vizn3r/warhammer40k-lore huggingface dataset:
Hrud - Canon Development: The Hrud first appeared in a simple black-and-white illustration of "other dangerous aliens", along with early versions of a Kroot warrior, Necron, Tarellian Dog Soldier, and other alien forms in the Warhammer 40,000 Rulebook for the 3rd Edition. The Hrud may also have been intended to be the counterpart of the Skaven, a race of humanoid rat-men from Games Workshop's fantasy counterpart to Warhammer 40,000, Warhammer Fantasy. Both races have a similar unkempt, crouched appearance, scavenger culture, and are depicted as being humanoid rodents; both utilise Warp-plasma-based technology, which appears archaic but is technologically superior to other, contemporary engineering -- the Hrud rifle is a "fusil" while the Skaven's preferred rifle is called a "jezail" (a long-barrelled musket). Finally, both the Hrud and the Skaven both seem to have similar social habits, being described as living in warrens or similar underground tunnel systems. However, unlike the Skaven, the Hrud are an aggressive but not malevolent race, and one of the few intelligent species of the galaxy the Eldar do not regard as little better than semi-evolved cave-people, perhaps because of their common origin as wards of the Old Ones.The Hrud were presumably meant to be a science fiction version of the Skaven; however, Games Workshop has never stated that the Hrud and the Skaven are parallel races, and given the company's current distaste for further crossovers between the two settings to avoid the creation of a "Warhammer in Space" feel, it is unlikely they ever will. Incidentally, early Warhammer 40,000 rules included a toxin called rodotoxin which was effective against Skaven.The large image of an insectoid being in the upper right hand corner is drawn from the background book Xenology. Based on the contradictory reports available to Imperial scholars about this xenos race, that being may actually be a Hrud or was confused with the true Hrud, who are more like the rodent-like aliens depicted in the black-and-white image in this section drawn from the 3rd Edition rulebook.
Hub-Fortress - Hub-Fortress: A Hub-Fortress is a planet that has been fortified by the Imperium of Man to serve as a base from which the Officio Logisticarum can supply, support, and archive the actions of the Indomitus Crusade's fleets and battle groups as they advanced across the galaxy during the Era Indomitus.
Hub-Fortress - Notable Hub-Fortresses: Aquila Adamant - Based on the Galilean satellite of Ganymede that circles the gas giant of Jupiter in the Sol System, Aquila Adamant was the first hub-fortress to be built during the Indomitus Crusade.Aquila Bellicos - Aquila Bellicos was based in the Gehenna System.Aquila Furians - Hub-fortress Aquila Furians was based in the Hastos System.Formidicha - A world ideally suited to becoming a hub-fortress.Sattrochol - A world ideally suited to becoming a hub-fortress.Haedes VII - A world ideally suited to becoming a hub-fortress.Mephistophores - An Agri-world forced to become a hub-fortress due to the needs of expediency.Olghyn II - A Hive World that was infested by Orks that the Imperium transformed into a hub-fortress because it had little other choice.Imori Magnificus - Imori Magnificus was ravaged by war yet its Planetary Governor Lukaen Imori used his political connections to get it designated a hub-fortress despite the far better suitability of the neighbouring garrison world of Imori Sufficius.
Hubris - Hubris: Hubris was an Imperial world of unknown class in the Helican Sub-sector of the Scarus Sector whose name derived from the excessive pride of its human colonists, who founded a society there despite the harsh climate which sees the planet icebound for 11 of the 29 standard months it takes for the world to make one revolution around its sun. This period is known locally as "Dormant" and approximately 99% of the population enters cryogenic stasis in hibernation tombs during Dormant to escape the cold.This is followed by "Thaw," a period of feasting and activity designed to help overcome the effects of cryosleep and then by Vital, the normal active time for the people of the world when life proceeded normally as on many other Imperial worlds.It was on this planet that Inquisitor Gregor Eisenhorn killed the Heretic Murdin Eyclone, who was attempting the bodily resurrection of the infamous Arch-Heretic Pontius Glaw with the mass murder of Hubris' cryosleepers during the Dormant period. It was this event that started the chain of events that marked Eisenhorn's slide into philosophical Radicalism.
Hubris - History: Founded at an unknown point in the past, the original settlers of Hubris had travelled to the world making use of cryogenic sleeper voidships to get through the seventy-year-long voyage from their unknown world of origin. However, upon arriving in the Hubris System they found to their dismay that they had been misled regarding the situation the planet was in -- rather than a regular orbit and the standard season range this produced, their new home was a world which spent a significant fraction of its yearly cycle swathed in a deep blanket of ice. Despite this reality, the settlers decided to make the planet their home rather than continue for an unknown period of time in cryosleep searching for a world more suitable to human life.In order to survive, the settlers stripped out from their sleeper ships the large cryogenic chambers they had used to survive the long journey and installed them on the planet's surface. While the planet lay trapped under its thick blanket of ice during the 11-month-long period the settlers came to call Dormant, the population of Hubris chose to sleep away the long, cold months in their individual cryochambers.Approximately 1% of the planet's population stayed awake and active during Dormant in order to tend to the machinery and prepare for the reawakening period known as Thaw. These people lived in a place known as the Sun Dome, an artificial habitat designed to weather the inhospitable conditions of Dormant which was brightly lit by a plasma ball which simulated sunlight. This artificial sunlight was overly strong, however, leading the savant Uber Aemos to speculate that this was done to compensate for the feeling of perpetual night the denizens suffered from otherwise.It was on Hubris that the Inquisitor Gregor Eisenhorn slew the Heretic Murdin Eyclone, who was attempting the bodily resurrection of the infamous Pontius Glaw with the mass murder of cryosleepers. This was the start of the series of events that initiated Eisenhorn's decision to follow the Inquisitorial path of the philosophical Radical.
Hubris - Notable Residents: Godwyn Fischig - Godwin Fischig was an Adeptus Arbites Chastener from Hubris and long-time associate of Inquisitor Gregor Eisenhorn.Alizebeth Bequin - Alizebeth Bequin was a psychic Blank born on the world of Bonaventure who would join the retinue of Inquisitor Gregor Eisenhorn during his mission to the world of Hubris. She died on the world of Durer in 386.M41.
Hullghast - Hullghast: The degenerate Hullghasts are a debased form of the far more common Ghilliam. These grotesque mutants exist in the darkest depths of voidships and space hulks, deep in the forgotten corridors and desolate holds where atmosphere, temperature, and radiation all wreak terrible havoc on the body and mind.Hullghasts are the result of such twisting influences, and these vile creatures long-ago gave up all connection to the Human race.Predators in the truest sense of the word, Hullghasts prowl the lower decks of derelict voidships and space hulks seeking meat in whatever form they can find it. They are aggressive and violent and seem willing to attack openly when desperate for food.The Hullghast mutation allows the creature to survive in the most hostile surroundings known to Humanity. They are immune to most environmental hazards such as poisons, mild doses of radiation, pollutants, intense gravity fluctuations, airborne toxins, and almost anything else that could be encountered in the depths of any voidship.Most alarming of all, what does not kill them does indeed made them stronger. If a given Hullghast survives a form of poison, be it toxic or venomous, they become immune to said-poison's effects indefinitely.
Humans - Humans: Humans (Homo sapiens), also known as Humanity, Humankind, Mankind, or Man, are the most dominant intelligent species in the Milky Way Galaxy in the 41st Millennium A.D.Humans are bipedal mammals originally evolved from primate antecedents on the world of Terra in the Sol System who have proven to prefer highly stratified, hierarchical societies. Humanity is an aggressively violent, territorial and expansionist species that under the rule of the Emperor of Mankind has proven to possess little tolerance for other forms of intelligent life.Humanity is divided into a multitude of factions, either working for or against the overall interests of Mankind in its attempts to retain control over the galaxy and survive unscathed in an incredibly hostile universe. However, the vast majority of Humans live under the authoritarian rule of the theocratic, interstellar empire known as the Imperium of Man.
Humans - Ages of Humanity: According to Imperial historitors, Human history has progressed through several different distinct periods, which chronicle the species' rise to ultimate dominance over the Milky Way Galaxy and the current situation in which Humanity faces a number of extinction-level threats from Chaos and multiple, deadly xenos species. These periods include:Age of TerraAge of TechnologyAge of StrifeUnification WarsGreat CrusadeHorus HeresyAge of the Imperium
Humans - Imperium of Man: The majority of Humans exist within the Imperium of Man. The Imperial Cult preaches that Humanity has a manifest destiny to conquer the entire galaxy, to the point where other intelligent alien species are seen as inferior, spiritually unclean and worthy of nothing but extinction.
Humans - The Lost and the Damned: The next greatest concentration of Humans in the galaxy after the peoples of the Imperium exist as the Lost and the Damned of Chaos, and reside primarily, though not exclusively, within the Warp rift called the Eye of Terror.Not a coherent civilisation as such, they exist as part of a diverse and infinite collection of warbands and military hosts under the leadership of various Chaos Champions and Chaos Lords.Due to the nature of time within the Warp, some of these Humans are the original Imperial subjects who sided with the Warmaster Horus during the Horus Heresy over ten thousand Terran years ago, though their number has been greatly supplemented by more recent Humans who have turned to the worship of Chaos, or slaves captured as part of the many Chaos raids out of the Eye into Imperial space.
Humans - T'au Empire: Less xenophobic than the Imperium, though no less convinced that it should dominate the galaxy, the xenos T'au Empire has no qualms about letting other intelligent species join it.Whilst few in number, some Humans have done so and exist within this xenos empire where they are known as Gue'vesa.These Humans, for the most part, are the descendants of Astra Militarum troops who were abandoned in T'au space during the Damocles Gulf Crusade and in other conflicts between the Imperium and the T'au Empire; however, it is not unheard of for Imperial planets like the desert Mining World of Taros to want to secede from the Imperium to join the T'au Empire.
Humans - Independent Civilisations: Other Human civilisations in the Milky Way Galaxy are extremely rare. This is mostly due to the fact that the Imperium of Man considers itself to have an automatic right to rule all of Humanity wherever Humans live in the galaxy, and it ruthlessly suppresses any attempt to secede from it.Similarly, any lost Human colonies that are rediscovered from the Age of Technology are also incorporated into the Imperium whether they want to be or not. Despite this, a few independent Human civilisations have been known to exist in the furthest reaches of the galaxy.
Humans - Lost Colonies: When the Age of Strife descended on the galaxy and Warp travel and astropathic communication became impossible, the majority of Human colonies were cut off from Terra and forced to survive on their own. In some cases this meant that they devolved into considerably more primitive societies as the knowledge to create and maintain much advanced technology was lost.The Great Crusade reunited many thousands of lost Human colonies with the Imperium, yet every now and then changes in the flow of the Warp mean that new Human colonies are unexpectedly discovered.Whilst nobody can know for sure how many, there are almost certainly more colonies still cut off from the rest of Humanity, waiting to be discovered.
Humans - Rebellious Planets: The Imperium keeps a tight grip over its planets, yet every now and then a world does attempt to secede from the Emperor's domain. This may be the result of the planetary governor believing they can get away with independence, or it may be the result of a revolution that deposes those in power.Many of these secessions are orchestrated by the Ruinous Powers of Chaos, and the Humans that are part of these rebellions should be counted as the Lost and the Damned, though there are also occasions when a planet decides it wants to be independent of the Imperium through its own volition.Regardless of the cause, these independent realms rarely last for long as they are swiftly and brutally subjugated by the Imperium, even if it takes solar decades for the ponderous Adeptus Administratum of the Imperium to get around to assigning the necessary military forces to suppress the rebellion.
Humans - Pirates: The only independent Human civilisation with any real sustainability outside the Imperium, some Humans evade the Imperium's clutches and live outside of its reach in bands of voidships subsisting through raids on settled Imperial worlds and piracy against Imperial merchant traffic.Often allying themselves with Aeldari or other xenos, these Humans are swiftly executed as Heretics or Traitors if they are caught by the Imperial authorities.
Humans - Other Human Species: Throughout the long history of the Imperium and before, the Human species has mutated into a variety of different stable sub-species as a result of different populations' adaptation to various environments across the galaxy over the millennia.These variant Human species are known as Abhumans. Abhumans are tolerated to a varying degree within the Imperium due to the fact that they are seen as being close enough to the baseline Human genome to still be accepted as children of the Emperor.
Humans - Armies: The two primary factions representing the Human species in the Warhammer 40,000 universe are the Imperium of Man and the traitorous forces of Chaos, whose military forces are outlined below.
Hunt for Kharfra the Antipath - Hunt for Kharfra the Antipath: The Hunt for Kharfra the Antipath was a military campaign conducted by the Imperium in 330.M39, to hunt down the traitorous Cardinal Kharfra and his coven of Chaos Cultists. After the failed assassination attempt on the life of the Ecclesiarch Nyber Vasille revealed the corruption of Cardinal Kharfra, the false priest and his hitherto secret Chaos Cult fled before Imperial justice, sowing destruction across the Segmentum Solar in their wake.Declared Traitoris Extremis from every pulpit the word of the holy Adeptus Ministorum could reach, the Imperium-wide hunt for the Antipath and his followers was to last for decades, but it would be the Mantis Warriors Space Marine Chapter who would eventually find the damned Kharfra. Intelligence ripped from the souls of Renegade corsairs by the Chapter's Librarians gave the first hints that this Arch-enemy of Mankind had found refuge amongst the Chaos-worshipping renegades of the Golgothan Wastes.This discovery sparked a five year manhunt by the Chapter that led eventually to the discovery of a secret stronghold in the pre-Imperial ruins on the Death World of Parasis. Infiltrating the noisome fungal rainforests that surrounded the stronghold, the Mantis Warriors attacked without warning, taking on a force of mutants and heretics five times their number in a deadly night assault. In a matter of only hours, the stronghold was taken.Though it was littered with the corpses of its defenders, the Mantis Warriors located their quarry. Kharfra, now a rolling mass of blistered flesh twisted by the fickle powers of those he served, was scorched from his refuge in the reeking sewers below the fortress, still snarling overweening arrogance and hubris. The prisoner was taken in chains by the Mantis Warriors to the Inquisition watch-hold on Valsingam for final examination and judgement, garnering the Chapter high accolades from the Ecclesiarchy.
Hunt for Voldorius - Hunt for Voldorius: The  "Hunt for Voldorius," as it was remembered by the White Scars Chapter, but officially chronicled in the Imperial record as the  Liberation of Quintus, was a campaign led by Kor'sarro Khan, Captain of the 3rd Brotherhood of the White Scars Chapter, against the Daemon Prince Kernax Voldorius, the warleader of a particularly insidious Alpha Legion Chaos Space Marines warband.After more than a solar decade on the hunt, in 865.M41 Kor'sarro Khan drove Voldorius from his foremost stronghold on the Hive World of Modanna to the world of Quintus, where Kor'sarro and the 3rd Brotherhood of the White Scars formed an alliance with Shadow Captain Kayvaan Shrike of the Raven Guard Chapter's 3rd Company, who also sought to dislodge the Alpha Legion's grip on that benighted planet.Together, the two Astartes officers and their companies ultimately ran the Daemon Prince to ground and slew him once and for all.Kor'sarro Khan took Voldorius' head back to the White Scars homeworld of Chogoris (officially known to the Administratum as Mundus Planus) where it was set on a pike on the road to the White Scars' fortress-monastery, so that all who saw it might know that no foe of the Chapter ever truly escapes the Emperor's justice.
Hunter's Moon (Audio Drama) - Hunter's Moon (Audio Drama): Hunter's Moon is the twentieth audio drama for the Horus Heresy Series that was not originally released as part of an anthology or other release. Hunter's Moon was published online in January 2014 by the Black Library as an audio CD that included the audio drama Thief of Revelations. The title was also published as part of the Legacies of Betrayal main series anthology novel and again as a part of The Razing of Prospero omnibus.
Hunter's Moon (Audio Drama) - Official Synopsis: As sanctioned executioners, the Wolves of Fenris were tasked with rooting out treachery at the heart of the Legions... but would they be capable of carrying out a death sentence upon one of the Emperor's own sons? Now, a stolen Alpha Legion dropship crashes on the primitive oceanic world of Pelago, bringing news of a terrible war that has erupted out among the stars. Will the pursuing Traitors, thirsty for vengeance, reach the lone survivor before his own Battle-Brothers can?
Hunter-class Destroyer - Hunter-class Destroyer: The Hunter-class Destroyer, although based on a design long available to almost all Space Marine Chapters, was pioneered as a fleet escort vessel primarily by the Dark Angels.Their deep distrust of other factions within the Imperial hierarchy made acquisition of vessels from orbital shipyards and Forge Worlds far more problematic than for most other Chapters.As such, the Dark Angels chose the Hunter-class Destroyer as the most viable counterpart to the Imperial Navy's Cobra-class Destroyer and maintain large flotillas of the vessel in all their battlefleets.
Hunter-class Destroyer - Notable Hunter-Class Destroyers: Hera's Wrath - The Hera's Wrath was a Hunter-class Destroyer of the Ultramarines Chapter fleet. During the Invasion of Ultramar led by Iron Warriors Warsmith Honsou in 854.999.M41, it was destroyed in combat with the Bloodborn fleet over Talassar.Xenophon - The Xenophon was a Hunter-class Destroyer that served in the Scythes of the Emperor Chapter fleet shortly before the destruction of their homeworld of Sotha by the Tyranids' Hive Fleet Kraken in 992.M41. Captained by Shipmaster Kaeron, when Chapter Master Thorcyra ordered the general recall in the face of Hive Fleet Kraken, the Xenophon was engaged in the liberation of Egottha, but raced to answer the recall at the behest of Reclusiarch Hornindal. After the sudden and unexplained death of its Navigator, the Xenophon dropped out of the Warp and into a vanguard Tyranid fleet. In spite of the crew's best efforts to warn Sotha of the danger, the ship was destroyed after being boarded by Tyranid biomorphs carried in Ramsmiters which pierced the hull in several places.
Hunter-Killer Missile Launcher - Hunter-Killer Missile Launcher: A Hunter-Killer Missile Launcher is a common vehicle upgrade weapon for all of the armed forces of the Imperium of Man, including the Space Marines, the Imperial Guard and those forces in service to the Inquisition. It is usually mounted onto the turret or top of main battle tanks and other armoured vehicles.The launcher can only hold one missile but can be restocked after the battle is over. The missile itself is technically a large Krak Missile with added range but the main difference is the that a Hunter-Killer Missile has an onboard Cogitator known as a Logis-Engine.It uses sensors located in its nose cap to guide itself towards the target, first following the target while avoiding obstacles, and then exploding on impact.There are several different variants of the Hunter-Killer Missile Launcher in existence; including the Mark X Deliverance, the Mark VIII Avenger, and the Mark IX Voss Patterns.
Hunter - Hunter: The Hunter, also known as the Whirlwind Hunter, is a variant of the standard Space Marine Whirlwind Artillery Tank and serves as the Space Marines' primary surface-to-air combat unit. Armed with a potent Skyspear Missile Launcher, the Hunter has proven its worth in countless war zones, scouring the skies of enemy bombers and fighter craft.The Hunter is the primary surface-to-air combat vehicle of the Adeptus Astartes and is the first known dedicated anti-aircraft platform fielded by the Astartes. Prior to the discovery of the Standard Template Construct (STC) data for the Hunter, many Space Marine Chapters had attempted to retrofit the Whirlwind in various ways, with mostly negative results.The vehicle's design is based on STC data which is much older than the much more recent Whirlwind Hyperios anti-air tank. Though the Whirlwind Hyperios is a stable pattern of anti-air combat vehicle and is becoming widely adopted by many Chapters, there are still many Chapters that have continued to use the Hunter on the battlefield, including during the recent Third War for Armageddon, where the Hunter was used in great numbers by Astartes Chapters like the Black Templars who participated in that conflict.The Hunter also features improved front and side armour over the standard Whirlwind, and is outfitted with hydraulic stabilisers that anchor the vehicle to the ground so that when it fires its anti-aircraft artillery it suffers no recoil.Space Marine battle tanks are not permanently attached to any one company. Instead they form a vehicle pool, and individual tanks are available for deployment to Space Marine commanders as required.Upon its creation, a Space Marine battle tank is assigned a name that reflects its role as a protector of the Chapter's brethren. From that point onwards, the vehicle is as much a part of the Chapter as the Space Marines themselves, and over the years its many deeds and victories will be celebrated as greatly as the Chapter's flesh and blood heroes.
Hunter - Armament: The Hunter is a variant of the standard Adeptus Astartes Whirlwind Artillery Tank. The Hunter replaces the Whirlwind's Whirlwind Multiple Missile Launcher with a Skyspear Missile Launcher.The Skyspear Missile Launcher fires pre-blessed savant warheads, each a relic in its own right, housing the entombed remains of a distinguished Chapter Serf.The Servitor's mummified brain augments the missile's auto-targeters, allowing it to second-guess enemy pilots or home in on the heretical emissions of their debased aircraft's Machine Spirit.Against the dogged pursuit of a savant warhead and its entombed pilot, there is little chance of escape, while the vehicle's servo-loaders maintain a steady rate of fire.The Hunter can also be outfitted with a Dozer Blade, Extra Armour Plating, a Hunter-Killer Missile Launcher, improved communications equipment, a Pintle-mounted Storm Bolter, a Searchlight, and Smoke Launchers.
Hunter - Unit Composition: 1-3 Hunter Anti-Air Tanks
Hunter - Wargear: A standard Hunter is armed and equipped with:Skyspear Missile LauncherSearchlightSmoke LaunchersA Hunter may take one of the following pintle-mounted weapons:Storm BolterHunters may also have a variety of vehicle equipment such as:Dozer BladeExtra Armour PlatingHunter-Killer Missile LauncherArmoured Ceramite Plating
Hunter - Formations: The following is a list of known formations used by the Hunter:Anti-Air Defence Force - The Anti-Air Defence Force provides an Astartes strike force a formidable amount of anti-air protection. This formation is made up of both Hunter and Stalker anti-air tanks. The formation can include any number Hunters but must include at least two Stalker tanks.
Hunter - Adeptus Mechanicus Technical Specifications: Whirlwind Hunter Anti-Air TankVehicle Name:Whirlwind HunterMain Armament:Turret-mounted Skyspear Missile LauncherForge World of Origin:UnknownSecondary Armament:N/AKnown Patterns:UnknownTraverse:360 degreesCrew:1 Driver, 1 GunnerElevation:0 to 55 degreesPowerplant:Quad MkII Adaptable Thermic Combustor ReactorMain Ammunition:UnknownWeight:33 Tonnes (Approx.)Secondary Ammunition:N/ALength:6.6 metres (Approx.)Armour:Width:4.5 metres (Approx.)Height:5.0 metres (Approx.)Superstructure:UnknownGround Clearance:0.44 metres (Approx.)Hull:UnknownMax Speed On-Road:UnknownGun Mantlet:N/AMax Speed Off-Road:UnknownVehicle Designation:UnknownTransport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:Unknown
Hunter - Previous Editions: The Hunter originally appeared in Warhammer Epic 40,000 and was equipped with a Hunter Missile Launcher instead of the Skyspear Missile Launcher.The Hunter Missiles fired by the Hunter Missile Launcher were faster and more accurate than those used by Whirlwinds armed with standard anti-air missiles, and made use of unfolding fins to help guide them to the target.The vehicle itself also had a longer operational range. The Hunter Missiles were guided by a large scanning array that featured an algorithmic precognitive targeter located opposite the vehicle's cylindrical missile feed.These Hunters featured one large launch tube fed by a single rotary system, but some Techmarines have modified their charges with paired launch units and a central sensor suite for improve efficiency. This version of the Hunter is no longer considered canon or available for use by Space Marine Chapters.
Hunter - Also See: Imperial Vehicles
Hunter - Sources: Codex Adeptus Astartes - Space Marines (8th Edition), pp. 88-89, 175Codex Adeptus Astartes - Space Marines (7th Edition) (Digital Edition), "Battle Tanks", "Hunters"Codex: Space Marines (8th Edition) (Revised Codex), pp. 85, 153Codex: Space Marines (6th Edition), pp. 100-101, 121, 176Codex Adeptus Astartes - Dark Angels (8th Edition), pp. 59, 117White Dwarf (September 2013), "Space Marine Hunter"Games Workshop - Whirlwind Hunter / StalkerWarhammer Epic 40,000 (Rulebook), pg. 81Imperial Armour Volume Two - Space Marines and Forces of the Inquisition, pg. 58Warhammer 40,000: Munitorum - Stalkers and Hunters (Digital Edition)Engines of War (Novel) by Steve Lyons
Hunter Cadre - Hunter Cadre: A Hunter Cadre is the most common type of cadre deployed by the T'au Empire. It is a multirole, combined arms formation, combining Fire Warrior infantry, battlesuits and grav vehicles all in the same unit.A cadre is T'au terminology used to indicate the size of a unit comparable in size to what the Imperium's Astra Militarum would call a company of soldiers. The T'au were once a species of hunters and gatherers and the T'au who now make up what is the military Fire Caste were the most-skilled hunters of that ancient time. Even though the T'au are now a xenos species gifted in some areas with technology that is more advanced than that available to Mankind, the T'au Lexicon still makes use of much terminology derived from their hunter-gatherer period and companies of T'au warriors are always referred to as cadres in the Low Gothic translation.Hunter Cadres pursue two basic strategies that characterise all T'au warfare -- the Mont'ka and the Kauyon. Each strategy is taught at the Fire Caste academies on every major T'au Sept World. Both strategies are derived from the ancient Fire Caste's role as the greatest hunters of the neolithic T'au species. The Kauyon strategy seeks to bring the prey to the hunter, while the Mont'ka requires the hunter to run his prey to ground and finish it off directly. When a T'au Commander employs one strategy or the other they will build a Hunter Cadre that contains the most appropriate tactical components.
Hunter Cadre - Hunter Cadre Composition: A T'au Hunter Cadre normally consists of six Fire Warrior Teams and several battlesuit and Stealthsuit Teams. They also are always led by a T'au Commander who has achieved the rank of shas'el or shas'o, and normally are supported by T'au armour, including gunships like the Hammerhead and Sky Ray.Auxiliaries such as Kroot and Vespid troops are often attached to a Hunter Cadre, but can be detached by higher command to deal with missions for which they are especially suited. There also exists many more specialised types of Hunter Cadres, such as Infiltration or Reconnaissance Cadres that consist primarily of Pathfinder and Fire Warriors in Stealthsuits, or heavy armour cadres, which make use of Devilfish-mounted Fire Warrior Teams as well as full squadrons of Hammerheads and Sky Rays.
Hunting Lance - Hunting Lance: A Hunting Lance is a one-handed, single-use melee weapon used exclusively by the Rough Rider mounted cavalry units of the Imperial Guard. This weapon is constructed of a hollow, lightweight metal shaft tipped with a spear point, which is also connected to the impact fuse of the weapon's shaped charge. This small explosive charge is constructed to direct the blast and fragmentation effect towards the target and away from the user. Once detonated, the user is left with only the shaft, which is then discarded. In close quarters combat against densely packed enemy formations, or in close confines, the Hunting Lance is very unwieldy and all Rough Riders carry at least one back-up weapon. The Hunting Lance also ignores the protective effects of most forms of armour, in a similar fashion to Power Weapons.
Hunting Lance - Role: Since the days of ancient Terra, the cavalry charge has been one of the most impressive displays of battlefield power available to humankind. Be they oddly armed mercenaries on barely trained horses, or ranks of gleaming knights atop sturdy thoroughbreds, the ancient warriors of old could smash through infantry like a Melta charge through hull plating, and the sheer psychological effect of such a charge could end battles as quickly as the damage it inflicted. In the endless wars of the late 41st Millennium, where tanks and God-Machines stride the battlefield and voidships with thousands of crew hang in orbit unleashing megatons of explosive death, the cavalryman and his trusted steed still have a vital role to play. The Imperial Guard often makes use of specialised cavalry units known as Rough Riders. Even with its legions of machinery and armoured fighting vehicles, the Imperial Guard has a place for these mounted warriors. The majority of Rough Rider units are raised from worlds where it is still common for warriors to fight from horseback.Rough Riders are a potent force on the battlefield, utilising mobility and speed to spearhead an attack as easily as carrying out a flanking manoeuvre. Rough Riders carry a variety of weapons, but the most deadly are the explosive-tipped Hunting Lances derived from the lethal spear heads used by the cavalry on their homeworlds to hunt down large carnivorous animals. This 3.5 metre-long weapon is constructed of a hollow, lightweight metal shaft tipped with a spear point, which is also connected to the impact fuse of the weapon's shaped charge. This small explosive charge is constructed to direct the blast and fragmentation forwards the target and away from the user. Once detonated, the user is left with only the shaft, which is then discarded. In close quarters combat against densely packed enemy, or in close confines, the lance is very unwieldy and all Rough Riders carry at least one back-up weapon. After the initial "shock" impact of the charge has been expended, a rider will reach for a Lasgun or Autopistol. The thundering momentum of a cavalry charge as it crashes into the ranks of the enemy leaves only death and carnage in its wake. Those foes not impaled are trampled to death beneath the heavy hooves of the Rough Riders' powerful steeds.
Hunting Lance - Notable Rough Rider Regiments that Utilise Hunting Lances: Attilan Rough RidersDeath Riders of KriegEzelti LancersGantor RidersKanak Skull TakersKharak 21st Heavy LancersKrum XVI IronsidesMartreb 99th "Ragers"Paladius FreelancersPraetorian Guard HussarsPyran DragoonsRemus CrushersRinon 3rd Rough RidersSavlar Chem-RidersTallarn Desert RaidersVostroyan Hussars
HunTR Module - HunTR Module: A HunTR module, also just called a HunTR, which stands for Haptic utility nerve Transmission Recalibrator, is an advanced firearm targetting system employed on all the man-portable ranged weapons used by the infantry forces of the Leagues of Votann and also on many of their vehicle-based weapon systems.The HunTR module is a technological standard throughout the Leagues. Meshing with standardised neuro-augmetics, this technology establishes a physical or haptic input and feedback loop between Kin firearms and their users. Its sensors trigger minute gravitational assistance pulses from projectors built into the weapon's body, helping to maintain a stable firing platform even while the wielder is running full pelt across the battlefield, being jolted by shell impacts or is letting fly with the weapon from a moving vehicle.HunTR modules are integral to the typical Kin tactics of relentless advance while maintaining punishing volleys of massed fire. When coupled with the Kin's naturally dense musculature and excellent training, HunTR modules can prove tremendously effective force multipliers on the battlefield.
Hurricane Bolter - Hurricane Bolter: The Hurricane Bolter is a weapon employed by the forces of the Adeptus Astartes and the Adeptus Custodes that combines six co-axial bolters in a single weapon mount. The Hurricane Bolter is an extremely effective anti-infantry weapon and consists of six bolters mounted together in three decks of two, fired as a single weapon.The Land Raider Crusader, the Stormraven gunship, the Ravenwing Dark Talon support craft, the Ironclad Dreadnought, the Corvus Blackstar, the Space Marine Centurions and the Adeptus Custodes' Dawneagle Jetbike are all known to make use of this highly deadly weapon.
Hurricane Bolter - Sources: Codex: Adeptus Custodes (8th Edition), pp. 15, 37, 41, 51, 60, 67Codex: Space Marines (7th Edition) (Digital Edition), "Armoury of the Space Marines - Ranged Weapons - Hurricane Bolter"Codex: Space Marines (6th Edition), pp. 121, 175Codex: Space Marines (4th Edition), pp. 40, 66
Huscarls - Huscarls: The Huscarls were an elite formation within the Imperial Fists Legion during the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millenniums. They served as the honour guard and praetorians of the Primarch Rogal Dorn.The Huscarls were first led by Captain Archamus, who bore the honour of being the "Last of the First," those Imperial Fists first created after Rogal Dorn was reunited with the Emperor and given command of the VIIth Legion. They were also the first to make their oaths to Rogal Dorn, and their names were the first to be etched on the walls of the Temple of Oaths aboard their mobile star-fortress Phalanx.After Archamus' death at the Battle of Pluto where he sought to save Dorn's life from what he believed to be a mortal assault by the Primarch Alpharius, command of the Huscarls fell to Archamus' second-in-command, Sergeant Kestros, who also took the name Archamus in honour of his commander's valour and sense of duty.By the time of the latter years of the Horus Heresy, Archamus was the last of this honoured brotherhood. A contingent of the Huscarls escorted their Primarch aboard the Warmaster Horus' flagship, the Vengeful Spirit, during the climax of the Horus Heresy at the Siege of Terra. It is not known whether or not any of these valiant heroes survived this boarding action. it is unknown if this formation still exists in some form in the Imperial Fists Chapter of the late 41st Millennium.In the Era Indomitus after the inclusion of the Primaris Space Marines in the Imperial Fists, the Huscarls were reestablished as a special elite unit within the Chapter by the order of the resurrected Primarch Roboute Guilliman. However, instead of serving as an honour guard for the Chapter's officers, this new incarnation of the Huscarls was tasked with leading the defence of individual worlds that were of great strategic importance to the Imperium.The Huscarls were now composed of those Imperial Fists who displayed the greatest skill and knowledge in constructing planetary defences and were expected to be capable of organising the defences of an entire star system, much as Rogal Dorn had once done for the Sol System during the Horus Heresy.
HY-Pex Mines - HY-Pex Mines: HY-Pex Mines are a type of high-yield penetrative explosive mine used by the warriors of the Leagues of Votann that are perfect for ripping open fortress walls and vehicle armour alike. They are often used by Hernkyn Yaegir Ironbraek sappers and explosives specialists.
Hyades - Hyades: Hyades is a Jungle World in the Segmentum Obscurus not far from the Death World of Fenris that is a holding of the Navigator House Belisarius and is protected by the Space Wolves Chapter of Space Marines because of the ancient alliance between those two Imperial factions.
Hyades - History: Hyades is unusually rich in naturally-occurring promethium, which is why the wealthy House Belisarius invested heavily in the exploitation of the fuel on Hyades and sponsored the settlement of an Imperial colony on the planet. Hyades is a hostile planet with large predators and an indigenous, ape-like, reptilian xenos species called "Reptos" by the Imperial settlers. The jungles also grow at an exceptional rate, requiring that they be burnt or cut back at all times to avoid them encroaching on the human settlements.Even so, Hyades is not considered a Death World by the Administratum. Hyades has its own Planetary Defence Forces (PDF), which were drawn, at least in part, from mercenaries or retired soldiers of the Astra Militarum, including some raised on the Death World of Catachan.As a result, the Hyades PDF was unusually professional. It was led by a mysterious man named Commander Cadmus who turned out to be one of the Fallen Angels of the Dark Angels Chapter of Space Marines, a ten-thousand-year-old Traitor to the Emperor from the time of the Horus Heresy.The Hyades PDF had access to several Imperial armoured vehicles including Chimeras, Catachan Pattern Sentinels and a small number of Leman Russ Battle Tanks. The PDF took severe casualties during a battle between the Dark Angels, Space Wolves, and Thousand Sons Heretic Astartes as well as tribes of the primitive, native "Reptos" who were involved in collecting Space Marine gene-seed for the Thousand Sons. Though a disciplined force, the Hyades PDF ultimately proved to be no match for Space Marines, much less elements from three Chapters of them.
Hyades - The Fall of Cadmus: Upon arrival on Hyades, Lady Gabriella Belisarius and her Wolfblade bodyguard, Ragnar Blackmane, a Space Wolf Space Marine serving as a bodyguard for House Belisarius as part of a penance for his Chapter, began their routine inspection of the planet's promethium quotas. Meanwhile, Interrogator-Chaplain Vargas of the Dark Angels had entered the Hyades System in search of one of the Fallen Angels, one of the ancient Astartes of the Chapter who had turned Traitor during the Heresy.Unknown to Gabriella Belisarius or her Wolfblade, Commander Cadmus, an off-worlder in charge of the planetary defences, was the Fallen Angel. Commander Cadmus set in motion a series of events which led to a short conflict between an incoming patrol of Space Wolves and a Battle-Barge of the Dark Angels, the Vinco Redemptor. As the battle raged, Ragnar Blackmane worked out an uneasy truce with a Kill-team of Dark Angels to capture the ancient Traitor Cadmus and rescue Gabriella from his clutches.As they closed in on their target it was revealed that the Thousand Sons Sorcerer Madox had masterminded the conflict between the Dark Angels and the Space Wolves as a diversion to collect Space Wolves gene-seed for a ritual to bring about the destruction of the Space Wolves Chapter, the Thousand Sons' ancient rivals.Although Cadmus was ultimately defeated and a large Chaos Fleet was destroyed through a joint effort by the Space Wolves and the Dark Angels, Madox escaped from the planet and a massive Thousand Sons offensive began against the Space Wolves' homeworld of Fenris as the Traitor Legion sought to destroy their oldest rivals once and for all.
Hybrid Metamorph - Hybrid Metamorph: A Hybrid Metamorph is a Genestealer hybrid of the first or second generation of the brood cycle who has mutated through the will of the Tyranid Hive Mind to take on some of the biomechanical weapon biomorphs of standard Tyranid bioforms.Hybrid Metamorphs are worshipped by their Genestealer Cults as living saints, specially blessed by their xenos gods to take on their new forms. Hybrid Metamorphs often serve as the champions of their cult's claws and gene-sects during combat.
Hybrid Metamorph - Role: As the day of reckoning draws closer, some of those born to the early generations of a Genestealer Cult's brood cycles begin to mutate. Regardless of the original host species, they exhibit freakish adaptations, echoing not just the original form of the Purestrain Genestealer, but of other Tyranid bioforms. This process usually occurs due to the proximity of an encroaching hive fleet's Hive Mind, but can also be brought about through the cult experiencing severe stress or agitation.As dormant patterns in their alien genetic structure are awoken, the weapon-limbs of first and second generation Acolyte Hybrids begin to change, displaying sickle-shaped talons the length of swords or pincers strong enough to crush rock. Whip-like ropes of sinew curl and thrash at the wrist, seeking victims to throttle and ensnare. Mouths are replaced with masses of questing tendrils. Their throats sprout fat, globulous glands full of bio-acid that can burn through metal in seconds.These myriad mutations become more and more varied as the cultists make their final preparations for war. Their exceptional ugliness is surpassed only by their lethality -- the Hybrid Metamorphs are the most vicious of their kind, for they combine human intelligence with the raw power of Tyranid weapon-beasts.To the cult's broodkin, these amalgams of human and Tyranid are blessed indeed. Their peculiar adaptations are seen as signs of greatness, stigmata bestowed upon them by the godly power of their Patriarch and the Great Beyond. Hybrid Metamorphs are worshipped as living saints by their broodkin, their lairs strewn with grisly offerings.The cultists hope that by pleasing these genetic monstrosities, they appease the otherworldly powers that have brought them into being. In truth, they are created not by their Genestealer Patriarch's will, but by the lurking genetic shadow of the Hive Mind -- especially when a splinter fleet feels the presence of a powerful cult, and sends a psychic imperative that alters the latter brood cycles to prepare them for the war soon to come.Though it is common for two of a Hybrid Metamorph's weapon-limbs to become solely adapted for war, the third remains truly prehensile, able to manipulate complex machinery and utilise the ingenious devices of Mankind. This lends the hybrid a great deal of adaptability and dexterity.On the day of conquest, a panicking platoon might seal itself in a rockcrete bastion or vault, thinking to wait for the danger to pass. Before long, however, they hear Hybrid Metamorphs tapping in the codes that send the doors swinging open, and are slaughtered in a flurry of wickedly barbed limbs.Small wonder that when the violence of the uprising finally erupts, these Hybrid Metamorphs fight as the champions oftheir claws and gene-sects, taking on the choicest foes as they prove the supremacy of the cult over Humanity's herd.
Hybrid Metamorph - Unit Composition: 4-9 Hybrid Metamorphs1 Metamorph Leader
Hybrid Metamorph - Metamorph Hybrid: AutopistolRending ClawMetamorph TalonHand Flamer (As alternative for Autopistol)Blasting ChargeMetamorph Whip (As replacement for Autopistol and Rending Claw)Metamorph Claw (As replacement for Metamorph Talon and Rending Claw)
Hybrid Metamorph - Metamorph Leader: Bonesword
Hydra - Armament: The Hydra is armed with a turret-mounted set of twin-linked Hydra Autocannons, long-barrelled autocannons that unleash explosive flak rounds at an extremely high rate of fire. The Hydra's gunner and loader are positioned in the vehicle's turret and work together to keep the weapon's automated loading mechanism and complex targeting systems operational. The vehicle is also armed with a single hull-mounted Heavy Bolter, which can be used against enemy infantry that get too close or can be swapped out for a Heavy Flamer for the same purpose.The tank can also be equipped with Camouflage Netting, Extra Armour Plating, a Hunter-Killer Missile Launcher, a mine sweeper, improved communications equipment, a Pintle-mounted Heavy Stubber or Storm Bolter, rough terrain modifications, a Searchlight, track guards, and Smoke Launchers.Even a single Hydra can throw up a storm of flak, swatting enemy aircraft from the skies with an adamantine fist. When several of these vehicles draw up and open fire, the devastation wrought on airborne foes is spectacular. Monstrous xenos wings are reduced to streamers of flesh, the gibbous flight-sacks of daemonic drones burst under the weight of puncturing fire, and even heavily armoured Attack Craft are reduced to perforated scrap as their fuel tanks and internal magazines explode.
Hydra - Variants: Wyvern Suppression Tank - The Wyvern is a short-ranged self-propelled artillery piece of the Astra Militarum. The Wyvern is a variant of the Hydra, exchanging the Hydra's anti-air Hydra Autocannons for a pair of twin-linked Stormshard Mortars. The Wyvern was designed for the claustrophobic environment of urban warfare, its weapon system capable of raining down curtains of shrapnel upon enemy infantry without ever exposing itself to danger. The Wyvern uses a bastardised version of the Hydra's advanced auto-targeting system that constantly runs proximity sweeps of the area for concentrations of enemy infantry. The Machine Spirits (artificial intelligence routines) of these vehicles are renowned for their malicious nature, as they actively seek the most tightly-packed or vulnerable grouping of infantry and strain to target them, sometimes even overriding the commands of their crews. When the Wyvern does fire its Stormshard Mortars, they emit a distinctive roar as they spew clouds of shells high into the air.