vizn3r/warhammer40k-lore huggingface dataset:
Armistos - Armistos: An Armistos is a bygone officer rank of the Space Marine Legions used during the Great Crusade and Horus Heresy who was tasked with quartermaster and other logistical duties. This is one of several specialty ranks that fell under the generalised banner of the mid-tier Legion officer rank of consul, formally known as a Legiones Consularis, which was awarded to an individual Astartes who was recognised for their unique talents and hard-won skills.
Armistos - Role: Few individuals were capable of the unending operation of maintaining, categorising, requisitioning and dispensing the vast arsenals of an entire Space Marine Legion. Beyond this, many such officers of the Legions worked to improve the weaponry at their disposal, running simulations and field tests of augmented weaponry.The logistical skills of a quartermaster required of an Armistos were much sought after by the Legion's Master of Arsenal, particularly in those Legionaries with a level temperament who were not apt to charge into the fray but were capable of supporting and supplying their battle-brothers without desire for aggrandisement.
Armistos - Unit Composition: 1 Armistos
Armistos - Wargear: Void Hardened Power Armour (Any Firstborn pattern)AuspexCognis-SignumA Legion Armistos may select one of the following weapons:Master Crafted Heavy BolterMaster Crafted Volkite CulverinMaster Crafted LascannonMaster Crafted Plasma CannonMaster Crafted Multi-MeltaMaster Crafted AutocannonMaster Crafted Heavy FlamerTwin-Linked Heavy FlamerMaster Crafted Missile LauncherFrag MissilesKrak MissilesFlakk Missiles
Armour Crest - Armour Crest: An Armour Crest, also called a Shield Crest and a Weavefield Crest, is a type of personal defensive force field generator in the form of a decorative void armour or exo-armour crest, that is used by many of the military personnel of the Leagues of Votann. They are capable of being overcharged in order to project strengthened energy fields that will attenuate all incoming kinetic and directed energy attacks for short periods of time. They are most commonly employed by Hearthkyn Warrior theyns, Einhyr Hearthguard hesyrs and Einhyr Champions.The Kin make a specialty of force field technologies. The crowning glory and most ubiquitous example of Brôkhyr force field technology is the Weavefield Projector. Variants of Weavefield Projector have been developed for everything from personal protection for void miners and soldiers of the line, to massive examples that are used to protect Kin voidships.The system employs an energy-weaving technique called "weavewërke" which interlaces energy frequencies common to both refractor and conversion field technology employed by the Imperium, interlinked with more exotic energies -- such as magnetic repulsion fields. The resultant multispectral energy shield is maintained either in a personal energy cowl, or else projected outwards to form a protective dome, the better to shelter entire squads of Kin warriors or bands of Cthonian miners.Amongst the Kinhosts, Weavefield Projectors are commonly worked into armoured crests worn on personal armour or mounted on war engines. From here, their shimmering, amber energies flow outward into translucent energy domes, capable of intercepting even esoteric or apocalyptic-scale munitions depending on the scale and capacity of their power generators.
Armour of Fate - Armour of Fate: The Armour of Fate is a specially-crafted suit of Artificer Armour created specifically for the resurrected Primarch Roboute Guilliman.
Armour of Fate - History: Crafted by the armourers of the Adeptus Mechanicus at the direction of Archmagos Dominus Belisarius Cawl over the course of almost 10,000 standard years, its inner workings enhanced with advanced life-sustaining technologies, this glorious suit of highly advanced and unique Artificer Armour fits Guilliman perfectly, and protects him from even the most dolorous of blows.The suit, along with the rest of the primarch's panopoly, had been kept in safekeeping by Cawl on Guilliman's orders since the period immediately after the Horus Heresy in the early 31st Millennium. During the Ultramar Campaign in 999.M41, Cawl and the other members of the Celestinian Crusade travelled to Macragge.They convinced the Ultramarines Chapter Master Marneus Calgar to let them go to the Temple of Correction and seek to revive Guilliman, who had been in stasis there for more than ten standard millennia, since he had been mortally wounded by his brother, the Daemon Primarch Fulgrim, at the Battle of Thessala.With the assistance of the Ultramarines' Chief Librarian Varro Tigurius, Cawl worked with his ally Yvraine, the leader of the Aeldari faction known as the Ynnari, to combine the technological capabilities of the Armour of Fate with the power of Yvraine's recently awakened god, Ynnead, the Aeldari god of the dead, to heal the primarch's wounds and restore him to life.
Armour of Shrieking Souls - Armour of Shrieking Souls: The Armour of Shrieking Souls is a unique and exceptional suit of daemonic Power Armour worn by Lucius the Eternal. Imbued with the faces and bodiless souls of all those whose spirits have been trapped within its confines by Lucius over the millennia through the power of regenerative immortality gifted to him by his patron Chaos God Slaanesh. The fact that Lucius' would-be killers are trapped within his armour affords the swordsman endless pleasure, for in the end he has bested them, rather than the other way around.When he does allow his former foes a measure of release, their souls howl outwards in a barrage of psychic anguish -- music to the ears of Lucius' daemonic admirers, and a lethal shock to those mortals in its path.The cacophony generated by the tormented essences trapped within the armour act as a psychic assault at the will of Lucius.In this respect the armour acts much like a Doom Siren, a powerful Sonic Weapon used by Slaaneshi Noise Marines. As an incredibly potent artefact of Chaos the Armour of Shireking Souls also confers an amount of invulnerability to its wearer.
Armour Thrall - Armour Thrall: An Armour Thrall is the name given to the normal humans who have been bonded as life-long servants of the Adeptus Custodes and assist them in battle. Armour Thralls are well-trained and skilled combatants in their own right. Their primary duty is to carry extra ammunition and armour sealant for their assigned Custodian when in combat.When the Bolt Caster built into the Custodian's primary weapon -- usually a Guardian Spear or Sentinel Blade -- are empty, the Custodian tosses the weapon to the Armoury Thrall. The Thrall reloads it and is strong enough to throw the weapon back to the Custodian.
Armoured Ceramite Plating - Armoured Ceramite Plating: Armoured Ceramite Plating also known as Armoured Ceramite, is a vehicle upgrade that is available to the Space Marines of the Adeptus Astartes and their dark brethren, the Chaos Space Marines. Ceramite is a form of heat and shock-resistant synthetic ceramic material that is widely used throughout the Imperium of Man. The material is capable of absorbing and dissipating even the most extreme heat and directed energy-based attacks, and is able to conduct many other forms of electromagentic and particle radiation in such a way as to disperse it across a wide area, reducing the harm it can cause. When an Astartes vehicle is outfitted with Armoured Ceramite, the Chapter's Techmarines fit additional sections of ablative Ceramite over the vehicle's existing armour. These hull plates are then thrice-blessed by the Techmarines and anointed with the seven sacred unguents of thermic warding, along with blessings and prayers to the Omnissiah.The most common use of Armoured Ceramite Plating is for Astartes orbital strike craft, such as Thunderhawks and Storm Eagles. The plating is commonly fitted to these craft so that they have additional protection from the rigours of orbital re-entry from space into a planetary atmosphere. The plate protects the craft by absorbing and dispersing even the most extreme amounts of heat and radiation. Another common application of Ceramite plating is to fit it to certain siege vehicles, affording them further protection from enemy directed-energy weapons.
Armoured Ceramite Plating - Chaos Ceramite Plating: The Ceramite plating used by the accursed Chaos Space Marines was once produced by the Mechanicum. Yet, while all the Space Marine Legions once marched to war in the name of the Emperor, now these protective plates are often forged in the heat of infernal Dark Mechanicum Hell-Forges. Chaos Ceramite plating is used to provide Chaos vehicles with protection against fusion-based weaponry, in particular the Melta Weapon types favoured by the Imperium.
Armoured Fist - Armoured Fist: An Armoured Fist, also called an Armoured Fist Squad, is a unit of the Astra Militarum comprised of standard infantry troops who have been mounted on Chimera armoured personnel carriers to create mechanised infantry. The Chimera is the Imperial Guard's most commonly used armoured troop carrier. These ubiquitous vehicles are extremely durable and practical, capable of mounting an array of support weapons. From within the armoured confines of a Chimera, an embarked Infantry Squad can utilise the hull-mounted Lasgun array to unleash a lethal fusillade of shots into the foe, protected from all but the most destructive of reprisals.Squads of troopers mounted in Chimeras are sometimes referred to as Armoured Fist units. These squads lend speed and tactical flexibility to the often slow and rigid ranks of the Astra Militarum. An Astra Militarum infantry regiment does not typically include any mechanised troops, it being difficult for most Planetary Governors to obtain and maintain the vehicles needed for such formations. Because of this, it is quite common for commanders to attach individual Armoured Fist Squads from fully mechanised regiments in order to provide fast-moving armoured transport.
Armoured Fist - Role: Armoured Fist Squads are able to respond quickly to emergent threats or forge ahead of the main Imperial advance and seize vital objectives until reinforcements arrive. Enemy positions are quickly overrun, the heavy weaponry of Chimeras spitting a stream of death into the packed ranks of the foe. Infantry Squads then charge down the steel ramps at the vehicles' rear and despatch survivors at point blank range. Armoured Fist squads have a reputation for "getting the job done" and are in high demand by Astra Militarum infantry commanders. The armoured protection of a Chimera is vital for a successful assault, and so they are typically deployed against the most heavily defended of enemy positions. It is therefore no surprise that Armoured Fist Squads suffer even higher casualty rates than standard infantry formations.Chimeras are the ubiquitous workhorses of the Astra Militarum and can be fitted with a range of equipment to increase their battlefield effectiveness. All Chimeras are equipped with Smoke Launchers that can produce an obscuring shroud of chaff at a moment's notice. Some of the transports are also fitted with heavy-duty Dozer Blades to clear a path through ruin and rubble for heavier battle tanks. With Auspex arrays and communication Voxes, Chimeras also act as mobile bases of operations from which Astra Militarum officers can marshal their forces. In addition, various offensive armaments can be fitted to a Chimera's hull, making it a versatile front-line armoured vehicle.Over the millennia, the Chimera has been pressed into service in a variety of different forms, proving its reliability and worth time and again. It is a highly versatile vehicle capable of operation in the most hostile environments. Its tracks are capable of traversing almost any surface, and its amphibious design allows it to move through dense swamps, deep marshes and even rivers. Many an enemy army has been destroyed because its general thought his flanks protected by such obstructions, only to find ranks of Imperial Guardsmen -- supported by the fearsome anti-personnel weaponry of their Chimera transports -- disgorging into the very heart of his forces.
Armoured Fist - Unit Composition: 1 Chimera APC transporting 12 Guardsmen, 6 Heavy Weapons Teams or 6 Veteran Heavy Weapons Teams
Armoured Interdiction Cadre - Armoured Interdiction Cadre: An Armoured Interdiction Cadre is a T'au Empire Fire Caste cadre that is entirely composed of T'au gunships intended to be used in an anti-armour tactical role. This cadre is comprised entirely of Hammerhead and Sky Ray gunships.Its heavy firepower is used to counter enemy tanks and is capable of toppling even the mightiest targets. During Hive Fleet Gorgon's invasion of T'au space, Armoured Interdiction Cadres blunted the Tyranid Bio-Titan spearhead -- pitting "shoals" or squadrons of Hammerheads against towering Hierophants flanked by the tank-sized Hierodules.The T'au's expertise in anti-gravitic technology means that their armoured vehicles are swift yet well-protected. An Armoured Interdiction Cadre is a force composed of vehicles chosen to deal with enemy formations that do not specialise in anti-armour weaponry. Using their speed, an Armoured Interdiction Cadre will manoeuvre to concentrate its firepower on its target, trusting in its armour to protect it against return fire.The vehicles of the cadre are networked together with an interactive tactical control system, allowing the shas'el or shas'o commander that supervises the cadre to direct fire quickly and efficiently through a Marker Light system built into the command tank.
Armoury World - Armoury World: An Armoury World is the Imperial term for a planet that is used by the Departmento Munitorum to store vast amounts of weapons, ammunition, and war machines. These heavily defended worlds are the places where weapons, vehicles, ammunition, and other military equipment are stored while they await to be transported to wherever they are needed.An Armoury World could have thousands of armoured vehicles of every type and millions of tonnes of munitions and other materiel stored in its vast storehouses for hundreds or even thousands of Terran years until the Imperium had need of them. Some Armoury Worlds store vehicles, weapons, and other equipment that are so old that the secrets of their manufacture have been nearly lost by the Adeptus Mechanicus, such as the ancient Imperial heavy tank known as the Valdor Tank Hunter.
Armoury World - Notable Armoury Worlds: Planet NameSegmentumSectorSub-sectorSystemPopulationVraks PrimeSegmentum ObscurusScarus SectorKerak Sub-sectorVraks System0 (Now a Dead World following the Siege of Vraks)Worlds of the GalaxyGeneral/Environmental ClassificationsChem World • Dead World • Death World • Desert World • Derelict World • Ice World • Forest World • Jungle World • Mountain World • Ocean World • Rad World • Swamp WorldImperial ClassificationsAbattoir World • Adeptus Astartes Homeworld • Agri-world • Anchor World • Arboreal World • Archive World • Armoury World • Astropathic Relay Station • Battery World • Cardinal World • Cemetery World • Civilised World • Delverworld • Feral World • Feudal World • Forbidden World • Forge World • Fortress World • Frontier World • Hive World • Hub-Fortress • Industrial World •  Knight World • Labyrinth World • Lumber World • Menagerie World • Merchant World • Mining World • Penal World • Penitent World • Pleasure World • Qurantined World • Quarry World • Refugee World • Repository World • Research Station • Sentinel World • Shrine World • War World • Waste WorldChaos ClassificationsDaemon World • Hell-Forge • Fallen Knight WorldXenos ClassificationsCraftworld • Crone World • Exodite World • Hold World • Kin World • Maiden World •  Ork World • T'au Sept • Sept World • Tomb World • Xenos World
Army of One (Short Story) - Army of One (Short Story): Army of One is the third short story published in the Horus Heresy series and the first that was not originally part of an anthology novel. Army of One was published online in April of 2012, as part of the Black Library's celebration of its fifteen year anniversary. It was later included in the The Silent War anthology novel.
Army of One (Short Story) - Synopsis: As the Horus Heresy blazes across the galaxy, the Hive World of Proxima Apocryphis turns Traitor and Malcador the Sigillite despatches punishment in the form of a living weapon. Can the Assassin of the Eversor Clade eliminate the planet's governor and restore order?
Arnogaur (Anthology Short Story) - Arnogaur (Anthology Short Story): Arnogaur is a short story published in the Gaunt's Ghosts series that was originally part of an anthology. Arnogaur was published as part of the Sabbat Worlds anthology in November 2014, and has yet to be released as a stand-alone e-book.
Arnogaur (Anthology Short Story) - Synopsis: On Urdesh the remains of a Blood Pact tank commander are found. One major rule the Blood Pact must adhere to is that Pact do not kill Pact, and as such an investigation is launched and its left to the one with the rank of Arnogaur to discover who perpetrated the crime and punish them accordingly. The Arnogaur in this case is a former Astartes of the World Eaters Legion.
Arrias Cordos - Arrias Cordos: Arrias Cordos was the first Chapter Master of the Black Consuls Chapter.A veteran of both the Great Crusade and subsequent dark days of the Horus Heresy, Arrias was a former legionary of the Ultramarines Legion's 72nd Chapter.He would survive the desperate battles of the Heresy and go on to become the first Chapter Master of the newly created Black Consuls following their inception during the Second Founding.During one of his Chapter's first campaigns in the early 31st Millennium, Cordos would lead his Chapter to victory in the Orbstar System against the hated Traitor forces of the Word Bearers Traitor Legion during the Cleansing of the Orbstar campaign.This earned him the accolades of his warriors and the moniker "Bane of Lorgar." Following his death, his Power Axe, Lorgar's Bane, would become a treasured relic of the Black Consuls.
Artefacts (Short Story) - Artefacts (Short Story): Artefacts is a short story published in the Horus Heresy Series. Artefacts was originally published as part of the limited-release anthology novel Sedition's Gate, and it was later released as a stand-alone e-book. It is now also included in the War Without End anthology novel.
Artefacts (Short Story) - Synopsis: Before the massacre on Isstvan V, the Primarch Vulkan returns to his forge on Nocturne to prepare for war against the Traitors. However, in light of recent conflicts with his wayward brother Konrad Curze, he looks upon his personal armoury with a startling new clarity. If the wrath of the supposedly loyal Night Lords can be unleashed upon their own homeworld in a moment of unchecked rage, is it wise for any Legion to have access to such devastating devices as the Engine of Woes, the Unbound Flame or the Song of Entropy?
Artekus Bardane - Artekus Bardane: Artekus Bardane was the Commander (Chapter Master) of the Relictors Space Marine Chapter before they were declared Excommunicate Traitoris for their continued dabbling with Chaos artefacts and weaponry, despite an Inquisitorial mandate expressly forbidding them to do so.
Artellus Numeon - Artellus Numeon: Artellus Numeon was a Terran-born Astartes officer who served as the First Captain of the Salamanders Legion's elite 1st Company, known as the Firedrakes, throughout the Great Crusade and the Horus Heresy. He also served as Equerry to the Primarch and commanded Vulkan's elite personal Honour Guard, the Pyre Guard, which was comprised of Veteran Battle-Brothers of the Salamanders Legion. Sworn to protect the Primarch, these were warriors set apart from the rest of the XVIII Legion. Terran-born like their commander, they did not always fully appreciate the earthy sentiments of the Nocturnean culture in which Vulkan had been raised, but they knew their duty deep within their genetically-enhanced bones.Numeon was present during the tragic events of the Drop Site Massacre on Istvaan V where his Legion was nearly decimated. He survived the Traitors' trap and eventually made his way off the scoured planet, to carry on the war against the Warmaster Horus' Traitor Legions. Leading several small bands of survivors, Artellus Numeon became Legion Master and the spiritual figurehead of the Salamanders' Legion during the dark months where both the Imperium and the Legion believed their Primarch to be dead. Rekindling the embers of hope, Numeon embarked upon a heroic voyage -- a true odyssey -- to reunite Vulkan with his Legion on their homeworld of Nocturne. Never losing faith in his Primarch's fated rebirth, Numeon would eventually concede to making the ultimate sacrifice so that his Legion would rise from the ashes and grow strong again.
Artellus Numeon - The Pyre Guard: When Vulkan was reunited with his Legion, he saw the potential in his few remaining Terran sons. From amongst these survivors he chose the most stoic and fiercely independent warriors; those who had endured the worst of the XVIII Legion's trials and tribulations throughout the early years of the Great Crusade before he had been reunited with them. From these chosen few, the Primarch founded the Pyre Guard, his personal Honour Guard; charged with the protection of their Primarch and to act as his inner circle of advisors.Set apart from the other warriors of the XVIII Legion, all of the vaunted Pyre Guard were without equal. These individual warriors were hungry, ready for war. Like the deep drakes of Vulkan's homeworld, they were savage and fierce, sharp of claw and tooth. The members of the Pyre Guard were not like other Salamanders; they had more fire, more fury. Like the volcanoes of ancient Nocturne, the great jagged chains of the Dragonspike and Mount Deathfire, they were perpetually on the brink of eruption. Even the warriors of the Pyroclasts were not as volatile.The Pyre Guard were chosen warriors, those that displayed a level of self-sacrifice and self-sufficiency that exceeded all others. Like the saburai of old Nihon, they were fighters foremost, who could ally as a unit or function expertly on their own. They were also leaders, and each Pyre Guard commanded a Chapter of the Legion in addition to their duties as the Primarch's inner circle warriors. Numeon was one of these chosen elite. Though Terran-born, these elite warriors still displayed the physical traits of onyx-black skin and red eyes, an irreversible reaction to the unique radiation of Nocturne combined with the genetic heritage of their Primarch, which every Salamander, regardless of origin, possessed. The Pyre Guard's number always stood at seven, a number of great cultural significance to the people of Nocturne. When they marched to war with their Primarch, every one of their personal weapons was forged by its bearer, and every one could spit fire like the drakes of old.
Artemis - Artemis: Artemis is a watch captain of the Deathwatch Chapter seconded from the Mortifactors Chapter who commands Watch Company Tertius of the watch fortress at Talasa Prime.Watch Captain Artemis has been instrumental in many great victories over the xenos foe. He played a critical role in triggering the civil war that destroyed WAAAGH! Thrashfang, burned to ash the T'au orbital city named in honour of Kor'el Fi'rios Yeln'atari, beheaded the Big Mek Wurldstompa atop his own Gargant and defeated the Enslaver plague on Tarrenthorst with a barrage of Cyclonic Torpedoes.Most recently he went into combat upon the crystal moon of Coheria during the Battle of Port Demesnus, where he battled the infamous Craftworld Aeldari farseer known as Eldrad Ulthran. So aggressive were Artemis' actions in that campaign that he was censured on his return, but there remains no doubt in his mind that he did only what was necessary to honour the Emperor.Artemis is something of an Imperial Puritan when it comes to fighting xenos, and will allow no alien to live. He refuses to countenance any alliance with xenos, even a partnership of simple convenience to face a common foe.Artemis fights with a thrumming Power Sword and a lethal Combi-flamer known as the Hellfire Extremis, which fires bursts of a bio-alchemical poison inimical to all forms of life. He carries a Stasis Bomb as a weapon of last resort, a hand-thrown explosive that turns time itself into an inescapable prison.
Artemis - Assumptus V Campaign: It was Brother Artemis who with his kill-team answered the request alongside Inquisitor Severnius from the colonel of the Astra Militarum's Kaslon Regiment on the world of Assumptus V in the Donorian Sector. The Deathwatch destroyed the K'nib xenos that had infested this world and Artemis himself killed the K'nib Alcayde, ending the aliens' incursion into Imperial space, even though official records reported that it was the Kaslon Regiment that had earned the victory to save face.It was against these foes that Artemis and Severnius had encountered one of their most daunting challenges. The K'nib attempted to psychically dominate the kill-team and bend them to their will. Though Severnius, himself a psyker, was able to physically shield most of the kill-team from this assault, three Space Marines fell under the aliens' mental control and turned their bolters on their brethren. A further two Space Marines were cut down by gunfire, but Artemis persevered and hacked down one of his erstwhile allies as the kill-team formed a defensive circle, assailed by hordes of alien-dominated victims.Artemis, Severnius, and the two remaining battle-brothers of the kill-team fought viciously and were able to barricade themselves in a small temple dedicated to the Emperor. Severnius by this point was exhausted by having to maintain his psychic shield while the three Space Marines desperately held off enemy attacks.For six solar days this situation continued until the kill-team was able to finally contact Thunderhawk gunships and coordinate a rescue. But before the gunship could land, the weakened Servenius was killed by one of the enslaved Space Marines, but not before the Inquisitor handed over command of the kill-team to Artemis. Once in orbit on a Deathwatch warship, Artemis declared an Exterminatus action on Assumptus V and unleashed Cyclonic Torpedoes upon the fallen world.
Artemis - Wargear: Mark VII Aquila Power Armour (Modified)Power SwordHellfire Extremis - Hellfire Extremis is a unique Combi-flamer that makes use of a xenos-derived, highly flammable bio-alchemical poison inimical to all forms of life to unleash its gouts of flame. This toxic fuel is stored in a compartment of Artemis' backpack.Frag GrenadesKrak GrenadesStasis BombAugmetic Arm -  Artemis lost his right arm in battle with the Tyranids so it has been replaced with an augmetic.Augmetic Eye - Artemis' bionic eye possesses the ability to detect nearby life-forms much like an auspex.
Artificial World - Artificial World: An Artificial World is considered an Imperial planet but is of non-natural origin.These include orbital stations and hollowed-out asteroid emplacements that include listening posts, research laboratories, military void stations, and doomsday bastions.However, Artificial Worlds can have large populations and can contribute regiments to the Astra Militarum.
Artificial World - Notable Artificial Worlds: Dreadhaven - Dreadhaven is an Artificial World in the Ultima Segmentum. It is large enough to draft at least 5,000,000 troops per year for the Astra Militarum as part of a regimental tithe.Ran's Eglise - Ran's Eglise is an Artificial World in the Segmentum Obscurus. It is large enough to draft at least 5,000,000 troops per year for the Astra Militarum as part of a regimental tithe.
Arturos Winterscale - Arturos Winterscale: Arturos Winterscale was the head of the Rogue Trader House Winterscale in the Koronus Expanse of the Segmentum Obscurus. When he died he left no heirs to the house's Warrant of Trade, which was held by a small group of regents.Then a man named Calligos Winterscale rose from complete anonymity to claim to be the rightful heir of House Winterscale. In a single solar week, the regents that controlled House Winterscale's Warrant of Trade while they searched out new heirs to its legacy either bowed to his will or simply vanished. Various rumours attest that Calligos Winterscale either is or is not the legitimate heir to Arturos Winterscale's dynasty or that he grew up as a pit-fighter in the lowest decks of Footfall.
Arvann Stern - Arvann Stern: Grey Knights Brother-Captain Arvann Stern is an elite Daemonhunter and one of the longest-serving and most highly decorated Captains of the elite Grey Knights Space Marine Chapter. Even from his earliest years as a Grey Knight, Stern was believed to be well on his way to becoming one of the Chapter's Grand Masters, but instead his life took an altogether different course.Throughout his nearly four Terran centuries of service to the Emperor he has been confronted by his mortal enemy, the Lord of Change known as M'Kachen. The Greater Daemon has continued to interfere with Stern's fate since their first meeting such that for every act of heroism or bravery performed in battle by the valiant Grey Knight, some inexplicable misfortune also befalls him.
Arven Scurn - Arven Scurn: Arven Scurn was a Veteran Astartes of the IX Legion of Space Marines who served with the Legion from its earliest days when it was known as the Revenant Legion before it was reunited with its Primarch Sanguinius and renamed the Blood Angels. He was still serving with the Legion during the Horus Heresy. Scurn fought and died with the Blood Angels on Signus Prime during the Signus Campaign .
Arven Scurn - History: Taken into the early IX Legion from the blasted pits of the Mercian Rift in Old Alba on Terra, Legionary Scurn was transfigured, raised up from the foul slums of his birth to stand as a model of perfection among the armies of the Emperor as an Astartes.During these years he originally served in the Legion's 14th Shock Assault Detachment, 32nd Mercian Rift Gene-cull. His outward appearance was that of angelic perfection, but within lurked a red-handed killer devoid of the noble aspect of the Revenant Legion's as-yet undiscovered sire.These frenzied butchers with the faces of angels were the shock troops of the late Unification Wars and the early Great Crusade within the Sol System, unleashed to kill and burn in indiscriminate fury on the worst of battlefields.The image of the Legionary Scurn presented above bears the Pentagram of Vesper, the battle honour of the bloody wars waged on Venus, on his left greave signifying his participation in the worst massacres of the Wars of Unity, as well as a variety of acid-etched markings of a more informal nature.The bloody smears that adorned many Legionaries of the IX Legion in these early years were intentional marks from the various bloodletting rituals adopted by the so-called "Revenant Legion," rather than the residue of battle.Legionary Scurn was among the few survivors of the original Legion at the time of the Signus muster, relegated along with many relics of those bloody years to lesser companies. He now held the rank of Centurion and bearer of the Word of Wrath within the 94th Company, and was among those martyred within the twisted eaves of the daemonic forest on Signus Prime, exacting a high price from the foe in exchange for his life. In death, he and his blood-soaked brothers of the early Legion would stand higher in the regard of the Great Angel Sanguinius than they ever had in life.
Arvus Lighter - Arvus Lighter: The Arvus Lighter is a small, general purpose, surface-to-orbit cargo shuttle that is widely used by the Imperium of Man for many tasks, both in space and on the surface of planets. The Arvus is commonly used by both the Aeronautica Imperialis of the Navis Imperialis and Imperial merchant vessels, including Rogue Traders.The Arvus Lighter is just one of many types of small, void-capable shuttles used by the various organisations of the Imperium. The Arvus is piloted by a single pilot, and is not equipped with any weapon systems; in fact, the Arvus possesses only the most basic navigation equipment, external augur sensors, and proximity alarms. The Arvus has a powerful plasma engine that allows it to carry heavy cargo to and from a planet's surface.The Arvus is mostly used as a cargo shuttle, ferrying supplies and sometimes personnel from ship-to-ship and from high orbit to the surface of planets. The Arvus can also be used to transport cargo and personnel already on a planet to different locations on the surface if the terrain is too treacherous.The shuttle can be modified to carry special types of cargo, such as replacing the cargo bay with a fuel tanker or expanding it to carry larger loads. The Arvus can transport up to 12 people in its cargo hold, but any Imperial official of importance will most likely make use of the Aquila Lander instead, as the Arvus is designed as a workhorse and not a luxury voidcraft.The Arvus is not a combat vehicle and was never intended to engage an enemy, although if times are desperate enough the Arvus can be used as a makeshift assault boat for boarding actions during void combat, or as a transport ship during ground engagements. This was however not always the case, as numerous accounts testify that during the Great Crusade an armed variant of the Arvus saw extensive use in support of Solar Auxilia cohorts.The Arvus has been called the Trojan utility vehicle of the Navis Imperialis, as the two vehicles share similar roles and uses with their respective arms of the Imperial military. The Arvus has earned several nicknames such as the "Hog", "Little Pig", and the "Onager", the last stemming from the belief that the Arvus' Machine Spirit is particularly truculent and stubborn.
Arvus Lighter - Notable Users of the Arvus Lighter: Imperium of Man - The Imperium uses the Arvus shuttle for many different tasks all across the galaxy, from the cargo holds of Navis Imperialis warships, Mining Worlds, and even Holy Terra itself.The Lost and the Damned - Due to the wide usage of Arvus Lighters across the galaxy by the Imperium, many have been used by Traitors and Heretics for their own cargo transport needs.Adeptus Mechanicus - The Arvus Lighter was used to deliver supplies to the main Adeptus Mechanicus base on Beta Anphelion IV from orbit. This base was engaged in classified research concerning Tyranid bio-forms that was ultimately deemed forbidden by the Inquisition's Ordo Xenos. After being delivered to the main base the supplies would be flown via an Arvus shuttle to the other Imperial installations scattered across the world due to the hazardous terrain surrounding the bases.Betalis III - The Arvus was regularly used to transfer supplies across the ice wastes to the Imperial mining colonies on Betalis III.
Arvus Lighter - Armament: The Arvus Lighter is not a combat spacecraft, but it has been pressed into combat on several occasions. When the Arvus is needed for a combat role it can be equipped with an improvised forward-firing twin-linked Multi-Lasers, twin-linked Autocannons, or 2 twin-linked Heavy Stubbers. It can also be outfitted with 2 Hellstrike Missiles.Arvus Lighters in service of the Solar Auxilia during the Great Crusade were known to have been armed with twin-linked Lascannons. The Arvus can receive the following upgrades, including an ejector seat, an armoured cockpit, a flare or chaff launcher, an illumination flare launcher, or a searchlight.
Arvus Lighter - Adeptus Mechanicus Technical Specifications: Arvus LighterTypeGeneral Purpose Cargo Shuttle - SmallOperational CeilingN/AVehicle NameArvusMax Speed1600 kphForge World of OriginBakkaRange22,000 kilometres in atmosphereKnown PatternsIV - XXVIIMain ArmamentN/ACrew1 PilotSecondary ArmamentN/APowerplant2 RX-60-22 Rocket EnginesMain AmmunitionN/AWeight15.0 TonnesSecondary AmmunitionN/ALength8.52 MetersArmourWingspan8.2 MetersSuperstructure15 millimetresHeight3.68 MetersHull15 millimetresTransport Capacity12 Humans or 6 OgrynsAccess Ports1, Rear Ramp
Arvus Lighter - Sources: Aeronautica Imperialis (Rulebook), pg. 24Imperial Armour Volume Four - The Anphelion Project, pp. 113-115Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 17Imperial Armour Aeronautica, pg. 19Imperial Armour Apocalypse Second Edition, pg. 40The Horus Heresy Book Four: Conquest (Forge World Series) by Alan Bligh, pg. 271The Arvus Lighter Returns to Show the Horus Heresy that Frills Don’t Pay the BillsWarhammer 40,000: Rogue Trader (PC Game)
Asdrubael Vect - Asdrubael Vect: Asdrubael Vect is the Drukhari archon of the Kabal of the Black Heart and the current supreme overlord of the Dark City of Commorragh.Considered the most devious of a people legendary for their deviousness, Vect is possibly older than the Fall of the Aeldari. It was Vect who shaped Commorragh from a sprawling corsair port and collection of autonomous sub-realms into what it had become by the 41st Millennium, a vast and incalculably powerful and evil galactic metropolis located deep within the Labyrinth Dimension of the Webway.Among the murderous hierarchy of the Drukhari people, and from the lowest of beginnings, Vect gained and holds on to his position with both an unmatched intelligence, murderous ambition and a talent for cunning that is said by some to rival that of the Chaos God Tzeentch.Vect knows the primary weaknesses of all the major intelligent, starfaring species of the galaxy, and those of his own species most thoroughly of all. Quite simply, Asdrubael Vect is one of the oldest, most powerful, and most deadly beings to walk amongst the mortals of the 41st Millennium.
Asdrubael Vect - History: Asdrubael Vect was born as a low-class underling in Commorragh and sold into slavery as a child. According to Vect's own account, related to a Human slave, in his youth he personally witnessed the Fall of the Aeldari in the late 29th or early 30th Millennium.Never accepted by the privileged high-born "betters" of his species' ancient Aeldari nobility, Vect was forced to climb the murderous hierarchical structure of the Dark City from the bottom, rung by tortuous rung. This survival in the face of incalculable odds explains his razor-sharp mind and infinite talent for intrigue.It was during this time that Vect vowed to himself that he would one day rule the Dark City, even if it took an eternity. Vect's talent for subterfuge was exceptional. Vect's rivals had a propensity for being murdered in plots or for suffering apparent misfortunes, although never by Vect's hand personally. By the time his rivals realised the threat represented by this upstart, it was usually only an instant before their heads had been separated from their bodies by his agents.
Asdrubael Vect - Kabal of the Black Heart: Vect's power grew and at an unknown date in the 32nd Millennium, he founded the Kabal of the Black Heart, the first organisation to openly refer to themselves as Eladrith Ynneas or "Dark Eldar." Though the Black Heart began as a flickering flame, it has since been fanned into a searing firestorm.Thriving on being underestimated, Vect played a low profile as the Dark City fought a long civil war of its nobility against the Solar Cults who controlled the captured twin suns that powered the city, "The War of the Sun and Moon," in the 35th Millennium.The Drukhari nobility were ultimately victorious. A kabal like Vect's had almost no power compared to Commorragh's nobility, and Vect was opposed at every turn by the most influential of the Dark City's noble houses -- House Xelian, House Kraillach and House Yllithian.
Asdrubael Vect - Uniting Commorragh: Yet Vect's ambitions did not end there. He would never cease his scheming until he had the entire city and all of its realms within his steely grip. In 677.M36, Vect tricked Archon Kelithresh into opening a casket ostensibly presented as a bribe, and the black hole constrained within was unleashed to consume both him and his entire realm.In the 37th Millennium, Vect caused the hidden portals that linked each satellite realm of Commorragh to be revealed and built Great Gates around them guarded by elite Incubi and Kabalite Warriors. One by one, Vect forcibly united the sub-realms of Commoragh into his own powerbase, conquering each in turn over thousands of standard years of civil war and strife. Commorragh expanded into and throughout these once-autonomous regions until they became integral to the Dark City.In 984.M37, the last independent sub-realm, Shaa-dom, had been growing steadily in influence to the point where Archon El'uriaq, the self-declared "Emperor of Shaa-dom," declared himself more worthy of rule over the Dark City than Vect. Vect publicly vowed that Shaa-dom would feel his blade, but seemed in no position to make good such a threat against Shaa-Dom's well-funded and elite military forces.Three solar days later a Warp rift opened above Shaa-dom and a burning Imperial battleship emerged and collided into the city before its Warp-Drive detonated, destroying El'uriaq's palace fortress. Daemons, exploiting the resulting Warp rift, invaded the sub-realm of the Dark City, destroying and consuming all in their wake. In the matter of solar weeks, Shaa-dom was reduced to haunted cinders. Vect is reported to have allowed himself a rare smile at the moment of its fall.With the destruction of Shaa-dom, all of Commoragh's sub-realms became part of the Dark City -- and the newly unified city was now under Vect's complete control.
Asdrubael Vect - Era Indomitus: Vect, through plots more labyrinthine than most mortals could hope to comprehend, was still the supreme overlord of Commoragh in ca. 999.M41. This achievement is perhaps even more impressive than his becoming supreme overlord in the first place.As a result of his low-born status, he has never been accepted by the remaining Drukhari high nobility of Commoragh.  Though the noble houses he usurped power from were forced to reinvent themselves as kabals, they still hate Vect and would gladly topple him and reassert themselves given the chance. Yet even other kabals' archons, unimaginably devious themselves, have never been able to outwit Asdrubael Vect. All who have tried have died in indescribably horrible ways.And yet, as the 41st Millennium comes to a close, it is believed by some that Vect's hold upon the Dark City is beginning to loosen: he visits uncharacteristically blunt retribution on those who defy him with increasing frequency. His realspace raids have become increasingly frequent as well, leading some to speculate that he has finally passed beyond even the capability for rejuvenation that the agonised murder of thousands of slaves can bring.Typical of the Drukhari, theories abound that Vect may be tired of success, rulership, or even his long existence. Others say he may be gambling against himself as it is now the only challenge that he can find in a city that has never had his equal. More sensible Drukhari believe that he is only feigning weakness until his true enemies reveal themselves, at which point he will destroy them.Nothing is ever sure when it comes to Asdrubael Vect, except that if he falls, the Dark City will be torn apart by vicious civil war.
Asdrubael Vect - Ghodri Falsehood: There were other attempts by the supreme overlord of Commorragh to strike at Yvraine. Many of the Haemonculi that made their lair in the lower regions of Commorragh were old allies of Asdrubael Vect's. They were so steeped in the history of the Dark City, so influential in their control of the Drukhari's sham immortality, that they sought to maintain the status quo from which they had profited for so many Terran centuries.The coven of the Prophets of Flesh, those who studied under the demented flesh-sculptor Urien Rakarth, had devised a new punishment -- to take a transgressor and reshape them, melding their mortal clay until they looked, walked and even smelt like a Human being. All Drukhari found this horrifying, for to them a Human form was ungainly and ape-like, a cruel mockery of a biped in comparison to the lithe and alabaster-skinned Aeldari anatomy. This was a horrific punishment for a people so vain and haughty as the Drukhari, and those subjected to the treatment cried out that they would do anything at all to have it reversed.In these "false Humans," Vect saw opportunity -- one so twisted and sadistic that Urien Rakarth agreed to orchestrate it on his behalf. On the Imperial slabcrete planet of Ghodri Sekmet, Yvraine preached the Ynnari creed to a hidden gathering of Alaitoc Pathfinders high in the peaks. The Craftworld Aeldari did not expect any of the dull-witted Humans who infested the rest of the planet to uncover the location of their eyrie, and Yvraine was speaking with such passion and fervour that all eyes were on her.Hence when the Imperial military announced their presence with a well-organised Astra Militarum pincer assault, the Aeldari found their line of retreat cut off by artillery fire. The Ynnari and Alaitoci fell back to the Webway portal by which they had made planetfall upon Ghodri Sekmet -- only to find a strike force of Drukhari mercenary elites bursting through.Caught between the hammer of the Drukhari assault and the anvil of the Astra Militarum -- amongst whose ranks were Vect's false Humans, who had engineered the attack -- the Ynnari were decimated. Only the manifestation of the Yncarne, the Avatar of Ynnead, summoned to battle by so much Aeldari death in one place, allowed Yvraine and the rest of the command structure of the Ynnari to break through and make their escape into the Webway.
Asdrubael Vect - Assassination of Vect: With every Incubi bodyguard within Commorragh deployed to stem the tide of Daemons that had resulted from the Great Dysjunction, long-stifled rivalries between the Dark City's elites erupted into bloodshed. Assassinations became commonplace, and the threat of civil war loomed ever closer. Yet right when the denizens of Commorragh seemed set to tear themselves and their city to shreds, the impossible happened.Asdrubael Vect himself was murdered, cut down by Mandrakes in service to an unknown master. Furthermore, every receptacle that contained a fragment of the supreme overlord's essence was destroyed simultaneously, ensuring that he could not be regrown and reborn even by the arcane methods of the Haemonculi.The internecine conflicts that ravaged the Dark City were quickly replaced by an uneasy stillness as every Commorrite assessed their existing alliances. If Vect could be killed, then none amongst the Drukhari could be assured of their own survival.
Asdrubael Vect - Dark Muse: The Harlequins of the Masque of the Veiled Path prepared a wake for Vect to be held in the Nhexus, the arena of the Wych Cult of the Cursed Blade. Many began to suspect that it was the Cursed Blade who had orchestrated the supreme overlord's demise -- others suspected the hand of Aurelia Malys, for she and her Kabal of the Poisoned Tongue had withdrawn from Commorragh into the fractured spars of the Webway.Nonetheless, the Great Wake was attended in great numbers, both by those loyal to Vect and by those who came to gloat before beginning the war to divide up his territories. At the crescendo of the proceedings, the arena was saturated with potent airborne hallucinogens, and the Harlequins unleashed their full fury on the other archons in attendance.Joining the fray on the side of the Veiled Path were the Wyches of the Cursed Blade, as well as the Haemonculi of the Prophets of Flesh and warriors from Vect's own Kabal of the Black Heart. The blood of archons flowed in great rivers, and amidst the screams of agony and terror, Asdrubael Vect rose from the centre of the arena, his body perfect in form and his eyes filled with wrath.When the slaughter had finished, those archons who had remained faithful to Vect were resurrected by the Prophets of Flesh, as were some of his enemies -- though remade as twisted monstrosities whose only purpose was to serve the supreme overlord by their suffering.Having culled the upper echelons of Commorragh of all who would have opposed him, Vect's position as ruler of the Dark City was rendered nigh-unassailable, and he declared himself a living Dark Muse.