vizn3r/warhammer40k-lore huggingface dataset:
Mountain Breaker Warhead - Mountain Breaker Warhead: A Mountain Breaker Warhead is a warhead placed on a missile that can be fired from an optional missile launcher weapon hardpoint on the Leagues of Votann's Hekaton Land Fortress. When a Mountain Breaker Warhead detonates, it unleashes three smaller shaped but extremely powerful explosive detonations intended to rip through the strongest armour plating or other protective materials, making it a potent anti-armour and anti-fortification weapon.
Mournival - Mournival: The Mournival was the advisory war council of four Space Marine Captains of the Luna Wolves Space Marine Legion that served their Primarch and Warmaster Horus as advisers and close companions throughout the Great Crusade until the start of the Horus Heresy.However, the Mournival was only a cultural tradition of the Luna Wolves and carried no official weight or duty within the Legion's command structure and was not used by any of the other Legiones Astartes. In the last days of the Great Crusade, the Mournival was composed of four of the most famed officers of the Luna Wolves: First Captain Ezekyle Abaddon of the 1st Company, Captain Horus "Little Horus" Aximand, Captain Tarik Torgaddon of the 2nd Company and Captain Garviel Loken of the 10th Company.Before being chosen to join the Mournival, Loken's place had been filled by Captain Hastur Sejanus of the 4th Company, a particularly beloved friend of Horus who had been murdered during the negotiations to gain Imperial Compliance of the world of Sixty-Three-Nineteen.The First Chaplain Erebus of the Word Bearers Legion later took on the appearance of Sejanus through the use of sorcery during Horus' healing in the Temple of the Serpent Lodge of Davin's moon to deceive him and lead him towards corruption by the Chaos Gods.Those captains of the Luna Wolves (and the Sons of Horus after the Legion's name change) who were chosen to serve in the Mournival were generally considered the best officers of the Legion by their fellow Battle-Brothers. In general, each of the four members of the Mournival were chosen because they each possessed very different personalities and characteristics that were intended to complement one another and provide the Warmaster with a wide array of different viewpoints.Each of these personalities accorded with the ancient Greek Hippocratic medical theory popular during the European Middle Ages of the Four Humours or substances of the human body whose relative proportions and amounts shaped all physical and mental characteristics -- blood (sanguine), yellow bile (choleric), black bile (melancholic), and phlegm (phlegmatic).A sanguine person is courageous and hopeful, a choleric one is angry and bad-tempered, a melancholic person is often despondent, depressed and irritable and a phlegmatic personality is one that is calm and unemotional.Abaddon possessed the Mournival's choleric personality, Aximand the melancholic, Torgaddon the sanguine and Loken the phlegmatic. Hastur Sejanus, whom Loken replaced in the Mournival, was said to have possessed all four humours in perfect balance, thus giving him the perfect human personality according to the Hippocratic theory.
Mournival - Known Mournival Members: Below are the known members of the XVI Legion who were members of the Mournival in the approximate order they were initiated:Captain Keyshen (Killed during the Great Crusade)Captain Minos (Killed during the Great Crusade)Captain Berabaddon (Killed during the Great Crusade)Captain Deradaeddon (Killed during the Great Crusade)Captain Karaddon (Killed during the Great Crusade)Captain Litus (Killed during the Great Crusade)Captain Janipur (Killed during the Great Crusade)First Captain Ezekyle AbaddonCaptain Tarik Torgaddon (Killed by Horus Aximand on Istvaan III)Captian Syrakul (Killed during the Great Crusade)Captain Hastur Sejanus (Killed on the world of Sixty-Three-Nineteen during the Great Crusade)Captain Horus AximandCaptain Garviel LokenCaptain Falkus KibreSergeant Grael Noctua (Became the daemonhost Tormageddon)
Mournival - Mythological Influence: In ancient Egyptian mythology, the god of kingship, Horus, had four sons, each with a different personality and nature who when combined made up the entirety of Horus' own soul. This is clearly very similar to the relationship between the Primarch Horus and his Mournival.
Mucranoid - Mucranoid: The Mucranoid, also called the Weaver, is the 16th of the 19 gene-seed organs implanted within an adolescent Space Marine Neophyte to create a new Astartes. This organ is implanted within the central nervous system and responds to specific chemical stimuli in the environment, causing the Space Marine to secrete a waxy protein substance similar to mucus through his pores that seals his skin.The gland's operations must first be activated by an external chemical treatment, usually self-administered, before it will activate. Space Marines are cocooned in this way before they enter suspended animation, and the process can even protect them from the harshness of the vacuum and other extremes of temperature, particularly deeply frigid environments.
Mudeel - Mudeel: A mudeel is a xenos animal species similar to a large Terran eel native to the Swamp World of Dulcis. They are aggressive predators who grow from the size of a man's finger to eventually become massive predators several metres long. They lack a true brain and instead have a complex spinal column which allows them to respond to neural inputs. Their meat was a primary off-world export for the people of Dulcis.
Muhlari - Muhlari: The Muhlari were an intelligent alien species whose knowledge was said to span the entirety of the galaxy. They made their home at Zarabek, but were exterminated by the Ordo Xenos and the Space Marines of the Deathwatch Chapter in a series of actions culminating in the Purgation of Zarabek.The Deathwatch burnt Zarabek clean, slaying the Muhlari's den mothers and destroying their sacellum of knowledge. Crushing all their data crystals, mixing them with the powdered ash of their people and firing them into the heart of a star, the Muhlari were consigned forever to the Book of Extinctions.
Mukaali - Mukaali: The Mukaali are a species of non-sentient xenos animals utilised by the Tallarn Desert Raiders Astra Militarum regiments' specialised Rough Rider squadrons as mounts and beasts of burden. These animals originated in the vast equatorial deserts of the Imperial world of Goru-Prime, but have since been imported to other Imperial Desert Worlds such as Tallarn. These mounts are ideally suited to combat operations in arid environments.The Mukaali is a creature perfectly adapted to a life of stifling heat and shifting sands. Tall and long-necked, a Mukaali have wide padded feet that help them move across soft sand drifts and other perilous desert terrain.Mukaali tend to be passive creatures and extremely slow to anger. This makes them unsuited to combat, yet they are still used by numerous Rough Rider regiments, especially those that hail from the sands of Tallarn.Mukaali are particularly useful as mounts because of their sheer stamina, which allows them to cross vast swaths of inhospitable environments without rest. These hardy beasts can go for long periods of time without food or water. This makes them an attractive proposition for long campaigns where re-supply is difficult.In fact, Mukaali are usually much more resilient than their riders, and so their ability to endure is rarely put to anything resembling a true test. Those Tallarn Rough Rider regiments that employ Mukaali use the beasts to strategically outmanoeuvre their foes, using the tireless creatures to ride for days so that they can strike from angles unexpected.
Mukaali - History: Rough Riders are specialised mounted cavalry units found among numerous Imperial Guard regiments from Feral and Frontier Worlds where riding animal mounts remains a commonplace military skill. Many primitive cultures from such worlds retain the use of such mounted units in warfare. The Imperial Guard often employs these mounted cavalry units on the field of battle, where they are especially useful for operations undertaken on uneven terrain that is unsuitable for tracked vehicles.The Tallarn Desert Raiders utilise Rough Rider squadrons as they employ many of the same favoured strategies of the Tallarn -- stealth, swiftness, and the ability to deliver the killing blow. The riders of the Tallarn Rough Rider squadrons ride to battle mounted on standard Terran horses, but some of the Tallarn regiments' Rough Rider squadrons ride large reptilian xeno-mounts called "Mukaali."These desert-dwelling herbivores are native to the vast equatorial deserts of the world of Goru-Prime. Realising their potential, these desert-dwelling herbivores soon began appearing on numerous other planets with similar climates as local tribesmen struck deals with Rogue Traders to export the beasts for many uses, including combat roles, most notably with the Imperial Guard mounted regiments hailing from Tallarn.Many Tallarn Desert Raiders regiments' battle-honours include the right to export thousands of Mukaali from Goru-Prime every ten standard years. Some regiments no longer exercise these rights, but many still choose to do so to keep their herds of these valuable beasts from suffering from inbreeding and genetic stagnation.
Mukaali - Mukaali of Naduesh: Mukaali have existed on the Feral World of Naduesh in the Koronus Expanse for many generations, imported long ago by a clever Rogue Trader who realised they were a perfect fit for the wide areas of dry, desert climate on that world. Here they quickly became part of the native culture, acting as personal transport, beast of burden, and even food should conditions demand the desperate act.Overall they have adapted very well, creating a slightly new strain unique to the world. Breeders on Naduesh discovered though that if their Mukaali were not allowed to breed in the wild, they are even more cowardly and timid than usual, barely suited for anything but the mildest of burden duties, and even then they may run away when startled.For this reason, many herds are allowed to breed in the open plains, with herdsmen deployed to watch over them to protect from poachers or other dangers. As needed, stock is culled from these wild herds for training and resale to buyers across the Koronus Expanse and beyond.The beasts are a common trading item and source of income for many Nadueshi tribes. Many experienced hunters travel from the Calixis Sector to pick steeds to carry them on their latest expeditions, and colonists purchase entire herds as they prepare to immigrate to the drier or hotter planets they intended to make home.They have also been seen in use amongst several Planetary Defence Forces as military mounts, but less frequently in mercantile or mercenary bands.One infamous Imperial Guard Brontian Longknives platoon even somehow arranged for a herd to stampede into enemy lines, shocking their foes long enough for the Guardsmen to overrun their flattened enemy.
Mukaali - Uses: Mukaali mounts can carry heavy loads and are sometimes used for transporting supplies or towing other equipment. Once broken and trained, Mukaali are well-tempered and placid creatures, if rather dim-witted, but lack any natural aggression.They make superb riding beasts and beasts of burden in arid climates, as they quickly demonstrated during the Taros Campaign against the T'au on the former Imperial Mining World of Taros, but will not engage in combat. Even Mukaali bull males show little aggression and when faced with any danger an unmounted Mukaali always flees.Lacking any sense of aggression, Mukaali have no actual offensive strengths other than accidentally trampling their enemies as they stride forward. Unless actively controlled, the animals quickly run from almost any perceived danger and must undergo intense training to be able to gallop forward towards enemy lines.Despite this, the beasts take part in many operations where their tough skin, strong muscles, and survival characteristics keep them and their riders alive and fighting longer than many other mounts.
Mukaali - Sources: Imperial Armour Volume Three - The Taros Campaign, pp. 60, 140Only War: Final Testament (RPG), pg. 132Rogue Trader: The Koronus Bestiary (RPG), pp. 18-19Only War: Hammer of the Emperor (RPG), pg. 140Forge World - Tallarn Mukaali Rough Rider
Multi-Laser - Multi-Laser: The Multi-Laser is a rapid-fire heavy Laser Weapon, ideal for destroying lightly-armoured vehicles or infantry formations. Due to its power requirements and weight, it is usually mounted on Imperial vehicles such as Chimeras or Sentinels, or platform-mounted and operated by a Techmarine where it is known as a Rapier Multi-Laser. While the standard Lascannon is a semi-automatic weapon (one squeeze of the trigger fires one shot), the Multi-Laser is fully automatic; it fires laser beam after laser beam as long as the trigger is held down. The Multi-Laser can be considered to be a bigger variant of the Hellgun.
Multi-lung - Multi-lung: The Multi-lung, also called the Imbiber, is the 9th of the 19 genetically engineered gene-seed organs that are implanted into a Space Marine Neophyte to produce a new Astartes. The Multi-lung is a third lung implanted into an Astartes' pulmonary and circulatory systems in the chest cavity that is able to absorb oxygen from environments usually too poor in oxygen to allow normal human respiratory functioning.Breathing is accomplished through a sphincter implanted into the trachea, allowing all three lungs to be used at full capacity. In toxic environments, a similar muscle closes off the normal lungs, thus oxygen is absorbed exclusively by the Multi-lung, which then filters out the poisonous or toxic elements. The Multi-lung has highly efficient toxin dispersal systems and will also allow an Astartes to draw oxygen out of water, allowing him to breathe in marine environments as if he had gills.
Multi-Melta - Multi-Melta: The Multi-Melta is a heavier version of the standard Imperial Meltagun thermal ray weapon that is composed of multiple Meltagun barrels. The Multi-Melta is also known, like other Melta Weapons, as a "Cooker" or "Vape Gun" and is a formidable anti-personnel and anti-armour weapon.Compared to other weapons in a similar size class, a Multi-Melta has a short range but is very potent, and produces more damage the closer it is used to a target.A Multi-Melta works by inducing a minute, sub-molecular reaction within a highly-pressurised pyrum-petrol fuel mix located within an ammunition canister, and then projecting the resulting plasma through the canister and from the weapon's twin barrels as beams of incredible heat.Depending on the source, this reaction is described as being emitted either as a blinding flash of pure radiant energy, a bright beam of light or simply an invisible beam of intense heat. Targets caught in the beam of a Multi-Melta are simply reduced to charred lumps of steaming, bloody flesh or, if they are armoured vehicles, to melted heaps of ceramite and metal.No form of armour can offer protection from the sheer heat of a Melta Weapon and so a Multi-Melta is especially useful against heavily armoured units, as they melt the target from within the vehicle's hull.Multi-Meltas appear to be composed of an assembly of two individual Meltagun projectors firing in synchronisation to generate a single, reinforced thermal beam. Because of its greater power, a Multi-Melta has a longer effective range than a normal Meltagun, though it is still a short-ranged weapon.Multi-Meltas can be installed as weapons on armoured vehicles, which improves their range to some degree as they are able to draw upon the vehicle's larger power source.The weapon system and power supply for the Multi-Melta is so heavy and bulky that they can only be carried as an infantry-portable weapons by troops with enormous physical strength or with the motive assistance provided by power armour.As such, the weapon is only man-portable for Space Marines and the Adepta Sororitas' Sisters of Battle, who mount the weapon's heavy power pack on their backs, integrated with their power armour's power source. Multi-Meltas are a weapon only used by the forces of the Imperium of Man and those with access to Imperial weaponry, such as the Chaos Space Marines.
Multi-Melta - Notable Multi-Melta Patterns: Firestorm Pattern Multi-Melta - Created Terran millennia ago by a forgotten Deathwatch Techmarine as a field modification of a damaged Maxima Pattern Multi-Melta, Firestorm Multi-Meltas trade higher energy consumption and shorter range for higher damage yield and the ability to fire short bursts. Although modifications of this kind are typically frowned upon by the Adeptus Mechanicus, the Deathwatch Techmarines of Watch Fortress Erioch in the Jericho Reach have received special dispensation to perform this operation on limited numbers of existing weapons."Foe-smiter" Mark Multi-Melta - The "Foe-smiter" Mark is an ancient pattern of Multi-Melta dating back to the time of the Horus Heresy that is commonly utilised by the Chaos Space Marines of the Traitor Legions.Maxima Pattern Multi-Melta - The most common pattern of Multi-Melta used by the Imperial forces is the Maxima Pattern Multi-Melta preferred by the Chapters of the Adeptus Astartes. These larger variants of the Meltagun carry more fuel, fire at much longer ranges, and create a larger blast area capable of vaporising several square metres at a time. It also generates much more heat than its smaller cousins, making proximity to the wielder decidedly uncomfortable for those not insulated by power armour. A similar, but smaller pattern of this Multi-Melta is used by the Sisters of Battle and other mortal military forces of the Imperium.Mars Pattern Thermal Lance - The Thermal Lance is a rare weapon, nearly as large as a standard Multi-Melta. It fires a more accurate and directed heat beam using a much longer barrel with a more powerful added directional containment field to reduce the beam's dispersal rate and increase its accuracy, at the cost of lowered damage to the target.
Multi-Melta - Sources: Black Crusade: Core Rulebook (RPG), pg. 157Codex: Blood Angels (5th Edition), pg. 59Codex: Chaos Space Marines (4th Edition), pp. 82-83Codex: Chaos Space Marines (3rd Edition, 2nd Codex), pp. 14, 16Codex: Dark Angels (4th Edition), pg. 51Codex: Imperial Guard (3rd Edition, 1st Codex)Codex: Space Marines (5th Edition), pg. 101Codex: Space Wolves (5th Edition), pg. 59Dark Heresy: Blood of Martyrs (RPG), pg. 115Dark Heresy: Core Rulebook (RPG), pg. 134Deathwatch: Core Rulebook (RPG), pg. 148Deathwatch: Rites of Battle (RPG), pg. 135Imperial Armour Volume Nine - The Badab War - Part One, pp. 94, 119Rogue Trader: Core Rulebook (RPG), pp. 122-123Warhammer 40,000 Rulebook (6th Edition), pp. 55, 57Warhammer 40,000 Wargear (4th Edition), pp. 4, 9Warhammer 40,000 Wargear (2nd Edition), pp. 26, 41
Multi-Spectrum Sensor Suite - Multi-Spectrum Sensor Suite: A Multi-Spectrum Sensor Suite is an advanced T'au prototype sensor system available only to Battlesuit pilots of the rank of Shas'vre or higher that can scan all known electromagnetic spectral bands to locate stealth-cloaked enemies. The system then relays this information back to the targeting computers of the squad members. A Multi-Spectrum Sensor Suite is a signature Battlesuit support system that represents the pinnacle of T'au sensor technology.With the information provided by this sensor suite, the user's squad can then direct their firepower to bypass virtually all forms of cover and more effectively strike at their enemies. However, the current rarity of this signature system within the Fire Caste means that its distribution is usually limited to only one per Hunter Cadre.
Multi-Tracker - Multi-Tracker: A Multi-Tracker is a sophisticated T'au fire control system mounted in a sensor node. Infantry and Battlesuit versions of the Multi-Tracker aid the user by coordinating the firing of multiple weapon systems simultaneously, thus allowing the bearer to make full use of their wide armament and become more formidable opponents in a wide variety of battle conditions.Vehicle-mounted versions of a Multi-Tracker allow the vehicle's weapons to be fired more effectively and with more accuracy when on the move. All Battlesuits are equipped with a Multi-Tracker system as standard, whilst certain Fire Caste infantry may also be found with hard-wired versions of the system. Tau skimmer vehicles can also be upgraded with Multi-Trackers as additional support systems.
Multikey - Multikey: A multikey is a device available in the Imperium of Man that is designed to digitally circumvent most forms of electronic security mechanisms. As it can open most standard Imperial locks, the multikey is not a standard item for most honest Imperial citizens. For the same reason, though, they are widely sought after by criminals and other disreputable elements.
Multispectral Visor - Multispectral Visor: A Multispectral Visor is a scanning technology employed by the Brôkhyr engineers and artificers of the Leagues of Votann. As the name implies, the technology allows an individual Brôkhyr to view any substance or environment in multiple spectral wavelengths. While originally designed to aid fabrication of new technologies at the Forge, some Brôkhyr Iron-masters also make use of their visors while carrying out their duty of maintaining and repairing damaged Kin war engines on the battlefield. Their work can give those vehicles added tactical potency following a battlefield refit.
Multiwave Comms Array - Multiwave Comms Array: A Multiwave Comms Array is a radio-wave communications device similar to the Imperial vox used by the military forces of the Leagues of Votann. It is able to broadcast and receive on multiple frequency carrier waves.The Multiwave Comms Array is often employed by a single member of a squad of Hearthkyn Warriors who has been designated to serve as a communications trooper who coordinates tactical actions between their squad and the rest of their Oathband.
Mundus Planus - Mundus Planus: Mundus PlanusImperialHigh GothicFeudal WorldChogorisWhite ScarsSpace MarineChapterYasan SectorUltima SegmentumgalaxyIt is from the savage horse nomads of Chogoris that the White Scars raise their neophytes, who are well-suited to the White Scars' highly mobile way of war.The people of Chogoris speak a language known as Khorchin, which is also shared among the White Scars Astartes drawn from this world.
Mundus Planus - Birthworld of the Khan: The ancient text known as the Liber Historica Vangelia records that the Primarch Jaghatai Khan arrived at a world in the Ultima Segmentum originally designated by Imperial cartographers by the High Gothic name Mundus Planus, but known to its own inhabitants as Chogoris.Chogoris is a fertile world characterised by lush greenery, soaring mountains and azure seas, which, at the time of the Great Crusade in the early 31st Millennium, had achieved a level of technology commensurate with the Late Medieval or early Renaissance periods during Old Earth's Age of Progress in which black powder weapons had only recently been introduced.A Census Imperialis of the day records that the dominant Chogorian empire at this time was an organised feudal aristocracy that had conquered most of the planet with well-equipped and highly disciplined pre-industrial armies. Armoured horsemen wearing full plate and densely packed blocks of infantry had won every campaign their ruler, the Palatine, had ever fought.To the west of the Palatine's empire was a vast, wind-blown steppe, known as the "Empty Quarter," home to nomadic tribes of savage horsemen who for centuries had roamed the vast grasslands. The tribes of the steppes lived in tents and followed a cycle of seasonal migration from summer pastures to protected winter valleys in Chogoris' Khum Karta Mountains.Consummate horsemen and archers, these disparate tribes frequently fought one another for control of ancestral pastureland or -- as their own ballads would have it -- the sheer joy of battle. Chogorian armies had never invaded the Empty Quarter as the dry and desolate lands were of no value to the Palatine's people. However, the feudal nobles of the Palatine's state would often lead hunting bands into the steppes and take whole tribes east as slaves or capture a lone tribesmen to hunt through the mountains for sport.Many passages in the sacred text of the White Scars Chapter known as The Great Khan are devoted to detailing the full extent of Chogorian atrocities by the servants of the Palatine. The blood rituals and sacrifices described within these passages have led many Imperial scholars to postulate that the Palatine's empire may have been dedicated to the worship of the Dark Gods in one of their many guises across the galaxy.
Mundus Planus - Necron Assault: In 890.M41, a Necron Cairn-class Tomb Ship entered orbit over Chogoris and began an orbital bombardment of an unpopulated area on the planet's surface for unknown reasons.The White Scars Battle Barge Jaghatai's Pride pierced the Tomb Ship's defences as the great Defence Laser of the Quan Zhou fortress-monastery destroyed the Necron vessel with a single blast.
Mundus Planus - Drugh Infestation: An Imperial transmission dated 0435.991.M41 lists Chogoris as under full-scale infestation by a subterranean alien species, the Drugh.
Mundus Planus - Chogoris at Present: Chogoris is a fertile world with lush greenery, soaring mountains and azure seas, yet for the tribesmen from which the White Scars draw their recruits, it is no paradise; even before the coming of the forces of Chaos, Chogoris offered a harsh, unforgiving existence to its steppe tribes.In comparison to many worlds within the Imperium, Chogoris is relatively undeveloped. While there are cities and spaceports scattered across the planet'ssurface, its society is semi-feudal, with much of its population inhabiting the wilderness of the Empty Quarter.This is a steppe environment, characterised by vast plains stretching as far as the eye can see and bounded by towering mountain peaks and windswept deserts. Nomadic horse tribes roam across this landscape, driven by the planet's extreme climatic shifts, and these warrior societies provide the newblood for the White Scars' recruitment.The tribes have little contact with the technology of the wider Imperium; they hunt using bows and the great raptors they call berkuts, and war against each other using their hunting implements and swords. Much of the equipment they require to survive on the steppe is made by processing elements of the hardy aduu and yat beasts they raise.Nonetheless, they are far from being primitive -- they create singularly beautiful weapons and treasures of great artifice, and amongst their number are masters of calligraphy and poetry.Some of Chogoris' tribes are populous, and bear dynastic names that can be traced back across the centuries; others are offshoots of the great tribes, or the progeny of outcasts. Many are bound to each other by blood or honour pacts, and yet for as long as the seers of the Empty Quarter can remember, the tribes have existed in a constant state of warfare amongst themselves.With the departure of the Great Khan on the Great Crusade, Ogedei became the new leader of the Talskar tribes and, while he was a great warrior, he was no Jaghatai Khan. Without the Primarch, the tribes soon returned to their warring ways and within the space of a few Terran years, the unified empire of the tribes created by Jaghatai had ceased to exist.The tribes went back to their homelands in the steppes and life on Chogoris carried on much as it had before the arrival of the Great Khan, with the tribes to never again know true unity. Some of the Primarch's biographers claim that the Khan must have known that this would happen and yet left anyway.They suggest that perhaps he desired the restoration of the old inter-tribal warfare in order to keep his people strong enough to provide future recruits for his new Legion of Astartes. Indeed, in the millennia that followed, many men would rise to attempt to unite the tribes, but none would ever succeed as spectacularly as Jaghatai Khan.
Mundus Planus - The Malestrom: Chogoris lies close to the vast Warp rift of the Maelstrom, hanging amidst the worlds of the Yasan Sector, and has faced predation from Renegade Heretic Astartes warbands and xenos raiders alike. Since the Great Rift split the galaxy in two, the planet's situation has only becomeworse.The Maelstrom has grown in size and power, and its malign influence has begun to affect Chogoris itself. Huron Blackheart's vast invasion of the Yasan Sector, though subsequently driven off, scarred the homeworld of the Warhawk's descendants.The marks of Chaos can be seen everywhere, despite the White Scars' efforts to scour away the taint and truly reclaim their world. Ancient grasslandsburn with multicoloured flame, and many of the beasts of the mountains have turned into monstrous, deformed things. The shells of Traitor drop-ships litter the plains, inhabited by packs of flesh-eating Chaos Cultists and rogue Daemon Engines.Worse still, the White Scars have not been able to protect the world's population from the baleful curse of the Warp. The hardy tribespeople are quick to destroy any of their number who show signs of corruption or mutation, but no threat is more insidious.The tribes' seers continue to administer ritual facial scars to those who are proved to be worthy warriors, and yet more and more often, those scars seem to reflect the shape of the Cicatrix Maledictum, which splits the skies at night.What this means for the future of the White Scars is unclear, but the Stormseers scrutinise each of the Chapter's new Initiates even more closely than they have in the past.
Mundus Planus - Recovery: The White Scars' efforts to purge the servants of Chaos from Chogoris' surface have met with much success, but this is only the first step on a long road. The entire Yasan Sector has felt the wrath of the Red Corsairs. While some planets were battered and bloodied but remain in Imperial hands, Gartuli and Thaxis fell to the Traitors' assault.From these strongholds, and from the Maelstrom itself, Heretic Astartes craft continue to attack Chogoris. Emboldened by the continued conflict, packs of mutants gather in the mountains, and insurrection is rife amongst the cities' multitudes. Even daemonic incursions are still commonplace, so thin has the veil around Chogoris become.From his fastness in Quan Zhou, Chapter Master Jubal Khan sees some fiendish intelligence at work in the pattern of the ongoing attacks. He is determined to stamp it out and reclaim the sub-sector in the Khagan's name, but even with a full Chapter at his disposal his task is monumental.Only the Stormseers understand just how important Jubal's efforts are. They know that Chogoris has shaped its sons in every aspect of their minds and souls. By its harshness, beauty and simplicity, the planet of their birth moulds each White Scars Initiate before they even know of the Chapter's existence.Even the vast emptiness of the heavens grants the maturing warrior a perspective denied to those raised on a hive world or a fume-smogged factory planet. Should Chogoris be changed forever by the mark of Chaos, so will the White Scars too be changed, and not for the better.
Mundus Planus - Quan Zhou: The White Scars fortress-monastery of Quan Zhou sits atop the highest and most inaccessible peak in the Khum Karta mountain range. This city-sized palace is a magnificent sight, but few outsiders have ever glimpsed its interior. It is famed throughout the Ultima Segmentum and it is said that within its walls are forests running with game for the hunt, and that sparkling streams flow through its galleries.The winding pass that leads up to its copper-clad gates is lined with the severed heads of countless defeated foes, and the chambers within its marbled walls are heavily hung with a great wealth of trophies taken by the White Scars' greatest heroes from innumerable battlefields.Beneath its elaborate ornamentation, Quan Zhou boasts thick armour plate and layered Void Shields to equal the protection of any Space Marine fortress and withstand any siege or bombardment from land, air or space. Its every approach is protected by batteries of gilded defence guns and Icarus Pattern Lascannons. On its highest pinnacle stands the immense Macro-laser called Khan’s Fury. This weapon is forever raised to the skies, ready to slay any voidcraft that invade Chogoris' orbit.The fortress-monastery's Librarius is a lightning-wracked spire where the Chapter's Librarians, often referred to as Stormseers within the Chapter, study lore and chronicle the deeds of the khans. They also preside over the Chapter's astropaths as they relay psychic messages throughout the void, communicating with the greater Imperium and those of the Chapter's Brotherhoods (companies) hunting the foes of the Emperor across the galaxy.The Stormseers of the White Scars venture down into the steppes every ten local summers to observe the Chogorian tribes and their battles, picking the best and bravest warriors amongst them and returning with them to Quan Zhou where they will undergo the process to become Space Marines.The pyre-tombs of fallen White Scars in the Khum Karta (which means "The Mountains that Scrape the Stars" in the native Chogorian dialect of the Talskars) are places of great pilgrimage for young tribal warriors, and those that survive a journey through one of these dangerous valleys are considered especially courageous and worthy of becoming Aspirants to join the White Scars.The slopes around Quan Zhou play host to training facilities and important ritual sites. On the sides of Mount Kardunn, for example, stand row upon row of pyreshrines. When a White Scars warrior falls in battle, his Chapter will make every effort to return his body to Chogoris, and to Kardunn. Here the Chaplains perform the rites of kal damarg over their slain brothers, granting their souls passage to the Eternal Heaven as their bodies burn.
Murder-class Cruiser - Murder-class Cruiser: The Murder-class Cruiser is a powerful cruiser in the service of the forces of Chaos. It was once the mainstay of the Imperial Navy's Battlefleet Obscurus between the 33rd and 37th Millennia before being replaced by the more advanced Lunar-class Cruisers. Almost five hundred were built during this period, albeit with a proportionate number turning Traitor over the years and joining the forces of Chaos, where it now serves as a mainstay instead for Chaos warfleets.Regardless of affiliation, Murder-class Cruisers were formidable adversaries at long-range, armed with a long-range Lance battery and several decks' worth of the best plasma cannon batteries ever produced by the Adeptus Mechanicus and equipped with engines powerful enough to keep out of lesser enemy starships' reach. This firepower becomes even more impressive when Murder-class warships work together in groups, as the sheer number of weapons batteries that can be unleashed by two or three Murder-class Cruisers is enough to bring down even the largest of battleships.This was most ably demonstrated during the final days of the Gothic War when the Murder-class Cruisers Monstrous, Steel Fang, and Doombringer destroyed the Imperial battleship Relentless Persecution shortly after it was brought in from the nearby Ardekka Sector.The reserve fleets of the Segmentum Obscurus have been known to include the Murder-class Cruiser, but the vessels in these fleets are deployed by the Imperial Navy only in the most desperate of circumstances.
Murderghosts - Murderghosts: The Murderghosts are a warband of Khorne Daemonkin Heretic Astartes dedicated to the service of the Blood God.Little is known about the mysterious Murderghosts, save that they are thought to have formed less than a standard century ago and they make extensive use of Raptors in their attacks.
Murderghosts - Notable Campaigns: Battle of Crimson Snows (Unknown Date.M41) - Though the Murderghosts are a relatively new warband, already their lightning-fast raids upon outposts and shipping lanes in the vicinity of Fenris has won these piratical warriors quite a name. Their latest attack -- which has come to be known somewhat grandiosely as the "Battle of Crimson Snows" -- saw one of Midgardia's principal cities left a collapsed ruin, and earned the personal ire of Wolf Lord Egil Iron Wolf. Twenty of Iron Wolf's finest warriors fell in Midgardia's defence, their heads taken as trophies by the Murderghosts, and the Wolf Lord has vowed to avenge this insult no matter the cost.
Murderghosts - Warband Colours: The Murderghosts' warband colours are not listed in Imperial records.
Murderghosts - Warband Badge: The Murderghosts' warband badge is not listed in Imperial records.
Mutalith Vortex Beast - Mutalith Vortex Beast: A Mutalith Vortex Beast is an unnatural abomination created by the power of the Warp and the will of Tzeentch, the Chaos God of change and intrigue.No creature embodies the warped will of Tzeentch more than the Mutalith Vortex Beast. These nightmarish monstrosities are as large as they are twisted, towering above infantry and even tanks as they bound across the battlefield.Their thunderous roar reverberates for Terran kilometres in every direction, piercing the psyche of all in earshot and filling their minds' eyes with visions of paradoxical horror.Yet this projected terror is surpassed by the reality of the Mutalith Vortex Beast crashing into the enemy army. Its rippling musculature grows, splits and reknits as the creature thrashes violently. Massive razor-jagged claws shred through tank armour, exposing those inside to the aura of ravaging Warp flux that surrounds the Vortex Beast.From its betentacled maw, tendrils formed from Warp-putrefied inner organs flap voraciously outwards, tearing infantry limb from limb or constricting the hapless victims before drawing their crushed bodies deep inside the monster's mashing gullet.
Mutalith Vortex Beast - Role: The formation of a Mutalith Vortex Beast is an entirely unnatural process, yet they can be brought into being by the currents of Warp energy that flow over the surface of Sortiarius, Planet of the Sorcerers. Often, this occurs when dozens of Chaos Spawn get caught in an empyric eddy and are fused together by the swirl of raw magic.These abominable conglomerations typically perish quickly, collapsing under the weight of their own incongruous form into a quivering mound of Warp-infused ooze. But on occasion, the will of Tzeentch binds the hyper-mutated flesh and bone together into a monstrous composite far more deadly than the sum of its hideous parts.Over the millennia, many sorcerers have attempted to create their own Mutalith Vortex Beast with obscure spells to induce the gross transformation. Even when such an invocation succeeds, more often than not the sorcerer is consumed by their own magic, their flesh being added to the writhing matter of their creation.Other Mutalith Vortex Beasts are formed from supremely powerful sorcerers who, at the moment they believe they have achieved Daemonhood, fall victim to the cruel whims of their fickle patron.The hulking body of a Vortex Beast acts as an empyric reservoir, drawing in and absorbing Chaos energy. This energy saturates the creature's flesh, at once holding its impossible anatomy together and tearing it apart.The constant struggle between entropy and coalescence creates a swirling psychic tempest around the Mutalith Vortex Beast -- a storm of flux power that engulfs all who draw near, steadily warping their existence.The sorcerers of the Thousand Sons Traitor Legion revel in this change-field, watching with great pleasure as realspace is racked by strange mutations. As the Vortex Beast's flesh is torn open by cannon fire and hacking blades, torrents of unreleased psychic power bleed onto the battlefield, causing ever more anarchic fluctuations in reality.Before herding a Mutalith Vortex Beast to battle, the Thousand Sons harness the creature with a giant pointed star made of fire taken from atop the Tower of the Cyclops on Sortiarius.Bound within this burning Chaos icon is an orb -- a fractured piece of the great eye that crowns Magnus' tower -- and through this burning portal the raging Chaos winds from the Planet of the sorcerers are channelled, allowing the raw power of the Thousand Sons' world to seep freely onto the battlefield.
Mutalith Vortex Beast - Wargear: Betentacled MawEnormous ClawsVortex Powers:Warp FlareChaotic InfusionTemporal FluxEpheremal TouchMaelstrom of MadnessBeam of Unreality
Mutants - Mutants: Mutants are the millions of people across the Imperium of Man who have been deformed from the baseline Human phenotypic state by genetic mutation. This mutation can be caused from birth by environmental factors like ionising radiation acting in utero or by exposure to the raw psychic power of Chaos.These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body. Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind. While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the psychic energies of Chaos can also lead to rampant mutation.Because those who secretly worship the Chaos Gods as Chaos Cultists are known to be granted mutational "gifts" by their dark masters, physical mutation can be an indicator of inner spiritual corruption by Chaos. This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled galaxy.Navigators are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel.Because they are absolutely vital to the Imperium's commerce and defence, they, alongside Imperial Sanctioned Psykers and certain species of Abhumans, are the only officially-tolerated form of mutants.
Mutants - Life in the Imperium for Mutants: On many Imperial planets, mutants are quickly abandoned by their parents and have to learn how to take care of themselves. They are almost always the worst off people in Imperial society. It is very rare to find a world that will tolerate them and not discriminate against them.These worlds are a paradise for mutants compared to most worlds of the Imperium. Desperately seeking some form of acceptance, many mutants join rebellious cults. Most of these cults simply condemn the faults of Imperial society but others worship Chaos or xenos and plan rebellion.These cults easily corrupt mutants due to the discrimination they have suffered. On most worlds that allow mutants to exist, usually as a form of legally discriminated underclass, they are not allowed to carry weapons for fear of rebellion. The weapons they do come to possess will often be primitive -- chains, knives, Stubbers and other simple ballistic weapons like slug-throwing revolvers.
Mutants - Mutant Rebellions and Witch Cults in the Imperium: The existence of "accepted" mutant populations (where the direct touch of the Warp is not evident) has always been a two-edged sword for the Imperium's authorities. Such unfortunates are often vital to economic operations, but they represent both a problem for civil order and a ready source of rebellions, riots, and cult activity.The history of many Human worlds is rife with such uprisings, and such conflicts are always bitter and merciless affairs. While Imperial Law and the Imperial Creed protects the Imperial citizen from the worst privations of oppression on most worlds, those not classed as fully Human enjoy no such defence from brutality and exploitation by those in power.The situation is worsened because most "normal" Imperial citizens fear the mutant as an unclean, unnatural, and inherently tainted thing, and many mutants return this hatred with interest.Mutants are often exiled to hellish conditions such as those in the Calixis Sector found in the deep rad mines of Sepheris Secundus or the choking fumes of Solomon's chemworks. Vilified, exploited, and outcast from the comforts of Imperial society such as they are, Abhuman and mutant populations can prove a fertile breeding ground for all manner of heretical beliefs.Anything that offers some sliver of solace, acceptance, or the chance to strike back at their oppressors will find ready converts. The most dangerous of such outlawed and secretive sects have wyrdlings and witches at their head.Mutants, particularly on worlds where there is a lingering Warp taint, can have a much higher inherent incidence of psyker potential than the general Human population of their given world. This problem is further exacerbated because given the mass of physical and mental distortion among their fellows, and the general antipathy among the Abhuman castes toward the authorities, it can be much easier to hide a psyker's gifts. Also, most who do not willingly succumb to the harvest of the Black Ships are forced to flee into the industrial wastes or the shadows of the underhive.Given such a dangerous and fearful life, it is common for such rogue psykers' powers to grow should they survive, hunted and harried, their hatred for the Imperium inflamed by their ordeals. While some rogue psykers and witches revert to a solitary, almost bestial state, many mutant witch-kin gather followers about them, founding cults in their own name. On isolated Feral or Feudal Worlds, such witch cults are a source of dread, shrouded by superstition and false belief.In the burgeoning clamour of the Imperium's heartlands, these witch–kin commonly sink to the depths, cowing dregs, abominations, and outcasts into submission with the brutal display of their powers. In rarer cases (and if the psyker is subtle and powerful enough), the most dangerous will infiltrate the hive city above.Although often small in number and limited in scope, witch cults can prove extraordinarily dangerous if left to fester unchecked, adding power to a mutant uprising or becoming doorways to Daemonic horrors from beyond.
Mutants - Origins: The deep Imperial hatred for mutants and deviation from the standard physical Human form is rooted in the earliest days of the Horus Heresy. During the Emperor's Great Crusade in the late 30th Millennium to reunite the scattered colony worlds of Humanity under the aegis of the newborn Imperium, mutants like Beastmen were accepted and used as part of the Imperial Army, formed into their own squads or mixed with the ranks of the regular troops.However, after the Horus Heresy, mutants were outlawed by the High Lords of Terra for the part they had played in that terrible rebellion as the favoured servants of the Dark Gods. The post-Heresy association of most mutants with heretical activities and Chaos Cults has only cemented this hatred of them by the majority of the Human population of the Imperium.Khorne's forces have perhaps more mutants than those of any of its fellows among the major Chaos Gods, for many find it an easy path to channel their hate for Imperial prejudice into battlefeld fury. Many of their twisted mutations lend themselves to combat as well. Razor claws replace hands, muscles triple in mass, acid blood seeps from wounds, and more.All these blessed improvements find favour with the Lord of Skulls, as all are valuable traits for the battlefeld. A mutant with such blessings and a heart full of rage is a tool Khorne can use, but even one without such useful mutations is welcome as long as the fire within the altered form burns for blood and skulls.The Blood God offers mutants the power to exact vengeance on the minions of the Corpse God that turned their backs on them, and this power is often eagerly accepted.