vizn3r/warhammer40k-lore huggingface dataset:
Shotgun - Lucius Pattern Mark 22c Semi-Automatic Shotgun: Utilised by Death Korps Engineers of the Imperial as their standard weapon, this weapon is perfect for being utilised in the confines of tunnel fighting. The weapon's short range and inherent inaccuracy is not a major drawback, and its damage at short range makes it useful to engineers whose fire fights are typically short and lethal.The shotgun's blast means they can sweep a tunnel clear and potentially hit multiple opponents in a single blast. These weapons are sometimes favoured by veteran Death Korps Watchmasters for trench and dug-out clearance. The Lucius pattern has an eight round revolving magazine, uses a gas-operated self-loading action to fire and can be loaded with a variety of ammunition, including solid slugs, pellet loaded canisters and low velocity flares.The revolver action is prone to mechanical failure, but the weapon's high gauge and the heavy cartridge fired make it a deadly weapon at very close quarters, although it is infamous for its ferocious recoil.
Shotgun - Persecutor Combat Shotgun: Favoured by Arbitrators sent to space-borne postings such as voidstations within the Calixis Sector, particularly those expecting close quarters combat, the Persecutor Combat Shotgun is a solid, reliable weapon, designed to withstand the rigours of battle.To better support the needs of an Arbitrator in combat, there is a retractable shock-prod mounted beneath the muzzle, allowing some of the utility of a Shock Maul without the need to stow the Shotgun.A Persecutor Pattern Combat Shotgun is often utilised as a Shock Staff in close combat. Persecutor Pattern Combat Shotguns may use any form of special shotgun ammunition.
Shotgun - Pump-Action Shotgun: Common amongst planetary Enforcers, mercenaries, and raiders, these weapons are robust and practical, holding more shells than a regular Shotgun.The distinctive sound of a new round being chambered into a Pump-Action Shotgun has led to many a scummer fleeing or a colonist's surrender before the shot can be fired.
Shotgun - Raven Pattern Shotgun: Raven Guard Scout Marines are among the best reconnaissance units the Adeptus Astartes has to offer, forging ahead of the rest of their Chapter's warriors, identifying targets for quick strikes and disrupting enemy logistics.For this reason, Raven Guard serving in the Jericho Reach Deathwatch are commonly deployed to strike missions in the Canis Salient, using their stealth to operate behind enemy lines and strike high-value T'au targets. During a recent strike mission, shotgun fire gave away a Scout Marine's position and compromised the entire mission.In response, Deathwatch Forge Master Harl Greyweaver used an ancient technique incorporating flash and sound suppressors into the Scout’s muzzle (a long black cylinder attached to the weapon’s barrel) to make the weapon completely silent when fired, without reducing damage potential or the ability to make use of variant forms of ammunition.This modification was met with such great success that Greyweaver is willing to provide his time and skill to any Raven Guard Astartes who has proven himself worthy of the upgrade.
Shotgun - Scathros "Blackhammer" Defence Shotgun: Notorious for its sheer destructive power, the Blackhammer is comprised of a carefully-crafted barrel fitted to an equally well-crafted stock and firing mechanism, all constructed to safely fire a single massive shell, more than twice the size of a standard Shotgun cartridge with many times the power.Each shell is custom-made and filled with dozens of heavy pellets the size of Stubber cartridges, backed by a huge charge; the quality of the barrel breach and stock are vital to keep the weapon from tearing itself apart with every firing.The Blackhammer itself is a rarity whose fame often precedes it. The weapon's short range and single-shot capacity are often overlooked in favour of its immense stopping power, although, like many such weapons, it can prove dramatically less effective against targets with substantial "hard" armour.
Shotgun - Shotcannon: A Shotcannon is essentially a cross between a Shotgun and an Autopistol: it is a short-barelled Shotgun with a very rugged and slightly more complex firing mechanism that allows it to fire in a fully automatic mode with a high rate of fire.The Shotcannon is fed from a large drum magazine containing over fifty shells, allowing for prolonged bursts, and a short burst of a half-dozen shells at point-blank range can easily shred anything not protected by some form of Power Armour.The weapon is favoured by Imperial Navy voidsmen and boarding parties despite the weapon's powerful recoil and the very limited effective range,as its impressive firepower at close range is perfectly suited to combat inside cramped corridors that are a staple of voidship boarding actions.
Shotgun - Shotgun Pistol: Also known as a "Foehammer," this weapon is s squat, brutal looking weapon with an extremely short barrel in a pistol configuration resembling a single-shot hand cannon.A Shotgun Pistol can fire a standard Shotgun shell, and is popular with many Imperial naval ship's officers as well as crew chiefs who need an intimidating weapon close at hand to discourage any thoughts of mutiny, earning the weapon the nickname "persuaders" in Naval slang.
Shotgun - Skitarii Vanaheim Pattern Assault Shotgun: A robust and tested design, this compact auto-loader Shotgun is the standard armament of the Skitarii-Provosts of Mechanicus Forge Worlds who take the role of the Enforcers found on other worlds.Provost-enforced law and order is as coldly and absolutely maintained as their machine-minded masters could wish, and any sign of disorder, be it the discovery of a petty crime ring in the worker-habs or a full blown labour-helot uprising, is brutally put down with uncompromising and lethal weapons such as this.The Vanaheim Shotgun features an in-built red-dot laser sight and a melee attachment in the shape of a retractable saw-bladed bayonet as standard.
Shotgun - Volg "Meat Hammer" Scattergun: While Shotguns can make for brutally effective weapons, the gangers of the world of Volg have created an even more savage variation to stamp their authority on those that dare to cross them.The "Meat Hammer" (so-named for its tendency to turn flesh into unrecognisable chunks), is a specially constructed, triple-barrelled, open choke Shotgun that can all but destroy a living body with a single blast.Usually fired from point-blank range, a Meat Hammer hit is intended to kill, obliterate and to discourage others, and is a particularly loud and messy way to die.
Shotgun - Vox Legi-Pattern Arbites Combat Shotgun: The primary weapon of the Adeptus Arbites is the Combat Shotgun. It is valued for its stopping power, simplicity, reliability, and for its ability to intimidate. Even the most dusty, ancient Judge haunting the Halls of Judgement on Terra will have cut his teeth on the brutally effective shotgun drills which form the foundation of all Arbites combat training.A large variety of different Shotgun patterns are used in different Arbites Precinct Fortresses across the galaxy, depending upon the proximity of the local Forge Worlds. The Vox Legi-Pattern Arbites Combat Shotgun is particularly widespread amongst the Arbitrators of the Periphery Sub-sector, and is broadly typical of the weapons favoured by the Arbitrators of the Calixis Sector.Effectively a large-bore, locally-manufactured version of the Shotgun designs used by many planetary Enforcers, the Vox Legi is a devastating and adaptable weapon that fires shotgun shells nearly the size of those employed by the Adeptus Astartes. The increased size of the weapon reduces its ammunition capacity compared to that of other Shotguns, but it still remains more powerful and adaptable than a standard Shotgun. Most patrolling Arbitrators take advantage of this flexibility by carrying a variety of Shotgun shell types so that they can employ different tactical options.Over-engineered by a considerable margin, the weapon is also perfectly capable of being used as a large club -- indeed, it is expressly designed with this secondary purpose in mind. It is also designed for maximum psychological impact, with a very audible pump action (standard Arbites riot training makes use of this). The sound of a hundred Arbitrators simultaneously chambering their weapons has ended countless riots in a single instant over the millennia.
Shotgun - Westingkrup "Slayer" Pump Shotgun: The Slayer is a classically functional design from the Westingkrup Fane intended to be a back-up weapon for vehicle crews and Planetary Defence Force troopers, but is now common across the Calixis Sector.Endlessly copied with minor variants on the design and fittings to its compact, stockless frame, it is said that almost as many of these weapons make their way into the hands of deep-hive scum as are supplied to the Departmento Munitorum.One unusual variant of the Slayer, known in the local cant as the "Bonefinger," is crafted from heat-resistant ceramics and scrimshaw. These are used in the hunting of dangerous scoldbats in the burning heat of the upper reaches of Hive Tarsus on Scintilla, where a standard weapon might warp and fail in the extreme conditions.
Shotgun - Amputator Shells: Filled with explosive micro-shrapnel, these bullets are designed to shear flesh and shatter bone, causing limbs to be blown away.
Shotgun - Bolt Shells, Modified: Decried by the Adeptus Mechanicus, numerous illicit munitionsmiths in the bowels of Hive Worlds and starships and the lawless fringes of the Imperium have long been adapting bolt ammunition so that it can be fired from shotguns.Unreliable, they are nonetheless popular due to the extra range and firepower.
Shotgun - Cryptclearer Rounds: These shotgun shells explode on contact and are used by the Deathwatch Shotgun. As the name implies, they are very useful for devastating massed enemies within enclosed spaces.
Shotgun - Cryptus Shotgun Shells: On the world of Cryptus, the Templum of The Sacred Lights of the God-Emperor was renowned for being constructed entirely of glass. Its foundations were laid on the day the planet was reclaimed by the Imperium during the Angevin crusade.In 702.M39, the cathedral was unexpectedly attacked by a hitherto unknown renegade cult calling themselves the Light-burners. During the fighting, as the cathedral's Frateris Militia rallied and drove back the assault, several cultists broke through the militia's lines, reached the towering gates of the cathedral, and sacrificed themselves to summon forth five towering daemons wreathed in black flames.At the moment the daemons set foot within the cathedral, a sonorous bell was heard and moments later the glass shattered and the cathedral exploded into a stream of white fire. The fires that swept out of the cathedral extended for almost a kilometre and burned for over a solar month.When the fires finally died out, nothing was left of the great edifice but thousands of white glass shards covering the ground. Experiments by members of the Holy Ordos revealed that the glass was naturally resistant to the Warp and caused great pain and harm to the foul denizens of the Immaterium.Over time, the Ordos Malleus ended up with nominal control over the ruined site, grudgingly accepted by the Ministorum save for the hundreds of pilgrims who regularly process to the blasted wasteland on the anniversary of its destruction.The glass, when used in a Shotgun shell, causes the weapon to be particularly effective against Daemons and some Warp creatures.
Shotgun - Executioner Shotgun Shells: These rare and specialised shells (whose use is often limited to the upper echelons such as Judges and important Castigators and Mortiurges of the Adeptus Arbites) contain miniaturised propulsion and stabilisation systems allowing the shell to lock on and track its target.The mechanisms that achieve this are little understood and extremely hard to replicate, and so remain within the purview of those Magos-Munitorium that provide the Arbites with their sanctioned and ordained arms.
Shotgun - Flechette Shells: Rather than the conventional payload of dense metal shot, these Shotgun shells instead contain bundles of fin-stabilised mono-edged darts.Far more aerodynamic than normal shot, these darts are more effective at longer ranges, and more capable of piercing light armour than conventional Shotgun shells. Some examples of these shells contain toxin-impregnated darts, for additional lethality.
Shotgun - Gas Rounds: Replacing the conventional payload with a small capsule of compressed gas, these shells are designed to replicate the effects of larger gas grenades, allowing Shotgun users to deploy debilitating or obscuring clouds of vapour at a distance without the need for a grenade launcher.The resultant clouds are smaller though, as the shells can only contain a small quantity of gas.
Shotgun - Ignitius Shotgun Shells: These shells are packed with pyrotechnic materials, so when fired a huge gout of flame is produced for several seconds.While not as lethal as regular rounds, a volley excels at frightening off most enemies. As they can also be used in standard Shotguns, they offer excellent tactical flexibility without the need for specialised Flame Weapons.The duration of the discharge means it can only be used in single-shot mode.
Shotgun - Inferno Shells: These shells contain a volatile, clinging gel that ignites on contact with the target.
Shotgun - Shells: Standard shells contain dozens of tiny balls and are designed to scatter over a wide area when fired, making them ideal for close-in work where accuracy is less important.
Shotgun - Solid Slugs: Perhaps the most common alternate form of Shotgun ammunition, a solid slug is literally just a solid lump of dense metal.While not quite as devastating at extremely close ranges, the slugs pack a considerable punch and are more effective at longer ranges than the normal cloud of shot.
Shotgun - Stun Shells: Used by some planetary Enforcers, Arbitrators, bounty hunters and game hunters to subdue targets rather than kill them, these shells contain a small, single-use shock generator connected to a collection of sharp metal prongs.The shell discharges into an enemy struck, expending its entire charge in one go.
Shotgun - Wyrmbreath Shells: Wyrmbreath shells, when used with the Deatheatch Shothun, unleashing fanning bursts of flame that are particularly useful against alien foes susceptible to fire like many poorly-armoured xenos units.
Shotgun - Shotgun (Human and Legion): Shotguns fire a smoothbore cartridge full of pellets (though some Heretics prefer to fill the cartridge with wire twists or even glass shards for particularly painful wounds), so one shot fires a high-speed cloud of lead.These robust and practical weapons are popular amongst pirate raiders and underhive enforcers, as they can wreak havoc in close quarters.Some shotguns are specifically designed to be used by Space Marines, although most of these were originally possessed by the Space Marine Scouts of Loyalist Chapters and "requisitioned" by Heretic Astartes of the Traitor Legions and Renegade Space Marine warbands.
Shotgun - Sources: Black Crusade: Core Rulebook (RPG), pp. 155-156Dark Heresy: Ascension (RPG), pg. 147Dark Heresy: Book of Judgement (RPG), pg. 64Dark Heresy: Daemon Hunter (RPG), pg. 73Dark Heresy: The Inquisitor's Handbook (RPG), pp. 114-116, 118, 134, 161, 164Codex Adeptus Astartes - Deathwatch (8th Edition), pp. 88, 90Codex Adeptus Astartes - Deathwatch (7th Edition), pg. 104Codex: Elucidian Starstriders (8th Edition), pg. 10Deathwatch: First Founding (RPG), pg. 98Deathwatch: Rites of Battle (RPG), pg. 136Imperial Armour Volume Six - The Siege of Vraks, Part Two, pp. 63-64, 96-97, 149Only War: Core Rulebook (RPG), pg. 177Only War: Hammer of the Emperor (RPG), pg. 121Rogue Trader: Core Rulebook (RPG), pp. 121, 135-137Rogue Trader: Faith & Coin (RPG), pg. 81Rogue Trader: Hostile Acquisitions (RPG), pp. 49-50, 60-61Warhammer 40,000: Battle Manual (2nd Edition), pg. 52Warhammer 40,000: Rogue Trader (1st Edition), pp. 74-75Warhammer 40,000: Wargear (4th Edition)Warhammer 40,000: Wargear (2nd Edition), pg. 31Last Chancers: 13th Legion (Novel) by Gavin ThorpeExecution Hour (novel) by Gordon Rennie
Shrieker Cannon - Shrieker Cannon: A Shrieker Cannon, known as Buanna in the Aeldari Lexicon, is an upgraded version of the standard Aeldari Shuriken Cannon with a longer barrel. Utilised exclusively by the macabre Harlequin Death Jesters, these weapons are infinitely more cruel than a typical Shuriken Cannon, as Shrieker Cannons fire projectiles impregnated with virulent genetic toxins known as Margrech, which turn the luckless victim into a walking bomb.The special Shrieker ammunition is hollow and contains a genetically tailored enzyme-based serum. As the missile hits its target, the centripetal forces created by the spinning disc force the toxin through microscopic holes in the shuriken's spines and into the target. The serum works in a very complex and unpleasant manner, combining with the victim's own genetic material, twisting and distorting tissues, and causing organs to to malfunction in a spectacular fashion.Eventually the victim is driven into a violent delirium as the serum reaches his brain and he loses control of his body. Afterwards the pace of the constantly replicating genetic serum reaches a fever pitch as the blood boils, organs rupture and flesh sears from within, before the victim explodes with sickening violence. The characteristic shrieking noise of these rounds is caused by the rush of air into the hollow missile as serum is forced into the victim. This noise has prompted Imperial troops to give the weapon its name "Shrieker."
Shrieker Cannon - Sources: Codex: Eldar (6th Edition), pg. 63Codex: Eldar (4th Edition), pg. 49Codex: Eldar (2nd Edition), pg. 61Codex: Harlequins (7th Edition) (Digital Edition), pp. 52, 103
Shrine of Unity - Shrine of Unity: The Shrine of Unity was a monument to the completion of the Unification Wars in the Sol System erected during the years of the Great Crusade. It was situated upon a grandly-sized comet that observed an elliptical orbit around Sol -- routinely swinging back into Terra's solar system. The comet had been seen in the heavens when the Emperor had secured the Unity of Terra, and it was for His victory that the shrine was created on the solar object.In the year before 132.006.M31, the Word Bearers' Captain, Sor Talgron, visited the Shrine. This was noted by the Primarch of the Imperial Fists, Rogal Dorn, who had been recently tasked with defending Terra in the wake of the news concerning his brother Horus Lupercal's betrayal at Istvaan III. Dorn questioned Talgron, and was told by the dour Word Bearers warrior that his own Primarch, Lorgar Aurelian, had asked the Captain to remove "certain edifications" from the comet, before its return to the Sol System several years hence. These supposed edifications dated from before the Word Bearers' censure at Monarchia forty standard years earlier -- meaning that they were a proclamation of the divinity of the Emperor as a god, which contravened the secular Imperial Truth.The removal of such objects made sense to Dorn, for he believed the truth of Talgron's words. In reality, Talgron was not in fact removing pre-Monarchia religious objects, but committing acts of sabotage against the Imperium in the Sol System ordered by Lorgar. Talgron's task was incomplete at the time of Dorn's return and his call to their meeting, as he later told his Chaplain-turned-Dark Apostle, Jarulek. Talgron left a contingent led by a Word Bearer named Ibarix to finish the job, though Jarulek noted that their fate was a death sentence. Talgron proclaimed that Ibarix and his fellows would do the XVII Legion proud when their time came, a reference to the future assault by the Traitor Legions on the Sol System and the Battle of Terra.
Shrine World - Shrine World: A Shrine World of the Imperium of Man is dominated by the state religion of the Imperial Cult and acts of devotion to the God-Emperor of Mankind. It may be that these places saw the birth of a famous Imperial saint or formed the battleground for a particularly important war in the Imperium's history.Often studded with cathedrals, temples and shrines spread across the globe to the Emperor and his saints, these worlds are frequently directly controlled by the Ecclesiarchy and may form training grounds for members of the Adeptus Ministorum and the Adepta Sororitas.There are also dark mirrors to these places of Imperial devotion -- fallen worlds outside the grace of the Emperor where the heretical Chaos Cultist inhabitants offer up ceaseless prayers to the Ruinous Powers of Chaos. These places of obscene sacrifices and bloody rites are not suffered continued existence for long by the Imperium if they exist within realspace.A Shrine World can also be considered to belong to another category of world at the same time, as for example Hagia is also classified as an Agri-world while Herodor is also a Hive World.All Shrine Worlds will have a strong relationship with the Imperial saint connected to the planet in question, such as being the world of his/her birth or death or the site of a major miracle the saint was responsible for performing in the name of the Emperor.
Shrine World - Notable Shrine Worlds: Planet NameSegmentumSectorSub-SectorSystemPopulationBekrinSegmentum UltimaJericho ReachUnknownUnknownUnknownBenedictionSegmentum UltimaUnknownVeritus Sub-sectorTalledus System100 billionCredosSegmentum UltimaJericho ReachUnknownUnknownEst. 1,500Drusus Shrine World (Sentinel)Segmentum ObscurusCalixis SectorDrusus Sub-sectorUnknownUnknownEmiline's HopeUnknownUnknownUnknownYerena SystemUnknownEleusisSegmentum UltimaJericho ReachUnknownEleusis SystemUnknownGerstahlSegmentum ObscurusUnknownUnknownUnknownUnknownHagiaSegmentum PacificusSabbat WorldsUnknownUnknownUnknownHerodorSegmentum PacificusSabbat WorldsKhan GroupUnknownUnknownIdyllUnknownUnknownUnknownUnknownUnknownInnocence IIIUnknownUnknownUnknownUnknownUnknownLucid PrimeUnknownUnknownUnknownUnknownUnknownMaccabeus QuintusSegmentum ObscurusCalixis SectorDrusus Sub-sectorUnknownUnknownMachariaSegmentum PacificusUnknownUnknownUnknownUnknownOphelia VIISegmentum TempestusUnknownUnknownOphelia SystemUnknownOrendal's TombSegmentum ObscurusCalixis SectorAdrantisUnknownUnknownOssuarSegmentum ObscurusAskellon SectorUnknownPollom SystemUnknownPiety of SethSegmentum ObscurusCalixis SectorJosian ReachUnknownUnknownReshiaSegmentum ObscurusCalixis SectorJosian ReachUnknownUnknownRorschUnknownUnknownUnknownUnknownUnknownSanctiaUnknownUnknownUnknownUnknownUnknownSanctus LysUnknownPalatine SectorUnknownUnknownUnknownTerraSegmentum SolarSector SolarSol Sub-sectorSol SystemUnknownValon UrrSegmentum ObscurusCalixis SectorGolgenna ReachUnknownUnknownVenerisSegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknown
Shrine Worlder - Shrine Worlder: Shrine worlders grow up on those worlds that the Imperium has deemed holy places, the so-called "Shrine Worlds," where the power of the Imperial Cult and the state church of the Adeptus Ministorum is omnipresent. While their birthplace might range from cluttered, decaying cities to scattered farmlands, or their planet from a green paradise to a forbidding rock, the power of the Emperor saturates it.Perhaps some great deed was committed here, a bold hero of the Imperium turning back the alien tide, or because it is the resting place for a saint of the Ecclesiarchy with a hallowed grave dominating the surface of the world and drawing pilgrims from far and wide to gaze upon its glory. While all citizens of the Imperium are taught to venerate the glory of the Emperor in one form or another, it is the shrine worlders who perhaps have the greatest understanding and reverence of the teachings of the Imperial Cult.
Shroud-class Light Cruiser - Shroud-class Light Cruiser: A Shroud-class Light Cruiser is a Necron starship that has only recently appeared in the Necron fleets so far encountered by the Imperium of Man. The Shroud-class' existence was first recorded in 992.M41 during an engagement with the Battlefleet Pacificus of the Navis Imperialis.In the six standard years immediately after, vessels of this configuration were observed on three occasions, and each time disengaged before Imperial vessels could bring them under fire. It was believed by Imperial intelligence that either the class of vessel or the crew of the ship was being tested in some way.As with all known Necron vessels, Shroud-class Light Cruisers possess an unknown form of drive technology that allows the ship to undertake interstellar travel without the need to enter the Warp. The Shroud-class' drive technology eliminates the spacecraft's inertia, allowing it travel at extreme speeds and with extreme acceleration, whilst also giving the spacecraft an agility that few other ships can match.In truth, however, Shroud-class vessels, like all Necron spacecraft, primarily rely upon the use of Dolmen Gates to serve as portals into the Webway, which allows them to cross the vastness of space without resorting to the use of the Warp since the undying Necrons possess no psykers.Shroud-class vessels excel at the task of fleet reconnaissance and are often deployed as the advance scouts for a Necron assault force, as they are especially stealthy vessels. A Shroud-class Light Cruiser's hull shape is a further refinement of normal Necron designs, making it very hard to detect using Imperial sensor technology; so hard, in fact, that orbital mines will even fail to activate when a Shroud-class vessel passes.Shroud-class warships are also equipped with superior sensors which are capable of relaying information gleaned to the rest of a Necron fleet, making them the Necrons' vessel of choice for long-range reconnaissance. The Imperial Navy has designated the Shroud-class to be a grave threat to their installations, for if they can penetrate the formidable defences of Mars with ease, as they did in 998.M41, then there is no Imperial base which can be considered safe from Necron penetration.
Shroud-class Light Cruiser - History: In 998.M41 five Shroud-class vessels launched a suicidal assault on the Adeptus Mechanicus' homeworld of Mars and landed near the Noctis Labyrinth, seeking to carry out an unknown objective, though some analysts of the Ordo Xenos fear that their mission may have been to awaken the sleeping Void Dragon.Since this Mars gambit, Shroud-class Light Cruisers have been identified on six occasions acting as the long-range eyes and ears of a Necron fleet.
Shroud-class Light Cruiser - Notable Encounters: 992.M41 First Encounters in Segmentum Pacificus - Shroud-class Light Cruisers are encountered for the first time in a series of multiple contacts with patrol fleets of Battlefleet Pacificus in the Segmentum Pacificus.996.M41 Bora Culpa Incident – Shroud-class vessels are identified by non-combat observers before the population of Bora Culpa mysteriously disappears.998.M41 Assault on the Noctis Labyrinth – Five Shroud Light Cruisers somehow managed to slip past the Sol System's Titan monitoring station, but were detected by a commercial system freighter. The Necron vessels destroyed the system defence ships on intercepting trajectories, though the system ships provided data to the Defence Monitor Javelin. The Javelin engaged the xenos cruisers, but was destroyed in turn. The Shroud-class vessels penetrated the formidable planetary defences of the Adeptus Mechanicus' homeworld of Mars. After pursuing the invaders to the Noctis Labyrinth, a mine complex in the planet's northern reaches, Imperial Navy Starhawk bombers were able to catch the Necron vessels. Though all five were destroyed, it was only at a fearfully high cost, and one of the Shroud-class warships actually managed to land on the blessed red soil of Mars itself before being destroyed. What the Necrons hoped to gain from this incursion remains a mystery, and various local members of the Adeptus Mechanicus have voiced wildly differing opinions regarding the future of the mine complex, ranging from its total destruction to the enforcement of a Perdita zone. Fresh from his expedition to the Dead World of Naogeddon, Magos Prime Reston Egal proved most strident in his cries for the site's destruction with fusion bombs and its sealing with ferrocrete, but thus far his demands have been overruled by the higher echelons of command. It is known to the Inquisition's Ordo Xenos that the Noctis Labyrinth is the legendary home of the being called the Void Dragon, and they fear that the Necron incursion may have been linked to an attempt to awaken this ancient enemy of the Emperor.
Shroud-class Light Cruiser - Armament: Shroud-class Light Cruisers are composed entirely out of necrodermis, the unique living metal which comprises the undying mechanical bodies of every Necron warrior, vehicle and starship.The material's regenerative properties and hardy nature means that all Necron Tomb Ships like the Shroud-class are immune to the detrimental effects posed by celestial phenomena such as solar flares, radiation, gas clouds and nebulae, and are also able to repair their armour at a rapid pace during an engagement.However, standard Necron combat protocol dictates that a clean disengagement is preferable to a fight to the end, and Tomb Ships will do this by "fading out," where the vessel in question dematerialises into an unknown extradimensional space; taking it out of the battle. The standard armament of a Shroud-class Light Cruiser includes:Lightning Arc Turret – Lightning Arcs use stored solar energy and, when activated, release it as a forest of living energy tendrils which envelop targets and probe for weaknesses. Lightning Arc turrets act as the primary broadside weapon batteries for Necron warships, but are different from the equivalents used by the other starfaring species of the galaxy in that the arcs they fire are able to split up and guide themselves to their own targets, providing a mass-strike ability like no other known voidship-based weapon. A Lightning Arc turret is usually able to cover all angles of approach except for the rear, and is an extremely accurate weapon out to what naval strategists consider medium range.
Shroud Bomb - Shroud Bomb: A Shroud Bomb was an explosive device used to conceal Space Marine movements by the Legiones Astartes of the Great Crusade and Horus Heresy. These bombs were canisters that when detonated unleashed a grey fog of smoke and a multi-spectrum electromagnetic charge that were intended to foil passive, active and visible light scanning devices.
Shrouded Hand - Shrouded Hand: The Shrouded Hand is a warband of Chaos Space Marine Chosen drawn from the Alpha Legion Traitor Legion. Other than their intervention on the world of Zharastia Jensen described below, little else is known about this warband in Imperial records.
Shrouded Hand - Notable Campaigns: War of Hidden Lairs (Unknown Date) - The brotherhood of Chosen known as the Shrouded Hand infiltrates the way station world of Zharastia Jensen, a principal link in the supply chain of the Golgotha System. In their delvings amongst the lower strata of society to recruit more agents to their cause, the Shrouded Hand uncover a hive of Genestealer Cultists. In doing so they trigger an uprising that sees the industrialised populace rise up to seize rulership of the planet. The sleeper cells placed by the Alpha Legion are awakened by the coded messages of the Shrouded Hand, and the streets run with blood as the hidden Chaos Cults fight a savage guerrilla war against those who bear the mark of the Great Devourer. Content that Zharastia Jensen is now a broken cog in the Golgotha war machine, the Shrouded Hand disappear without trace.
Shrouded Hand - Warband Colours: Like the rest of their parent Traitor Legion, The Shadowed Ones still maintain the basic Alpha Legion colour scheme for their Power Armour -- blue, silver and green.
Shrouded Hand - Warband Badge: The Shadowed Ones uses the same Legion badge and iconography as the rest of the Alpha Legion, namely a green hydra, the mythological multi-headed serpent that has the ability to grow back two heads for every one cut off.
Shuriken Catapult - Shuriken Catapult: A Shuriken Catapult is a large shuriken-firing ballistic weapon that is the standard and most common armament found amongst Craftworld Aeldari warriors.Shuriken Weapons, from the smallest pistol to the larger, anti-gravity tank-mounted Shuriken Cannons seen on Wave Serpents, War Walkers, Fire Prisms, Falcons, Vypers and Jetbikes of Aeldari military forces are the mainstay of the Aeldari armoury, being employed in almost every tactical situation.The most common of the Aeldari Aspect Warriors, the Dire Avengers, use a modified version of the Shuriken Catapult known as the Avenger Pattern Shuriken Catapult as their main weapon, as do almost all Aeldari Guardians.
Shuriken Catapult - Role: A close-range weapon, the Shuriken Catapult is designed to lay down a withering stream of fire over a short distance, severely punishing any enemy foolish enough to enter the kill zone. While the warriors of the Aspect Shrines engage the foe with blades and exotic weaponry, the Guardians identify and occupy key strategic areas of the battlefield, entrenching themselves and preparing to turn their formidable firepower on any foe who attempts to dislodge them.Setting out to eradicate the Imperium from the Maiden World of Talithia, bands of Iyanden's Guardians led by Pathfinders infiltrated the human settlements under cover of darkness and fortified key buildings. When the oblivious mon-keigh awoke and made to go about their daily business, they were mown down by the Guardians, whose carefully-planned fields of fire allowed no escape from the storm of razor-edged shurikens. In the course of a single day, all human life was wiped from the face of Talithia.
Shuriken Catapult - Construction: Like much of the technology of the Aeldari, shuriken catapults are grown from the same psychoactive wraithbone that forms the physical shell of the Craftworlds. A specialised subset of Bonesingers, taken from those who have previously walked the Path of the Warrior, are tasked with crafting the weapons used by those who would defend their home. Shuriken Catapults, and their sidearm equivalents, Shuriken Pistols, are among the first weapons those who walk the Path of the Bonesinger learn to mould.Shuriken Catapults are elegant weapons compared to the crude firearms of lesser races, and come in a variety of shapes and sizes, as each is crafted according to the Bonesinger's own design. Most share a similar aesthetic, with a long, tapered barrel leading to an elegant stock that houses the gravitic accelerator and magnetic repulsor.It has been known for more eccentric Bonesingers to create catapult patterns that resemble other weapons, such as human lasguns, but these are believed to be crafted as individual display pieces and it is rare to see such exotic designs on the battlefield.
Shuriken Catapult - Ammunition: The ammunition used by Shuriken Catapults consists of a solid core of plasti-crystal. When the catapult is fired, a molecule-thick disc is shaved from this core and, propelled by a gravitic accelerator, ejected from the barrel at a tremendous velocity.The ammunition core is kept level with the barrel by a magnetic repulsor, allowing the next round to be detached and fired with great speed and accuracy. In this way, the shuriken catapult is capable of releasing a burst of one hundred shurikens in under two seconds. Each core is large enough to form a thousand rounds, allowing ten such storms of fire before needing to be replaced.The wickedly sharp projectiles are capable of severing a limb, piercing armour or even penetrating walls, and the deadly hail fired by even a single catapult, let alone an entire squad of Guardians, led to the weapon’s name in the Aeldari tongue, Tuelean, which translates into human languages as ‘the storm of blades’.When it comes time to reload, the ammunition core is easily ejected with a thought from the user. Indeed, firing the weapon is as simple as willing it so, as each catapult is empathically linked to its user through the psychoactive properties of the wraithbone from which it is constructed.In cases of psychic disruption, each weapon is also equipped with a physical trigger mechanism and release button for the ammunition -- this has proven vital in many conflicts, such as the War of the Seven Woes, when a psychic squall of great potency was unleashed by Arthak the Stalker’s daemonic hordes, temporarily severing the link between weapon and warrior.As with the shape of the weapon, the form of the shurikens fired is subject to the whims of the Bonesinger who crafted it; hence, shuriken ammunition comes in a potentially infinite array of individual designs. Creating a shuriken that is new and unique is a source of great pride to a Bonesinger, and particularly beautiful variations are considered works of art, worthy of sitting beside pieces created by those who walk the Paths of the Sculptor or Composer.
Shuriken Catapult - Avenger Shuriken Catapult: The Avenger Shuriken Catapult is a weapon unique to the Dire Avengers Aspect Warriors shrine. This upgraded version of the Shuriken Catapult features an extended barrel, additional power feeds, built-in rangefinders, a greater firing range and more sophisticated targeting systems, as befits high status troops.Most commonly Dire Avengers use these weapons in aimed semi-automatic fire, but in the heat of an assault or a close-range firefight, the weapon's full automatic function can empty its magazine in just four solar seconds. Their Phoenix Lord Asurmen wields a unique variant pair of these weapons connected to both of his vambraces.
Shuriken Catapult - Gatekeeper's Bastion: The Gatekeeper's Bastion is a modified Dire Avenger Shuriken Catapult made with fortification and protection against environmental conditions in mind for when Aeldari deploy into a variety of climates across countless worlds. The model includes reinforced casing around the barrel and magazine, and an augmented scope/range finder built with penetrating hostile planetary conditions as its primary function (snow storms, sand storms, etc.).The reinforced casing makes for a much more solid impact if the Aeldari is forced to strike a target in melee, and its seals make it far less prone to clogging and jamming.
Shuriken Catapult - Sources: Codex: Eldar (6th Edition) , pp. 63, 68Codex: Eldar (4th Edition), pp. 22-23Dark Heresy: Creatures Anathema (RPG), pg. 86Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 32Path of the Seer (Novel) by Gav Thorpe, pg. 397Warhammer 40,000: Munitorum - Shuriken Catapults (Digital Edition)Warhammer 40,000 - Eternal Crusade Rogue Trader Store: Gatekeepers Bastion
Shuriken Weapons - Shuriken Weapons: Shuriken Weapons are the primary type of anti-personnel weapons used by the Aeldari. Utilising gravitic pulses, a mono-molecular disc of plasti-crystal taken from the weapon's magazine is accelerated down the barrel of the weapon, hurling it at the target at incredible velocity. The accelerator creates a peristaltic shift from the front to the rear of the firing chamber, hurling the shuriken missiles forward at a tremendous velocity. A burst of several missiles can be fired in a fraction of a second in this way.The weapon's magazine is then pushed up by a degree of nanometers and the cycle repeats. Shuriken Weapons have an unknown rate of fire but it is estimated to be greater even than the Imperial Assault Cannon, with each magazine of a Shuriken Catapult essentially consisting of thousands of rounds.Shuriken projectiles are razor-sharp monomolecular-edged discs of plasti-crystal, and are usually star-shaped, triangular or circular. A shuriken disc can slice straight through flesh and bone, and can penetrate a considerable thickness of metal or plasteel armour. A single solid core of plasti-crystal material is used as ammunition. As the weapon is fired, high-energy impulses from the back of the weapon form the individual shuriken missiles by splitting the ammunition core. This weapon principle produces a very high rate of fire, allowing the weapon to fire up to a hundred rounds in one or two seconds and each ammunition magazine is good for around 10 of these bursts.The disadvantage of Shuriken Weapons is that the lack of rifling in a Shuriken weapon's barrel reduces the weapon's accuracy drastically, thereby reducing its maximum range to one well under that of its solid slug ballistic counterparts. The Aeldari minimise this disadvantage by utilising their own natural speed and their vehicles' lightning quick acceleration to close the distance with their enemies.Shuriken Weapons are manufactured by the Aeldari in three separate forms: Shuriken Pistols used by various Aeldari commanders and specialist units, Shuriken Catapults which take the form of two-handed rifles-type weapons and are the primary weapon of most Aeldari warriors, and Shuriken Cannons that are heavy weapons mounted on Aeldari defence platforms, vehicles and aircraft.
Shuriken Weapons - Shuriken Pistol: The Shuriken Pistol, known in the Aeldari Lexicon as murekh, is a smaller one-handed pistol version of the Shuriken Catapult. Amongst humans these weapons are sometimes referred to as "slingers" or "sling pistols." The shorter barrel length and smaller capacity reduces the weapon's efficiency and so limits the range, rate of fire and power.The shurikens it fires are identical to those used in the larger weapon; a spinning disc which can slice straight through flesh and bone. Certain Aeldari heroes and warriors, such as Striking Scorpion Aspect Warriors, use Shuriken Pistols as their main weapon. Other Aeldari units usually use them as secondary backup weapons.
Shuriken Weapons - Shuriken Catapult: The Shuriken Catapult, or tuelean in the Aeldari Lexicon, is the primary infantry weapon of Aeldari Guardians. Like much of the technology of the Aeldari, Shuriken Catapults are grown from the same psychoactive Wraithbone that forms the physical shell of the Craftworlds. A specialised subset of Bonesingers, taken from those who have previously walked the Path of the Warrior, are tasked with crafting the weapons used by those who would defend their home.All citizens of the Craftworlds are trained in the use of the Shuriken Catapult as part of their preparation to form the Guardian militia in times of conflict. In the age of constant war that is the 41st Millennium, most Craftworlds are forced to become better acquainted with these lethal weapons than many of them would like.
Shuriken Weapons - Avenger Shuriken Catapult: The Avenger Shuriken Catapult is a weapon unique to the Dire Avengers Aspect Warriors shrine. This upgraded version of the Shuriken Catapult features an extended barrel, additional power feeds, in-built rangefinders, a greater firing range and more sophisticated targeting systems, as befits high status troops.Most commonly Dire Avengers use these weapons in aimed semi-automatic fire, but in the heat of an assault or a close-range firefight, the weapon's full automatic function can empty its magazine in just four seconds. Their Phoenix Lord Asurmen wields a a unique variants of this weapon connected to both of his vambraces.
Shuriken Weapons - Gatekeeper's Bastion: The Gatekeeper's Bastion is a modified Dire Avenger Shuriken Catapult made with fortification and protection against environmental conditions in mind for when Aeldari deploy into a variety of climates across countless worlds. The model includes reinforced casing around the barrel and magazine, and an augmented scope/range finder built with penetrating hostile planetary conditions as its primary function (snow storms, sand storms, etc.). The reinforced casing makes for a much more solid impact if the Aeldari is forced to strike a target in melee, and its seals make it far less prone to clogging and jamming in the worst environments.
Shuriken Weapons - Shrieker Cannon: A Shrieker Cannon, known as buanna in the Aeldari Lexicon, is an upgraded version of the standard Aeldari Shuriken Cannon. Utilised exclusively by the macabre Harlequin Death Jesters, these weapons are infinitely more cruel than a typical Shuriken Cannon, as Shrieker Cannons fire projectiles impregnated with virulent genetic toxins known as Margrech, which turn the luckless victim into a walking bomb.The special Shrieker ammunition is hollow and contains a genetically tailored enzyme-based serum. As the missile hits its target, the centripetal forces created by the spinning disc force the toxin through microscopic holes in the shuriken's spines and into the target. The serum works in a very complex and unpleasant manner, combining with the victim's own genetic material, twisting and distorting tissues, and causing organs to to malfunction in a spectacular fashion. Eventually the victim is driven into a violent delirium as the serum reaches his brain and he loses control of his body.Afterwards the pace of the constantly replicating genetic serum reaches a fever pitch as the blood boils, organs rupture and flesh sears from within, before the victim explodes with sickening violence. The characteristic shrieking noise of these rounds is caused by the rush of air into the hollow missile as serum is forced into the victim. This noise has prompted Imperial troops to give the weapon its name "Shrieker."
Shuriken Weapons - Shuriken Cannon: The large Shuriken Cannon works in a similar way to the Shuriken Catapult, but has an ammunition coil to load the weapon more quickly and uses a triple accelerator field for improved rate of fire and power. While the Shuriken weapons above are all hand-held weapons, the Shuriken cannon is very large and needs stabilising gyroscopes to allow any accuracy. They are generally only ever found mounted on Guardian heavy weapon platforms and Aeldari vehicles.
Shuriken Weapons - Sources: Codex: Eldar (6th Edition), pg. 63Codex: Eldar (4th Edition), pg. 49Codex: Eldar (3rd Edition), pg. 44Codex: Eldar (2nd Edition), pg. 61Codex: Harlequins (7th Edition) (Digital Edition), pp. 52, 103Dark Heresy: Creatures Anathema (RPG), pg. 85Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 32Rogue Trader: Core Rulebook (RPG), pg. 129Warhammer 40,000 - Munitorum: Shuriken Catapults (Ebook)Warhammer 40,000 - Eternal Crusade Rogue Trader Store: Gatekeepers Bastion
Sicaran Arcus Strike Tank - Sicaran Arcus Strike Tank: The Sicaran Arcus Strike Tank, also known as the Acrus Strike Tank or the Sicaran Arcus is a variant of the standard Sicaran Battle Tank. The Sicaran Battle Tank was an Imperial main battle tank and one of the most advanced armoured vehicles used by the Space Marine Legions during the Great Crusade and the Horus Heresy in the late 30th and early 31st Millennia.The Sicaran Arcus variant is one of the more unusual tanks that was available to the Space Marine Legions during the final days of the Great Crusade, along with several other Sicaran variants. Similar to the malevolent Dreadclaw Drop Pod and the sinister Cerastus Knight-Atrapos, the Arcus Strike Tank has a shadowed past, viewed by the Mechanicum for reasons unknown as a slight against the Omnissiah.As a result, the current Adepts of the Machine God refuse to produce or repair these vehicles and without their ministrations, these advanced support platforms have degenerated, their advanced armaments replaced with more common rotary launchers and the stocks of its rare warheads having dwindled away.The Arcus variant of the Sicaran is a fast strike tank, replacing the standard Sicaran's twin-linked set of the highly sophisticated Herakles Pattern Accelerator Autocannons with a set of twin-linked Arcus Launchers or a set of twin-linked Rotary Missile Launchers.