agony.In addition to their snipping claws, each Fiend has a barbed tail that waves sinuously behind it. This formidable appendage can lash out with force powerful enough to crack open ceramite armour, and its stinger is loaded with a potent venom that brings agony and death.When war calls, the Fiends are summoned through disturbing rituals and grouped into formations. These packs stalk alongside the Daemonettes and run alongside the Slaaneshi chariots, dashing forth to strike vulnerable targets.Fiends are unnaturally swift, moving with a strange and scuttling gait as they pursue those who would refuse Slaanesh's intoxicating embrace. As the daemonic beasts close for the kill, they let out a keening song to each other -- a haunting discordance interweaved with melodic riffs and a throbbing, bass beat. This call is not merely sonic, but also psychic, resonating in Warpspace all the way back to the Palace of Pleasure.As Slaanesh sprawls across its throne, its mind is caught by these distant hymns and lullabies, its eyes glazed with the disturbing beauty of his Fiends' music.For mortals -- especially those psykers attuned to the Warp -- the siren call of the Fiends of Slaanesh is far less pleasurable, and the rapidly shifting scale and pitch can cause eyes to vitrify, noses to bleed and eardrums to burst.
Fiend - Unit Composition: 1-9 Fiends of Slaanesh
Fiend - Wargear: Dissecting ClawsVicious Barbed Tail
Fighta-Bommer - Fighta-Bommer: The Fighta-Bommer (pl. Fighta-Bommerz) is the Orks' primary tactical and strategic bombing aircraft. The Fighta-Bommer is capable of both void and atmospheric flight. It is used to bomb enemy bases and to assault enemy starships, or even in some cases to dogfight with enemy aircraft.Constructed with typical Orkish crudeness, these rickety, gravity-defying contraptions are often surprisingly effective and dangerous to friend and foe alike, as is common with most Ork technology.Fighta-Bommerz are often deployed as air support during large Ork planetary invasions, or to serve as point defence for Ork starships.Fighta-Bommerz are created by the few Meks who are interested in aircraft. As with all Ork vehicles, Fighta-Bommerz are kit-bashed affairs that usually defy the laws of aerodynamics, and fly despite their ungainly, brutish construction.
Fighta-Bommer - History: Luckily for the other intelligent species of the galaxy, an Ork's natural instinct makes it wary of flying, for Orks believe the best fighting is always done up close and personal, and strapping oneself into a flying machine means missing out on all the fun on the ground.However, Speed Freeks manage to see past this hampering fact, and understand that nothing goes faster, makes more noise and is equipped with more guns and bombs than a good airplane.An Ork Fighta-Bommer is the most commonly encountered Orkish aircraft, although the instinctive and haphazard construction skills of the Mekboyz prevent any form of standardisation. Most Fighta-Bommerz are made of a fat body sporting many Gunz and a bomb bay to transport huge bombs or crude missiles, a pair of wings, large engines and little else.The whole contraption is more often than not painted red due to the Orkish belief that "Da red un' goes fasta!", and that it actually able to fly is as much a tribute to the Orks latent psychic power than to the Mek's skill.On the field of battle, Fighta-Bommerz can be used in multiple roles, be it aerial support, interdiction or raiding, both in atmosphere and in space. Their efficiency as bomber and support craft is much higher than as dogfighter however: while their many Gunz allow them to throw a copious amount of firepower at their targets, the less than aerodynamic Orkish constructions often have poor maneuverability, which severely hampers them in a dogfight.A one-on-one duel between a Fighta-Bommer and an Imperial Navy, T'au Air Caste or Aeldari interceptor is utterly uneven, hence the Orks tend to congregate in bands of aircrafts called "skwadronz" (A bastardisation of the Low Gothic word "squadron") to support each other and overwhelm any opponent through sheer numbers.Additionally, as long as the Meks building and maintaining the "skwadron"'s craft survive, they can repair and/or build new planes from scratch on a much higher rate than other races, and often the Orks aerial opponents have been simply ground away through attrition despite impressive kill/loss ratios of more than ten to one.
Fighta-Bommer - Armament: The Mek will normally start out trying to build a specific type of aircraft but will soon become indecisive and hammer onto the emerging airframe as many guns, engines and other devices of questionable origin and use as possible.The standard Fighta-Bommer is armed with three Big Shootas, and carries ordnance such as the Supa-Rokkit, and the inventive Grot Bomb.While a surprisingly good dog-fighter, Fighta-Bommerz rely on their heavy armament and reinforced armour plating to make up for a lack of speed and maneuverability when compared to other aircraft.The uses for the Ork Fighta-Bommer are limited. While generally more durable than most other intelligent species' airborne vehicles, the Ork aircraft is easily outclassed by similar craft flown by the Imperial Navy, the T'au Air Caste, or the Asuryani fleets.The Greenskins' Evil Sunz klan maintains the most appreciation for the aircraft among the various Ork tribes due to its blistering speed.The most famous Fighta-Bommer is the dreaded "Vulcha", one of the oldest and longest serving of its kind. This is the personal aircraft of the infamous Zagstruk, the Warboss of the elite "Vulcha Skwadron." These Stormboyz used their aging Fighta-Bommerz to make deep strikes into enemy positions by recklessly jumping from the Vulcha's bomb bays and firing their Ork Jump Packs at the last minute.The tactical advantages of this maneuver (barring any Rokkit-related mishaps) may seem fairly obvious, but they haven't been adopted by other Stormboy units, most likely because of the difficulty of retaining Meks with the skill needed to build a functioning Fighta-BommerProviding a standard set of specifications for these haphazard Orkish contraptions is utterly impossible for the Adeptus Mechanicus or the Inquisition's Ordo Xenos, hence they provide Imperial pilots with the following general specifications: Fighta-Bommerz have an excellent maximum speed, but poor maneuvrability.Orkish aircraft have shown to be quite durable, requiring a lot of punishment before the pilot will ultimately lose control and the aircraft will explode or crash.A Fighta-Bommer normally carries only three but will sport up to five Big Shootas, often twin-linked, and an ordnance bay that can carry a half dozen large bombs or crude rockets. In some instances, the large bombs are guided manually to their target by a suicidal Grot and are thus known as Grot Bomms.
Fighta-Bommer - Notable Fighta-Bommerz: Da Vulcha - Da Vulcha (The Vulture) is Warboss Zagstruk's personal aircraft, which he uses as a transport to deploy himself and his band of Stormboyz as a typically crude yet impressively effective Orkish imitation of a Space Marine Assault Squad deep-striking behind enemy lines.Deff' Skwadron - Amongst the Orks, the Fighta-Bommerz pilots of Deff' Skwadron have attained near-mythical status due to their exploits and the incredible kill tallies and longevity of their most prominent members.
Fighta-Bommer - Ordo Xenos Departmento Analyticus Technical Specifications: Due to the fact that Ork vehicles are never built according to standardised specifications, the Ordo Xenos Departmento Analyticus has been unable to provide standardised technical specifications for Imperial armed forces about the Fighta-Bommer.The following represents in many ways a "best-guess" of the specifications for a typical Fighta-Bommer, if such a thing can be said to exist.The general rule about Ork aircraft and vehicles is this -- they are always far more deadly than their almost comical appearance would suggest.Serial NumberUnknownMain ArmamentTwin-linked Big Shootas (Sometimes more, sometimes less)DesignationHeavy SupportVehicle CodenameFighta-BommerSecondary ArmamentTwin-linked Rokkits or BombsVehicle TypeFlyerCrew1 PilotTraverseUnknownWeight11 tonnesElevationUnknownLength11.8 metresAmmunition400 roundsWidth13.3 metresArmour Type20-50 millimetresHeight3.75 metresMax Recorded Speed2100 kilometres per hourSummary:Unknown
Fighta-Bommer - Sources: Battlefleet Gothic Armada - The Pirate and the Alien - Eldar and Dark Eldar Vessels, pp. 36-37Codex: Orks (4th Edition), pp 45-65Imperial Armour Aeronautica (Specialist Game), pg. 41Deff' Skwadron (Graphic Novel) by Gordon RennieImperial Armour Volume Eight - Raid on Kastorel-Novem, pp. 70, 179-180White Dwarf 390, pp. 94-95Dawn of War - Soulstorm (PC Game)
Filth-favoured - Filth-favoured: The Filth-favoured are a warband or vectorium of Heretic Astartes of the Death Guard Traitor Legion's 4th Plague Company. They are commanded by a Death Guard Sorcerer and are one of the few Death Guard warbands which likes to enter battle amidst living carpets of Nurglings, the Lesser Daemons of the Plague God Nurgle. Little else is known about the Filth-favoured in current Imperial records.
Filth-favoured - Warband Colours: The Filth-favoured's power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite discoloured in sickly greens and browns. Filth-favoured Chaos Space Marines, like those of the Death Guard, often wear grotesquely warped suits of the antique Mark III Iron Power Armour.
Filth-favoured - Warband Badge: The Filth-favoured warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the rest of the Death Guard.
Finreht Highlanders - Finreht Highlanders: The Finreht Highlanders are the regiments of the Imperial Guard raised from the savage and mountainous world of Finreht Three-Seven, located in the Agripinaa Sector in the Segmentum Obscurus. Recently, the Finreht Highlanders committed 3 regiments to the defence of Cadia and its surrounding star systems from the Forces of Chaos commanded by Abaddon the Despoiler during his 13th Black Crusade in 999.M41. In one notable engagement, the 37th Finreht Highlanders Regiment fought in a combined action with the xenos Kroot and held Prosan City for eight days for the allied forces until additional reinforcements arrived.
Finreht Highlanders - Regimental History: Finreht Three-Seven is a tide-locked moon the size of a large planet that is classified by the Imperium as a Feral World. It is marginally habitable and its people are hardy and notoriously tough survivors. The Clans of Finreht Three-Seven are a semi-nomadic people who follow the herds of Mountain Grox (introduced to their world long ago) which roam the valleys of the moon in search of seasonal pasture. Each clan holds hereditary right of property over a particular herd, although they do not have any control over the direction of their wandering herds. Clan warfare is rife and many clans have hereditary rivalries which date back for centuries. The clans construct their dwellings along the migratory routs and move from one to another as the herd moves. The life blood of the clan is its herd. They hunt the predators which attack the herd, and occasionally take the weaker Grox for skins and meat. Skins are traded with the other septs when they come into contact and there is a surplus, along with women and weapons.
Finreht Highlanders - Regimental Recruitment: Every five cycles the clans pay tribute to the Imperium at the Moot. When the day arrives to pay the tribute, the best shepherds of the tribe must separate a portion of the flock and lead the Grox on the arduous journey to the distant valleys where the Moot is to be held. The Imperial Governor of Finreht will select a portion of these herds for slaughter and distribution throughout the Agrippina Sector, providing food to overpopulated planets. Sometimes, the clan is unable or unwilling to pay the demanded tribute, and so offers instead the service of the youths of their clan in the regiments of the Imperial Guard. The regiments' officers, support personnel and vehicle crews are drawn from the more civilised governing class of lowlanders who dwell in the Imperial starports of Finreht.Only a few regiments have ever been raised by Finreht Three-Seven due to the extremely low population of the world, and new regimental creations are almost unheard of. Instead, those Finreht Regiments already in existence receive a steady stream of reinforcements, giving these regiments long histories of service, unlike many other Imperial Guard regiments which are destroyed and raised from scratch several times over.
Finreht Highlanders - Regimental Organisation: Most of the Finreht Highlanders are organised as light infantry. Coming from a primitive world recruits receive only rudimentary training before being sent to meet their regiment. They are trained in the use of standard infantry equipment and the lower technology support weapons that are standard throughout the Imperial Guard. Officers are often descendents of the Imperial elite and have access to more advanced equipment, usually purchased independently and highly ornamented for personal use. The Finreht Highlanders' long histories and traditions of reinforcement have left many of the regiments with a high proportion of veterans. New recruits are sprinkled into formations as replacements wherever possible, allowing them to be trained in the military arts surrounded by experts in the trade.
Finreht Highlanders - Regimental Uniform: Clansmen of Finreht are almost entirely equipped and clothed by the Adeptus Munitorum, their own world being too poor to provide mass-produced uniforms for large, modern armies. The feral troops of these regiments are known to wear their traditional quilted armour along with various primitive fetishes and symbols of the Finrehtian variant of the Imperial Cult. Warriors of Finreht modify these to look more like the traditional garb worn by the clansmen of their homeworld, which includes wearing kilts -- a knee-length skirt of pleated tartan cloth which is worn by the men as part of traditional Finreht dress. Almost all of the troopers in the Highlanders' rank-and-file are known to bear many tattoos which denote their tribe and tribal caste. They are also known to make use of a large rucksack when participating in long range and long duration operations.
Finreht Highlanders - Wargear: Most of the Finreht Highland regiments are organised as light infantry, expected to operate over long periods of time without the need for logistical support. They utilise large rucksacks for carrying the standard equipment, supplies and necessary survival equipment for these operations. Regiments are equipped with the standard Mars Pattern Lasrifle.
Finreht Highlanders - Notable Finreht Highlanders Regiments: 37th Finreht Highlanders Regiment - The 37th Highlanders participated in the valiant defence of Cadia and its surrounding star systems during the 13th Black Crusade. Took part in the Battle for Cadia where they fought in a combined action with the xenos Kroot and held Prosan City for eight days for the allied forces until additional reinforcements arrived..81st Finreht Highlanders Regiment - The 81st Highlanders participated in the valiant defence of Cadia and its surrounding systems during the 13th Black Crusade.122nd Finreht Highlanders Regiment - The 122nd Highlanders participated in the Imperial campaign known as the Pacification of Sigma-Agrius. By Right of Conquest, the Finreht Highlanders became the planet's new noble class, overseeing the agriculture and production on Sigma-Agrius, and returning this vital Agri-World to being a highly productive agricultural centre in the Agripinaa Sector.451st Finreht Highlanders Regiment - Involved in the valiant defence of Cadia and its surrounding systems during the 13th Black Crusade.
Finreht Three-Seven - Finreht Three-Seven: Finreht Three-SevenFeral WorldAgripinaa SectorAstra MilitarumFinreht Highlanders13th Black CrusadeAbaddon the DespoilerThe world of Finreht Three-Seven is very mountainous and its local population is comprised mainly of clans of semi-nomadic Grox-farmers who follow the seasonal migrations of their vast herds. The Imperium of Man maintains some settlements in the few valleys of Finreht Three-Seven where every five local planetary cycles the clans have to give up a portion of their herds as tribute.These Grox are then slaughtered on Finreht before being exported all over the Agripinaa Sector. Should a clan be unable or unwilling to sacrifice its herd in this fashion, the tribute may be changed to the offering of fresh recruits to the Finreht Highlanders instead.
Fio'tak - Fio'tak: Fio'tak is a hard, ultra-dense, nano-crystalline metal alloy developed by the Earth Caste of the T'au Empire for a variety of applications. Fio'tak is most commonly utilised as the primary constituent of vehicle, aircraft and infantry armour plating.Fio'tak is very resilient to penetration by kinetic strikes or directed energy due to its impact-resistant structure. This material is highly resistant to corrosion by various toxins and other environmental influences and is more lightweight than conventional Imperial materials which serve a similar structural function such as plasteel.When it comes to damage deflection and mitigation, Fio'tak is comparable to the ceramite used in Space Marine power armour, but weighs substantially less on a per unit basis.Fio'tak alloy variants are used by the T'au in a variety of applications, including in infantry armour such as Combat Armour and Recon Armour, T'au skimmer and aircraft vehicle armour, T'au Drones, T'au structures, and the armour of T'au Battlesuits.Battlesuit armour employing Fio'tak is shaped to deflect solid shot, and also has a liquid metal coating that reflects medium-grade laser fire. In some cases, such as that of the XV88 Broadside and XV104 Riptide Battlesuits, additional nano-layers of the material are added to upgrade the armour's thickness so that the protection it offers is even comparable to that of Tactical Dreadnought Armour.The techniques employed in the fabrication of Fio'tak are currently unknown to the Imperium of Man as the Adeptus Mechanicus is officially forbidden from investigating dangerous alien technology by order of the Inquisition's Ordo Xenos.
Firaeveus Carron - Firaeveus Carron: Firaeveus Carron was a Chaos Lord who led a warband of Alpha Legion Chaos Space Marines. Although the warband he led was dedicated to Chaos Undivided, Carron himself was a Chaos Champion of Khorne. Firaeveus Carron led the Forces of Chaos' invasion of the Imperial Kaurava System during the 41st Millennium after a Warp Rift opened in the system through the will of the Chaos Gods.Carron and his warband were ultimately defeated by the Imperial forces defending Kaurava, although it is unknown in the Imperial records which of the three Imperial factions present in the system defeated him -- the 252nd Conservator Regiment of the Astra Militarum, the Blood Ravens Chapter or the Adepta Sororitas of the Order of the Sacred Rose.
Firaeveus Carron - History: A latent psyker within an undisciplined Imperial Guard regiment stationed on the planet Kaurava IV was driven mad by voices that whispered into his mind, telling him of things no mortal should ever hear (as seen in Chaos Ending). The Guardsman performed dark rituals revealed to him by the creatures of the Empyrean which opened a Warp Gate near the Peninsula of Iseult, in the northern portion of Kaurava IV, just as a full-sized Warp Storm manifested in the system. From the Warp Rift Firaeveus Carron and his Alpha Legion warband appeared, determined to transform the worlds of the Kaurava System into new Daemon Worlds and to use them as staging grounds for future Chaotic incursions against the Imperium of Man.If this plan proved successful, Carron was promised ascension to become a Daemon Prince. This fact was unknown to all others in the Kaurava System and all that they could do was guess whether or not it was the Forces of Chaos that brought the Warp Storm or if it appeared of its own accord. With the destruction left over from the opening of the Warp Rift the remaining Guardsmen on Kaurava IV presented no threat to him or his plans, but the large number of other forces fighting for control of the system proved to be a much greater threat.Ultimately Carron proved unequal to the task set before him as the Alpha Legion Astartes were defeated and Carron was slain in battle by the Imperial forces defending the system. Upon the defeat of the Forces of Chaos, the Warp Storm receded back into the Immaterium and Carron's own soul was sucked into the Realm of Chaos to undergo an eternity of punishment for his failure at the hands of the Blood God. In the Chaos Ending, he is last seen watching the Kaurava system being transformed into a series of Daemon worlds.
Firaeveus Carron - Wargear: During the conflict in the Kaurava System, Carron was equipped with a number of weapons and relics that he used at different times during the conflict, including the following:Armour of AlphariusHelm of AlphariusBolt PistolPower SwordManreaperKhornate ChainaxePlasma PistolMelta GunAbility to project daemonic fireDaemonic RunesA Banner of Chaos
Firaeveus Carron - Trivia: Firaeveus Carron's most distinguishing feature is his absolute hatred of the Rhino transport, as he refers to them as "metal boxes" and insults all who make use of them.
Fire Angels - Fire Angels: The Fire Angels is a Loyalist Space Marine Chapter created during the 25th Founding of the 40th Millennium from the gene-seed of the Ultramarines.The Fire Angels are best remembered in Imperial records for the role they played in the recent Badab War, a rebellion by several Space Marine Chapters against the Imperium of Man.The Fire Angels is a recently founded Chapter, though not the first to bear the title and panoply. The Fire Angels hail from the world of Lorin Alpha and while they share the genetic heritage of the Ultramarines, the Fire Angels have no special links to the wider body of Ultramarines successors.Instead, they look forward, carving their own legends in the annals of the Imperium's history. Though only a few standard centuries old, the Chapter has already won many notable victories and taken part in numerous campaigns and Imperial Crusades.
Fire Angels - Chapter History: The Fire Angels' origins lie in the late 40th Millennium when they were created during the 25th Founding by the order of the High Lords of Terra. At their Founding, the Fire Angels were granted fief over the strategically important Hive World of Lorin Alpha located in the western half of the Segmentum Solar.These Astartes do not specifically name their ancestral Chapter, but their gene-seed was sourced from Ultramarines stock, whilst their initial command and training structure was composed of honoured warriors drawn from several Ultramarines Successor Chapters.Their initiates were drawn from a mixture of Lorin Alpha's military caste who served in the Planetary Defence Force and the violent kill-gangs of the world's sub-hive networks. Initiates are chosen through a thrice-annual process of trial by combat, fear and endurance known as the "Test of Fire".The Chapter's Master of Recruits conducts these series of bloody tournaments and they are carried out under the supervision of the Fire Angels' Chaplains.Despite a history that spans less than 2,000 standard years, the Fire Angels have established themselves as a rising star among the more recently founded Chapters of the Adeptus Astartes. Honourable to their allies and implacable to their foes, this Chapter's valiant record may yet see them eclipse Chapters of more ancient provenance and heritage in time.This Chapter is also unusually active and demonstrative in its faith in the Imperial Cult for Astartes, which has won it political support from within the Ecclesiarchy and allies amongst the cardinals solar. As a result, the Fire Angels have fought successfully alongside the Adeptus Sororitas and in numerous Wars of Faith since their inception.Their aid is often times actively sought by the Holy Synod of the Adeptus Ministorum as well as the Ordo Hereticus of the Inquisition. Their detractors from some fellow Astartes Chapters view this close relationship with the Imperial church as unseemly and potentially compromising to the historic independence of the Space Marines, who have never deified the Emperor or seen the primarchs as saints.
Fire Angels - Chapter Organisation: For the most part, the Fire Angels is considered a Codex Astartes-compliant Chapter, especially in regards to its interpretation of the text as a military treatise, which is also used as a military guide in its homeworld's aristocratic military traditions.Due to this Chapter's relative youth compared to more venerable Astartes Chapters, the Fire Angels have come to rely on easily replicable Imperial technology due to their lack of invaluable war-relics. The Fire Angels make extensive use of basic Codex pattern gear and vehicles such as the Rhino and Predator, while the majority of their 1st Company is fielded as Sternguard Squads.While they do possess examples of Terminator Armour, Land Raiders and Dreadnoughts they remain relatively few in number.This venerable equipment, which was provided to them at their Founding from several different Ultramarines Successors Chapters, is held in high regard, but due to their limited number their use is seldom a focus of the Chapter's battle strategy save during the direst emergencies.
Fire Angels - Chapter Combat Doctrine: Shaped by their earliest trials in combat, the Fire Angels have developed a predilection for mobile mechanised deployments over the use of Drop Pod assaults or infiltration where practical. This tactic is fed by the ability of the ancient manufactoria on their homeworld to turn out the venerable armoured vehicle pattern chassis and the needed variant hulls and spare equipment as the Chapter's needs demand.As a result, the Fire Angels' Armoury contains a larger number of Predators, Whirlwinds and Vindicator siege tanks than that of more established Chapters. Compared to other Astartes, discipline and their holy duty to the divine God-Emperor are higher virtues for the Fire Angels than the pursuit of personal glory.The Chapter relies on proven strategic doctrines from which they seldom deviate save in unusual circumstances. For example, they tend to regularly arm their Tactical Squads with Heavy Bolters for fire support and Melta Weapons for close-range anti-armour capabilities, while Flamers see extensive use by their close combat formations as the preferred anti-personnel weapon.One of the Fire Angels' favoured martial traditions is their use of the sword in numerous forms not only as an adaptable close-combat weapon, but also as a symbol of rank and spiritual strength within the Chapter. Each Fire Angels' battle-brother considers his own blade to be the incarnate focus for his personal honour and prayer to the Emperor of Mankind.
Fire Angels - Chapter Beliefs: The Fire Angels are notably conservative in their outlook and nature, adhering closely to the Codex Astartes. This is perhaps inevitable in such a young Chapter, which has yet to develop the idiosyncrasies of one that has fought for many standard millennia.The Chapter's battle-brothers train for all aspects of warfare, but focus on those considered the core of the Space Marine way of war. The Chapter lacks large numbers of the more specialised Astartes war machines and wargear and makes extensive use of Rhino armoured transports as well as the many vehicles based on this venerable pattern.The Fire Angels view themselves as part of the wider Imperium's web of power, and so have gained a reputation among a number of Imperial commanders and generals as somewhat easier to work with than many other Astartes, who usually ferociously guard their political independence and favoured status among the Emperor's servants, particularly from encroachment by the Ecclesiarchy or the Inquisition.While it is known that the Fire Angels were founded using the gene-seed stocks of the Ultramarines, the Chapter maintains few of the traditions of its progenitor. There is one aspect of the Fire Angels that sets them apart from other Chapters however, and that is the manner in which they honour the Emperor. While the Imperial Creed preaches that the Emperor is a god, the majority of Space Marine Chapters have their own, unique Chapter Cults, most of which regard Him as a man, albeit the most potent and extraordinary ever to have lived, an individual worthy of veneration and emulation, though not worship.Uncommonly amongst the Adeptus Astartes, the Fire Angels' Chapter Cult adheres closely to the dictates of the Imperial Creed, sharing many of its teachings and beliefs, including the divinity of the God-Emperor. As a result, the Chapter has close ties with various bodies within the Ecclesiarchy and has even fought alongside the battle-sisters of the Adepta Sororitas.Battle-brothers of the Fire Angels have received numerous citations and honours from the lords of the Adeptus Ministorum, something that very few other Chapters would accept or acknowledge. The Chapter's warriors are often seen bearing various icons of the Imperial Creed upon their armour as they fight the enemies of the Emperor.It is worthy of note that the Fire Angels believe that despite being a Successor Chapter drawn from the gene-seed of the Ultramarines Legion, they do not consider Roboute Guilliman, their primarch, to be anything other than an exceptional warrior.To this Chapter only the Emperor of Mankind and His saints are divine, and to proclaim or venerate otherwise is considered to be a form of idolatry.
Fire Angels - Notable Fire Angels: Consul-Master Uriaens - Current Consul-Master (Chapter Master) of the Fire Angels Chapter.Consul-Master Haran Stark (KIA) - Former Consul-Master who sacrificed himself in battle against a powerful Lord of Change whilst defending the sacred Narthex of Penitents in the mid-41st Millennium.Chief Librarian Mathias Dee (KIA) - Chief Librarian Dee valiantly sacrificed himself by self-immolation to avoid Warp-possession whilst battling against the powerful Chaos Space Marine warband called The Sanctified in the Grand Al'gul System in the mid-41st Millennium.Praetor Tarnus Vale - Tarnus Vale is the praetor (captain) of the 3rd Company of the Fire Angels Chapter. He is one of the finest warriors within his Chapter and is famed for his indifference to danger as well as for possessing an uncommon talent for mechanised warfare. During the Chapter's involvement in the Badab War he fought at the forefront of the conflict. He is most famous for standing firm against the deadly Astral Claws counter-attack during the Second Battle of Sagan.Malghrav - A long serving Assault Marine ordinarily based at Watch Station Andronicus, Brother Malghrav was appointed as the commander of the Deathwatch strike force conducting the Hadex Anomaly operation in the Jericho Reach by Inquisitor Ramaeus herself. Despite the fact that Malghrav had never before served as commander of multiple Kill-teams, the Chamber of Vigilance of Watch Fortress Erioch ratified the appointment without question, suggesting the masters of the Deathwatch were acting upon information only they and the Inquisitors that addressed them were party to. Regardless of the details of his appointment, Brother Malghrav is held to have performed his role as strike force commander with skill, courage, and honour. It was he that led the assault against the lumbering bio-mechanical constructs that served as the enemy's foot troops, reportedly slaying at least three of them in hand-to-hand combat. As the situation unfolded and events around the ritual site became unclear, Brother Malghrav held the line and asserted his control, engaging the forces of the Dark Mechanicum long enough for Saturn and Ramaeus to break through and to confront the Forge Tyrant. It is thought that Brother Malghrav was the last Deathwatch battle-brother to converse with any of the Inquisitors during the final, chaotic phase of the operation, a fact that may account for his continued internment in the Reclusiam of Watch Fortress Erioch.
Fire Angels - Chapter Relics: Light of Castigation - Light of Castigation is an Astartes flamer that unleashes sanctified promethium. The Fire Angels Chapter Cult cleaves much closer to the doctrine of the Ecclesiarchy than to the typical practices of its brethren, and its fervour has been added to more than one Ministorum crusade. At the conclusion of the Hengistus Crusade, a grateful cardinal provided to the Fire Angels a flamer he had personally blessed and sanctified according to the highest rites, which later passed to the Deathwatch during joint operations with the Fire Angels against xenos-worshipping cults in the Gladius Sector.
Fire Angels - Chapter Colours: The original colours of the Fire Angels Chapter included white power armour with red trim around the shoulder plates, the wrists and on the upper legs. The updated colour scheme has the Fire Angels wearing metallic silver power armour.Their Chapter iconography is prominently displayed on both shoulder plates.The open-faced red squad specialty symbol on the left knee guard designates operational specialty -- battleline, close support, fire support, Veteran or command.A black Low Gothic numeral can be stenciled on the centre of the squad specialty symbol, which indicates squad number.The colour of the right knee guard indicates company number in accordance with the dictates of the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), Green (4th Company), etc.A black Low Gothic numeral is stenciled on the centre of the right knee guard, further identifying the company number.
Fire Angels - Chapter Badge: The Fire Angels' Chapter badge is a red crosslet, which adorns both shoulder plates, centred on a field of silver.
Fire Angels - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet), pg. 44Imperial Armour Volume Nine - The Badab War - Part One, pp. 30, 39, 47, 50, 90-97, 168Imperial Armour Volume Ten - The Badab War - Part Two, pp. 16-17, 19Imperial Armour Volume Two (Second Edition) - War Machines of the Adeptus Astartes, pg. 94Deathwatch: Honour the Chapter (RPG), pp. 110, 128Deathwatch: The Emperor's Chosen (RPG), pg. 75Warhammer 40,000: Compendium (1st Edition), "The Badab War" by Rick Priestley, pp. 33-35White Dwarf 103 (UK), "Rampaging Rhinos" by Rick PriestleyWhite Dwarf 101 (UK) "Index Astartes: The Badab Uprising" by Rick Priestley
Fire Caste - Fire Caste: The Fire Caste is the military caste of the T'au Empire, specifically comprising the empire's ground forces. The T'au of this caste are tall and have relatively stronger and more muscular frames than their counterparts in the other T'au castes. This distinction was formed by the Fire Caste's origin on the plains of T'au, the T'au homeworld, where they were originally nomadic hunters, predators and warriors.The T'au use the titular prefix of shas to designate someone of the Fire Caste.The Fire Caste are professional soldiers. In some ways, their training regimen begins moments after their birth, for the great T'au communes are fully given over to raising the best soldiers and nothing else. Discipline, fitness, hard work and following orders are drilled into the growing warriors. It is customary for teams to be raised and trained together, allowing the troops to form strong connections -- a comradeship-in-arms that will serve them well no matter where in the T'au Empire they are sent off to fight.To be named a shas'la -- a full-fledged warrior of the Fire Caste -- is to have completed the rigorous training and to have passed the final rite of passage, signifying that one has proven successful at this crucial stage; those not healthy or bright enough to pass these tests are never heard from again.The Fire Caste never stops readying for war -- their academies are purpose-built to refine training and to educate their warriors in the ways of war. To the Fire Caste, war is an art form -- a discipline to be studied and applied.
Fire Caste - Organisation: Fire Caste armed forces are deployed to protect T'au holdings or to destroy those that oppose the T'au Empire's enlightenment. In order to achieve success with their rapid strikes and ambushing firefights, T'au forces must be flexible, and ready to work together. It is a Fire Caste mantra that every unit must operate in conjunction to fulfil the dictates of the Greater Good.
Fire Caste - Teams (La'rua): The smallest standard unit in the T'au military is known as a "team," equivalent to an Astra Militarum squad. The most commonly deployed is the Fire Warrior Team, the backbone of most T'au armies and the basic infantry unit. Each team of Fire Warriors consists of between six and twelve soldiers. All members of a team come from the same sept, and most likely have gone through Fire Caste academy together. All teams have a team leader, although they can only earn the higher rank of shas'ui after extensive battlefield experience.Teams that serve together in the field often bond themselves through rituals, of which the most famous is the Ta'lissera, which roughly translates to a type of communion or binding oath. Those who have sworn such an oath may address each other by their individual names and have vowed to support one another unto death.It is not uncommon for teams to progress together as well -- veteran Fire Warrior Teams may even earn promotion to shas'ui together. Each might serve for a time as a squad leader for a different Fire Warrior Team before the survivors are reunited as a Crisis Team.
Fire Caste - Cadres (Kau'ui): A "cadre" is a collection of teams joined under a single T'au Commander and is equivalent in size to an Astra Militarum company. There are many types of cadre, but by far the most common one is the versatile Hunter Cadre. It is a combined arms group, fielding infantry, battlesuits and gunships together. A cadre is comparable in size and power, if not in composition, to what the Astra Militarum might call a company.Hunter Cadres are a standing formation, although their exact structure is variable, subject to change due to the tactical situation on the ground, the quarry they are hunting, the available reinforcements or a Commander's favoured mode of attack.The core of most Hunter Cadres is its Fire Warriors, but these can be supported in a number of ways. Pathfinders scout ahead and mark prospective targets, elite battlesuits provide hard-hitting strike teams, Sniper Drone Teams pick off the foe's greatest threats and Hammerhead gunships use their deadly armaments to blast enemy armour or break up massed infantry attacks.The doctrine of T'au battle tactics is all about the efficient coordination of different groups -- from the infantry to the battlesuits, the gunships to the aircraft, all must work as one to defeat the foe. A Hunter Cadre is fully integrated at the tactical level, so that all teams are considered to be part of the sarne fighting unit.There are a number of different cadres in addition to the hunter variety, although they tend to be smaller in size and more optimised for individual roles. There are Rapid Insertion Forces made exclusively of fast striking battlesuit teams, Infiltration Cadres of Pathfinders and Stealth Teams and Auxiliary Reserve Cadres. battle groups made entirely of alien warriors. A particularly formidable group is the Armoured Interdiction Cadre, a force composed of Hammerhead and Sky Ray gunships.Its heavy firepower is used to counter enemy tanks and is capable of toppling even the mightiest targets. During the Hive Fleet Gorgon invasion, Armoured Interdiction Cadres blunted the Tyranid Bio-Titan spearhead - pitting shoals of Hammerheads against towering Hierophants flanked by the tank-sized Hierodules.
Fire Caste - Contingents (Tio've): A "contingent" is a grouping of cadres, normally three to six in number, equivalent to an Astra Militarum regiment. The most senior T'au Commander is designated as Contingent Commander, and their own cadre is nominated as a headquarters guard. An Ethereal might be present in a force at cadre level, but there is always at least one when a contingent is formed.Ethereals often stay at the headquarters position, as it is a hub for incoming reports and their counsel can best be received there. Should an Ethereal wish a closer observation of a situation, they will attach to or even assume leadership over a given cadre.Unlike a cadre, a contingent is not a permanent formation, though efforts are made to preserve contingents that have served efficiently together through prolonged campaigns. Once objectives are achieved - such as a breakthrough of enemy lines or the elimination of a foe -- the contingent is dissolved or reformed into another arrangement.
Fire Caste - Commune (Kavaal): Sometimes translated as "battle," a "commune" is a temporary grouping of contingents and the highest level of Fire Caste organisation thus far committed in the field.Communes are often formed by contingents from different septs, and although rarely seen before the Damocles Gulf Crusade, they are now more regularly formed, most famously during the solar decade-long campaign against the Orks known as the Great War of Confederation.Only the combined forces of many septs could have hoped to stop the gargantuan Ork WAAAGH! that threatened the empire.
Fire Caste - Commands (Uash'o) and Coalitions (Shan'al): A "command" is the term used for all the forces of a single caste in a given location. For instance, all the Fire Caste members on the world of Nimbosa were part of Fire Caste Command Nimbosa, while all Air Caste formations were part of the Air Caste Command Nimbosa.The four commands are drawn together into a strategic organisation referred to as a "coalition," effectively the size of an Astra Militarum army or army group, and are presided over by a specially assigned Ethereal council. Thus, a coalition will consist of all T'au and auxiliary forces on a given world or within a particular star system.
Fire Caste - Hierarchy and the Trial by Fire: Fire Caste RankLow Gothic TranslationShas'saalCadetShas'laWarriorShas'uiVeteranShas'vreHeroShas'elKnight (Sub-Commander)Shas'oCommanderRanks within the Fire Caste are determined by a rite of passage known as a "Trial by Fire," which can be anything from a gladiatorial combat to superior performance in a real battle. The first Trial by Fire after initiation as a full warrior of the Fire Caste can be undertaken after a T'au warrior has served for 4 Terran years of active combat duty.When a Fire Warrior is old enough, he or she enters active service following their final rite of passage into the Fire Caste as a line trooper -- a shas'la. If the shas'la survives their first Trial by Fire (the form of which varies from sept to sept), they are promoted to the rank of shas'ui, or veteran.For every consecutive four Terran years of service thereafter, the Fire Warrior undergoes another Trial by Fire, and successful participants advance yet again, earning the rank of shas'vre -- a true hero of the Fire Caste.A veteran who honours this more substantial role and survives another four Terran years becomes eligible to undertake a third Trial by Fire if they wish and, if they are still alive by the end, will become a sub-commander, a T'au Commander-in-training, or shas'el.The higher one's rank within the Fire Caste, the more likely one is to be selected and trained to become a T'au Battlesuit pilot, though a Fire Caste member must have attained the minimum rank of shas'ui to be eligible for the honour of battlesuit training. Those who excel in this leading role are eventually promoted to shas'o, a full T'au Commander.Only commanders are allowed to retire from active service, where they might be honoured to join their sept's council of advisors and play a greater part in T'au politics. Other than death, this is the only way to leave the T'au military.The Edification Corps is an organisation of the caste which enforces Fire Caste loyalty to the Ethereals.
Fire Caste - Battle Tactics: By far the two most common forms of Hunter Cadre tactics used by the T'au are the Mont'ka and Kauyon. Each method is taught in depth by the great Fire Caste academies and each has its own adherents amongst the masters. Both styles are based on ancient hunting techniques, each representing one of the two broad approaches to slaying your quarry: one involves luring the prey to the hunter (Kauyon), the other involves the hunter running the prey to ground (Mont'ka).Although some T'au Commanders or septs favour the use of certain teams or weaponry for certain styles, ultimately it is the tactics being used that make the difference. This is a concept the master of the academy, all preeminent warriors in their day, stress to their pupils.