vizn3r/warhammer40k-lore huggingface dataset:
Bolter - Sources: Black Crusade: Core Rulebook (RPG), pp. 156-157Codex Adeptus Astartes - Space Marines (8th Edition), pp. 148, 156Codex: Blood Angels (5th Edition), pp. 50, 59Codex: Chaos Space Marines (3rd Edition, 2nd Codex), pg. 20Codex: Dark Angels (4th Edition), pg. 49Codex: Daemonhunters (3rd Edition), pg. 18Codex: Grey Knights (5th Edition), pp. 55, 58Codex Heretic Astartes - Chaos Space Marines (8th Edition), pg. 18Codex: Imperial Guard (5th Edition), pg. 88Codex: Inquisition (6th Edition), pg. 136Codex: Space Marines (4th Edition), pp. 1, 11Codex: Space Marines (5th Edition), pp. 63, 88, 100-101, 118Codex: Space Marines (6th Edition), pg. 121Codex: Space Marines (7th Edition) (Digital Edition), "Armoury of the Space Marines - Special Issue Wargear - Special Issue Ammunition", pp. 447-448Codex: Space Marines (8th Edition) (Revised Codex), pp. 70, 74-75, 111, 123, 185Codex: Space Marines (9th Edition), pp. 138, 141Codex: Space Wolves (5th Edition), pg. 59Codex: Vanguard Space Marines (8th Edition), pp. 7-10Codex: Witch Hunters (3rd Edition), pp. 19, 22Codex Supplement: Deathwatch (9th Edition), pg. 53Dark Heresy: Blood of Martyrs (RPG), pg. 114Dark Heresy Core Rulebook (RPG), pg. 133Dark Heresy: The Inquisitor's Handbook (RPG), pp. 109, 148, 171, 173Deathwatch: First Founding (RPG), pp. 97-98Deathwatch: Rites of Battle (RPG), pp. 134, 140Imperial Armour Volume Two - Space Marines and Forces of the Inquisition, pg. 101Imperial Armour Volume Three - The Taros Campaign, pp. 49-50Imperial Armour Volume Four - The Anphelion Project, pp. 126-128Imperial Armour Volume Nine - The Badab War - Part One, pp. 60, 86, 91, 94, 102, 120, 128Imperial Armour Volume Ten - The Badab War - Part Two, pp. 65, 71, 76, 86, 115, 128, 133Imperial Armour Volume Twelve - The Fall of Orpheus, pp. 138-140, 142Index Astartes III, pg. 58Rogue Trader: Core Rulebook (RPG), pg. 122Rogue Trader: Faith & Coin (RPG), pg. 82Rogue Trader: Hostile Acquisition (RPG), pg. 50Rogue Trader: Into the Storm (RPG), pg. 112The Horus Heresy - Book One: Betrayal (Forge World Series) by Alan Bligh, pp. 19, 230, 232The Horus Heresy - Book Two: Massacre (Forge World Series) by Alan Bligh, pp. 53, 74, 76, 102-104, 106-107, 123-124, 126-127, 144-147, 185, 209Warhammer 40,000 - Apocalypse War Zone: Damnos, pg. 18Warhammer 40,000: Rulebook (8th Edition), pg. 60Warhammer 40,000: Rulebook (6th Edition), pp. 54, 56Warhammer 40,000: Rulebook (3rd Edition), pg. 60Warhammer 40,000: Rogue Trader (1st Edition), pg. 70Warhammer 40,000: Space Marine (Video Game)Warhammer 40,000: Wargear (4th Edition)Warhammer 40,000: Wargear (2nd Edition)Warhammer: The Horus Heresy Second Edition - Liber Imperium (Specialty Game), pp. 53, 64The Purging of Kadillus (Novel) by Gav ThorpeWarriors of Ultramar (Novel) by Graham McNeillThe Imperial Infantryman's Uplifting Primer (Background Book), pp.18-25Umbra Pattern BolterUmbra Ferrox Pattern BolterWarhammer 40,000: Eternal Crusade - Rogue Trader Store: Sternguard BolterWarhammer Community WarhammerFest Live BlogWarhammer Community: Warhammer – A New Beginning (Bolt Rifle Image)
Bolter Ammunition - Bolter Ammunition: The Tech-priests of the Adeptus Mechanicus and the skilled Artificers of the Adeptus Astartes have developed many types of Bolter Ammunition, simply called "bolts," over the millennia for the different branches of the Imperial military that use Bolt Weapons. The most common variants are described below.
Bolter Ammunition - Calibre: Bolter weapons are relatively common in the Imperium of Man and come in different sizes, from handheld Bolt Pistols to the mighty Vulcan Mega Bolter mounted on super heavy tanks and Titans.The standard bolt is set to .75 calibre, whereas Heavy Bolter rounds are larger, at 1.00 calibre. An even larger calibre is used in the Mauler Pattern Bolt Cannon of Castellax Battle-Automata.The Vulcan Mega Bolter mounted on the Macharius Vulcan variant of the Macharius Heavy Tank utilises Heavy Bolter shells, whilst the far larger ones mounted on Titans and Stormlord tanks fire projectiles the size of human skulls.Whereas conventional solid slugs utilise a propellant charge contained in a casing that forces the bullet down the barrel upon ignition, in contrast, a bolt is self-propelled; it features its own integrated solid fuel propellant that propels the bolt at high speeds, essentially acting like a miniature rocket.The propellant itself is shaped to control the bolt's direction and speed; however, this method of rocket propulsion would normally warp the barrel due to gas pressure. The Bolter uses an ingenious two-stage method to prevent this.As well as the rocket propellant, a small conventional charge is also utilised. This charge is strong enough to force the bolt out of the barrel at a significant muzzle velocity, and simultaneously ignite the bolt's propellant.The rocket-propellant is precisely fused to ignite immediately as the bolt leaves the barrel, alleviating any possibility of pressure build-up. The bolt then accelerates toward the target under its own power.The .75 calibre is now the standard for bolts in the late 41st Millennium. However, during the early days of the Great Crusade in the late 30th Millennium, there were Bolters that made use of variable calibre ammunition. This included the ancient Tigris Pattern Bolter, which fired .60 calibre bolts, and the Phobos Pattern Bolter, which made use of .70 calibre bolts. The ancient Space Marine Legions' archaic Ikanos Pattern Bolt Pistol used a .50 calibre bolt.Standard Bolter ammunition utilises a mass-reactive fuze, designed to penetrate the target before detonating within, maximizing damage to the target and leaving little chance for survival.
Bolter Ammunition - Standard Bolts: In bolts, a tiny amount of conventional explosive charge is utilised alongside rocket propellant. This charge is just strong enough to force the bolt out of the barrel and ignite its propellant.The rocket-propellant is carefully fused to ignite just after leaving the barrel, alleviating any possibility of pressure build-up.The bolt then accelerates away towards the target under its own power. Standard Bolter ammunition is designed to penetrate the target and then detonate, causing immense damage and leaving little opportunity for survival.The standard Bolt Round consists of:A solid-fuel rocket propellant baseAn outer casing containing conventional chargeGyrostabiliserMass-reactive fuse. Has a split-second timer to delay detonation upon impact until after the shot penetrates the target.Hardened diamantine penetrating tip. This allows for the bolt to penetrate most armour before detonation.Main Explosive ChargeDense metallic core. This is a very dense material, adding weight and thus momentum to the round when in flight. This aids in the bolt's penetration of the target.
Bolter Ammunition - Hellfire Rounds: Hellfire Rounds have devastating results on organic matter, as the rounds were developed to combat the Tyranids. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into the target upon the shattering of the vial, pumping the acid into the foe.Hellfire Rounds house a crystalline reservoir of tailored bio-corrosives that douse their targets in voracious bio-acids that are particularly good at dissolving Tyranid chitin and other xenos from the inside out.They were originally developed to be fired as single specialised rounds by a Heavy Bolter with an area of effect, but have also been downsized for standard calibre bolters, where they function as direct-impact penetrators instead.
Bolter Ammunition - Stalker Silenced Rounds: Stalker Silenced Shells are Bolter Rounds that possess low sound signatures, intended to be used for covert combat and sniping. These rounds are best used in conjunction with an M40 Targeting System and an extended barrel on a Stalker-pattern Bolter, to produce an effective sniping weapon system.A solidified mercury slug replaces the mass-reactive warhead for lethality at subsonic projectile speeds. A gas cartridge also replaces both the propellant base and main charge for silent firing.
Bolter Ammunition - Inferno Bolt Rounds: Inferno Bolts are designed to immolate their targets and destroy them with superheated chemical fire. The dense core of the standard bolt is replaced with an oxy-phosphorous gel, derived from promethium.It should be noted that despite having the same name, Imperial Inferno Bolt rounds are unrelated to the Inferno Bolts used by the Chaos Space Marines of the Thousand Sons Traitor Legion, which are actually psychically-bound slugs that release arcane energies upon impact. These energies react explosively with a living target, but not against psychic Blanks or inanimate objects.
Bolter Ammunition - Ulysses Bolts: Ulysses Bolts are bolts which contain a tracking device. Fired into large objects, this type of bolt will accurately report the target's relative position to a hand-held tracking device.
Bolter Ammunition - Metal Storm Frag Rounds: Metal Storm Frag Rounds are best used against multiple lightly-armoured targets. They detonate before impact and spray shrapnel, shredding their victims.A proximity detonator replaces the mass-reactive cap of the bolt, and the diamantine tip and dense metallic core are replaced with an increased charge and fragmentation casing. They are similar to flak rounds and are used against large clusters of enemies.
Bolter Ammunition - Kraken Penetrator Rounds (Kraken Bolts): Kraken Penetrator Rounds, also called Kraken Bolts, are powerful armour-piercing rounds. The dense metallic core is replaced by a solid adamantium core and uses a heavier main detonator charge.Kraken Bolts utilise their adamantium core to provide them with additional weight and stopping power and also possess an improved propellant to penetrate the thickest xenos hides.Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These rounds are effective against heavily-armoured infantry, xenos monstrosities and lightly-armoured vehicles.Internal DetailsThe main charge is increased to enable a larger explosion.The standard dense metallic core is replaced by a core of pure adamantium to optimise the penetration of reinforced armour.
Bolter Ammunition - Psybolts: Psybolts are used by the Inquisition, primarily the Ordo Malleus and the daemon-hunting Space Marines of the Grey Knights.Psybolts are psychically-charged, ritually-inscribed silver-tipped bolts fired by the weapon known as a Psycannon. The negative psychic charge and anti-daemonic ritual inscription on every Psycannon bolt allows them to pass through any defensive shielding, whether it is created by direct psychic energies or generated by manipulation of the Warp, technology employed by Void Shields or Conversion Fields.Bolt Pistols and standard Bolters can also fire down-sized versions of the Psycannon's ammunition. These psybolts are less effective than the standard Psycannon's bolts, but more powerful than the same-sized bolts of a non-psychically charged weapon.When fired, each bolt can be imbued with a portion of a Grey Knight's innate psychic power, causing it to glow with an eerie blue light and strike home with significantly greater force than an ordinary bolt of its type.Psybolts are difficult to produce and incredibly wearing on a Bolter's inner mechanisms.But psybolts provide the Grey Knights with a relatively straightforward method of enhancing the power of standard pattern weaponry without resorting to the need to extensively retrofit the weapon itself.
Bolter Ammunition - Banestrike Bolt Rounds: These mysterious variant bolt shells, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, had it seems a sole purpose; to breach the Ceramite Power Armour of Space Marines.Used openly for the first time at the Drop Site Massacre on Istvaan V in 006.M31, their dense explosive cores and firing stresses reduced their range and swiftly degraded the firing weapon, but their effect against the betrayed Loyalist Legions were devastating.Fortunately for the Loyalists, supplies of these difficult to manufacture munitions were limited, and only the Alpha Legion and the Sons of Horus were able to field them in substantial numbers beyond that incident of brutal treachery during the Heresy. These shells were primarily utilised by the Legion Seeker Squads of the Alpha Legion or the Reaver Attack Squads of the Sons of Horus.
Bolter Ammunition - Bloodshard Bolt Rounds: Bloodshard Shells are large, bolt-shaped shells intended to be fired only by the Angelus Pattern Bolter used by the Sanguinary Guard of the Blood Angels Chapter and their Successor Chapters. Each Bloodshard contains a payload of razor-filament that can shred most known forms of armour upon impact.
Bolter Ammunition - Dragonfire Bolt Rounds: Dragonfire Bolts are hollow-shelled bolts used by Sternguard Veterans and the Deathwatch that unleash a gout of superheated, volatile gas that explodes moments later.Dragonfire Bolts are highly pressurised hollow shells that contain a violently combustible, super-heated gas that explode to saturate foes in cover. Designed to detonate in pyrotechnic air bursts, these bolts make a mockery of cover and slaughter large masses of lightly armoured foes en masse.The use of Dragonfire Bolts can eliminate the value of cover for enemy troops as any targets struck receive full damage even when partially protected by cover.
Bolter Ammunition - Scorpius Bolts: During the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millennia, Scorpius Bolts were individually hand-crafted by the Techmarines of a Space Marine Legion's armoury.These specialised shells utilised a two-stage warhead which contained a micro-guidance system and a needle-like sabot dart which vaporised when striking an armoured target, providing enhanced armour penetration effects.Scorpius Bolts were rare and temperamental munitions which were hand loaded into a Bolter for firing.
Bolter Ammunition - Seeker Bolts: Seeker Bolts are unique, hand-crafted rounds created by Chaplain Boreas of the Dark Angels Chapter. Each bolt contains a miniaturised Cogitator that detects the infrared heat signature of a target and then steers the bolt unerringly towards it.
Bolter Ammunition - Shrapnel Bolts: Shrapnel Bolts were modified Heavy Bolter rounds utilised exclusively by the Iron Warriors Legion during the Great Crusade and Horus Heresy eras. This speciality ammunition was utilised as a potent anti-personnel weapon and is believed to be the precursor to the Metal Storm Frag Rounds (see above) developed in later millennia.The mass-reactive cap and diamantine tip of Shrapnel Bolts are replaced with a blunt percussive trigger plate, and the dense metallic core is substituted with an additional explosive flechette cluster. The trigger plate in the tip caused the bolt to explode on impact, spraying the target and nearby area with a directed blast of shrapnel from the flechette cluster.This ammunition was available as an option for all units in the Iron Warriors Legion equipped with Heavy Bolters, twin-linked Heavy Bolters or Quad Heavy Bolters.
Bolter Ammunition - Tempest Bolts: Seething with barely-constrained voltaic wrath, Tempest Bolts detonate in a crackle of coruscating electrical energy that worms its way into every delicate system of enemy war engines.These heavier rounds, however, lack range compared to standard bolt shells. Produced only on Mars, Tempest Bolts were designed to be particularly effective at incapacitating machines and other electronic devices.Such bolts are highly effective against targets like combat robots and cyborgs whose bodies are now more machine than organic tissue.
Bolter Ammunition - Vengeance Rounds: As their name suggests, Vengeance Rounds were developed for use against the Heretic Astartes of the Traitor Legions. Vengeance Rounds employ unstable flux core technology that makes them hazardous to use, but incredibly effective against heavily armoured targets, whether Chaos Space Marines or xenos alike.They are equivalent to the ancient Banestrike rounds developed and utilised by the Alpha Legion against the Loyalist Space Marine Legions during the Drop Site Massacre on Isstvan V.
Bolter Ammunition - Antiphasic Shells: Utilised by Deathwatch Kill-teams, these precious rounds were developed using an unknown technology to help prevent Necrons from "phasing out" and returning to their Tomb complexes. In this way Imperial forces can ensure that even their undying foes stay dead.
Bolter Ammunition - Stable Flux-Core Bolts: In 992.M41, an ancient datacache was unearthed upon the Jungle World of Johan's Eden. The Adeptus Mechanicus descended upon the world, only to find the planet's modest populace slain by Necron Canoptek constructs.Several Mechanicus Battle Congregations launched a simultaneous attack. Eight standard years of war followed before the Cult Mechanicus recovered the datacache. Three intact STC designs were recovered as a result -- one for self-heating cookpots, one for parchment autoquills, and one for stable flux-core bolt rounds that can melt ceramite as if it were wax just like Vengeance Rounds, but without the danger implicit in their use.
Bolter Ammunition - Implosion Rounds: The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimally small amount of antimatter; this creates a violently decompressing vacuum when exposed to matter.Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round's force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim's body from the inside out -- enough to debilitate even a Space Marine.
Bolter Ammunition - Witch Bolts: Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with Warp-reductive compounds that disrupt a creature's connection to the Warp and can prove to be a potent weapon against psychic opponents.
Bolter Ammunition - Hyperfrag Rounds: Hyperfrag rounds are used only in the Mark III Shrike Pattern Bolt Sniper Rifle used by Eliminator Squads. Hyperfrag rounds detonate in a shower of shrapnel, sending out a cloud of lacerating shards that devastates closely-packed infantry.
Bolter Ammunition - Executioner Rounds: Executioner rounds are used only in the Mark III Shrike Pattern Sniper Bolt Rifle used by Eliminator Squads.Executioner rounds are sophisticated self-guiding missiles slaved to a miniaturised cogitator that can seek their target behind cover, even changing direction mid-flight with tiny bursts of ballistic propellant.
Bolter Ammunition - Mortis Bolts: Mortis bolts are used only in the Mark III Shrike Pattern Bolt Sniper Rifle used by Eliminator Squads. Mortis bolts spew self-replicating mutagenic toxins into the flesh of the target, causing the rapid and complete collapse of all vital biological systems while making for a horrifying spectacle in the bargain.
Bolter Ammunition - Derevenant Shells: Developed by Deathwatch survivors from Fort Volossia, these bolts contain a cyclic temporal core found to disrupt Necron reanimation long enough for their remains to vanish entirely, removing them from the fight.
Bolter Ammunition - Helspears: Many are the entities -- xenos and otherwise -- that hide behind the Warp's corrupting power. Sheathed in a proscribed material, these bolts can pierce their hellish psychic defences.
Bolter Ammunition - Thermic Pentrator Rounds: Supplemented by thermic acceleration, these bolts are released at hyper-velocities that result in near-instant hits, increasing their accuracy and armour-penetration capabilities.
Bolter Ammunition - Inertial Fusion Bolts: A series of micro vacuum wells collapse on detonation of this bolt. Like a crushing fist, they violently implode and cause horrendous, gaping craters in whatever they penetrate. This is particularly useful against xenos who possess regenerative capabilities or of a particularly large size.
Bolter Ammunition - Witchseeker Bolts: With the metal casings forged from the blades of fallen Battle-Brothers and blessed by the devout priests of the Adeptus Ministorum, these bolt rounds used as relics by the Black Templars Chapter have an unerring talent for finding their way to the heart of the witch.
Bolter Ammunition - Bolter Magazines: As well as the different types of ammunition available for the weapon, there have also been several different types of magazines. The standard magazine for the Bolter is the Sickle Magazine.Sickle Magazine - The standard-issue magazine, seen on most Bolter patterns. The magazine's shape is slightly curved to allow rounds to stack more neatly, thus taking up less space for a higher capacity magazine. Carries 20 to 30 bolts.Straight Magazine - A straight version of the sickle magazine. Holds less ammunition (only 10 to 20 bolts), but is easier to load in more intense situations.Drum Magazine - Drum magazines are a relatively rare sight in the 41st Millennium. This is due to their unreliability; drum magazines have an unfortunate tendency to jam. However, drums can carry 40, 60 or even 100 bolts, negating the need to reload as often. Despite the frequent jamming, they still brook some favour with local Hive Gangs or planetary defence militia. They are also frequently seen on Storm Bolters or in brutal assaults, where running empty in a firefight can mean certain death.Belt Feed - Some Imperial troops forgo using magazines at all, preferring to feed the bolts directly into the firing chamber using a linked belt. Because the belt is exposed to the elements, it is frequently clogged with dirt or dust. This can, like the Drum Mag, lead to jamming, and is rarely used within the Imperium, although it is very commonly used by the Chaos Space Marines. Note that Space Marine Heavy Bolters have the ammunition belt protected by a tough, flexible feed chute; while the servants of the Ruinous Powers sometimes use a box magazine to house their ammunition belts.Duplus X - This type of magazine is quite popular amongst local planetary law enforcement or hive city gangs. It involves two standard Sickle Magazines which are attached together by some means, usually a band of cloth or tape (similar to the "ready-mags" of ancient Terra). This means when the weapon has to be reloaded, the user can simply flip the magazines around and insert the loaded magazine. This type is rarely produced.
Boltstorm Gauntlet - Boltstorm Gauntlet: The Boltstorm Gauntlet is a Power Fist that incorporates a bolter and is used by the Primaris Space Marines, combining a potent melee weapon with the capacity for excellent ranged damage.The Boltstorm Gauntlet is a favoured piece of wargear for Primaris Space Marine captains, other officers and Aggressors. It also bears a strong resemblance to the Hand of Dominion, Primarch Roboute Guilliman's own relic weapon.
Boltstorm Gauntlet - Auto Boltstorm Gauntlet: An Auto Boltstorm Gauntlet is a Boltstorm Gauntlet that has been outfitted with a high-capacity, drum-shaped, rotary magazine. However, this increased rate of fire comes at the cost of range compared to the standard Boltstorm Gauntlet.
Boltstorm Gauntlet - Sources: Warhammer Community - Warhammerfest Live BlogCodex Supplement: Deathwatch (9th Edition), pg. 53
Bombard - Bombard: The Bombard is a powerful Imperial mobile artillery piece that mounts a Heavy Siege Mortar on a Leman Russ tank chassis. It is amongst the most powerful and largest artillery pieces in use by the heavy artillery and siege artillery companies of the Imperial Guard. The Bombard should not be confused with the Colossus Siege Tank which is similar in appearance, but uses a smaller mortar cannon known as a Colossus Siege Mortar and is instead mounted on the less robust Chimera chassis.
Bombard - Tactical Role: Unlike most other Imperial artillery pieces, the Bombard Heavy Siege Mortar is built upon the larger and more robust Leman Russ battle tank chassis rather than the more commonly employed but less load-bearing Chimera chassis. Even then, the Leman Russ chassis has been heavily modified to accommodate the massive weight of the Siege Mortar. Despite these modifications, a Bombard still moves very slowly compared with other Imperial tracked vehicles. Though the tank's engine and tracks provide the Bombard with limited mobility, its extremely slow speed means that it cannot be considered a true self-propelled artillery piece because it cannot fire while moving.A Bombard is normally crewed by only a single driver. The rest of the Bombard's gunners follow in standard armoured transport vehicles like Chimeras and Centaurs and work outside the Bombard's cramped interior. Most of a Bombard's gunnery crew are occupied with loading the Siege Mortar's ammunition, whilst the gunner aims the weapon at its target. Loading a Bombard is a very time-consuming process, as each shell is far too heavy for a man to lift on his own. As such, the Bombard actually incorporates a small crane into its mechanisms to move shells into its breach.As the Bombard lacks mobility and requires such a herculean effort to reload, it is not normally deployed along the Imperial front-lines. Due to these limitations, Bombards are only deployed for the sustained bombardment of completely static targets such as an enemy fortification or enemy-held urban area. Once deployed, a Bombard battery will remain in place and will pound its target without remorse. Launching its huge shells over long distances, the pounding shells of a Bombard battery can quickly reduce enemy walls and fortifications to rubble.The Bombard includes other features such as a large recoil spade that wedges into the ground and helps to absorb the massive gun's powerful recoil and stop it from rolling backwards with each shot. Since the Bombard is not designed as a front-line unit, it is not equipped with any weapons for self-defence, but might be fitted with a pintle-mounted weapon for crew defence in case Imperial lines were suddenly overrun.Many other Imperial vehicles are required to support the deployment of a battery of Bombards, such as a Chimera or Centaur that serve as the Bombard's crew transports. Trojans will be used to tow large trailers filled with Bombard ammunition, while Sentinel Powerlifters will be used to load supplies for the battery. Salamander Scout vehicles may be on hand to serve the needs of the battery's forward observer teams and an Atlus recovery vehicle may be present to help move a Bombard if one of the massive guns should become bogged down or has burnt out its engine. An Imperial Guard siege artillery company is essentially a small army in its own right.
Bombard - Known Users of the Bombard: The Imperial Guard - The Bombard is one of the heaviest artillery pieces deployed by the Imperial Guard and it is used by countless different regiments during sieges and as a heavy support tank for other units.17th Tallarn Regiment - The 17th Tallarn Regiment used six Bombards during the Taros Campaign against the Tau on the Mining World of Taros, all six were lost during the Imperial retreat from that world.Iron Warriors Traitor Legion - The Chaos Space Marines of Iron Warriors warbands often use the Bombard and many other kinds of siege artillery during their assaults on heavily fortified targets.
Bombard - Armament and Ammunition: The Bombard's only weapon is the massive Heavy Siege Mortar, which is a much larger variant of the Heavy Mortar Cannon. Although the weapon is similar in appearance to the Colossus Siege Mortar used by the Colossus Siege Tank it is actually much larger and heavier, meaning it is unable to be mounted on the standard Chimera chassis. While the Bombard carries no other weapons it can be outfitted with a Pintle-mounted Heavy Stubber or Storm Bolter and a Hunter-Killer Missile Launcher. The tank can also accept the following enhancements: camouflage netting, extra armour plating, rough terrain modifications, track guards, a searchlight, and smoke launchers. As a last line of defence the Bombard's crew is armed with standard Imperial Guard weapons such as the Lasgun and Laspistol to fend off enemy attackers.The Heavy Siege Mortar carried on the Bombard is able to use several types of ammunition, including but not limited to, the following:High Explosive Shells - High Explosive Rounds are the standard shells used by most Heavy Mortar weapons in the Imperium. These shells are more than capable of destroying infantry units and even vehicles through their sheer explosive force. The High Explosive Shells fired by the Bombard are some of the largest used and are capable of creating a huge blast radius where they land, destroying anything caught within.Siege Shells - Siege Shells are used against enemy structures and fortifications. They are fused to explode after impact, causing damage to the building's foundation. As with any shells fired from the Bombard's mighty weapon they are able to do damage in much larger radius than the more common sized shells.
Bombard - The Taros Campaign: During the Taros Campaign against the Tau Empire, which had seized control of the arid Imperial Mining World of Taros in the Ultima Segmentum, the 17th Tallarn Desert Raiders Regiment made heavy use of Bombards. The 17th Tallarn possessed a heavy artillery company that had 6 Bombards in its order of battle. These heavy guns were intended to be kept in reserve for the final Imperial siege of the planetary capital city of Tarokeen. They were ultimately deployed and used to the regiment's assault on the Phyyra Heights, where they bombarded the Tau positions in the hills. It is not known how effective the Bombards' fire proved to be against the Tau Kroot mercenaries who held that position. All 6 Bombards were abandoned by the 17th Tallarn when the regiment was ultimately forced to retreat following the failure of the Imperium to retake the world for the Emperor.
Bombard - Adeptus Mechanicus Technical Specifications: Bombard Heavy Siege MortarVehicle Name:BombardMain Armament:Heavy Siege MortarForge World of Origin:Stygies VIIISecondary Armament:N/AKnown Patterns:II - XVIITraverse:0 degreesCrew:1 Driver (Rest of Crew are Transported Separately)Elevation:10 to 70 degreesPowerplant:HL270 v12 Multi-fuelMain Ammunition:Ammunition is Carried SeparatelyWeight:71 TonnesSecondary Ammunition:N/ALength:7.7 metresArmour:Width:4.8 metresHeight:4.7 metresSuperstructure:100 millimetresGround Clearance:0.45 metresHull:150 millimetresMax Speed On-Road:24 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:12 kilometres per hourVehicle Designation:0427-941-0349-BO61Transport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/A
Bombard - Also See: Imperial Guard Vehicles
Bombard - Sources: Imperial Armour Volume Three - The Taros Campaign, pp. 229-231Imperial Armour Volume Five - The Siege of the Vraks - Part One, pg. 143Imperial Armour Volume Six - The Siege of the Vraks - Part Two, pp. 104-105Imperial Armour Volume Seven - The Siege of the Vraks - Part Three, pp. 21, 135-136, 186-187Imperial Armour Volume One - Imperial Guard (Second Edition), pp. 157, 161-162, 173-174, 264, 267Imperial Armour Update 2006, pp. 3
Bombardment Cannon - Bombardment Cannon: A Bombardment Cannon is a type of ballistic starship weapon found almost exclusively is use on the warships of the Adeptus Astartes, including battle barges and strike cruisers. A Bombardment Cannon is comprised of a turret-mounted electromagnetic linear accelerator that fires Magma Bomb plasma-based warheads at a higher velocity than standard Torpedoes.The Bombardment Cannon, as the name implies, is primarily intended for use in orbital bombardments of planetary surfaces in support of initial Astartes drop assaults. In this way, an Astartes vessel can bombard the targeted region of the planet with Magma Bombs to soften the enemy resistance for the Drop Pods or Thunderhawk gunships containing Space Marines that will immediately follow.A Bombardment Cannon can also be used as a ship-to-ship weapon in void battles to great effect, where the great destructive force of the Magma Bomb warheads can render even the strongest armour plating irrelevant and destroy an enemy voidship in short order with only a few salvoes.
Bonded Exoskeleton - Bonded Exoskeleton: A Bonded Exoskeleton is a Tyranid Biomorph that increases the defensive potential of the minions of the Great Devourer. Only found on larger Tyranid organisms, a Bonded Exoskeleton is formed when every bone-like plate and chitinous segment of a bio-form's exoskeleton is grown and fused together to form a tough and virtually inpenetrable sheathing which offers a similar level of protection to the ceramite used by Imperial Space Marines in their Power Armour. The most common Tyranid bioforms evolved to have Bonded Exoskeletons are Hive Tyrants, Tyrant Guard, Tervigons, Tyranid Primes, Carnifexes, Trygons and Mawlocs.
Bone Knives - Bone Knives: The Bone Knives is a Loyalist Space Marine Chapter of unknown Founding and genetic origin.
Bone Knives - Notable Campaigns: Nusquam Fundimentibus Campaign (ca. 941.M41) - At the request of Inquisitor Amberley Vail of the Ordo Xenos, the Bone Knives deployed a strike cruiser in support of an Imperial relief expedition to reinforce the Valhallan 597th and Nusquan 1st Astra Militarum regiments against a Tyranid outbreak on Nusquam Fundimentibus. However the strike cruiser did not arrive until just after Ciaphas Cain, regimental commissar to the 597th, and his aide Ferik Jurgen detonated the geothermal power station of the capital city Primadelving, causing a volcanic eruption that incinerated a Hive Ship fragment at the city's core and ending the threat to the Damocles Gulf. A Bone Knives Thunderhawk gunship subsequently rescued Cain and Jurgen from the Ice World's surface and ferried them to safety.
Bone Knives - Chapter Organisation: The Bone Knives routinely arm their mortal Chapter serfs, as they frequently find themselves close to or at the front lines while providing logistical support to the Chapter's Astartes.
Bone Knives - Chapter Colours: The Bone Knives Chapter wears magenta power armour.
Bone Knives - Chapter Badge: The Bone Knives' Chapter badge is not listed in current Imperial records.
Bonesinger - Bonesinger: A Bonesinger serves as a psychic engineer and craftsman for the Craftworld Aeldari, the Asuryani. The Bonesingers are the builders and maintainers of all Aeldari weapons, tools and even the Craftworlds themselves. These powerful xenos psykers are gifted in the arts of construction using the solidified power of the Warp. They use their telepathic ability to summon or psychically generate the solidified substance of the Immaterium the Aeldari call Wraithbone, which they construct into buildings or tools and use to repair the Aeldari's vehicles, weapons and armour.Like all of their kind, the Bonesingers are following one of the many Asuryani Paths that determines their current focus and purpose in life. The Bonesinger's Path, the Path of Shaping, is closely related to both the Path of the Artisan and the Path of the Seer. During his or her time on the Path of Shaping, the Bonesinger is tasked with the construction and maintenance of Craftworld structures, weapons and machinery.They do this through the psychic manipulation of Wraithbone, summoning this material into being from the raw energy of the Warp, then shaping and moulding it into various items, with the typical Aeldari concern that the item be aesthetically pleasing as well as functional. While Wraithbone is capable of naturally repairing itself over time, the process can be greatly enhanced by the psychic abilities of a Bonesinger. Bonesingers of the Il-Kaithe Craftworld are said to be the most skilled of the Aeldari Bonesingers, able to practice their art even in the heat of battle.
Bonesinger - Sources: Codex: Craftworld Eldar (3rd Edition)Codex: Eldar (4th Edition), pg. 13Dawn of War (PC Game)Path of the Seer (Novel) by Gav Thorpe
Book of Lorgar - Book of Lorgar: The Book of Lorgar was said to be a tome penned by the Primarch of the Word Bearers Space Marine Legion, Lorgar himself, following his dealings with the old priesthoods of the Dark Gods and their corrupt masters.The tome was written following Lorgar's introduction to Chaos by his First Chaplain Erebus after the Word Bearers helped the Luna Wolves bring the world of Davin into Imperial Compliance during the Great Crusade. The Book of Lorgar was bound in the flayed skin of Loyalist Legionaries who had died during the Istvaan III Atrocity, and though Lorgar considered the gesture decadent, he believed the symbolism in such things was important to those who might become faithful servants of the Dark Gods.It is rumoured that Lorgar wrote another version of the Book of Lorgar as well. This is the version he shared with his brother Primarchs. This was his writing in its purest form, his true philosophy down in ink. It was not the teachings of Erebus nor Kor Phaeron, which were the mere recitals or dictations of the Chaos Gods themselves.This other version was the true Book of Lorgar, the scripture that was penned to inform the Word Bearers Legion about the truths of Creation for millennia to come. Lorgar called it the Testamentum Veritas (in Low Gothic, "Testament of Truth"). During the Horus Heresy it was known that Argel Tal, the first of the elite Word Bearers Possessed Chaos Space Marines known as the Gal Vorbak and Lorgar's most favoured son, was gifted a copy of this version of his Primarch's true testament in a great skinbound tome secured to his waist by a bronze chain.The Astartes of Lorgar's XVIIth Legion, the Word Bearers, held this text as sacred, in spite of the concern this caused for others, including the Emperor of Mankind, who believed that all human religion and mysticism must be suppressed by the pure scientific rationalism of the Imperial Truth.The Word Bearers' First Chaplain Erebus, who later became one of the Legion's Dark Apostles after the start of the Heresy, bore tattoos upon his shaven scalp said to depict long passages from the book, that he might terrify his foes with the strength of his conviction in Chaos.Whilst attempting to decode these tattoos and text from the book itself, Imperial Iterator Kyril Sindermann inadvertently summoned a Lesser Daemon from the Warp which destroyed many of the Librarium archives aboard the Warmaster Horus' flagship the Vengeful Spirit before it was banished to the Immaterium once more through a miracle of faith performed by the future Imperial Saint Euphrati Keeler.
Book of Magnus - Book of Magnus: The Book of Magnus, also referred to as the Book of the Thousand Sons, is a massive tome containing the collected knowledge of psychic sorcery as dictated by Magnus the Red, the primarch of the Thousand Sons Legion, during the Great Crusade in the late 30th and early 31st Millennia.It is one of the most complete treatises on psykers, witchcraft and sorcery in the galaxy, a compilation of all the knowledge and experiments gathered by Magnus during the conquests the Thousand Sons made for the Imperium during the Great Crusade. This esoteric tome was copied down from the primarch's own words by the Remembrancer Mahavastu Kallimakus, a meticulous recorder of data and a fastidious observer of details.Kallimakus had recorded much about the earliest days of the Great Crusade as he had been one of the first Remembrancers to be chosen to accompany the Thousand Sons. His reputation had preceded him, and he was immediately assigned to Magnus the Red as his personal scribe, recording the primarch's every thought and deed. He had stood at his master's side since the restored XVth Legion had departed Prospero to be a part of the Emperor's crusade to reunite the disparate Human worlds into a single Imperium of Man.
Boreas Air Defence Missile - Boreas Air Defence Missile: The Boreas Air Defence Missile was a type of Imperial surface-to-air missile deployed on a Deredeo Pattern Dreadnought to serve as an anti-air defence system for Astartes troops on the ground.A Boreas Air Defence Missile can target a separate unit from the Deredeo Dreadnought's main weapons and can even ignore intervening obstacles if the enemy is outside the bearer's line of sight.
Bork'an - Bork'an: Bork'an is one of the major colony star systems, or septs, of the T'au Empire.It is a centre of learning and academia, and is the home of many of the T'au's universities and scientific research facilities. The includes the most prestigious military training centre in all of the empire. The warriors of Bork'an are known to be cerebral and restrained in their tactics.Bork'an's systems also possess many rich mining planets and the Fire Warriors of this Sept are outfitted with the especially fine equipment and weapons.A high percentage of the T'au Earth Caste come from this world.The Sept colour of Bork'an is jade green, which in T'au culture has come to symbolise practicality.The system has suffered from two major Ork invasions, both of which were ultimately repulsed in defence of the Greater Good.
Bork'an - History: In 893.M37, the Poctroon became the first sentient race to join the T'au Empire, although within a few generations, disease destroyed their indigenous population.The T'au, whose physiology is fortunately immune to the plague, inherited the Poctroon homeworld, turning it into the prime world of what became the Bork'an Sept during the First Sphere Expansion.
Bork'an - Bork'an Raid: In  939.M41, Bork'an's prime world suffered an assault by the elite forces of the Militarum Tempestus in the form of the 196th Iotan Gryphonnes. The Tempestus Scions were deployed in their entirety by the Ordo Tempestus to the Tau Sept World to wipe out every scientist, researcher and student.If they succeeded in their objective, this would greatly affect the T'au Empire's ability to mass produce prototype weapons and deadly Battlesuits. Earth Caste teachers and students alike were  gunned down in their auditoriums and research facilities.Though their initial strike was promising, the T'au's vicious counterattack, spearheaded by experimental Battlesuits and prototype weaponry, quickly overwhelmed the attacking Scions and virtually annihilated the 196th Iotan Gryphonnes.A well-executed tactical withdrawal saw the Gryphonnes come within a hundred yards of their extraction point when Commissar Tilenus ordered them back into the fight. They subsequently gave half their number to seek out any remaining Earth Caste stragglers.However most had by that point been evacuated by Manta gunships. The Scions transmited their findings to Tilenus, but his request for extraction was again denied.Over the next solar hour the Gryphonnes did as much damage to the Earth Caste facilities as they could before they were wiped out by T'au Battlesuits.The few survivors were systematically hunted down by Bork'an's vengeful Fire Warriors.
Bork'an - Notable Bork'an Sept Tau: Commander Quickstrike - Commander Quickstrike is a hero of the Bork'an Sept, whose teachings are still used by the Fire Caste academies.
Born of Flame (Anthology) - Born of Flame (Anthology): Born of FlameThe Horus Heresy
Born of Flame (Anthology) - Synopsis: Born of the fiery world of Nocturne, the Salamanders believe in self-sacrifice and the sanctity of human life. Their father Vulkan was raised on this world, a blacksmith's son from humble origins who became a Primarch of the Emperor of Mankind and forged his sons into a Legion. Their saga is one of heroism, betrayal, tragedy and rebirth. They have returned from the edge of extinction more than once, forever embattled, never bowed, the Legion and their Primarch the epitome of defiance in the face of adversity. Unto the anvil, born of flame.
Born of Flame (Anthology) - Contents: Born of Flame contains the following:Promethean Sun (Novella)Scorched Earth (Novella)Sons of the Forge (Novella)Artefacts (Short Story)Immortal Duty (Short Story)
Botchulaz - Botchulaz: Botchulaz is a Great Unclean One, a Greater Daemon of the Plague God Nurgle. Botchulaz was trapped by the Eldar within the psychic construct known as the Black Pyramid on the Imperial Hive World of Aerius. The key to this prison was the artefact known as the Talisman of Lykos, which was split into three pieces, one of which was found on the Space Wolves' homeworld of Fenris, another on the world of Galt and the third in the vaults of the Inquisition.In the late 41st Millennium, Botchulaz manipulated several servants of the Imperium into reuniting the pieces of the talisman and freeing him from his prison, but these Imperial heroes were able to salvage the situation in time to re-imprison the Greater Daemon at the cost of many Imperial lives.
Brachyura - Brachyura: Brachyura was the name of a planet that was annexed to the T'au Empire during its First Sphere Expansion.It is also the name of an intelligent xenos species of tiny and dextrous-limbed crustaceans that inhabited that world.Due to the growing shortage of T'au by the end of the First Sphere Expansion, the Water Caste sought to further integrate the Brachyura into the empire by assigning them to the delicate assembly of the minuscule Plasma Generators needed to fuel the latest Earth Caste inventions, a task which they proved unmatched at.
Braden Campbell - Braden Campbell: Braden Campbell is an author for Games Workshop's Black Library imprint.
Braden Campbell - Deathwatch: Rackinruin (Short Story) (Collected in Xenos Hunters (Anthology))
Braden Campbell - Legends of the Dark Millennium: Bloodlord (Short Story) (Collected in Legends of the Dark Millennium: Astra Militarum (Anthology))
Braden Campbell - Shield of Baal: Shield of Baal: Tempestus (2014, ISBN 978-1-78251-668-2)
Braden Campbell - T'au: Shadowsun: The Last of Kiru's Line (Novella) (2013, ISBN 1-84970-474-0)
Braden Campbell - Others: Mistress Baeda's Gift (Short Story) (Collected in Fear the Alien (Anthology) and There is Only War (Anthology))Hunters (Short Story) (2011, collected in Honour Imperialis (Omnibus))
Brain Boyz - Brain Boyz: Brain Boyz is a name used by the Orks to refer to their ancient creators, who may be the long-lost starspanning xenos species known as the Old Ones.
Brain Boyz - History: During the War in Heaven millions of standard years ago, the Old Ones created a warrior race known as the Krork, from which the present-day species of Orks may derive. It is believed that the Brain Boyz engineered the Orks to be their warrior caste alongside the ancestors of the Aeldari, using them as essentially humanoid biological weapons to protect them against various other ancient races.In the Old Ones' case, the Krork were created as part of a desperate ploy to defeat their ancient enemies, the Necrons and their C'tan masters, during the galaxy-spanning conflict known in Aeldari Mythology as the "War in Heaven" over 60 million standard years ago.The Brain Boyz are believed to have encoded various forms of technological and scientific information into the genetic structure of the Orks at a cellular level, as well as provided the Greenskins with their unusual gestalt psychic abilities that grow stronger as the number of Orks in a given locale increases.Therefore, an Ork engineered to be a Mekboy is born with an understanding of the basic principles of physics, along with "Orky know-wots" that allow him to maintain a relatively high level of technology for such a barbaric and uncivilised species. Almost all Orks are born with the knowledge of how to hammer bits of scrap metal together and create and operate basic Ork weapons of war, while the Mekboyz intrinsically understand how to assemble a Killa Kan, or a Battlewagon.Likewise, Ork Painboyz are born with a simple understanding of Orkoid anatomy and physiology that allows them to tend to the injuries of their fellow Greenskins with very painful and often very unnecessary surgeries.