vizn3r/warhammer40k-lore huggingface dataset:
Saruthi - Eisenhorn Investigation: During an investigation carried out by Inquisitor Gregor Eisenhorn into the whereabouts of a powerful tome of Chaos knowledge called the Necroteuch, Eisenhorn made contact with these xenos on their colony world of KCX-1288.The Saruthi Eisenhorn met used two of their hands to form a human face, which was fully capable of speech. In addition, they are able to shoot ice-blue bolts from a corona of electric-blue energy around their head.At the time of Eisenhorn's visit, the entire system was self-destructing, its ancient star beginning to lose its molecular cohesion. The star system was strewn with debris, asteroids and clouds of deadly radiation. The third largest planet in the system was used by the forces of Chaos under the Renegade Inquisitor Oberon Glaw as a meeting place with the Saruthi.The planet was as ruined as the rest of the system. A gaping wound in its crust led to an entry into the Tetrascape where the Traitor Inquisitor rendezvoused with the Saruthi.It was here that Eisenhorn and his group of allies managed to destroy the Terran copy of the Necroteuch, along with killing the Champion of Chaos Mandragore of the Emperor's Children Traitor Legion and Oberon Glaw himself.
Saruthi - Saruthi Physiology: Five-limbed, with physical resemblances in human eyes to both arachnids and crustaceans, the Saruthi have no optical or auditory features (i.e.: no eyes and ears) but their sense of smell and taste are much more developed by human standards.Their skin is grey and wrinkled and their bodies are asymmetrical, a mutational legacy of their association with the Terran tome of Chaos lore called the Necroteuch.Their limbs terminate in metallic calipers which can perform manipulations or grip stilts to add to their height, a Saruthi cultural affectation. Their faces are oblong, lacking any sensory organs save for several olfactory openings. Saruthi perceive their environment through smell and taste and they have thus developed a fundamentally different view of the universe to a species that possesses vision in any frequency of the electromagnetic spectrum.They have been observed performing a number of unusual feats, such as twisting their limbs into humanoid "faces," which can communicate with humans through speech, or projecting deadly energy of an unknown origin resembling lightning discharges.Saruthi blood is a grey ichor and they stand around two metres tall, have about twice the mass of a man, and possess five appendages, placed in a seemingly random order across their body.A smaller, paler variant of Saruthi, who do not use tools, seem to coexist with the "normal" Saruthi, although it is not known if these beings are another gender, a sub-species, a slave caste, a combination of these or something else entirely.
Saruthi - Saruthi Culture: Saruthi cities are enclosed and from the outside resemble giant spiral shells.The Saruthi are able to create portals through the Warp and artificial environments within the Warp, known respectively as "Tetragates" and "Tetrascapes," which allow them to inhabit a space outside the physical universe in the Immaterium and to travel interstellar and interplanetary distances with no need for starships.Whether this technology was derived from studying the Necroteuch or was developed independently is uncertain.
Sathonyx - Sathonyx: Sathonyx, also known as "Baron Sathonyx," the "Helfather" and as the "Lord of the Middle Dark," is the Drukhari Lord Hellion, the master of all the Hellions in Commorragh who essentially serves as the de facto overlord of the Dark City's criminal underworld.His title of "baron" is of his own invention.
Sathonyx - History: In the rotten underbelly of Commorragh there dwells a warrior who commands the dispossessed, ruling over an army of outcasts like a cruel king. It is whispered that not a single Hellion gang rides to war without his blessing, and that only each gang's leaders know how to find his airborne court, for the Baron wears secrecy like a tattered shroud.Sathonyx was once a Drukhari noble of some standing in the Kabal of the Slashed Eye, and his boundless thirst for the thrill of realspace raids was well known. It was during the Alaitoc Raids that Sathonyx captured no less a prize than an enemy Farseer, a fact proclaimed loudly to all who would listen upon his return.As far as Archon Cythrax, lord of the Slashed Eye, was concerned, however, Sathonyx had placed the entire Kabal in jeopardy by bringing a psyker into his house. Sathonyx was banished and escorted into the bowels of the Dark City by his own Kabal-brothers. Seething with rage, Sathonyx waited for his moment, killed his guards in an wrathful frenzy and fled into the undercity.From that day forth there has been a high price upon Sathonyx's head. Experienced bounty hunters and alien bloodhounds took up the chase, but one by one they were found strung upside-down from the towers and minarets of the Slashed Eye.Next came the elite Kabalite Trueborn, who carved a red path through the guts of the Dark City in order to bring Sathonyx before Cythrax's throne. Somehow he evaded even them.Sathonyx slowly earnt himself serious respect as a survivor who fought tooth and nail every day of his life. As his legend grew among those who resented the stranglehold of the Kabals, the "baron" gathered a ragged army of exiles, rebels and iconoclasts. In a year-long campaign of fire, he brought the house of Cythrax to its knees.To this day, not even his most senior lieutenants know of the baron's secret. Amongst the trinkets that line his bloodstained coat are the remains of the very Farseer whose capture led to his banishment.By scattering these crystal-veined bones in a pool of blood, Sathonyx can see dimly into the future. Because of this the baron is the bane of his hunters, and his court of sky-borne exiles always remains one step ahead of their pursuers.Baron Sathonyx enjoys a grudging respect from the archons of the upper spires. Better the devil you know, they say; since Sathonyx's ascendancy the Hellion gangs can at least be bargained with, for they have no loyalty save their allegiance to the Lord Hellion.What those same archons would never admit is that the baron is an expert at espionage and blackmail; the fact that some of the more recent rulers to seize power once belonged to Sathonyx's Hellion gangs is a closely guarded secret.The baron sees all, as Sathonyx like to say. Given that he has risen from disgrace to become the kingpin of the Commorrite underworld, perhaps he is right.
Sathonyx - Wargear: HellglaivePhantasm Grenade LauncherShadow FieldSplinter PistolWychsuit
Saturnyne Lascutter - Saturnyne Lascutter: The Saturnyne Lascutter is a Titan-grade Laser Weapon deployed on Imperial Warlord-class Titans. The Lascutter is a close-range weapon capable of both ranged and melee attacks yet whose primary purpose is to serve as a tool used to cut through wreckage and other obstacles blocking the path of the Titan.
Saul Invictus - Saul Invictus: Saul Invictus was once the Captain of the Ultramarines Space Marine Chapter's elite 1st Company, and also served as the Regent of Ultramar in that position, governing the Chapter homeworld of Macragge. Invictus, along with the rest of the Veteran Marines of the 1st Company, were destroyed at the hands of the Tyranids of Hive Fleet Behemoth during the First Tyrannic War in 745.M41. The command of the 1st Company was then passed on to Captain Severus Agemman, the former commander of the Ultramarines 2nd Company.
Saul Invictus - History: Captain Invictus was the head of the Ultramarines elite 1st Company when it was destroyed defending the polar fortresses in the Battle of Macragge during the First Tyrannic War. Invictus had honed his company carefully after the losses sustained during the Corinthian Crusade, where over fifty Astra Militarum regiments and six Space Marine Chapters, including the Ultramarines, took part in the crusade to liberate the star system of Corinth from the Ork Warlord Skargor the Despoiler in 698.M41. The 1st Company was gradually expanded with stolid Veterans drawn from the rest of the Chapter in accordance with the edicts of the sacred Codex Astartes. As such, it suffered none of the failings of many reformed companies: squad cooperation proved flawless and fire discipline was superb. Captain Invictus was fanatically committed to maintaining the respect the 1st Company had earned from the rest of the Chapter and drove his Astartes with relentless energy. Invictus also acted as Regent of Ultramar and oversaw much of the rulership of Macragge when the Master of the Ultramarines was occupied with other duties.As such, it was Invictus who requested that the 1st Company be assigned to protecting the two polar fortresses, the vital lynchpins in Macragge's orbital defence network. He judged, rightly, that the Tyranids would attempt to make landings at these places to neutralise the defences, opening the door for untold numbers of the creatures to swarm down and infest the planet. The presence of the elite Veterans of the 1st Company ensured that the Tyranids suffered unsustainable casualties overrunning the fortresses, delaying the inevitable for long enough that Chapter Master Marneus Calgar and the rest of the Chapter could forge a victory in space. Captain Invictus' body was discovered among those who had made a last stand with the 1st Company in Silo 8 of the northern polar fortress. It is said that the bodies of their enemies stretched six deep for twenty yards all about them, and every pace from the silo to the entrance four levels above. Following the death of Captain Invictus, command of the 1st Company, and the duty of overseeing the rebirth of the Chapter's Veteran company, passed to the commander of the 2nd Company, Captain Severus Agemman.
Saul Invictus - Wargear: Artificer Terminator ArmourCustom Plasma Blaster - A relic weapon of the Great Crusade, Captain Invictus' Plasma Blaster is a further development of the Combi-weapon that consists of two joined Plasma Guns. The Plasma Blaster is not a linked weapon, and cannot be fired as a single Plasma Gun. Just like the standard Imperial Plasma Gun, the Plasma Blaster must recharge between each volley.Power Fist - A Power Fist (also known as a Power Glove) is essentially an over-sized, armoured gauntlet that generates an energy field around it, one that is capable of violently disrupting any solid matter it touches. A Power Fist is large and slow in combat, and so the bearer must be willing to risk the blows of his enemy before he can strike back. However, a Power Fist vastly augments a user's strength, much as Power Armour does due to the power provided its mechanical servos. The disadvantages of its unwieldy nature are often well worth the limitations, as the combination of the disruptive power field and sheer physical strength afforded by a Power Fist allows a Space Marine to pulverize and tear apart armour plate from even the most well-protected of vehicles, and to wound and kill colossal monstrous creatures in close combat; its brutal effects against more mundane foes goes without saying. It is most commonly found fitted to Space Marine Tactical Dreadnought (Terminator) Armour.
Saul Tarvitz - Saul Tarvitz: Saul Tarvitz, known in Imperial historical texts as "The Honour of His Legion," was an Astartes line officer of the Emperor's Children Legion and the captain of its 10th Company.Tarvitz was the rare line officer of the IIIrd Legion who was willing to accept being relegated to a middle rank in the Legion, despite being extremely competitive.Most troops that he led greatly respected him, except his best friend Lucius, the captain of the 13th Company, who became increasingly jealous of the attention Tarvitz received for his skilled leadership.Captain Tarvitz was supposed to be in the initial drop-assault onto the surface of Isstvan III but had traded places in the Imperial fleet orbiting that world at the last minute with the Venerable Dreadnought Ancient Rylanor because of a growing suspicion that something terrible had been growing in the ranks of his Legion and several others allied with the Sons of Horus.Discovering the treachery of the Warmaster Horus and his own Primarch Fulgrim when he discovered that his ship, the strike cruiser Andronius, was loading virus bombs into its cannons for a bombardment of Isstvan III, Tarvitz willingly placed himself in the line of fire by going to the surface of the planet to warn his fellow Loyalists of the betrayal that was about to befall them.Shortly after safely reaching the surface, Horus ordered the viral bombardment of the planet, but thanks to Tarvitz's last-minute warning, almost two-thirds of the Loyalist forces were able to take cover in air-tight bunkers or subterranean passageways.Tarvitz, along with his fellow captains from the Loyalist Luna Wolves, Garviel Loken and Tarik Torgaddon, managed to turn the rag-tag Loyalist Astartes survivors into a cohesive fighting unit. Tarvitz, a formerly unremarkable line officer of the IIIrd Legion, had transformed a planned massacre into a successful guerrilla war, confounding even the great Horus' best-laid plans. Tarvitz, along with his fellow Loyalists,  met their end during the final planetary bombardment unleashed by the Traitors that ended Loyalist combat operations during the Isstvan III Atrocity.
Saul Tarvitz - History: Saul Tarvitz was a company captain of the Emperor's Children Legion, respected by those who followed him and with a considerable number of victories to his name. Tarvitz was content to be a line officer and serve his Legion and Emperor in the field, and lacked the relentless ambition to succeed to the higher echelons of his Legion that was present in so many of his contemporaries.This was in contrast to his highly ambitious best friend Captain Lucius of the 13th Company, who would more than likely one day achieve the rank of lord commander, who was placed in command of one of the IIIrd Legion's eleven constituent Chapters.Tarvitz did not care, for in his mind he was a rank-and-file officer, born to the battleline, and had no desire for elevation. He was content to glorify the Primarch and the Emperor, beloved by all, by knowing his place, and keeping it with unstinting devotion.To crave more would have been overweening and imperfect. Tarvitz had standards, and despised anyone who cast their own standards aside in the hunt for inappropriate goals. Life as an Astartes of the Emperor's Children was about purity of purpose, not superiority. That is what Tarvitz believed that the other Legions always failed to understand about the Emperor's Children's relentless quest for perfection.
Saul Tarvitz - Isstvan III Atrocity: The reconquest of the rebellious Imperial world of Isstvan III provided the Chaos-corrupted Horus with the perfect opportunity to both amass those forces loyal to him without suspicion, and also rid his own XVIth Legion and those of his closest allies of the Astartes within their ranks whose loyalties were suspect and likely to stand with the Emperor in the event of civil war.The Isstvan System's distant location in the Ultima Segmentum and prevalent Warp Storms made it a perfect screen for the dark deeds that were to come, and orders were given for four Space Marine Legions, the Death Guard, Emperor's Children, World Eaters and the Warmaster's own renamed Sons of Horus, to rendezvous at the Isstvan System.With humanity ignorant of the great and terrible events that were about to unfold, a massive warfleet gathered at the edges of the Isstvan System as elements of four Space Marine Legions began to arrive, and the first actions of the campaign were undertaken to destroy rebel Isstvanian outposts in the outer reaches of the star system as the fleet coalesced.The elite 1st Company of the Emperor's Children Legion led by Lord Commander Eidolon fought in concert with the Death Guard Legion's 7th Company under the command of Tarvitz's honour-brother, Battle-Captain Nathaniel Garro, against traitorous forces on Isstvan Extremis, the outermost planet within the Isstvan System.Whilst fighting against a powerful Slaaneshi psyker known as a Warsinger, Garro sustained serious injuries; crushing damage to his torso and arm as well as the loss of his right leg from the mid-thigh down. He was only saved from certain death by the timely ministrations of the Emperor's Children's Chief Apothecary Fabius.By the time the Imperial armada had moved upon the third planet in the Isstvan System, Garro was still recovering from his grievous wounds and getting used to his new cybernetic leg. His Legion's Apothecaries had not declared him fully healed and therefore Garro was deemed unfit for battlefield operations.His command also remained on limited duty until their commander was fit to reenter combat. As a result, Garro and his Great Company would not be going down to unleash the final assault upon Isstvan III. Instead, they would be relegated to performing picket duty aboard the frigate Eisenstein during the assault on Isstvan III. This turn of events would prove fortuitous in the upcoming engagement.
Saul Tarvitz - Survival: The Loyalist World Eaters on the planet's surface were the furthest from cover and suffered the worst of the initial bombardment. Some had reached the safety of the bunkers, but many more had not. Superhuman warriors fell to their knees as the lethal virus penetrated their armoured bodies, deadly corrosive agents laced into the viral structure of the biological weapon dissolving exposed pipes and armour joints, or finding its way inside through battle damage already suffered by the armour.Astartes screamed. The sound was all the more shocking for its very existence rather than for the horror of its tone. Even many of those Space Marines who reached the safety of the sealed bunkers following Tarvitz's warning died in agony as they shut the doors only to find they had brought the lethal virus inside with them. When the firestorm began after the initial bombardment, those Astartes who had survived the viral attack by sealing their suits of armour against biological attack found themselves consumed in flames as they desperately sought to find cover once more. But against this firestorm there could be no cover for those who had dared to brave the elements.As the firestorm far below guttered out, as it had been designed to do, surveyor-sweeps and Auspex beams were eagerly focused downwards from the orbiting fleets with the expectation of registering the charred remains of a dead and lifeless world, but quickly shock turned to rage for Horus. Thanks to Captain Tarvitz's timely warning, perhaps fully two-thirds of the first wave of Astartes had miraculously survived the bombardment, thanks to the warning messages they received from their loyal comrades in orbit.The Loyalists had found shelter in hastily resealed bunker complexes they had only hours before taken from the Isstvanian defenders, or found protection in the stormed bastions of the Precentor's Palace or in the kilometres of catacombs which threaded out from under the Siren Hold. Warned just in the barest of time, they had trusted to luck, to training, to wargear and the physiology of the Emperor's great design, and they had endured.As the great rainstorms which came after the firestorm abated, communication channels crackled to life and frantic signals rippled across the surface of Isstvan III and stabbed skywards demanding answers, screaming defiance and spitting curses against those the betrayed had once called brother. Never in the history of the Space Marine Legions had there been such a terrible act of treachery and malice and the Space Marines on Isstvan III were incensed beyond reason, some driven to the point of madness by the reality that their own Primarchs had betrayed them.
Saul Tarvitz - Traitor's Dawn: Nearly two full solar months had passed on the dead hulk of Isstvan III when at last the great thunderstorms began to wane sufficiently for the Traitors to recommence significant landings of reinforcements and munitions once more. The months had seen the attacking forces bled for each city-block and kilometre of rubble they took and rough estimates put the death toll as high as 20,000 on the Loyalist side and perhaps twice as many of the attackers had been slain.Loyalist resistance still commanded the Precentor's Palace despite the best efforts of the Emperor's Children and the World Eaters to take it by storm, while Loken's Luna Wolves still dominated the sector that surrounded the Siren Hold as their killing ground. Over this period, Tarvitz finally discovered his ambition and rose to lead the surviving Loyalists, with even fellow Captains Loken and Torgaddon deferring to him. Solomon Demeter had been badly injured in the firestorm and on his recovery Tarvitz offered to hand over command. However Demeter refused, recognising that Tarvitz held the respect of every loyal Astartes on the planet.As the storms faded, fresh companies of Traitor Legionaries, tanks and heavy armour made planetfall on the outskirts of the Choral City in substantial numbers, and the Loyalist Death Guard enclave was the first to suffer as Mortarion poured his Legion's strength into the area. The tide was quickly turning and while the Loyalists had held out thus far, the advantage was now the Traitors' to lose. They had their former brethren outnumbered and vastly outgunned, and were able to leverage their superiority of arms at last, while every dead Loyalist Astartes was now a loss the defenders could not afford. The mathematics of slaughter had now swung decisively in Horus' favour.
Saul Tarvitz - Death: Captain Saul Tarvitz's fate is unrecorded, but it is generally assumed that he perished during Horus' final orbital bombardment of the Choral City that levelled the once-proud capital of Isstvan III to so much rubble and ash, in combat with the Traitors until his last breath.There were conflicting reports that following the Traitors' bombardment of the Precentor's Palace, Ancient Rylanor was seen moving into the depths of the subterranean tunnels. There were rumours that Tarvitz had made mention of something that the Venerable Dreadnought moved to guard. It was said that some kind of underground hangar had been found, but if that was the case, then it is unknown why the corrupt Planetary Governor Vardus Praal did not use it to escape the world when the Legions arrived to reconquer Isstvan III.However, Rylanor did survive the bombardment, and some ten millennia later, he would finally gain his revenge upon his traitorous primarch, Fulgrim, for all the lives lost on Isstvan III.
Saul Tarvitz - Wargear: Artificer ArmourSniper Rifle (Modified Bolter)Bolt PistolCharnabal BroadswordFrag GrenadesKrak GrenadesRefractor Field
Saul Tarvitz - Canon Conflict: Sault Tarvitz's rank as a captain of the Emperor's Children Legion has been a constant throughout the Horus Heresy novel series. However, depending on the book, the company of the IIIrd Legion which he commanded differs.In False Gods, Tarvitz is only described as a captain, with no company assigned. However, in Galaxy In Flames and Flight of the Eisenstein Tarvitz is mentioned consistently as the first captain of the Emperor's Children, implying that he commanded its 1st Company.However, in Fulgrim that honour is assigned instead to Julius Kaesoron, with Tarvitz now in command of the 10th Company.
Saur Damocles - Saur Damocles: Saur Damocles was the first Chapter Master of the Iron Snakes, a Second Founding Successor Chapter of the Ultramarines Legion.
Saur Damocles - History: Saur Damocles was a veteran of the wars of both the Great Crusade and the Horus Heresy.At the time of the Battle of Calth, he served as a Captain of the Ultramarines Legion's 6th Company. His company's sigil was that of a serpent coiled into a figure-eight shape.Following the sundering of the Legiones Astartes into separate Chapters during the Second Founding, he was anointed as the first Chapter Master of the newly created Iron Snakes Chapter.The new Chapter's badge was also a coiled serpent and one of its most notable Tactical Squads was named Damocles in honour of the Chapter's founder.
Savage Gunship - Savage Gunship: A Savage Gunship is a standard escort vessel found in Ork fleets.
Savage Swords - Savage Swords: The Savage Swords are a warband of Chaos Space Marines of unknown origins and Founding who have dedicated themselves to the Chaos God Khorne, the Blood God. Currently, they serve the Black Legion as one of Abaddon's many warbands.
Savage Swords - History: The Savage Swords were a formerly Loyalist Space Marine Chapter whose Chapter Master was led down a path of retribution and blood. In 721.M39, he mistakenly believed that the Imperial Governor of Hyboras had stolen the Chapter's ancient relic blade.His Chapter committed a series of atrocities on that Feral World, but only when the Chapter Master sat on the Governor's gore-stained throne did he realise the full extent of his folly, though by then it was too late. When the Black Legion arrived, the Savage Swords had already fallen to the worship of Khorne and eagerly entered the service of Abaddon the Despoiler.
Savage Swords - Warband Colours: The Savage Swords warband's colours are not listed in current Imperial records.
Savage Swords - Warband Badge: The Savage Swords warband's badge is not listed in current Imperial records.
Savage Weapons (Anthology Short Story) - Savage Weapons (Anthology Short Story): Savage Weapons is a short story published in The Horus Heresy series that was originally part of an anthology. Savage Weapons was first published as part of the Age of Darkness main series anthology in May 2011. The cover image used is that of the e-book version Savage Weapons which was released alongside the original anthology.
Savage Weapons (Anthology Short Story) - Synopsis: For two years, the Dark Angels have battled the Night Lords on the worlds of the Aegis Sector, and they are no closer to victory. When the Traitor Primarch known as the Night Haunter issues a challenge, Lion El'Jonson of the Dark Angels descends to an abandoned world for a final confrontation with his treacherous brother. But the Night Haunter has a darker purpose...
Saviour pod - Saviour pod: A saviour pod is a small, coffin-like Imperial escape pod intended for use by voidships crews in emergencies to escape from their vessel. They can be found on almost all Imperial voidships, Marauder Bombers and submersibles.  They are designed to make planetary landings in case of an emergency.Each saviour pod is outfitted with an automated cogitator system intended to navigate towards the cloest safe planetary mass, and is fitted with retro-thrusters intended to slow its descent, but they do not contain the facilities needed to keep their occupants alive for an extended period of time in the void or in another hostile environment.
Saviour pod - Marauder Bomber Saviour Pods: Imperial Navy Marauder Bombers each possess one armored Saviour Pod, which is placed behind a sealed door. It has enough belted seats for the bomber's entire crew to escape the vessel. When the pod's release button  is pressed in its small cockpit, explosive bolts ignite around its base. This blast hurls the saviour pod away from the Marauder. It the saviour pod is released while the bomber is in a planetary atmosphere, the saviour pod will start to tumble until its retro jets activate and stabilise its descent.
Saviour pod - Submersible Saviour Pods: Several saviour pods are placed next to each other within Imperial submersibles and each has room for at least two people. They are accessed through high set, quick-slam hatches and are equipped with buoys and compression-change valves.Once activated the residual power they stored from the submersible is used to flush water from the pod's submersible compartments and turn on their onboard flotation and propulsion systems. These will propel the saviour pod to the surface of the body of water where the submersible is located so that its occupants can be rescued.Submersible saviour pods have only limited charge in their onboard batteries, so they cannot remain powered for long. Their oxygen tanks also provide only a limited duration of breathable atmosphere and are attached to the pod's exterior flanks.
Savlar - Savlar: SavlarImperialPenal WorldSavlar Chem-DogsAstra MilitarumHereticsAdeptus ArbitesThe Savlar System, just over a hundred light years from Armageddon in the Segmentum Solar, is a desolate place, little valued by the Imperium save for the rich chemical deposits found on the volcanic moons of Savlar Penitens.Within three solar decades of its settlement, the chemical production of Savlar was supplying three Civilised Worlds and two Forge Worlds in the surrounding sub-sectors. The population of the moons was subsequently swelled by regular influxes of criminals from across the Armageddon Sector.The high mortality rate in the poisonous mines of Savlar became notorious among the criminal fraternity, leading to it being known as the "Dead Dog Moons" and phrases like "Dead as Savlar."
Savlar - History: Savlar was once a simple Mining World useful only for its rich chemical deposits. It was only converted into a penal settlement by the Imperium when the planet failed to meet its expected Imperial tithes in the 39th Millennium. The Imperial authorities began shipping in criminals who had been captured during the recent Bokur Rebellion along with special detachments of the Adeptus Arbites to ensure productivity.Since that time, Savlar has become a hellhole populated only by Traitors, criminals and the Adeptus Arbites troops assigned to watch over them. Outside the great manufactoria-cities, criminality runs rife and Savlar's society is marked by frequent and bloody gang-wars. In particular, crimes such as rape are so common on Savlar that it is generally believed that only one out of four Savlar-born knows the identity of his father.The Chem-Dogs were initially formed into a fighting force by Judge Callistar, an Adeptus Arbites senior Judge and magistrate, in response to an armed uprising on Savlar itself. Judge Callistar discovered that such an assortment of desperate cut-throats could be forged into an effective fighting force with the addition of but a few simple directives to keep them in line. The distrust towards the people of Savlar by Imperial officials is so great that each and every officer of a Chem-Dogs regiment will be drawn from the Schola Progenium rather than from Savlar itself.The Imperium regards the troops of the Chem-Dogs as utterly disposable and frequently employs them in some of the bloodiest conflicts fought by Mankind, such as the Third War for Armageddon in 998.M41.As the dregs of Imperial society, the Chem-Dogs are also frequently employed against enemies too vile for Imperial defenders to survive, yet such is the Chem-Dogs' ingenuity and resourcefulness that many have survived such suicide missions. Like a moth drawn to a flame, these die-hards return to Savlar, clandestinely teaching their hard won experience to future generations of Chem-Dogs.
Savlar Chem-Dogs - Savlar Chem-Dogs: The Savlar Chem-Dogs are Penal Legion regiments that serve within the Astra Militarum. They draw their recruits from the prisons on the inhospitable Penal World of Savlar by the promise that they will be allowed to keep anything they take from the battlefield, as well as the chance to get away from Savlar's highly toxic environment.Though these Imperial Guard regiments are primarily composed of immoral, desperate cut-throats, criminals and scavengers, they have been forged into an effective fighting force, and are some of the most hard-bitten, tenacious and outright dirty fighters in the Imperium of Man.These dregs of Humanity have been recruited to serve on the embattled Hive World of Armageddon. Motivated by the loot they might be able to recover, they excel in the cramped, noxious battlefields of that world's hive cities.Much of their equipment is stolen from other regiments, and much of their courage comes from the use of nitro-chem inhalers, without which they would likely flee in terror from the daemons that now haunt the ash wastes and underhives in the wake of the Great Rift's birth.Chem-Dogs are highly resourceful and surprisingly enterprising. Rather than waiting for battlefield resupplies, they will often re-purpose old equipment.They have been known to strip weapons from vehicles and proceed on foot when fuel is low, or replace broken machine parts with similarly-shaped pieces of scrap. Though effective, such practices have seen more than a few Savlar officers executed for heresy by the Adeptus Mechanicus.
Savlar Chem-Dogs - Regimental History: The Savlar Chem-Dogs, far from being amongst the elite of the Imperial Guard, are infamous scavengers and criminals assembled from the dregs of Imperial society.How they came into existence as an Imperial Guard regiment in their own right is indicative of the depths the Imperium had to plumb in order to stem the tide of Orks that invaded the Hive World of Armageddon in 998.M41 during the Third War for Armageddon.The Savlar System, just over a hundred light years from Armageddon in the Segmentum Solar, is a desolate place, little valued by the Imperium save for the rich chemical deposits to be found on the volcanic moons of Savlar Penitens.Within three solar decades the chemical production of Savlar was supplying three Civilised Worlds and two Forge Worlds in the surrounding sub-sectors. The population of the moons was subsequently swelled by regular influxes of thieves, murderers and traitors from across the Armageddon Sector.The high mortality rate in the poisonous mines of Savlar became notorious among the criminal fraternity, leading to it being known as the "Dead Dog Moons" and phrases like "Dead as Savlar."Savlar, once an inhospitable Mining World useful only for its rich chemical deposits, was converted into a penal settlement by the Imperium when it failed to meet its expected Imperial tithes in the 39th Millennium. The Imperial authorities began shipping in criminals who had been captured during the recent Bokur Rebellion by the thousand, along with special detachments of the Adeptus Arbites to ensure productivity.The Chem-Dogs were initially formed into a fighting force by Judge Callistar, an Adeptus Arbites senior Judge and magistrate, in response to an armed uprising on Savlar itself.Since that time, Savlar has become a hellhole populated only by Traitors, criminals and the Adeptus Arbites troops assigned to watch over them. However, during the Third War for Armageddon in 998.M41, Judge Callistar quickly found that such an assortment of desperate cut-throats could be forged into an effective fighting force with the addition of but a few simple directives to keep them in line.
Savlar Chem-Dogs - Regimental Recruitment and Training: Savlar Chem-Dogs are recruited from the penal colonies on the planet Savlar, and come from among the worst murderers, thieves and miscellaneous scoundrels of that toxic Mining World. Conscripted into the Imperial Guard en masse, the Chem-Dogs were given two motivational imperatives: they could keep whatever they took from the enemy, and if they broke the law again they would be sent straight back to their toxic nightmare of a homeworld.
Savlar Chem-Dogs - Regimental Combat Doctrine: Regiments of the Savlar Chem-Dogs were used to fight in the Third War for Armageddon and excelled in fighting in hive cities and in close quarters. They were used beneath the hive cities of Armageddon to repel any Orks trying to invade the cramped, toxic regions of the underhives.They get their courage mainly from the use of nitro-chem inhalers, and are just as likely to steal from other Imperial Guard regiments (and each other!) as they are from the enemy. They also have a high number of Commissars, since they are a Penal Legion regiment that needs constant "motivation" to do their jobs properly. Savlar Chem-Dog regiments have access to Ogryns and a special type of Astra Militarum Rough Riders, known as the Savlar Chem-Riders, whose riding animals are altered with chemicals to survive in toxic environments.
Savlar Chem-Dogs - Wargear: Savlar Chem-Dog regiments are not trusted with some of the more ancient weapons used by other Imperial Guard regiments, and are mostly armed with Flamers and Heavy Bolters.The Savlar Rebreather unit worn to filter out the toxins and poisons of the Savlar atmosphere and other toxic worlds where the Chem-Dogs are often deployed is bulky and has four intake/outtake hoses connected to a large canister and filter mask. Somehow, during the third Armageddon campaign, many Chem-Dogs were able to "secure" a large number of the superior Armageddon Pattern Filter Masks that had been reported lost or stolen in every warzone frequented by the Chem-Dogs.Often times, the Chem-Dogs would modify their Rebreather units to include nitro-chem inhalers for the intake of dangerous hyper-aggressive stimulant chemicals. Guardsmen of these regiments are also prone to carrying a number of non-standard pieces of gear, such as improved body armour, stolen, civilian-made dust-goggles and vox-casters, and even extremely rare archeotech they have "acquired."Savlar Chem-Dog regiments utilise such Imperial vehicles as Hellhounds, Leman Russ Tanks (including the Leman Russ Demolisher, Leman Russ Exterminator and Leman Russ Vanquisher variants) as well as Sentinels. Chem-Dog artillery assets utilise Basilisks and Griffons.
Savlar Chem-Dogs - Notable Campaigns: Kalidar War (395-397.M41) - Two regiments of Savlar Chem-Dogs are known to have participated in the war to prevent the strategically important Industrial World of Kalidar from falling to the Orks of WAAAGH! Gratzdakka. While other regiments of the Astra Militarum battled the Orks in Kalidar's great deserts, the Chem-Dogs were deployed to Kalidar's subterranean network of transit ways where they launched assaults on Ork-held positions. They often used nuclear explosives to annihilate enemy concentrations.Third War for Armageddon (998.M41) - The Savlar Chem-Dogs played a typically inglorious part in the Third War for Armageddon, but their contribution proved valuable nonetheless. The leader of the ruling military council of Armageddon, General Kurov, saw the Chem-Dogs as a perfect fit for taking the fight deep into the toxic bowels of the rotting underhives of Armageddon's numerous hive cities, and so Chem-Dog regiments were distributed throughout Armageddon with orders to go as deep into the access tunnels and crawlways as they could. The Savlar Chem-Dogs were ideally suited for this role, as they quickly adapted to the cramped, noxious environment. Not only did this suit the Chem-Dogs admirably, as they were able to plunder many old and valuable pieces of archeotech, but it also dealt with a unique and unenviable battlefield role that would have been avoided by most other Imperial Guard personnel. Any Ork forces attempting to infiltrate into a hive from the myriad tunnels below not only had to fight the crazed mutants and monstrous denizens of the underhive, but some of the most hardened criminals and desperadoes in the Imperium. Needless to say, the Chem-Dogs took every opportunity they could to steal anything that was not nailed down.
Savlar Chem-Dogs - Notable Savlar Chem Dog Regiments: 12th Savlar Chem-Dogs - The 12th Savlar Chem-Dogs fought in the Indranis Campaign and the follow-up actions on the worlds of Kalidar and Geratomro.13th Savlar Chem-Dogs - The 13th Savlar Chem-Dogs fought in the Indranis Campaign and the follow-up actions on the worlds of Kalidar and Geratomro. The heavy tunnel-fighting on Kalidar meant that the 13th fought at only 57% readiness during the Geratomran Reconquest.14th Savlar Chem-Dogs - The 14th Savlar Chem-Dogs served in the Third War for Armageddon in Warzone Infernus.29th Savlar Chem-Dogs, "Lucidites" - A renowned -- some might prefer "infamous" -- Savlar Chem-Dogs regiment.71st Savlar  Chem-Dogs - The 71st Savlar Chem-Dogs Regiment is known to include a Leman Russ Executioner, an extremely rare variant of the standard Leman Russ Main Battle Tank used by the Imperial Guard that mounts a powerful Plasma Destroyer cannon instead of the standard Battle Cannon. The Executioner is possibly a survivor of the ill-fated campaign in the chloride-swamps of Goru. It serves as a command tank for the 71st Regiment.
Savlar Chem-Dogs - Notable Savlar Chem Dogs: Judge Callistar - Callistar is an Adeptus Arbites Judge. While not an actual member of the Savlar Chem-Dogs Regiments, he is the magistrate in charge of the penal colony on Savlar and the man responsible for raising the Savlar Chem-Dog Regiments in the first place.Sergeant Rojo - A leader of the Savlar Chem-Dogs who attacked other Imperial Guardsmen, such as Sergeant Avoir of an unidentified regiment. These rogues, such as Slavro, Estrone (dead), Janssen (Flamer carrier/arsonist), and Taldac, were once under the command of Commissar Yendl.Karlok Shoam - After the heavy fighting on Kalidar, Karlok Shoam was chosen by the Machine Spirit of the newly forged Baneblade Super Heavy Tank Cortein's Honour to become its designated driver. This was truely exceptionnal as Cortein's Honour belonged to the Paragonian Seventh Super-Heavy Tank Company and had chosen a member of a different regiment to become part of its crew. Nevertheless Shoam proved to be a competent driver and when needed, an ice-cold killer.
Scabeiathrax - Scabeiathrax: Scabeiathrax the Bloated, also known as Papa G'aap, Lord of the Blighted Pit, Maggotspore, and the Wind of Nurgle, is an ancient Great Unclean One, a Greater Daemon of the Plague God Nurgle.Scabeiathrax was most recently summoned into the mortal realm in 830.M41 by the Forces of Chaos infesting the Armoury World of Vraks Prime during the grinding military campaign recorded in Imperial databases as the Siege of Vraks.
Scansion Beta - Scansion Beta: Scansion Beta is a Dead World found within the Jericho Reach and is one of three notable planets trailing the edge of the Canis Salient of the Achilus Crusade.It has been of persistent interest to xenos forces opposing the Imperium in the Reach, first by the T'au, and more recently by the Tyranids of Hive Fleet Dagon.
Scansion Beta - History: One of the many Dead Worlds that haunt the Jericho Reach, Scansion Beta marks the trailing terminus of the Lampades Spur Warp route. In the early stages of the Achilus Crusade, Scansion Beta was largely ignored by Imperial forces, for its location was not in itself strategically relevant to the flow of armies and resources through the region.That changed however when a Deathwatch Kill-team discovered a T'au deep-penetration cadre scouting a number of locations in the world's northern polar zones. The cadre was defeated and the Kill-team withdrawn, yet the T'au launched several more missions to explore the world, for no reason the crusade's Tacticae echelons can discern.Lord Militant Solomon Tetrarchus was wary of a trap, concerned that the T'au's interest in the Dead World might be a diversion intended to mask enemy activities elsewhere and draw the crusade's forces away. Nonetheless, Scansion Beta's strategic rating was upgraded and Imperial Navy patrols there increased.It was one such patrol that discovered the presence of the Tyranids on Scansion Beta, and it appears that a large number of vanguard organisms are intent upon scouting the exact same region that the T'au forces were exploring.Furthermore, Adeptus Mechanicus xenos-genetors believe that the Lictors and other creatures present on Scansion Beta are an offshoot of those swarming across Themiskon Point.As no known stable Warp route exists between the two worlds, it is not known how the Tyranids crossed the void in such a short time, for without a stable, plotted passage even the most skilled of the Imperium's Navigators would have taken far, far longer to complete the journey.With the Tyranids evincing such an interest in Scansion Beta, the crusade high command has deemed it wise to increase the world's strategic rating still further. Lord Commander Sebiascor Ebongrave has yet to divert significant forces to oppose the Tyranid presence there, instead focusing his resources against his nemesis, the T'au.At some point soon however, the lord commander may be required to rethink his plans, especially if the Tyranid contagion starts to creep along the Lampedes Spur towards the worlds of the Iron Collar.
Scar Lords - Scar Lords: Scar LordsLoyalistSpace MarineChapterSecond FoundingThe Chapter suffered over 90% losses when an Exterminatus warhead was detonated by a T'au Battlesuit pilot on the Chapter's flagship, which Chapter Master Caelos intended to fire on the T'au planet of Vior'los.
Scar Lords - Notable Campaigns: Damocles Gulf Crusade (742-745.M41) - When the Second Sphere Expansion of the T'au Empire culminated in the T'au crossing the Damocles Gulf and making contact with the frontier worlds of the Imperium in the Timbra Sub-sector of the Lithesh Sector, the Imperium had had enough with the upstart xenos. The T'au were quickly condemned as a potentially dangerous alien species and the Imperium's Ultima Segmentum command launched an Imperial Crusade to expel them from the region. The Scar Lords were one of several Space Marine Chapters that lent their might of arms to the ongoing Imperial campaign. The Scar Lords are known to have taken part in the fighting on the Sept World of Dal'yth. When the Chapter Master of the Scar Lords carved a bloody path through the magnorail tunnels of Dal'yth's government district, Commander Farsight gave permission to the lone XV8 Crisis Battlesuit pilot Sha'ko'vash to intercept. The Monat blasted his way to the heart of the Scar Lords strike force, only to be brought to his knees by the Chapter Master's Terminator armoured Honour Guard. Sha'ko'vash boosted forwards with one last charge, triggering an experimental stasis fail-safe at the exact moment the Scar Lord raised his blade to strike and freezing the two warriors in place at the crux of the conflict. Hundreds of standard years later, the two mighty warriors are still trapped in the resultant sphere of timelessness, raised up outside the rebuilt core assembly house of Dal'yth as a centrepiece monument to the Greater Good.War on Vior'los (456.744.M41) - Following the Scar Lords' disastrous boarding action against the T'au flagship Dawn Pioneer, the Scar Lords redirected their efforts to the T'au planet of Vior'los. Failing to conquer it, Chapter Master Caelos sought to destroy the planet by unleashing an Exterminatus action, and ordered the drop of a planet-killing warhead on Vior'los. This plan failed when a bold T'au Battlesuit pilot was able to detonate the warhead before it was launched towards the planet, destroying the Scar Lords' flagship and resulting in the death of over 90% of the Chapter's active Astartes.
Scar Lords - Notable Scar Lords: Chapter Master Caelos - Caelos was the last Chapter Master of the Scar Lords and the successor of Chapter Master Durian Raevor.Chapter Master Durian Raevor - Former Chapter Master of the Scar Lords, Durian Raevor had been trapped in a stasis field on the T'au Sept of Dal'yth. The stasis field eventually fell and awakened the Chapter Master and the T'au Commander Monat Sha'kanthas. As a result, the two fought in the museum of the city of Gel'bryn. Monat was able to stop and kill Raevor with the aid of the renegade T'au Commander Farsight. The remains of the Chapter Master are still present in the museum.Epistolary Vaethosis - Vaethosis was the Epistolary and the Pyromancer of the Scar Lords Librarius who served his Chapter for three Terran centuries. He died trying to kill the T'au leadership on Vior'los.Captain Shaegrus - Shaegrus was the captain of the Scar Lords 3rd Company.Captain Aortura - Aortura was the captain of the Scar Lords 8th Assault Company.Ancient Vrendaeon - Vrendaeon was the ancient of Command Squad Caelos.Company Champion Treota - Treota was the company champion of the Scar Lords 1st Company.Veteran Xaedros - Xaedros was a Veteran Marine of Command Squad Caelos. He served in the Deathwatch.Apothecary Darroleon - Darroleon was an Apothecary of Command Squad Caelos.Techmarine Tarrajaeo - Tarrajaeo was the Techmarine of the Scar Lords' Armorium.Caegros - Caegros was a Scar Lords battle-brother who served in the Deathwatch.
Scar Lords - Chapter Fleet: Scabbard of Flesh (Battle-Barge) - The Scabbard of Flesh was abandoned by the Scar Lords after T'au Commander Farsight was able to infiltrate the ship and destroy its Warp-Drive, which led to a daemonic incursion.