vizn3r/warhammer40k-lore huggingface dataset:
Company (Space Marine) - Pre-Heresy: The heart of most Space Marine Legions during the Great Crusade and the Horus Heresy was the company, which served as the Legion's principal military division. Made up of a grouping of squads under the leadership of an officer with the rank of captain, the company was the base currency of campaigns and battles. Within some Legions, such as the Sons of Horus, there was no fixed strength for a company. While other Legions codified and enforced strict limits on the size of similar formations, this was not the case amongst the Sons of Horus, which had begun in more regimented form, but had become increasingly ad hoc in structure and disposition over time.Company strengths as small as 36 and as large as 972 Astartes were recorded by datafactors during the XVIth Legion's action against the Dasim Patrimony, for example. The configuration of squad types within a company varied as widely as its strength. Some were comprised almost exclusively of Legion Tactical Squads with the addition of a few support squads such as Legion Heavy Support Squads and Legion Tactical Support Squads. Others were an eclectic mix based on the varied requirements of different campaigns and the will of their Primarch Horus.In other Space Marine Legions a company would form part of further layers of hierarchical military organisation, variously referred to as battalions, cohorts, chapters, regiments or by any number of other titles. Horus seems to have preferred to avoid this extra layer of fixed organisation, which eroded over time in the XVIth Legion and was largely academic by the time of their transition to become the Sons of Horus. Instead of a formal structure, Horus would group companies and individual units together as required for the execution of a particular campaign. The commander of such a formation would usually be a senior captain.If the formation was especially large, then other captains would take on the role of lieutenants to the overall force commander until the completion of the campaign. These formations rarely had formal titles, but the Sons of Horus commonly referred to formations intended to prosecute a rapid assault as "speartips."In eschewing formality and fixed structure above the basic level of the company, Horus demonstrated his pragmatism and his preference for waging war with careful precision. Within the Luna Wolves and the Sons of Horus, squads also commonly had their own honorific or epithetic titles rather than simple numerations: the Illuminators Prime, Death Makers, Jerrok's Reavers, the First Sons, and similar appellations, while some were named for the sergeant or chieftain that led them if their leader's own reputation was strong enough alone.Many of these titles betrayed the culture of Cthonian gang honours and the tradition of reputation and internecine warfare from which they had sprung. This culture had grown steadily stronger over the years within the rank-and-file of the XVIth Legion's intake of neophytes from Horus' homeworld rather than Terra.
Company (Space Marine) - Era Indomitus: The above scheme of Space Marine company organisation has been heavily revised in the years since the birth of the Great Rift at the dawn of the Era Indomitus, the alterations made to the Codex Astartes by the resurrected Primarch Roboute Guilliman and the introduction of the Primaris Space Marines into the Adeptus Astartes.As before, the organisation of a Space Marine Chapter in the wake of the Ultima Founding of the Primaris Marines comprises 1,000 battle-brothers.In comparison to the teeming multitudes of the Emperor's original Space Marine Legions this is few indeed, yet history has proven time and time again that such an elite gathering of martial strength can conquer star systems and even alter the fate of the galaxy itself.After the resurrection of Roboute Guilliman in ca. 999.M41 and his restoration as the ruling lord commander of the Imperium and Imperial Regent, the Codex Astartes was revised for the new era of the Dark Imperium that began with the birth of the Great Rift and the demands of the Indomitus Crusade.Under the revised organisational scheme, each of the ten companies of a Chapter still boasts one hundred warriors, led by a captain -- a veteran of countless wars -- and now often two lieutenants as sub-company leaders. A company is still organised into ten squads of ten Space Marines, each led by a sergeant.The strategic deployment, disposition and leadership of these companies is regulated by the Chapter Command, while their armoured support requirements are fulfilled by the Armoury.However, the guidelines in Guilliman's updated Codex provide for up to twenty squads of five battle-brothers. Furthermore, recent precepts allow for each Battle Company to be reinforced with auxiliary warriors. These additional squads are reassigned from the Reserve Companies.
Company (Space Marine) - 1st Company: Of the ten companies, the 1st still consists of the Chapter's most experienced Veterans, and is therefore the most powerful. The Veterans of the 1st Company are still trained to fight in Terminator Armour. It is extremely rare for the Veteran Company to be deployed en masse -- its units normally take to the field alongside the Chapter's Battle Companies.Whether they be Primaris Marine Intercessors, Vanguard Marine jump troops or Terminator-armoured strike squads, they are often denoted as the Chapter's pre-eminent warriors by their white helms.
Company (Space Marine) - Battle Companies: The revised Codex Astartes decrees that the 2nd, 3rd, 4th and 5th Companies are still designated as Battle Companies, each nominally broken into two demi-companies of roughly equal size and composition. These generally carry the weight of a Chapter's combat duties. Battle Companies consist of at least six battleline squads, two close support squads and two fire support squads.Battle Companies provide their commanding officers with a flexible force that can respond to rapidly shifting tactical objectives at a moment's notice.Squads within Battle Companies may be broken down and deployed across a variety of roles should it be required; for example, were six battle-brothers to take to the field as Aggressors, the remaining four warriors of their squad might find roles piloting Invictor warsuits, driving the strike force's Rhino APCs and the like. Or Assault Squads, a type of close support squad, may be deployed as Bike Squads or Land Speeder crews and, just as with their fire support brethren known as Devastators, may take to battle as Centurion warsuit pilots.Many Space Marine strike forces are constructed around squads drawn from a single Battle Company, heavily reinforced by elements of the Veteran, Scout and Reserve Companies.
Company (Space Marine) - Reserve Companies: The Reserve Companies are entirely composed of squads of the same designation. They normally act in support of the Battle Companies and provide a source of replacements for any casualties suffered by the frontline formations.Typically, the 6th and 7th Companies both comprise ten battleline squads, while the 8th Company consists entirely of close support squads and the 9th entirely fire support squads.Their main function is to reinforce the Battle Companies, providing a source of replacements for any casualties suffered on the front line and thus ensuring the Adeptus Astartes retain their effectiveness in protracted or bloody campaigns.Furthermore, the Codex now allows for each Battle Company to be bolstered with additional squads reassigned from the Reserve Companies; the presence of these warriors can take a company's numbers temporarily above the traditional limit of 100 Astartes, lending them the additional strength to overcome especially challenging foes.The 6th Company also trains in the use of Assault Bikes and may be deployed entirely as Bike Squads or Outrider Squads.Similarly, squads of the 7th Company are trained to fight with Land Speeders, Storm Speeders and Stormtalons, often acting as a light vehicle reserve formation.The 8th Company is the Close Support Company and is most often used in an invasion role, or wherever a strong, hand-to-hand fighting force is needed.The 9th Company is the Fire Support Company and is the most heavily equipped company in the Chapter, and its heavy cannon-toting Astartes provide unparalleled fire support to their more lightly-equipped comrades.It is also not uncommon for the Reserve Companies to form hard-hitting specialised forces in their own right. They may be deployed to seize or defend important objectives in larger conflicts, the concentrated firepower of so many fire support battle-brothers or the line-breaking fury of massed close support warriors proving the decisive factor in many such engagements.The specialised nature of each of the Reserve Companies sees them deployed in quite specific circumstances. The battleline warriors of the 6th and 7th Companies will often act as crews for large, independent formations of the various armoured vehicles deployed by the Chapter, allowing commanders to field entire companies of anti-grav skimmers, battle tanks or other swift assault vehicles.The highly mobile nature of the 8th Company's close support squads -- often equipped with Jump Packs or embarked aboard transport vehicles -- sees them used in a rapid assault role, as well as wherever a strong hand-to-hand fighting force is needed.The 9th Company, being the most heavily equipped in the Chapter, is used to bolster defensive lines and strongholds, as well as provide long-range support.In most Chapters, Space Marines progress through the Reserve Companies -- from the 9th through to the 6th. During his time in the Reserve Companies, a battle-brother will prove his mettle while learning new methods of warfare.
Company (Space Marine) - Scout Company: The Chapter's 10th Company is still its Scout Company. The majority of its members are neophyte Scout Marines -- those whose combat training, physical transformation and cultural indoctrination into the Chapter is still incomplete -- but the company now also contains a standing force of ten Vanguard Space Marine squads.These warriors can be called upon to conduct a variety of stealth operations behind enemy lines.The revised Codex Astartes dictates no formal size for a Scout Company as the rate of recruitment is not fixed, meaning that some Chapters will be able to field comparatively large 10th Company formations while others must husband their limited resources carefully.
Company (Space Marine) - Chapter Armoury: All companies, except the Scout Company, maintain a small fleet of Rhino, Razorback and Repulsor armoured transports. The Veteran 1st Company also has a permanent complement of Land Raiders of different patterns and Stormraven gunships for carrying Terminators into the heart of battle.A Chapter's other armoured vehicles form a pool, maintained by the Armoury, that company captains can draw upon. Many companies also include a number of Dreadnoughts of different patterns, including the Primaris Marines' Redemptor Dreadnought.Every company has its own Dreadnoughts; after being interred in the metal sarcophagus, it is customary for a fallen Space Marine to fall under the care and maintenance of the Chapter Armoury, but to remain a part of the company in which he served. Not only are these venerable and mighty warriors valuable battlefield assets for the devastation they can wreak upon the foe, but they are also the living embodiment of their company's history and traditions. Each Dreadnought has its battle honours inscribed into the very metal of its encasement by the Chapter's artificers to celebrate the many brave actions in which it took part.Whilst each company has a number of its own transport vehicles, the majority of vehicles in a Chapter are maintained by its Armoury. When the need arises these armoured fighting vehicles are deployed as massed spearheads -- wholly independent from the companies and commanded by a senior officer -- or requisitioned individually by a captain to support their company.In the latter case, the vehicles are given badges appropriate to the company they will serve and are assigned a simple numerical designator. This number is repeated on the crews' badges, if the vehicle is not manned by a Techmarine novitiate from the Armoury.Upon its creation, a Space Marine battle tank is given a name that reflects its role as a protector of the Chapter's brethren. From that point onwards, the vehicle is as much a part of the Chapter as the Space Marines themselves, and over the years its many deeds will be celebrated as greatly as those of the Chapter's flesh and blood heroes.
Company (Space Marine) - Chapter Headquarters/Command: A Chapter also includes a number of officers and specialists who exist outside of the formal organisation of the companies. These individuals are known as the headquarters or command staff, and they will often stride out to lead a strike force in battle, or provide essential battlefield support, spiritual leadership, psychic capability and destructive combat prowess.Included amongst their rarefied ranks are the psychically-empowered Librarians of the Librarius, the bellicose Chaplains of the Reclusiam, Apothecaries from the Apothecarion, standard-bearing Ancients and the mechanically adept Techmarines and their servitors.Although the Codex Astartes describes a number of ranks and responsibilities held by the headquarters staff, only those officers with an active martial role actually accompany the Chapter to war. There are relatively few senior officers with noncombatant roles -- such as recruiting and training new members or administrating the Chapter -- as most of these types of duties are performed by Human Chapter serfs.In addition to their rank, captains of the Chapter are still often assigned Space Marine Master titles which include other functional responsibilities. These include such positions as the Lord of the Household, the Chapter Master's Secretarius, the Master of the Fleet, the Chief Victualler, the Master of the Arsenal, the Master of Recruits and the Master of the Watch.Over all of these mighty warriors still presides the Chapter Master, elevated from the greatest of the Chapter's captains. He alone is responsible for the deeds of the Chapter, and answers directly to the Administratum.Chapter Masters may select an Honour Guard that are in addition to the company roll, although not all Chapter Masters choose to do so.
Company (Space Marine) - Vanguard Marines: Vanguard Space Marines are reconnaissance and infiltration experts, equipped to operate alone in enemy territory for extended periods of time and intensively trained in shadow warfare tactics and sabotage techniques. Vanguard strike forces are tasked with achieving full-spectrum superiority over the foe.Every facet of the opposition's war machine must be dismantled, from supply routes and infrastructure to communications and logistics. Morale must be utterly sapped through non-stop harassment by terror troops and assassination of key individuals. The ultimate goal of this relentless campaign is to leave the foe crippled and helpless before the advance of the main Space Marine battleline.Every newly recruited and created Primaris Space Marine spends time in the 10th Company learning the full range of Vanguard combat techniques, from the mobile fire support duties of the Suppressors and the expert sniper-combat of the Eliminators, to the terror raids of the Reivers and the point-blank gunfighting of the Incursors.The Primaris battle-brothers keep their Vanguard skills honed even after they move on to other companies, meaning that at a moment's notice they can don any of the various types of Mark X Phobos Power Armour and go to battle as Vanguard Space Marines. Even Veterans of the 1st Company can swiftly reprise such duties, combining the benefits of their vast wealth of combat experience with the specialised and wholly lethal infiltration-and-sabotage tools of the Vanguard.When a full-sized Vanguard force deploys into battle they often do so with armoured support from Invictor Tactical Warsuits and Impulsor transports, not to mention the leadership of captains, Librarians and the like also armed and armoured for stealth warfare.An elite, fast-moving, silent-striking force of this sort can secure victories through ambush, sabotage and assassination that a far larger army could never achieve through brute force alone.
Company (Space Marine) - Terminator Strike Forces: Individual squads of Terminators are most often deployed as ultra-elite support for the Battle Companies. However, there are times when a Chapter will mass the majority -- and in exceptionally rare cases, even the entirety -- of its Terminator-armoured brethren and send them into battle as an utterly devastating strike force.This occurs most commonly when an infantry assault is required against a confined and inimical location. Clearing xenos infestations out of vast space hulks, striking at the heart of heretical fortresses and staging boarding actions against super-heavy enemy war engines are all examples of duties that Terminator forces excel at.Equally, some Chapters may furnish their Terminator Squads with transport in the form of gunships and battle tanks, and field them as swift and utterly unstoppable assault forces. The risks involved in such an action are high, for every suit of Terminator battle-plate is an irreplaceable relic, and those who wear it to battle are scarcely less valuable -- should such a force suffer heavy losses or, worse, be annihilated, their Chapter may never truly recover.Yet it is a risk often worth taking; a hundred Terminator-armoured Space Marines supported by Land Raiders and Stormravens possess more than enough martial might to lay low the most monstrous of foes, or conquer an entire world in the Emperor's name.
Company (Space Marine) - Chapter Fleet: The Codex Astartes makes provision for every Space Marine Chapter to maintain its own combat-capable fleet. Indeed, some Chapters are entirely fleet-based, roaming the galaxy aboard armadas of voidcraft that between them serve the same functions as other Chapters' fortress-monasteries.The majority of each fleet comprises frigates and strike cruisers, well-armoured and heavily armed warships that excel in line-breaking, blockade-running and planetary drop-assault operations.Many Chapters, especially the older and more established amongst them, also retain a handful of battle barges; these potent voidcraft are every bit as formidable as Imperial Navy battleships, and often serve as the storied flagships of each Chapter's fleet.It is in the launch bays of such warships that the Chapter's Drop Pods and Boarding Torpedoes wait to bear the warriors of the Chapter into war. Their launch decks, meanwhile, house squadron after squadron of fightercraft and gunships ready to swarm out and defend their parent craft or support ground forces in battle.
Company Commander - Company Commander: A Company Commander is an officer of the Astra Militarum who commands a single company of an Imperial Guard regiment.Standing proud amid the blood and thunder of the front lines, the Company Commander sets an unfaltering example to the men he leads.The titles held by these officers are as wildly varying as the worlds from whence they hail; an Imperial army on campaign may contain companies led by majors, captains, hetmen, demiconsuls, knights militant, chieftains and dozens more.However their soldiers address them, Company Commanders all bear the same responsibilities.In the face of nightmarish foes, they must provide their men with a bulwark of unwavering courage and decisive leadership. Most are hard-bitten heroes, skilled combatants and pragmatic strategists whose first loyalty is to the Emperor of Mankind.Some rare officers of rank may be ineffective fops with commissions awarded through inheritance or politicking, but the hour is too dark for the Departmento Munitorum to now suffer fools for long.Those who cannot discharge their duties soon discover that being the Planetary Governor's son means little to a merciless commissar.
Company Commander - Astra Militarum Company Command Squads: Typically, each Astra Militarum Company Commander is escorted in battle by a retinue of battle-scarred Veterans who support their leader in the field. These squads are often provided with specialist equipment and additional training.Expert Voxmen relay the Company Commander's orders to the troops on the front lines.Talented Field Chirurgeons stand a tense vigil over their comrades, ready to staunch wounds or administer doses of whatever chemical stimulants are required.Should a rank-and-file trooper display exceptional valour and dedication, they may be given the honour of bearing the regimental standard. To earn such a position a man must have performed above and beyond the call of duty, such as gunning down a swathe of rampaging foes in defence of a field hospital or felling a ravening Daemon Engine with a well-placed grenade.Many Company Command Squads include grizzled special weapons operators or Veteran Heavy Weapons Teams. These soldiers are proven crack-shots to a man, and the presence of such potent weapons close at hand allows Company Commanders personally to oversee the destruction of vital targets, such as lumbering Heretic tanks or monstrous xenos beasts.Equally, should the situation deteriorate and the Company Command Squad find themselves threatened by bellowing mobs of Greenskins or a looming Traitor Helbrute, these same lethal firearms can mean the difference between life and death.Whether the Company Commander is a cynical career officer, a cold tactician, or a bellowing, barrel-chested Imperial hero, he and his Company Command Squad form the strategic nexus of the Astra Militarum army.The Company Commander's orders crackle across the vox network, bolstering the courage of his troops and ensuring that his army functions with precise coordination. By his authority soldiers are instructed to charge to their own deaths so that victory may be achieved, or ordered to hold the line against overwhelming odds.It is the duty of the Company Command Squad to protect their leader in battle, shielding him from incoming enemy assaults so that he may continue to exert his tactical acumen.They also form an offensive core around him, inspiring the rank-and-file troops with their skill and experience. Depending on the battle, they can either lead the charge into the enemy or form the immovable centre of the Astra Militarum line.
Company Commander - Unit Composition: 1 Company Commander4 Veterans as Company Command Squad
Company Commander - Company Commander: Flak ArmourLaspistolChainswordFrag GrenadeRefractor FieldPower Sword (Optional replacement for Chainsword)Power Fist (Optional replacement for Chainsword)Bolt Pistol (Optional replacement for Laspistol)Bolter (Optional replacement for Laspistol)Plasma Pistol (Optional replacement for Laspistol)
Company Commander - Company Command Squad: Flak ArmourLasgunFrag GrenadesLaspistol (Optional replacement for Lasgun)Chainsword (For any Veteran who also takes a Laspistol)Vox-caster (For one Veteran)Heavy Flamer (Optional replacement for 1 Veteran's Lasgun)Regimental Standard (For one Veteran)Medi-pack (For one Veteran)Mortar, Autocannon, Heavy Bolter, Missile Launcher, Lascannon (Any two Veterans can take one of these weapons and form a Heavy Weapons Team on the Command Squad)Sniper Rifle, Flamer, Grenade Launcher, Meltagun, Plasma Gun (One of these special weapons is an optional replacement for 1 Veteran's Lasgun)
Company of Misery - Company of Misery: The Company of Misery is a warband of Chaos Space Marines of unknown allegiance. Since the degradation of their gene-seed stocks in the 32nd Millennium, the formerly Loyalist Chapter known as the Desolate Brotherhood found themselves assigned to impossibly dangerous and undesirable duties, including assaults on Death Worlds, Space Hulks and quarantine zones.Each time the Brotherhood believed they had won a reprieve, they were sent on an even more hazardous mission, plunging them into a spiral of dissolution and despair. After a catastrophe in the acid swamps of the world of Misery, the Chapter took a new name and left their duties to the Emperor behind, forever becoming sworn enemies of the Imperium and the illusion of hope.The Company of Misery was first encountered by Imperial forces as servants of Chaos on the world of Maddean IV in the 37th Millennium. A recent search of Imperial records concerning this warband led to the discovery of connections in the data between the Company of Misery and the "Brethren of Mysery." The meaning of the latter term is ambiguous and whether this is another unit of Chaos Space Marines with some prior connection to the Company of Misery or some other formation is unknown at this time.
Company of Misery - Notable Сompanions of Misery: Captain Akror (KIA) - Captain Akror led his company against the Imperial forces present on the world of Mnemosyne. The Planetary Defense Forces were no match for the Chaos Space Marines' might, as the Company of Misery killed all the forces that Mnemosyne could throw at them. After killing a great number of civilians inside the Cathedral of the planet's capital of Arkio, Akror and his men began to hunt the scribes who held the key to the Great Librarium of Mnemosyne. Fortunately for the Imperial local authority, their defence was bolstered by the mysterious Astartes of the Legion of the Damned. The ensuing fight proved to be fierce, and Akror was killed with his men whilst fighting the ghostly Space Marines.
Company of Misery - Warband Fleet: Herald of Anguish - A Gladius-class frigate that once bore the name of Grave Sentinel.
Company of Misery - Warband Colours: The Company of Misery wear predominately blood-red power armour with black trim and usually incorporate black flame patterns over half their armour.They also adorn their armour with the usual heretical Chaos symbols and fetishes, denoting their allegiance to the Dark Gods.
Company of Misery - Warband Badge: The Company of Misery's warband badge is a red-arrow pointed upwards encircled by a black flame on a red background. The exact meaning of this symbol is unclear.
Company of the Shadow - Company of the Shadow: The Company of the Shadow is a Renegade Chapter of Chaos Space Marines.They were a formerly Loyalist Space Marine Chapter known as the Death Falcons that were founded during the dawn of the 41st Millennium.
Company of the Shadow - Chapter History: The Renegade Chapter known as the Company of the Shadow can trace their origins to the dawn of the 41st Millennium.Originally, they were a Loyalist Space Marine Chapter known as the Death Falcons.They hailed from the night-shrouded world of Bastonbeil, which lay within the far reaches of the Eastern Fringe at the very limits of the Astronomican.This world was the primary recruiting ground for the Death Falcons. While the Chapter Master was away at the Conclave of Gathalamor, renewing his oaths of allegiance to the Emperor of Mankind, Bastonbeil fell.From the underhive of Bastonbeil's capital city of the Shadowhive, which also served as the Chapter's fortress-monastery, awoke an ancient and terrible creature of darkness which fed upon the souls of the living. Millions of souls were devoured by this mysterious entity, leaving only mindless zombies in its wake.Responding in force, the Death Falcons deployed the entire strength of their Chapter to bring their unfettered wrath down upon this force of evil. The Chapter destroyed the zombies left by the creature and began to hunt the beast in earnest.It is unknown what took place within the dark depths of the underhive, but after three solar months what emerged from the pits of blackness beneath the Shadowhive was no longer recognizable as the once-noble Death Falcons.Armoured Space Marines wearing grey power armour that writhed with the faces of the damned emerged like nightmarish spectres back into the light of day. This dark-clad brotherhood stormed the upper reaches of their world's capital hive city, eventually overthrowing Bastonbeil's Planetary Governor.The Death Falcons were no more; only the Chaos Space Marines now calling themselves the Company of the Shadow remained.Following the enslavement of Bastonbeil to the often savage whims of the Company of the Shadow, over the last 900 Terran years this Renegade Chapter has struck out from their dark homeworld and launched numerous bloody attacks against neighbouring Imperial star systems.
Company of the Shadow - Notable Campaigns: Assault on Mortain (920.M41) - The Company of the Shadow assaulted the Imperial Agri-World of Mortain, intending to perform a Chaotic ritual that would submerge the planet in the ethers of the Warp, transforming it into a Daemon World over which their dark master could extend his influence. These vile plans were halted by the intercession of a strike force of the Grey Knights Space Marine Chapter led by Grand Master Vorth Mordrak and Inquisitor Kracen. The Company of the Shadow and their zombified thralls were swiftly defeated, and the survivors rode the winds of the Warp back to their homeworld of Bastonbeil to lick their wounds.
Company of the Shadow - Chapter Colours: The Company of Shadow wear grey power armour that writhes with the faces of the damned upon its surface.
Company of the Shadow - Chapter Badge: The Chapter badge of the Company of the Shadows is not currently available in Imperial records.
Conclave of Tears - Conclave of Tears: The Conclave of Tears is an alleged convergence of several different Aeldari factions, including the Asuryani and Drukhari.According to the Dead Cabal, the Conclave seeks to foment war within the Jericho Reach, and is in some unknown way tied to the Dark Pattern.
Conclave of Tears - The Hidden Hand: The Dead Cabal believes the Conclave of Tears to represent a convergence of several different factions within the Aeldari, including, so far as they can ascertain, representatives of at least one craftworld, a Corsair fleet and even a Drukhari Kabal.Though no direct evidence has been found to solidly confirm it, the Prognosticator Rennin Tri'el holds that the elusive Harlequins are actively allied with the Conclave of Tears. Perhaps unsurprisingly, no evidence of the reclusive Exodites having any part to play in the Conclave's activities has been found, and it is not anticipated that any will be.As war rages across the three salients of the Jericho Reach, the Conclave of Tears appears to concentrate its efforts upon the scattered systems of the region's Outer Reach, though it has on occasion operated elsewhere.By a tireless cataloging of those of the Conclave's activities they have detected, various members of the Dead Cabal have formulated a number of possible explanations as to their agenda.Collating the reports of Kill-teams returned from missions into the Outer Reach with those of certain precogs, savants, and seers in the Dead Cabal's service, a vague picture has started to emerge, and one that portends ever more doom and bloodshed for the forces of the Imperium as they forge deeper into the benighted depths of the Jericho Reach.
Conclave of Tears - The Crooked Path: The Dead Cabal has also long known of the presence of an Aeldari outcast known as Syndilian the Traveller in the Jericho Reach, though beyond this title and his connection to the Reach they have very few details about his identity.A number of seers in the service of the Dead Cabal have attempted to trace the deeds of this individual, believing at first that he must surely be an agent of the Conclave of Tears.Some reached the conclusion that the Traveller was attempting to close the Jericho-Maw Warp Gate, or at least working towards a distant time when this objective might be achieved.Others have come to the belief that the Traveller's aims are somehow at odds with those of the Conclave of Tears, raising the intriguing possibility that the two factions are either opposed, or simply unaware of the full extent of the other's activities.
Conclave of Tears - Activities in the Outer Reach: The Conclave of Tears appears not to be focusing its efforts on the main war-zones of the Jericho Reach, although its deeds in these regions are obviously far easier to detect than in those beyond the Imperium's control.The Dead Cabal has now amassed a significant body of evidence that points to the Conclave of Tears being every bit as active out amongst the dead stars of the Outer Reach, and potentially more so.The targets of these activities can only be guessed at, although they must surely include the resurgent Necrons. The effects of these actions are far harder to perceive or predict, for they rarely involve the forces of the Imperium directly.None of the Dead Cabal can easily say what effect the Conclave of Tears destabilising the orbit of the third moon of a nameless body in an unlisted system might have, for example, nor why they would go to the drastic lengths of diverting a lava stream ten kilometres wide to flow down an ancient ravine on a Dead World on the borders of the Slinnar Drift.On one occasion, the Conclave's agents are believed to have brought about the premature emergence from aeons-long hibernation of a nigh mythical creature known as a void-ray, which proceeded to feed ravenously upon a primordial world spinward of Polyphemnos.Regardless of the observable effects of these and more deeds, one thing is certain in the minds of the Dead Cabal's masters. The Conclave of Tears has been growing ever more active in recent years, as if working towards some end result which is rapidly approaching its culmination.What this end result might be none can tell, but none believe it can be anything beneficial to the Imperium, whose forces so often suffer from these machinations of the pernicious Aeldari.
Conclave of Tears - Notable Members: Ailill Nuada, Harlequin ShadowseerEbahn Lauma, Asuryani CorsairErandel Voidsinger, Asuryani Farseer of Craftworld KaelorVakillar U'riss, Drukhari Haemonculus and Mistress of the Theatre of Pain
Concussion Gauntlet - Concussion Gauntlet: A Concussion Gauntlet is a type of Concussion Weapon wielded by the warriors of the Leagues of Votann.Like all Concussion Weapons, be they in the shape of warhammers, mauls or even just reinforced armoured gauntlets, the Concussion Gauntlet mounts so-called "mass driver" technology that magnifies the force of its impact to a colossal degree beyond the simple mass of the gauntlet itself. A Concussion Gauntlet produces the least powerful concussion wave of the Concussion Weapons.Twin Concussion Gauntlets are often wielded as alternative melee weapons by Cthonian Beserks, while a single Concussion Gauntlet is the primary melee weapon of the elite Einhyr Hearthguard.
Concussion Grenade - Concussion Grenade: A Concussion Grenade is a type of Imperial grenade that releases a powerful concussive blast. This small explosive, though available to all Imperial military forces, is a particular favorite of Imperial Navy voidsmen. Crowded voidship corridors, with their sudden turns and enclosed spaces, are the perfect environment for voidsmen's concussion grenades.These hand-thrown bombs carry a charge that detonates with a resounding explosion, a burst that is even more dangerous within enclosed areas. Many a surging breakthrough attack has been halted with the judicious use of a few well-placed concussion grenades.
Concussion Hammer - Concussion Hammer: A Concussion Hammer is a type of Concussion Weapon wielded by the warriors of the Leagues of Votann.Like all Concussion Weapons, be they in the shape of warhammers, mauls or even just reinforced armoured gauntlets, the Concussion Hammer mounts so-called "mass driver" technology that magnifies the force of its impact to a colossal degree, producing a wave of concussive force far greater than what would be created by the simple mass of the warhammer itself.Despite being wielded with but a single hand, the Concussion Hammer produces a concussion wave just as powerful as the two-handed Concussive Maul.Concussion Hammers are often wielded as alternative melee weapons by the hesyr who command squads of Einhyr Hearthguard.
Concussion Knuckles - Concussion Knuckles: Concussion Knuckles are a type of Leagues of Votann Concussion Weapon that take the form of a pair of brass knuckles.Like all Concussion Weapons, be they in the shape of warhammers, mauls or even just these brass knuckles, Concussion Knuckles mount so-called "mass driver" technology that magnifies the force of its impact to a colossal degree beyond the simple mass of the knuckles themselves.Concussion Knuckles are often wielded as melee weapons by Hearthkyn Salvager Dôzrs.
Concussion Maul - Concussion Maul: A Concussion Maul is a type of two-handed Concussion Weapon wielded by the warriors of the Leagues of Votann.Like all Concussion Weapons, be they in the shape of warhammers, mauls or even just reinforced armoured gauntlets, the Concussion Maul mounts so-called "mass driver" technology that magnifies the force of its impact to a colossal degree, producing a wave of concussive force far greater than what would be created by the simple mass of the maul itself.Concussion Mauls are often wielded as alternative melee weapons by Cthonian Beserks.
Concussion Weapons - Concussion Weapons: Concussion Weapons are powered melee weapons employed by the military forces of the Leagues of Votann. Be they in the shape of warhammers, mauls or even just reinforced armoured gauntlets, they mount so-called "mass driver" technology that magnifies the force of their impact to a colossal degree, producing a wave of concussive force far greater than what would be created by the simple mass of the weapon itself.
Concussion Weapons - Notable Concussion Weapons: Concussion GauntletConcussion HammerConcussion MaulConcussion Knuckles
Condemnor Bolter - Condemnor Bolter: A Condemnor Bolter, also called a Condemnor Boltgun, is an Imperial Combi-weapon that couples the iconic might of the Imperial Bolter with a secondary launcher in the form of a single-shot crossbow armature that fires blessed silver stakes engraved with sigils of disruption.These are particularly deadly to Chaos-corrupted psykers. A direct hit from the crossbow component of the Condemnor Bolter will therefore not only deal a severe physical wound to an enemy psyker, it will also send his or her power spiralling out of control, consuming the user in a storm of untramelled psychic energy.The Condemnor Bolter is the ultimate man-portable implement of judgement against those who wield the unclean energies of the Warp. It is a weapon favoured almost exclusively by the Witch Hunter Inquisitors of the Ordo Hereticus such as Katarinya Greyfax.
Condemnors - Condemnors: The Condemnors is a Loyalist Space Marine Chapter of unknown Founding and origin. During the Indomitus Crusade, the Torchbearer Fleet Conqueror's Forge delivered the technology to create Primaris Space Marines to the Chapter.
Condemnors - Chapter Colours: The Condemnors' Chapter colours are not listed in current Imperial records.
Condemnors - Chapter Badge: The Condemnors' Chapter badge is not listed in current Imperial records.
Confessor - Confessor: A Confessor is a free-roaming zealot priest of the Adeptus Ministorum who uses their evangelical platform to agitate the crowds of Imperial citizenry that turn up to hear their preaching.Under the spell of a Confessor, swathes of citizens will rush forwards to confess their personal heresies, reveal their hideous mutations and betray their comrades as psykers or other untrustworthy deviants in the eyes of the God-Emperor.A Confessor might have ecclesiastical responsibility for a hive city or, if it is less populated, an entire world, or in frontier regions a star system or even an entire sub-sector.Just as not every cardinal leads an entire Ministorum diocese, many Confessors are not responsible for administering a specific geographic area. Some act autonomously, their duties taking them far and wide across the galaxy.Some find themselves attached to other Imperial institutions or Adepta. Often, an Astra Militarum general or Imperial Navy admiral might have as their most trusted confidante a senior Confessor, who advises them on spiritual matters and bolsters their resolve to enact the God-Emperor's will.
Confessor - Role: With the ever-present threat of heresy hiding in the souls of the weak-willed amongst Mankind, the Ecclesiarchy can take no chances that an apostate is able to fool those who seek to bring their transgressions to light. Arch-cardinals establish many training shrines within their sectors to prepare their clergy for service as Confessors.It is from these holy sites and institutions that many of the most talented Interrogators of the Inquisition hail. As hardened veterans of the Ecclesiarchy, Confessors know how to obtain the information they want in a timely manner.Many Inquisitors will recruit a Confessor to serve in his Acolyte cell. A Confessor's zeal for uncovering heresy is such that many Confessors who survive their tasks with any semblance of sanity eventually become Inquisitors in their own right.Filled with the power and fury of faith, legends of the Shrine Worlds tell of Confessors who have turned back armies with a word or incited entire cities to rebel against an apostate dictator. These individuals can be found on almost every world, commanding loyal servants of the God-Emperor to seek out foul Heretics and purge them. Astra Militarum and Planetary Defence Force commanders often retain a Confessor amongst their advisors, bringing their rhetoric and oratory to their soldiers on the eve of battle.Occasionally cardinals will despatch groups of fiery Confessors to lead regiments of the Frateris Militia on Wars of Faith against the enemies of the Emperor.Every Confessor has his or her own unique brand of oratory and interrogation. The two are not vastly dissimilar practices in the mind of a Confessor. While many use finely honed speeches that have been practiced to perfection, others might call out to the crowd for responses to questions, correcting and praising them.In the interrogation chamber these fearsome individuals would ask questions of the shriven, demanding that they incriminate themselves to gain absolution. Others whisper the correct words in the ears of Imperial commanders so that they might deliver their own sermons. In the confession chamber a whisper in the ear and a hot brand can be very persuasive, guiding the pliant subject to a clear conscious.
Confessor - Becoming a Confessor: The majority of Confessors are trained at one of the Adeptus Ministorum's special shrines. The process is not dissimilar to the training of an Adeptus Arbites Arbitrator or a standard Ecclesiarchy cleric, in that the Confessor is drilled with the doctrines of the Imperial Creed and the price of straying from it.Along with training in the arts of self-defence, the neophyte Confessors ply their newfound trade upon each other in an attempt to cleanse the weakness and sin from the group. Some keep the scars of this experience for life as a reminder of the pain they must deliver to others in order to offer them the oppotunity to become pure and whole in the eyes of the God-Emperor.While many Imperial clergy are selected to join the ranks of the Confessors directly from the Schola Progenium or other Ecclesiarchal recruiting grounds, there are many more who attend the training facilities at the behest of Adeptus Arbites Judges or Inquisitors. Those who are not educated at one of the approved Adeptus Ministorum sacred places are trained in private by experienced Confessors, often for a specific duty.
Conflagration Cannon - Conflagration Cannon: The Conflagration Cannon is a massive Flamer that is one of the primary armaments of the Dominus-class Knight Valiant. The Conflagration Cannon is a magnificently unsubtle weapon, comprising three enormous, Knight-grade Flamers linked together and fed from armoured promethium reservoirs. When triggered, the Conflagration Cannon spews forth an inescapable firestorm that washes over everything in range and reduces all to blackened ash. So does the Knight Valiant burn the Emperor's enemies as the worthless Heretics they are.
Conqueror - Conqueror: The Conqueror was an Imperial Gloriana-class Battleship that served as the flagship of Angron, the primarch of the World Eaters Legion, during the Great Crusade and the Horus Heresy in the late 30th and early 31st Millennia.This flagship rode at the head of a flotilla of warships which comprised the XIIth Legion's 203rd Expeditionary Fleet. Before the primarch's ascension as master of the XIIth Legion, the ship had carried a different name.In those more innocent days it sailed as the Adamant Resolve, flagship of the War Hounds Legion. The XIIth Legion eventually became known as the "Eaters of Worlds," after Angron's ascendancy, and their flagship bore the new name Conqueror.It barely resembled the warship it had once been only a few years after Angron took control of it -- ridged by brutal armour plating, spiked by countless weapon batteries, the Conqueror had become a crude bastion under the command of its hate-filled master, beyond any other warship in Imperial space in its display of sheer physical pugnacity.The orbital shipyards at Angron's disposal did not hesitate to incorporate refits that optimised Imperial warships for the combat doctrine and fighting style of the XIIth Legion, favouring high speed and serrated ranks of close-ranged batteries that encouraged close-quarters battles over the speartip formations and ranged combat naval doctrines developed over the course of the Great Crusade by most of the other Legion fleets.