vizn3r/warhammer40k-lore huggingface dataset:
Cantican Colonial - Cantican Lancers: The Canticans were known to utilise elite Rough Rider mounted cavalry squadrons known as the Cantican Horse Cavalry. Also called the Cantican Lancers, these Rough Riders were considered fighting men of no small repute. Much like the Kasrkin of Cadia or the Commandos of Kurass, the Lancers were an elite formation whose membership was limited and highly selective. As a poorly equipped force, Cantican Guardsmen were defined by the quality of their men rather than the superiority of their wargear, and the Lancers represented the apogee of this philosophy. Candidates could be drawn from any unit within the Cantican Colonial Regiments and thus selection was egalitarian in a rough, though uncompromising way. The Cantican Lancers are considered a hard bunch and the rank-and-file of the company, not the officers, decide who is permitted to wear the Lancer pin. The regular Cantican Guardsmen lacked the heavy armour prevalent amongst other Imperial Guard formations, and the Lancers bridged the gap between infantry and vehicle. While the primary role of the Cantican light horse was to escort the few precious tanks in the Cantican arsenal as mounted infantry, the Lancers were utilised as shock troops. Wearing chest bandoleers clustered with Fuse Bombs, the Lancers would charge upon their destriers headlong into enemy formations, leaving a trail of explosive Fuse Bombs in their wake.
Cantican Colonial - Wargear: As a poorly equipped regiment, the CantiCol Guardsmen learned to compensate for equipment shortfalls. The Canticans did not possess many armoured vehicles, but the Cantican infantry squadrons were able to power safely across the battlefield in mostly ancient, obsolete tanks known as Siegfried Siege Tanks and Centaurs. The Siegfried tank was a modified variant of the Land Crawler utility vehicle commonly found by the billions all over the Imperium, while the Centaur is a small armoured utility vehicle of the Imperial Guard that is used in a wide variety of battlefield roles.
Cantican Colonial - Cantican Uniform: The Cantican Colonial standard issue uniform is composed of a brown cavalry jacket and widely-cut grey breeches, tapered around the calves by canvas binding. Cantican Guardsmen also wear distinctive regimental kepi caps with a circular flat top and a foragers bill. A sash worn about the waist denoted seniority in rank.
Capillary Tower - Capillary Tower: A Capillary Tower is a Tyranid biomechanical construct used to transport dissolved biomass from a planetary surface to the hive fleet's Hive Ships in low orbit, essentially serving as a form of organic space elevator.Capillary Towers are plant-analogue bioconstructs that grow up from a world's surface into the upper atmosphere and even beyond. Their spores are often planted by burrowing bioforms like Mawlocs and Trygons which emerge from Mycetic Spores seeded onto a target world. Wherever they grow, Reclamation Pools soon start to appear. The Capillary Towers are linked to them through underground roots which grow from the base of the tower to form a network of organic "pipes" that link to the biomass pools.While the towers may appear to be a Tyranid plant-analogue, they are no less aggressive than the more mobile bioforms. Capillary Towers extend tendrils throughout the target planet that can absorb indigenous species -- both plants and any small or slower moving organisms. As they do this, the towers also filter the planet's atmosphere, absorbing the biomass of airborne microbes and small flying creatures.As the amounts of biomass in the pools increases and the towers grow to their full size, the Capillary Towers link to the proboscis of a waiting Hive Ship in low orbit which serves as a feeding tube, which then pump the sludge-like biomass upwards and distribute it to the waiting bioships.Capillary Towers, once seeded onto a target world, can develop in even the deepest parts of the target planet's oceans. These towers, which may stretch several kilometres up through the sea, are capable of withstanding the crushing pressures of the depths and  thriving in even the coldest of waters. As they grow, they may even modify the planet’s tidal fl ow as their powerful metabolic filtration systems draw in all biomass.
Capitol Imperialis - Capitol Imperialis: A Capitol Imperialis is a super-heavy, tracked vehicle often used by the Astra Militarum as a mobile command base for the deployment and organisation of multiple regiments. The vehicle is heavily armoured and is protected by multiple Void Shields due to its sheer size and slow speed -- that of a brisk walk -- which limits the vehicle to defensive roles during combat.The Capitol Imperialis is used by the Imperial Guard in large campaigns where multiple regiments, and possibly other Imperial factions such as the Adeptus Astartes and Adeptus Mechanicus, will be working cooperatively. The Capitol Imperialis allows a campaign's commanders to meet in a secure place that can move along with the front line.The vehicle is designed to serve as a mobile command post and base of operations, but its heavy armour and weapons loadout ensure that if engaged in combat, the Capitol Imperialis is capable of holding its own.
Capitol Imperialis - Design: The Capitol Imperialis is a massive vehicle that stands nearly fifty metres tall and eighty metres long, rivaling some Imperial Titans in size. The vehicle's outer hull is plated in solid adamantium and it is outfitted with six Void Shield generators for extra protection.Within its massive hold, a Capitol Imperialis can carry up to two full companies of Astra Militarum infantry, two hundred troops and accompanying battle tanks -- while a host of Adeptus Mechanicus tech-priests, adepts and servitors tend the massive Behemoth Cannon and hundreds of secondary weapons. This allows the vehicle to act as a mobile bunker for troops, especially on inhospitable worlds, and the embarked guardsmen can further support the Capitol Imperialis by fighting from its protective bulk.The command chamber is situated deep within the vehicle and gives the regiment's commander the tools needed to command his troops effectively. The command chamber is a broad room twenty by thirty metres, and is dominated by a massive, glowing hololith display at its centre. A line of communications panels manned by servitors and adjutants light one wall, while the opposite bulkhead is filled with a live-feed visual display from the transport's scanners and the planetary strategic network.The chamber also includes vox-gear, pict-casters, logic-engines, and other, less advanced pieces of Imperial technology. The bridge crew mostly consists of hooded servitors and adjutants that gather, analyze, and display information to allow the Imperial commanders to carry out their campaign.
Capitol Imperialis - Armament: The Capitol Imperialis is armed with a wide variety of powerful weapons that allow the vehicle to hold its own against even the most impossible odds. The vehicle's main weapon is a massive Macrocannon known as a Behemoth Cannon. The Behemoth Cannon is supposedly large enough that four Leman Russ Battle Tanks are capable of fitting in its barrel.The concussive force of firing the weapon can knock nearby troops off their feet and cause avalanches and rock slides. A direct hit from this weapon is capable of killing thousands of enemy soldiers or vehicles, and the impact of its rounds can throw even armoured vehicles hundreds of metres into the air while producing a massive mushroom cloud.Secondary hull-mounted weapons include twin-linked Heavy Bolters for close-in defensive fire, and the outer hull can be electrically charged to repel boarders.
Capitol Imperialis - Battle of Milvian: During the Horus Heresy elements of the Raven Guard Legion, under the command of Branne Nev and the Imperial Army's Therion Cohort led an invasion of a Traitor-controlled world the name of which has long been forgotten.The planet's second capital city of Milvian was assaulted in force by the Therion Cohort, led by brothers Marcus Valerius and Antonius Valerius, in which both brothers led their battle groups with their own Capital Imperialis.During the battle Marcus' Capital Imperialis took on an enemy Warlord-class Titan, and despite a Warp Missile detonating within the transport's Void Shields the mighty vehicle was able to continue fighting to the end of the campaign and further into the Horus Heresy.
Capitol Imperialis - Tarsis Ultra Campaign: When a tendril of Hive Fleet Leviathan threatened the world of Tarsis Ultra, one of the Imperial Guard regiments sent to defend the planet against the Tyranids was the 10th Logres Regiment, led by Colonel Octavius Rabelaq. Colonel Rabelaq commanded the 10th from a Capitol Imperialis, which took part in the defence of Erebus, the capital city of the world.The vehicle was stationed behind the trench lines protecting the city, and the massive war machine destroyed a large number of Tyranid bioforms with its many weapons. However, when the line was threatened with being completely overrun during by a heavy Tyranid attack, Colonel Rabelaq charged his vehicle deep into the enemy ranks.While his act of heroism saved the defending regiment from destruction, Colonel Rabelaq found himself trapped as the Tyranids threw themselves into the vehicle's tracks, completely immobilising it. While the vehicle was immobilised, a Bio-Titan attacked and the creature was severely wounded by a direct hit from the vehicle's Macrocannon.However, the Bio-Titan's regenerative abilities healed it of most of its injuries, and before another shell could be loaded into the Macrocannon, the Bio-Titan slammed into the Capitol Imperialis, knocking the war machine on its side.As the Bio-Titan ripped into the vehicle, the colonel gave the order for the city's defensive cannons to fire on his vehicle. The resulting explosion vaporised everything within 500 metres and created a large, deep crater, the only sign of Colonel Rabelaq's sacrifice.
Capitol Imperialis - Invasion of Ultramar: During the invasion of the Realm of Ultramar by the forces of Chaos led by M'kar the Reborn in 854.999.M41, another Capitol Imperialis, the Lex Tredecim, formed part of the Ultramarines and Imperial Guard's muster on the world of Calth, and later took part in the defence of the planet.During this time, Ultramarines Sergeant Learchus Abantes, who himself had never visited Calth before, believed that the vehicle was far too large to enter the planet's underground system of subterranean hive cities, but Captain Uriel Ventris explained that Calth's caverns were so large that the vehicle could move freely.
Capitol Imperialis - Adeptus Mechanicus Technical Specifications: The technical specifications of the Capitol Imperialis have yet to be released by the Adeptus Mechanicus.
Capitol Imperialis - Notable Capital Imperialis: The following is a list of notable Capital Imperialis command vehicles:Contemptuous - The Contemptuous was the personal command vehicle of commander Marcus Valerius of the Therion Cohort during the Horus Heresy.Iron General - The Iron General was the personal command vehicle of Praefector Antonius Valerius of the Therion Cohort during the Horus Heresy.Lex Tredecim - The Lex Tredecim was a command vehicle used in the defence of Ultramar during the Invasion of Ultramar in 854.999.M41.Excubitoi Castellum - The Excubitoi Castellum served as the governor of Cadia's personal command transport for countless years until the Fall of Cadia.
Capitol Imperialis - Canon Conflict: The Capitol Imperialis is often confused with the Leviathan super heavy transport. Due to the lack of available sources or clarification from Games Workshop on the matter, the two vehicles will be treated separately on the wiki.
Capitol Imperialis - Sources: Armies of the Imperium (2nd Edition), pp. 54, 62White Dwarf 126 (UK), "Epic 40K: Space Marine - Epic Space Marines: How to Design Marine Regiments in the Horus Heresy," by Andy Chambers pg. 21White Dwarf 130 (UK), "Space Marine - Praetorians - Rules for the Capitolis Imperialis and Hellbore," by Andy Chambers, pp. 48-51Warriors of Ultramar - The Ultramarines Omnibus (Omnibus Novel) by Graham McNeill, pp. 401, 414, 416, 427, 443-446The Chapter's Due (Novel) by Graham McNeillThe Divine Word (Short Story) by Gav ThorpeThe Battle of Tyrok Fields (Short Story) by Justin D. Hill
Captain-Commander - Captain-Commander: A Captain-Commander is a senior Shield-Captain of the Adeptus Custodes who commands entire Shield Hosts in battle outside of the Imperial Palace. Those who command the Shield Hosts in combat are inhumanly skilled warriors and martial commanders who have earned the eternal respect of their comrades through exemplary deeds beyond counting.Though the title is more of an honorific than a truly official rank in the Ten Thousand's hierarchy, those rare Custodians named Captain-Commander richly deserve the accolade for their superhuman martial and strategic mastery.
Captain-Commander - Guardian Captain-Commander: A Guardian Captain-Commander is the most common tactical role taken on by a Custodian of this rank, as they are living embodiments of the Custodes' martial perfection, masters of melee and ranged weapons as well as of the Custodes' martial ka'tah fighting styles. Although every Custodian is devastatingly fast on the battlefield, with preternatural reactions to match, some -- like this Captain-Commander -- are outstanding even among their peers.The Adeptus Custodes are an unusually versatile army of the Imperium, and a standard Shield-Captain is an exemplar of that ideal, demonstrating flawless technique to inspire their troops. Martial ka'tah forms further refine the techniques of the Custodes, granting specific enhancements to their already formidable skills.This Captain-Commander takes weapon mastery in both melee and ranged techniques to the highest level. He has become the wargear he wields and they have become him. All Custodes who follow him seek to learn from his skills and follow his lead. The Guardian Captain-Commander is admired by all in the Custodes who know him. His judgement is sound, his tacticalacumen impeccable.
Captain-Commander - Allarus Captain-Commander: An Allarus Captain-Commander is a Custodes officer of this rank who has chosen to fight as an Allarus Custodian. The heavy Allarus Pattern Terminator Armour of the Allarus Custodians requires a different fighting style for the Custodes who wear it, favouring powerful melee blows that take advantage of their enhanced strength, with the full confidence that their wargear will keep them safe no matter the odds.This makes them excellent battlefield assassins, ploughing through the foe's bodyguards and screening troops to get at their true target. Of course, Allarus Custodians are especially difficult to take down, and Allarus Captain-Commanders even more so than their brethren.An Allarus Captain-Commander is the Emperor's will made manifest on the field, implacable in his advance. No foe can hope to stop this superhuman warrior from achieving his goals. Allarus Captain-Commanders have earned many names destroying vicious monsters, mighty champions and powerful war machines.
Captain-Commander - Vertus Captain-Commander: A Vertus Captain-Commander is a Captain-Commander who goes into battle mounted atop a Dawneagle Jetbike as a Vertus Praetor. Such Captain-Commanders have trained extensively to face multiple foes at once, knowing that the Adeptus Custodes will always be outnumbered in any combat.Such Captain-Commanders take to their jetbikes so that they can lead their brethren from the front, as they are determined to be the first of the Ten Thousand onto any battlefield so that they can claim the honour of the maiden kill. They storm into the fray at incredible speed, smashing through their foes while atop their golden steed. A Vertus Captain-Commander never relents in the pursuit of his quarry -- any apparent withdrawal he makes merely brings death to his foe sooner.
Captain-General - Captain-General: Captain-General is the official rank granted to the Chief Custodian, the senior-most member of the Emperor of Mankind's elite personal guard known as the Adeptus Custodes.The Captain-General personally oversees the select inner corps of three hundred Custodians, known as the Companions, who actually serve the Emperor as His personal bodyguards within the sacred chambers of the Sanctum Sanctorum, the Throneroom of the Imperial Palace where the ancient prosthetic device known as the Golden Throne contains the withered corpse of the God-Emperor Himself.As the highest authority within the Adeptus Custodes, it is up to the Captain-General's discretion who may be allowed access to the physical presence of the Emperor. He also oversees the security of the Imperial Palace.Performing such sacred and important roles, the Captain-General is considered a very influential figure and serves as an important member of the Senatorum Imperialis and one of the ruling High Lords of the Imperium. However, throughout Imperial history, few captain-generals have chosen to exercise this right, preferring to focus solely on their duties to the Emperor rather than Imperial politics.
Captain-General - Sources: Codex Adeptus Custodes (8th Edition), pp. 6, 12, 15, 19-20, 24, 26-28, 30-31, 36, 58Codex Imperialis (2nd Edition) by Rick Priestley, pg. 12Horus Heresy: Collected Visions (Artbook), pp. 236-241Imperial Armour Volume One - Second Edition: Imperial Guard, pg. 148The Horus Heresy - Book Seven: Inferno (Forge World Series) by Alan Bligh, pg. 256Warhammer 40,000: Rulebook (6th Edition) (Digital Edition), pg. 403Prospero Burns (Novel) by Dan AbnettNemesis (Novel) by James SwallowTales of Heresy (Anthology), "Blood Games," by Dan AbnettMaster of Mankind (Novel) by Aaron Dembski-BowdenWar of the Beast, Book 5: Throneworld by Guy Haley
Captain (Space Marine) - Captain (Space Marine): A captain is a senior Firstborn or Primaris Space Marine officer who commands one of the 10 companies in a standard Space Marine Chapter or Primaris Space Marine Chapter that follows the dictates of the Codex Astartes.These hardened Veterans have proven themselves in the maelstrom of battle as members of their Chapter's elite 1st Company, or through their bloody and dedicated service in their own company prior to the death of their predecessor and their ascension to command.As penultimate masters of the battlefield, captains are able to read its ebb and flow, and adjust their battlefield formations accordingly. Leading from the front, by his example shall a captain's warriors know what it is to be an Adeptus Astartes, and from his teachings shall they learn the trade of battle in the Emperor's name.A Space Marine commander is a determined leader whose rank speaks of a past littered with beaten enemies. It is not enough for a commander to simply be a skilled fighter; he must also have a superhuman grasp of strategy and tactics in order to guide his forces to victory.Centuries of battlefield experience have taught him every facet of war, trained him in the tools of slaughter and honed his wits to the level of instinct. With the merest glance, a commander can appraise a war zone, see every threat and opportunity presented by the shifting lines of battle, and divine how victory can be assured.Clad in their personalised heraldry, wielding ancient relic weapons, some of which date back to days of the Horus Heresy itself, Space Marine captains are amongst the most inspirational figures in the Imperium. Each is a skilled orator and strategic genius who leads his brothers to victory time and again.A company's warriors obey their captain's orders without question or hesitation, trusting in his many solar decades of experience to conduct them. The captain's guidance increases the value of his battle-brothers tenfold, and he justifies their faith in him with every command.A captain coordinates his warriors with deadly precision and inspires his followers to fight with a dedication and spirit that cannot be instilled by discipline and training alone.
Captain (Space Marine) - Wargear: Power Armour (Any Firstborn Pattern)Master-Crafted BolterChainswordFrag GrenadeKrak GrenadeJump Pack (Optional)The Master-Crafted Bolter can be replaced with:Any PistolCombi-weaponAnother Astartes melee weaponA Chainsword can be replaced with one of the following:Storm ShieldRelic BladeAnother Astartes melee weaponIf serving as a Terminator, the wargear available to the captain changes as follows:Terminator ArmourStorm BolterWrist-Mounted Grenade LauncherChainfistPower SwordRelic BladeA Storm Bolter can be replaced with one of the following:Combi-weaponAnother Astartes melee weaponA Power Sword can be replaced with one of the following:Relic BladeChainfistStorm ShieldAnother Astartes melee weaponA captain in Terminator Armour who makes use of a Power Fist can also use a Wrist-Mounted Grenade LauncherIf serving as a Cataphractii Terminator, the wargear available to the captain changes as follows:Cataphractii Pattern Terminator ArmourCombi-bolterPower FistChainswordRelic BladeA Combi-Bolter can be replaced with one of the following:Combi-weaponAnother Astartes melee weaponA Power Sword can be replaced with one of the following:Relic BladeChainfistAnother Astartes melee weaponIf serving as the rider of an Astartes Assault Bike, the wargear available to the captain changes as follows:Power Armour (Any Firstborn Pattern)ChainswordMaster-Crafted BolterBolt PistolFrag GrenadeKrak GrenadeTwin-linked Bolters (on Assault Bike)Storm Shield (as replacement for Chainsword)Any Pistol (including Plasma Pistol, Bolt Pistol or Grav-pistol as replacement for Master-Crafted Bolter)Any Combi-weapon or Storm Bolter (as replacement for Master-Crafted Bolter)Any Melee Weapon (including Chainsword, any Power Weapon, Thunder Hammer or Lightning Claw as replacement for Master-Crafted Bolter)
Captain (Space Marine) - Primaris Captain: A Primaris Space Marine captain serves essentially the same function commanding a company of Primaris Marines as does his Firstborn counterpart. The only difference beyond his physical enhancements lies in his wargear, as it does for all Primaris Marines.The Primaris captain is a stoic, indomitable commander. He is as much a leader as he is a fighter, possessing masteries in both ranged and close quarters combat.
Captain (Space Marine) - Wargear: Mark X Tacticus Power ArmourIron HaloBolt PistolMaster-Crafted Auto Bolt RifleMaster-Crafted Stalker Bolt Rifle (Optional)Power Sword (Optional)Neo-Volkite Pistol (As replacement for Bolt Pistol)Frag GrenadesKrak GrenadesIf a Primaris captain is wearing Mark X Gravis Power Armour, the wargear available changes as follows:Mark X Gravis Power ArmourIron HaloBoltstorm GauntletMaster-Crafted Power SwordIf a Primaris captain is wearing Mark X Phobos Power Armour, the wargear available changes as follows:Mark X Phobos Power ArmourBolt PistolCombat KnifeMaster-Crafted Instigator Bolt CarbineFrag GrenadeKrak GrenadeIf a Primaris captain is wearing Terminator Armour, the wargear available changes as follows:Indomitus Pattern Terminator ArmourStorm BolterPower FistPower SwordFrag GrenadesKrak GrenadesChainfist (as replacement for Power Fist)Assault Cannon (as replacement for Storm Bolter)Heavy Flamer (as replacement for Storm Bolter)Cyclone Missile Launcher (as replacement for Storm Bolter)Teleport HomerIf a Primaris captain is serving as a Jump Pack Intercessor, the wargear available changes as follows:Mark X Tacticus Power ArmourJump PackHeavy Bolt PistolAstartes ChainswordFrag GrenadesKrak GrenadesHand Flamer (As replacement for Heavy Bolt Pistol)Plasma Pistol (As replacement for Heavy Bolt Pistol)Power Fist (As replacement for Astartes Chainsword)Relic Blade (As replacement Astartes Chainsword)
Captain (Space Marine) - Chapter Variant Ranks: It is common in many Chapters of Space Marines to refer to their captains as "Brother-Captain" in recognition of the reality that all Astartes, even those of the highest rank, are brothers-in-arms.Several Chapters maintain different titles for their company captains then the standard title proscribed by the Codex Astartes.A number of the most notable are described below:ChapterHonourific or TitleDark AngelsMasterSpace WolvesWolf LordRed ScorpionsCommanderBlack TemplarsMarshal or CastellanGrey KnightsBrother-Captain*DeathwatchWatch-CaptainRaven GuardShadow CaptainExcoriatorsCorpus CaptainWhite ScarsKhanIron HandsIron CaptainExecutionersWarlordCarcharodonsCompany Master*Note: This rank serves a different function in the Grey Knights hierarchy than a standard Astartes captain.
Captain (Space Marine) - Other Titles: The following are master titles unique to their respective Chapters.Aurora Talons:Master Bombardier - There are at least five of these officers in this Chapter.Blood Angels:Shield of Baal (1st Company)Master of Sacrifice (3rd Company)Keeper of the Arsenal (5th Company, possibly a variant of the Master of the Arsenal)Caller of the Fires (6th Company)Lord of Skyfall (8th Company)Master of Sieges (9th Company)Warden of the Gates (Overseeing the Chapter serfs and servitors)Exalted Herald of Sanguinius (Commander of the Sanguinary Guard)Dark Angels:Supreme Grand Master (Chapter Master)Grand Master of the Librarians (Chief Librarian)Grand Master of the Deathwing (1st Company Captain)Grand Master of the Ravenwing (2nd Company Captain)Grand Master of Chaplains (Master of Sanctity)Grand Master of the Fleet (Master of the Fleet)Grand Master of the Arsenal (Master of the Arsenal)Grand Master of Recruits (Master of Recruits)Grand Master of the Watch (Master of the Watch)Flesh Tearers:Watcher of the Lost - A title usually held by the Flesh Tearers' High Chaplain, who must monitor those of the Chapter who have succumbed to the Black Rage.Salamanders:Forgefather - The Forgefather is a Veteran Salamander who travels the universe seeking out the lost Artefacts of Vulkan and information on the fate of the Primarch of the Salamanders. Upon becoming Forgefather the Salamander also takes on the name of Vulkan. While this post takes him away from the Chapter, he is nevertheless held as one of the lords of the Chapter and granted a seat on the Pantheon Council. The current Forgefather is Vulkan He'stan.Master of Arms - The premier close quarters combat instructor of the Salamanders. Currently held by Master Prebian.Lord of Burning Skies -  The Master of the Fleet of the Salamanders also holds this honorific title. Currently held by Captain Dac'tyr.Ultramarines:Regent of Ultramar - A title typically held by the 1st Company captain who commands the Chapter's Veterans. The current incumbent is First Captain Severus Agemman.Spear of Macragge - This title is given to the Chapter's preeminent tank commander, who enjoys a unique position in that, regardless of rank, he is answerable only to the Chapter Master and not to any company Captain; the current incumbent is Sergeant Antaro Chronus.High Suzerain of Ultramar - This is an honorific title currently held by 2nd Company Captain Cato Sicarius.Knight Champion of Macragge - This is also an honorific title currently held by 2nd Company Captain Cato Sicarius.Master of the Household - Another honorific title currently held by 2nd Company Captain Cato Sicarius.White Scars:Master of the Hunt - The Master of the Hunt is tasked to hunt any enemy who has clashed with the Chapter in the past and, through luck or skill, managed to survive the encounter. The Master of the Hunt is despatched to hunt down a specific enemy every twenty-five Terran years. The title is traditionally bestowed on the Captain of the 4th Company, although the current incumbent, Captain Kor'sarro Khan, commands the 3rd Company.
Captain (Space Marine) - Sources: Codex: Blood Angels (5th Edition), pg. 9Codex: Adeptus Astartes - Space Marines (8th Edition), pp. 62, 131, 141Codex: Space Marines (5th Edition), pp. 17, 54, 89, 93-94Codex: Space Marines (7th Edition), pp. 27, 36, 45, 53, 69, 71-74, 76-77, 123, 129, 251-253, 271-276, 289-291Codex: Space Marines (8th Edition) (Revised Codex), pp. 16-17, 62, 110-113Consequences (Short Story) by Graham McNeillDeathwatch (Novel) by Steve Parker, Act 1, Ch. 5Imperial Armour Volume Ten - The Badab War - Part Two, pg. 171Index: Imperium 1 (8th Edition), pp. 12-13Nocturne (Novel) by Nick Kyme, pg. 44White Dwarf July 2013 (US), "Warhammer 40,000: Apocalypse"Games Workshop Online Catalogue - Space Marine Masters of the ChapterGames Workshop Online Catalogue - Space Marine Captain Master of the MarchesGames Workshop Online Catalogue - Space Marine Captain Lord ExecutionerGames Workshop Online Catalogue - Space Marine Captain Master of the RitesWarhammer Community - Warhammer 40,000: Leviathan – What's In The Box?Warhammer Community - NOVA Open Previews – Jump Packs Send Captains and Assault Intercessors Soaring Into the Sky
Captain Catachan - Captain Catachan: Captain Catachan is a legendary officer and war hero of the Catachan Jungle Fighters Militarum Regimentum of the Astra Militarum.
Captain Catachan - History: Captain Catachan's legendary exploits include single-handedly defeating the Hrud invasion of Delphion V, being instrumental in the destruction of the notorious Ork Gargant Morkthunder, and becoming the only documented Human to ever headbutt a Carnifex to death. As such, he is considered by the official Astra Militarum newsletter the Regimental Standard to be the "living embodiment of the Astra Militarum's martial prowess."
Captain Catachan - Captain Catachan's Jungle Rules: The captain has acted as a "guest columnist" for the Regimental Standard, using his extensive knowledge of jungle and guerrilla warfare to help Imperial Guardsmen who are preparing to fight on Death Worlds. The Regimental Standard hoped this would prove effective, as the average life expectancy of a guardsman upon entering such a warzone is only 18 solar hours...Always bring a knife. - "A knife's more than just a weapon in the jungle. It's your way through the foliage, it's your climbing aid, it's your first aid kit and it's your lifeline. You won't get 10 feet on my glorious homeworld of Catachan without a decent blade. And I mean a blade, like my Catachan Fang, not those potato-peelin' grot-shivs the Munitorum hand out."Stealth is the best armour. - "Best way to not get killed is to not get seen. I've seen gloryboy Tempestus Scions in carapace armour stomp round the jungle, lumens bazing, and get cut down like cattle -- enemy saw 'em clear as day. A stealthier unit can creep past enemy positions or set ambushes. If you think the enemy is close, (and you better assume they always are) keep your armour light, your lumens off, and only carry what you need."Don't you eat that. - "If you're not an expert on the jungle (and you hive-rats sure ain't), just assume everything is poisonous. It might be tempting to tuck into a juicy xenos fruit, but odds on you'll regret it later when you contract lung-rot, or have xeno-sect larvae exploding out of your eyeballs."Don't let that eat you. - "Pretty much everything that isn't a tree (and even some of those) are trying to kill you all the time. Keep your guard up and your lasgun loaded, and for the love of the God-Emperor, don't wander away from your squad -- you'll die faster than you can say "Death World cliche."It's hell, but it's hell for the enemy too. -  "While you're crawling through a fungal quagmire, bled half to death by blood-gnats, missing a few fingers and probably half your platoon, just remember: the enemy has it just as bad."
Captain Catachan - Captain Catachan's Guide to Dangerous Flora: Due to popular demand, Captain Catachan returned to write another guest column for the Regimental Standard, seeking to curb the increasingly frequent wildlife-related casualties of an unnamed and unfortunate Astra Militarum regiment.Shardwrack Spines - "Ah, these take me back. We had whole fields of these back on the homeworld. We used to call them devil's-teeth, as they'd slice up anyone but an expert jungle fighter faster than the jaws of the Catachan Devil. My advice to you fellows? Don't go near it."Barbed Venomgorse - "Now, if the usual collection of dead animal bones, xenos skeletons, and the odd, unfortunate desiccated guardsman that you tend to see wrapped up like a tied-groxhog in your typical Venomgorse weren't enough to dissuade from going near it, then I don't really know how to help you. The venom from a single one of these xeno-weeds is enough to kill most of a hive city. Back on Catachan, of course, we used to distil the stuff to create wine, but for you hive-soft weed-feeders, my advice is. Don't go near it."Grapple Weed - "Not all your deadly plants wait around for you to come to them. Even by Catachan standards, Grapple Weed is pretty nasty stuff.  It'll actively seek out fresh prey and is particularly fond of green-behind-the-ears troopers like you luckless whiteshields. A skilled Catachan Jungle Fighter like yours truly can catch a grapple-barb mid-air and slice the muscle stem with his fang to make himself a handy belt. For you hab-born runts though, best plan is to stay well clear. Don’t go near it."
Carab Culln - Carab Culln: Carab Culln, called "the Risen," is the former lord high commander (Chapter Master) of the Red Scorpions Chapter and a current Relic Leviathan Dreadnought.Known throughout the Imperium, he is a warrior of great courage and battle experience who has fought the enemies of Mankind across the breadth of the galaxy. Renowned as an inspirational leader of unimpeachable bravery, Carab Culln had the honour of being selected as Magister Militum (supreme commander) of the Loyalist Space Marine forces during the internecine conflict known as the Badab War from 904.M41 until 912.M41.During his baptism of fire as a Chapter Master during this conflict, he preferred to lead the major actions of the war from the front, earning the respect and admiration of his peers.Like all of the Red Scorpions he believes in absolute genetic purity, and is extremely wary of any association with Abhumans, mutants, xenos or anything that deviates from the pure baseline Human form.In the wake of the Great Rift's birth, Culln was feared lost to the Imperium during the campaigns that followed the Indomitus Crusade. In a stroke of good fortune, his mortally wounded remains were returned to the Chapter and interred within the sarcophagus of a Relic Leviathan Dreadnought. He fights alongside his brethren once more, now known as Carab Culln "the Risen."
Carab Culln - History: Carab Culln was inducted into the Red Scorpions Chapter shortly after his birth on the isolated Feral World of Zaebus Minoris. After he was transformed into an Astartes during his adolescence, Culln's record of service to his Chapter proved to be exemplary.From a raw neophyte and Scout Marine he rose steadily through all the ranks of his Chapter and numerous campaigns by displaying steadfast dedication to the Red Scorpions' uncompromising creed through his great fortitude and uncommon valour. Becoming something of an icon to his Chapter over his standard years of service, Culln is a veteran of some of the most terrible wars and battles in the Red Scorpions' recent history.He fought in such infamous campaigns as the Siege of Vraks against the forces of Chaos as Veteran sergeant of a Red Scorpions' Vanguard Veteran squad of the elite 1st Company, as well as against the Tyranids during the doomed exploration of the Anphelion Project by the Inquisition, surviving where lesser individuals, both mortals and Space Marines alike, would have fallen.During that ill-fated mission to Beta Anphelion IV, his actions earned him and his Chapter the ire of some factions within the Ordo Xenos, but to others this stalwart warrior and the Adeptus Astartes of the Red Scorpions represent the Space Marine ideals of military might, moral purity and devotion to duty.As a Veteran sergeant, Carab Culln was awarded the highest honour his Chapter could bestow, the Talisman Martial, for taking field command and battling through to victory against the Daemons and warped followers of Slaanesh. Some standard years later it came as little surprise that he was appointed as lord commander (captain) of the Red Scorpions' elite 1st Company following the death of Lord Commander Usamlon in battle against Ork marauders aboard the space hulk Vulgator.As his Chapter defines such things, Culln has grown forthright, proud and above all fiercely loyal to the Red Scorpions Chapter. For this reason Culln was viewed as the natural successor of Lord High Commander Verant Ortys, the Chapter Master of the Red Scorpions.
Carab Culln - Anphelion Project: Culln was in command of the Red Scorpions' mission to accompany the Inquisitor Solomon Lok to Beta Anphelion IV to determine what had become of a secret Inquisition base there that had been researching the Tyranid threat in 850.M41.The Imperial forces discovered that the Tyranid specimens who had been experimented upon at the facility by the Adeptus Mechanicus' Genetors at the behest of the Ordo Xenos had escaped containment and begun to spread across the planet. While Culln was successful in rescuing the Red Scorpions personnel who had been deployed into the increasingly precarious situation, he did not do the same for the Inquisition and Astra Militarum forces who had been deployed alongside the Red Scorpions.This abandonment of Inquisitor Lok and the other Inquisition forces caused great hostility to develop between the Inquisition's Ordo Xenos, of which Lok had been a member, and the Red Scorpions for a time.
Carab Culln - Badab War: During the Badab War, Culln's transition to the position of lord high commander and magister militum after the death of Verant Ortys on the world of Grief at the hands of the Renegade Astral Claws was greeted with wide acclaim by his battle-brothers and most importantly blessed by the Chapter's Chief Librarian Sevrin Loth, who oversaw the change of command and quelled any dissent.Culln's ascension had been contested primarily by the Fire Hawks Chapter Master, Stibor Lazaerek, who demanded that he instead should be granted overall command of the Loyalist forces in the conflict due to his seniority and long, honourable service to the Imperium.As Ortys' successor in command of the Red Scorpions, Culln was entitled to step into the mantle of his predecessor as magister militum and overall commander of the Loyalist forces, but this was by no means guaranteed. With the principal support of the Raptors and Salamanders Chapters, as well as his own impassioned pleas in the Loyalists' war council that he had the right of vengeance and the proven mettle required to see the war to its end, Culln finally secured the support of the Fire Angels and Novamarines for his command.Both the Sons of Medusa and the Marines Errant Chapters then agreed to his selection for reasons of their own. Despite some continued minor dissent, Carab Culln was acclaimed as the second magister militum of the Imperial Crusade to retake the Maelstrom Zone from the Secessionists.During the rest of the Badab War, Lord High Commander Culln proved to be a surprisingly superb strategist despite his previous experience as only a line officer, and he displayed an aptitude for applying the various skills and modes of warfare of the diverse Space Marine Chapters under his command, deploying them where the Loyalist forces would best contribute to victory in accordance with their Chapter's nature and tactical specialty.Culln also successfully delegated responsibility to his field commanders to act autonomously as they saw fit when detached from his immediate command and control. This propensity to delegate served Culln well when dealing with fiercely independent individuals or notably fractious Chapters such as the Sons of Medusa or the Minotaurs.In accordance to the highest traditions of his Chapter, Culln led several key assaults in which the Red Scorpions were heavily engaged and refused to disguise his presence or shun the thickest fighting, despite being a high value target for the enemy on any battlefield that he fought upon.
Carab Culln - Carab Culln the Risen: Formerly the lord high commander of the Red Scorpions Chapter, Carab Culln was believed lost to the Imperium in the campaigns that followed the Indomitus Crusade.Grievously wounded in the slaying of the Great Beast of Sarum, Culln's remains were returned to the Chapter, bearing only the faintest whisperings of life.Thus in honour he was interred within the armoured shell of a Relic Leviathan Dreadnought, blessed with the technology to allow Culln to serve his brethren in battle once again as Carab Culln "the Risen."After his disappearance, the Chapter's de facto leaders were Commanders Casan Sabius and Sirae Karagon, the Regents of the Ordron Rift, who still retain command despite Culln's miraculous return.
Carab Culln - Carab Culln the Risen: Twin-linked Assault Cannon on the Left Weapon ArmTarsus Scorpii on the Right Weapon Arm - The Tarsus Scorpii is a relic Leviathan Siege Claw of the Red Scorpions Chapter outfitted with a built-in Heavy Bolter.2 Torso-mounted Heavy FlamersHunter-Killer Missile Launcher (3 Hunter-Killer Missiles)Smoke Launchers
Carab Culln - Carab Culln, Lord High Commander of the Red Scorpions: The following wargear was used by Carab Culln before he was implanted within the shell of a Leviathan Dreadnought.Indomitus Pattern Terminator Armour - Carab Culln wore a suit of ancient Red Scorpions Indomitus Pattern Tactical Dreadnought Armour. With the relative rarity of such technology, only a few Chapters possess sufficient working suits of this form of Terminator Armour to fully equip the entirety of their 1st Company as Terminators as the Codex Astartes prescribes. Carab Culln's armour is the same suit he was first given as a Veteran upon his assignment to the Red Scorpions' elite 1st Company over a standard century before his recent ascension to the leadership of his Chapter. This suit of Terminator Armour grew ever more embellished over time by his achievements and battle honours. Culln's defences were further enhanced with a protective energy field generator known as an Iron Halo, mounted within his breastplate and a Teleport Homer.Master-Crafted Storm Bolter - One of Carab Culln's weapons was a Storm Bolter, a plain and largely unadorned example of its kind; it was nevertheless a valued artefact in its own right, tended faithfully and kept in perfect operating condition by Culln himself.Blade of Vord - Before he rose to become lord high commander of the Red Scorpions, Carab Culln wielded the Blade of Vord, an ancient Power Sword that was a relic of the Chapter's 1st Company and named for one of its heroes, Commander Vord. Once he ascended to serve as the master of the Chapter, Culln took up the Blade of the Scorpion in its stead.Blade of the Scorpion - The Blade of the Scorpion is a Power Sword and a powerful relic of war, having long been the chosen weapon of each successive lord high commander of the Red Scorpions. This great sword is perfectly balanced, having been made of micro-folded adamantium, etched at a molecular level with liturgies of harm and destruction. The blade can cleave through even ceramite plate unassisted when wielded with a Space Marine's transhuman strength. But what makes the Blade of the Scorpion so special is its disruption field generator, which is far more powerful than that found on a standard Power Weapon and which gives the blade its devastating strength. In skilled hands, the sword can bisect even a Chaos Terminator in a single blow or shatter granite without so much as marring the blade's mirror-like finish.Teleport Homer - Included within the mechanisms of Culln's Indomitus Terminator Armour, the Teleport Homer is a device of ancient Imperial technology that allows teleportation through the Warp from one location, usually an orbiting starship, to a point on a planetary surface. A Teleport Homer transmits a special vox signal that suits of Terminator Armour can lock onto to allow their users to teleport to a given location through the Immaterium with great accuracy by using teleporter technology located at the point of origin.
Carab Culln - Sources: Imperial Armour Volume Four - The Anphelion Project, pp. 13-55Imperial Armour Volume Nine - The Badab War - Part One, pp. 39-41, 43-45, 48, 85, 101, 119, 166Imperial Armour Volume Ten - The Badab War - Part Two, pp. 9, 14, 19, 25, 34, 36-39, 53Warhammer 40,000: Compendium (1st Edition), pg. 52White Dwarf 105 (UK), "Chapter Approved Land Raider", pg. 5Forge World Webstore - Carab Culln the RisenForge World Webstore - Carab Culln the Risen Data SheetForge World Webstore - Lord Commander Carab CullnForge World - Space Marine Badab War Characters Update Version 2 (6th Edition)
Carapace Armour - Carapace Armour: Carapace Armour is a type of combat armour used by many Imperial military and para-military organisations, including the elite troops of the Astra Militarum, the Militarum Tempestus and the Adeptus Arbites. It is also utilised by those who have turned against the Imperium but still make use of much Astra Militarum wargear, such as regiments of the Traitoris Militarum and the secessionist forces of the Severan Dominate on the Spinward Front.Carapace Armour consists of large, rigid plates of armaplas or ceramite molded to fit parts of the body. It can range from complete armoured suits like those worn by the Arbitrators of the Adeptus Arbites to individual pieces such as chest plates, helmets, greaves, etc.Carapace Armour is stronger and thicker than the Flak Armour used by the common soldiers of the Imperial Guard and various Planetary Defence Forces and it provides the wearer a much higher chance of surviving a direct impact with standard small-arms ballistic rounds and laser strikes, though it does little to protect against stronger heavy weapons.Carapace Armour is used by a wide variety of the Imperial armed forces, including the elite special operations Tempestus Scions troops of the Militarum Tempestus, the other Storm Troopers and Grenadiers of the Imperial Guard and Inquisition, and the armsmen who defend the starships of the Navis Imperialis.The carapace breastplate worn by many Astra Militarum officers is as much a symbol of their rank as a form of protection. Regular guardsmen will usually be equipped with the cheaper and simpler to manufacture Flak Armour, although there are several elite Imperial Guard units, like those of the Cadian Shock Troops' Kasrkin, where Carapace Armour is used as the standard form of infantry protection. The most notable disadvantage of Carapace Armour is that it can be tiring to wear during extended combat.
Carapace Armour - Karapace Armour: Orks have their own equivalent of Carapace Armour they call Karapace Armour. Some Greenskin warriors, known as 'Ardboyz, choose to literally have plates of metal or recovered Imperial ceramite bolted (semi-)permanently to their bodies by the Painboyz.Combined with an Ork's natural tolerance for pain and wounds, this "Karapace" is as crude as it is efficient, allowing the Ork warrior to walk through most forms of small arms fire unscathed. Although some Orks frown upon its use, a fair number of veteran Boyz choose to equip themselves with this crude Karapace Armour, knowing that it will give them a better chance to reach the enemy and chop them to bits.