vizn3r/warhammer40k-lore huggingface dataset:
Martellus - History: Martellus is a Techmarine who served aboard the Blood Ravens Chapter's Strike Cruiser Armageddon. Martellus served under the Blood Ravens Force Commander Aramus throughout the Tyranid invasion of Sub-sector Aurelia during the First Aurelian Crusade. During the climactic battle on the Jungle World of Typhon Primaris, Martellus was aboard a Thunderhawk gunship supporting the Space Marines on the ground. The Tyranid horde eventually overwhelmed the gunship, forcing it to crash-land deep in the jungle, on the less-infested highland region of the planet.Assumed to be lost to the Chapter, Martellus was in fact the sole survivor of the crash. Alone in the Tyranid-infested jungle, rendered immobile and with no means of communication, over the course of several solar months Martellus worked feverishly to repair the severe damage to his augmetic enhancements in order to regain his mobility. Once he was mobile once more, he fought his way from the crash site to the world's astronomic array, which the Blood Ravens had previously utilised to scan the tendril of Hive Fleet Leviathan which had assaulted the sub-sector.A Terran year later, during the Second Aurelian Crusade, wounded and with minimal ammunition, he finally managed to transmit a message to his Chapter through the repaired array that was later received by both the forces of the 3rd and 4th Companies of the Blood Ravens guarding the sub-sector. A small deployment of 4th Company Astartes was sent to extract Martellus, along with the data from the Astronomic Array. Ten standard years later, Martellus would be amongst the few Loyalist Blood Ravens fighting alongside Gabriel Angelos against the majority of their own Chapter, which had been corrupted by the foul influence of Chaos.During the events of the Second Aurelian Crusade, it was revealed that Techmarine Martellus is one of the five Astartes who might turn out to be the Traitor among the Blood Ravens, depending on how the game is played.However, during the Third Aurelian Crusade that took place during Dawn of War II - Retribution, it is indicated that Martellus was not the Traitor. He returns as one of the 4 playable heroes in that game's Space Marine campaign.During that conflict, Martellus and Cyrus attempted to prove their Chapter Master's corruption to Honour Guard Captain Apollo Diomedes. Strong-willed and stubborn, Diomedes refused to believe them until events transpired that could not be ignored. In a twist, the fourth member of their squad, the Ancient, who has taken a vow of silence, turns out to be Sergeant  Tarkus. Eventually Martellus and the others prove instrumental in preventing Kyras' rise to daemonhood.
Martellus - Wargear: Artificer ArmourServo-ArmServo-HarnessBolterOmnissian Power Axe (Astartes Pattern)Frag GrenadesKrak Grenades
Martellus - Optional Wargear: Plasma GunMelta GunMelta Bombs
Martyr's Gift Field Service Medi-Kit - Martyr's Gift Field Service Medi-Kit: The "Martyr's Gift" Field Service Medi-Kit is the advanced medi-kit deployed with all squads of the Militarum Tempestus' special operations troops, the Tempestus Scions. The Martyr's Gift Medi-Kit is a cut above anything issued to the standard troops of the Astra Militarum.Loaded with combat-stimms, auto-cauterising thermic gel and single-use disposable bionics, this medi-kit is intended to ensure that wounded Scions get back into the fight with the minimum of fuss.Long-term healing is of little interest to Tempestus Scions in the heat of battle -- providing a wounded warrior can be patched and propped sufficiently to complete his duty, his eventual fate matters not.The Martyr's Gift even features a belt of subcutaneous frag charges that can be used to booby-trap a terminally wounded Scion's body -- thus even in death, the Tempestus Scions strike back against the enemy that slew them.
Mass Gauntlet - Mass Gauntlet: A Mass Gauntlet is a powerful melee weapon wielded by the military forces of the Leagues of Votann that takes the form of a massive, armoured gauntlet. It incorporates "mass driver" technology that allows its wielder to magnify the force of its impact to a colossal degree beyond the simple mass of the gauntlet itself.A Mass Gauntlet is a favoured alternative melee weapon for Leagues of Votann kâhls.
Mass Hammer - Mass Hammer: A Mass Hammer is a powerful melee weapon wielded by the military forces of the Leagues of Votann that takes the form of a massive, single-handed warhammer. It incorporates "mass driver" technology that allows its wielder to magnify the force of its impact to a colossal degree beyond the simple mass of the weapon itself.A Mass Hammer is a favoured primary melee weapon for Leagues of Votann Einhyr Champions.
Massacre (Short Story) - Massacre (Short Story): Massacre is the twenty-fourth short story published in the Horus Heresy Series that was not originally part of an anthology novel. Massacre was first published for free on the Warhammer App over 5 days in July 2015, and later released as an e-book. Massacre is the prequel to the Warhammer 40,000 Night Lord Series by Black Library author Aaron Dembski-Bowden. It is now also included in the Eye of Terra anthology novel.
Massacre (Short Story) - Synopsis: Shunned by the rest of the Legions after the destruction of their homeworld of Nostramo, the Night Lords have fought without their disgraced Primarch Konrad Curze for many standard years. But now the self-proclaimed "Night Haunter" has returned and will lead them to the backwater world of Isstvan V, where a great treachery is unfolding, and the grim Legionaries of First Claw will soon be forced to embrace their dark destiny.
Massacre at Big Toof River - Massacre at Big Toof River: The Massacre at Big Toof River was a disastrous battle that occurred during the Montar Campaign on the Imperial world of Montar VII, where two Imperial Guard regiments were completely wiped out after underestimating the size of the Ork forces that they faced.
Massacre at Big Toof River - Planetfall: When the Praetorian XXIVth made planetfall on Montar VII, Colonel Al' Ter-Ay lost no time in moving against the Orks. Sub-orbital spy-craft had pinpointed the Ork camp at a location on the Big Toof River. Ork numbers were still unknown, the pall of smog hanging over the settlement making it impossible for the Imperial spy-craft to get any readings on Ork numbers, but worryingly there were signs that the Orks were in the process of constructing Gargants and other large engines of war. Colonel Al' Ter-Ay determined to act swiftly, as instructed by his orders from Lord Sherdan, but he refused to take the advice of Captain Gliene, who suggested using his company's Blood Axes to scout the Ork camp. Al' Ter-Ay didn't trust the Blood Axes one bit, especially in an operation against their own kind, and in any case his orders specifically instructed him to act "with extreme prejudice", and this he was determined to do. Less than twenty-four hours after arriving on the planet, the Praetorians XXIV moved against the Orks.Al' Ter-Ay split the regiment into three columns. The first of these (Force Kaz-Ter) consisted of the Tallarn Rough Rider companies and all of the Tallarn armoured companies, and was commanded by Captain Am' Kaz-Ter of Tallarn. The second column (Force Gliene) consisted of Company C of the XXIVth Praetorians. The third column (Force Ter-Ay) was commanded by Al' Ter-Ay himself and consisted of Company A and all of the regiment's support weapons. Al'Ter-Ay's plan was to use Force Kaz-Ter to smash into the Ork camp in a devastating surprise attack. As the Imperial tanks piled into the Orks, Force Gliene (all of which were mounted in fast-moving Chimeras) would sweep round the Ork camp, blocking off the Orks' retreat and cutting down those Greenskins that tried to escape. By the time that Al' Ter-Ay and the rest of the regiment's slower-moving troops arrived, all that remained to be done would be to mop up. It was not a bad plan, but it relied on the Orks being too weak to fight back effectively against Force Kaz-Ter. Fatally for the Imperial troops, this was not going to be the case.
Massacre at Big Toof River - Surprise Attack: As the Imperial troops crested the hills that overlooked the Ork camp, Al'Ter-Ay's plan had already started to fall apart. Force Kaz-Ter had pulled ahead of the rest of the regiment, and started to cross the Big Toof River before Force Gliene could get into position. Captain Am'Kaz' Ter was a brilliant but headstrong commander, who had proven his bravery, if not his common sense, in many battles. Always before when he took a gamble, his luck had paid off. But as the Leman Russ tanks spearheading his attack crossed the Big Toof River, Kaz-Ter's luck finally ran out.Suddenly from out of the Ork camp there poured dozens of Snakebite Boarboyz, closely followed by hundreds of Ork warriors and their smaller Gretchin cousins. Super-heavy weapon batteries mounted in the watch towers of the Ork town burst into action and started blasting away at the surprised Imperial troops. And then, as this torrent of green-skinned destruction smashed Force Kaz-Ter's front, the reeling Guardsmen were hit by an even heavier volume of fire from the rear. As tanks exploded and men died, the Guardsmen stared in horror and disbelief as the Gargant they had believed still under construction lumbered over the horizon, flanked on either side by huge Battle Fortresses bristling with blazing guns, and supported by Ork Fighta-Bommerz overhead.
Massacre at Big Toof River - Massacre: Within moments Captain Kaz-Ter was dead, while the panic-stricken survivors of the force that he had led did what they could to escape. Many of the Tallarn Rough Riders attached to the column survived the initial bombardment, and they now tried to escape back over the Big Toof River and away from the Ork settlement. Unfortunately the steep banks on the far side of the river slowed their escape, and within moments the pursuing Snakebite Boarboyz of the Blood Handz tribe caught up with them.The result was a massacre. As was quickly becoming clear, the Imperial force had walked into an ambush masterminded by Warlord Bullgarg, whose scouts had let him know about the arrival of the Imperial Guard from the moment they had landed on the planet. Bullgarg's ambush was hardly original or even well executed, but when combined with Al'Ter-Ay's fatally flawed plan it lead to a disaster for the Praetorian XXIVth. It is estimated that within three minutes of the trap being sprung, Force Kaz-Ter had suffered 85 percent casualties. But the disaster was not over yet, for above the river valley Force Gliene was also under attack.
Massacre at Big Toof River - Last Stand: From the bluff overlooking the river, Captain Gliene could do little to help his comrades below, for almost at the same moment that Kaz-Ter came under attack, his company had been ambushed by a huge force of Ork buggies. The Orks had appeared from nowhere, quickly surrounding the Praetorians and forcing them from their Chimeras. Gliene formed the vehicles into a circle, from behind which the grim red-coated soldiers under his command prepared to sell their lives as dearly as possible. All knew that they were doomed, for having dealt with Force Kaz-Ter, the hundreds of OrkBoyz and the huge war engines that accompanied them were turning their attention to "da 'umies dat were left on da hill".As the Orks swarmed up the hill the Praetorians hit them with volley after volley of tightly controlled Lasgun fire, while the Multi-lasers of the Chimeras cut bloody swathes through the Ork ranks. Soon the slopes around the Guardsmen were surrounded by hundreds of Ork corpses and blazing buggies. But still the Orks kept on coming, supported by withering fire from the Gargant and Battle Fortresses. Yelling their guttural battle-cries and with a complete disregard for their own safety that impressed even the battle-hardened warriors from the hives of Praetoria, the Ork warriors hurled themselves again and again at the rapidly shrinking circle of Guardsmen, until, finally, there were no humans left alive.
Massacre at Big Toof River - Aftermath: Within an hour of first spotting a massive Ork camp, every single member of Forces Kaz-Ter and Force Gliene, with the exception of one of Company C's Ork Blood Axe mercenaries, was dead. Colonel Ter-Ay had no option but to pull back in the face of the victorious Ork army. Fortunately for the troops under his command the Orks' pursuit was desultory at best -- the Orks were too busy celebrating their victory to be bothered with chasing the few beaten survivors -- and they were able to escape more or less unscathed. Colonel Ter-Ay was never to be given an independent command again. He died 10 years later making a lone attack on a Tyranid Dominatrix. It is said his last words were "Let me go to my fate brothers... I must have peace from the ghosts that haunt me."Warlord Bullgarg went on to found a successful Ork empire in the Montar System, but then disappeared along with most of his followers on board an Ork Space Hulk. It was assumed that the craft was destroyed in the Warp, but no one can be certain. Lord Sherdan recovered from the setback and went on to reconquer the Montar System from the Orks that had remained after Bullgarg had left. In the forefront of the campaign was the newly raised XXIVth Praetorian Guard.
Massacre of Kormarg - Massacre of Kormarg: Massacre of KormargStar PhantomsSpace MarineChapterxenosFortress WorldBy 710.M39 Kormarg II, a world on the edge of the Sakkara Sector, had been besieged for more than two standard centuries by the Khrave Marauders. Kormarg had held out against the odds and had not fallen, but the world had been laid waste in the process. Taking it upon themselves to answer the defenders' long-standing plea for help, the Star Phantoms' Chapter fleet atttacked en masse, swiftly encircling the Khrave nest-webs in orbit and blasting them apart with concentrated fire from their Bombardment Cannons.Once they had scattered the remaining enemy snare-ships, the Star Phantoms launched a full drop-strike against the Khrave feasters on the surface, crushing them between the anvil of the extensive Kormarg bastion fortress network and the hammer of the Chapter's Drop Pod onslaught, swiftly annihilating the xenos. As the defenders threw wide their gates to their liberators, however, it quickly became apparent that in their years of struggle against the alien, the human garrison had become genetically and spiritually corrupt. The Chapter Master of the Star Phantoms was swift in his judgement.With their defences already open to the Space Marines, the Kormargan bastions which had held out for centuries against the xenos became blood-drenched killing chambers as the Star Phantoms purged Kormarg II of its tainted people. After the massacre, the Star Phantoms used the macro-shell craters from the planet's long war as giant pyre-pits for the liquidated population, and the Chapter's Chantry Servitors sang solemn hymns to honour their martyrdom as the Star Phantoms consigned the bodies to the flame. Shortly after the Star Phantoms' actions, Kormarg II was re-garrisoned as a Departmento Munitorum penal colony.
Master (Administratum) - Master (Administratum): Master is the title and rank of a senior bureaucrat or civil servant of the Adeptus Administratum of the Imperium. A master is normally assigned to lead an entire office or division of the Administratum, making them among the most politically powerful civilian officials in the Imperium.A master of each subordinate division of the Administratum often possesses a unique title. For example, the Estate Imperium is led by a "chancellor" and the Historical Revision Unit by a "historicus." Bureaucratically, however, both titles are equal and both are masters of the Administratum.The Segmentum Fortresses of the Navis Imperialis are each said to be led by an Administratum bureaucrat with the title of master.
Master Crafted Weapon - Master Crafted Weapon: A master-crafted weapon is a unique version of one of the standard melee or ranged weapons used by all of the Human factions in the Milky Way Galaxy, including the Astra Militarum, the Space Marines, the Chaos Space Marines, the Lost and the Damned of Chaos, and the Daemonhunters and the Witch Hunters of the Inquisition. It is a blanket term for any weapon somehow enhanced technologically or through the use of psychic power that stands out from the other, standard weapons of the same type used by other units.Among the Leagues of Votann, the term "forgewrought" is used to mean substantially the same thing as among the Human factions, in this case, referring to the most finely crafted weapons of a given type created by the Kin's Brôkhyr at a Kindred's Forge.
Master Crafted Weapon - History: In the 41st Millennium, the technological level of the Imperium is stagnant at best, and is actually regressing in many areas. Technological knowledge is hoarded by the Adeptus Mechanicus, who believe that anything that should be known has already been discovered in Mankind's past, and that it should simply be reclaimed through the recovery of lost Standard Template Construct databases.As a consequence of this belief, new research and development is strongly discouraged amongst the Mechanicus' Tech-priests, and those few that dare attempt it are under the constant risk of being branded Hereteks and swiftly terminated. As a result, the weaponry of the Imperium is mass-produced using standard templates theologically approved by the Mechanicus, and most items are virtually identical to one another.A master-crafted weapon comes into existence only when a senior Tech-priest or Techmarine decides to put their multiple standard centuries of experience to the hand-crafting of a particular pattern of weapon. This is a rare undertaking, for it flirts with tech heresy, and is a lengthy and painstakingly slow process: each component of the weapon has to be crafted, tested, anointed, calibrated and blessed by the Omnissiah.Once all the components have been individually realised, the weapon must be assembled, again with a lengthy battery of litanies, blessings, tests and deft calibrations, to ensure the weapon's Machine Spirit will be both placated and roused into delivering satisfying destruction upon Mankind's enemies. Once completed, the weapon is then solemnly bequeathed to the intended user.A master-crafted weapon is in essence a superior version of an existing pattern of Imperial weapon. The exact nature of the enhancement depends on both the crafter and the type of weapon: close combat weapons often have superior balance or an improved capacity for damage; while ranged weapons are often more precise, have better range and/or more ammunition.Whatever its final form, each master-crafted weapon is as much a holy artefact of the Machine God as a weapon, and is thus covered in inscribed liturgies and ornamentations that praise the glory of the Omnissiah and the weapon's many accomplishments at the hands of its bearer(s).
Master Crafted Weapon - Effects and Distribution: A master-crafted weapon is usually incredibly ornate and highly decorated compared to standard weapons of the same pattern, while also possessing augmented functionality. Any standard Imperial weapon can be master-crafted. Due to the improved design of a master-crafted weapon, it is more likely that a target will be hit by attacks from this weapon.A grenade cannot normally be master-crafted, yet the grenades used by the Blood Ravens Space Marines in the PC game Dawn of War II could be enhanced to become master-crafted weapons.
Master Crafted Weapon - Astra Militarum: Lord Commander Solar Macharius's master-crafted Bolt Pistol and Power WeaponCommissar Sebastian Yarrick's master-crafted Storm Bolter and LaspistolCommissar Ibram Gaunt's master-crafted Power Sword, the Sword of Heironymo
Master Crafted Weapon - Adeptus Mechanicus: Archmagos Dominus Belisarius Cawl's master-crafted Omnisian Axe and custom-crafted Solar Atomiser, a type of Melta Weapon.
Master Crafted Weapon - Space Marines: Blood Ravens Captain Davian Thule master-crafted Power Sword, Alexian's BladeBlood Ravens Captain Indrick Boreale master-crafted Power Mace, Rogal's FistImperial Fists First Captain Darnath Lysander's master-crafted Thunder Hammer, the Fist of DornImperial Fists Captain Alexis Polux's master-crafted Power FistRaven Guard Shadow Captain Kayvaan Shrike's master-crafted Lightning Claws, the Raven's TalonsUltramarines Chapter Master Marneus Calgar's master-crafted Power Fists, the Gauntlets of UltramarUltramarines Chief Librarian Tigurius' master-crafted Force Weapon, the Rod of Tigurius
Master Crafted Weapon - Forces of Chaos: Warmaster Abaddon's master-crafted Lightning Claw, the Talon of HorusCypher's master-crafted Bolt Pistol and Plasma Pistol
Master Helmsman Ravor - Master Helmsman Ravor: Master Helmsman Ravor is the lead helmsman of the House von Valancius Rogue Trader flagship. His crucial duty is to pilot the ship through realspace, to follow the navigational commands of the ship's Navigator while in the Warp, and to oversee the sometimes difficult translations of the ship into and out of the Warp at a star system's Mandeville Point.Like most of the crew and officers of the House von Valancius flagship, Ravor is a voidborn. He studied the family trade until he was fifteen standard years old, then his entire clan was butchered in a mutiny on board the flagship's lower decks. He managed to escape to the crawlways and started picking out the killers and eliminating them one by one.He then fled to the middle decks and the ship's augur operators took him under their wing. He trained and ended up a junior helmsman until High Factotum Janris Danrok spotted him and lured him away.Ravor explained when asked by the new Rogue Trader of the dynasty that Ravor doesn't like any of the other flagship officers or members of the Rogue Trader's entourage save for the new Lord Captain themselves and their predecessor Theodora von Valancius.Like most von Valancius ship officers, Ravor has had some augmetic enhancements to allow him to better interface with the ship's systems in the course of carrying out his duties.
Master of Executions - Master of Executions: A Master of Executions is a Chaos Space Marine who has dedicated himself to the service of the Blood God Khorne. He has wholly given over his existence to the art of the kill, particularly using the melee weapons so favoured by his Dark God. Masters of Executions bestride the battlefield like avenging gods of war, using Warp-enhanced senses to seek their prey.Masters of Executions sometimes serve as commanders of Chaos forces in battle and they are especially common among the warbands of the World Eaters Traitor Legion.
Master of Executions - Wargear: Power Armour (Any pattern)Bolt PistolAxe of DismembermentFrag GrenadesKrak Grenades
Master of Ordnance - Master of Ordnance: A Master of Ordnance is the specialist within many Astra Militarum regiments who is responsible for calling in timely and accurate artillery fire to support the action of his unit and any others further down the chain of command. Unlike many of the other specialist roles that Guardsmen can fill over the course of their service, the position of Master of Ordnance is a highly formalised position within most regiments. While some regiments allow any officer equipped with a Vox link or accompanied by a Vox operator to request artillery fire, the Master of Ordnance has the command authority to order such bombardments, which can light the field ablaze, shatter defensive lines, or cripple a charging wave of foes before they can strike.The role of the Master of Ordnance is an unusual one in that unlike many others, it relies on the individual interacting with units outside of his own regiment on a regular basis. Afterall, most Imperial Guard regiments consist almost entirely of the same general type of sub-units. If an infantry regiment requires artillery support it must obtain it from an artillery regiment, which itself may be positioned many miles behind the front lines. Communication between regiments can be very difficult, and facilitating this communication is the role of the Master of Ordnance.Given that many Imperial Guard regiments speak dialects of Low Gothic that are all but unintelligible to others, the scope for confusion is enormous. The Master of Ordnance is therefore trained to communicate rapidly and clearly regarding abstract concepts such as trajectory, yields,vectors, and the like, and can thus converse in the common language of high explosives. In addition to the necessity to converse with other regiments, the Master of Ordnance might also be required to coordinate with members of the Imperial Navy as vessels in low orbit offer super heavy fire support to the "ground pounders" or with the servants of the Adeptus Mechanicus, the custodians of all manner of arcane war machines from mighty Titans to arrays of exotic city-razing archeotech weaponry.
Master of Ordnance - Training: While almost every world in theImperium of Man is required to render its tithes of men and materiel to fuel the ceaseless wars of the Imperium, the skills and qualities of the human component of the tithing process vary enormously. A ferocious warrior from a Feral World might have spent his life mastering survival in a hostile environment while a Hive Worlder is likely to be schooled in the operation of numerous types of manufacturing machinery. For both, this knowledge is in a large part intuitive and obvious by adulthood, and so it can be difficult to relate new skills in these terms. However, the human mind has an incredible elasticity to it, and individuals who can be convinced to learn can develop new knowledge later in life.The position of Master of Ordnance requires mental acuity of a sort, if not always raw power, and a strong situational awareness. It also requires the ability to learn, as few regiments train the troopers of the line in the techniques and rituals incumbent in this position. A few regiments do maintain their own regimental programs and practices to train these artillery experts. A number of these are specialised regiments, those whose primary role is to provide artillery support for other units in the field. For those regiments where the use of artillery weapons is common, the troopers are taught to calculate the landing point of high-impact shells alongside proper maintenance and the use of their Lasguns. Though most such regiments do not teach their troopers of the line to truly understand the mechanics behind firing their indirect weapons, some troopers nonetheless grow to excel through raw practice and innate spacial awareness, becoming incredibly accurate and deadly with their artillery weapons.There are certain other regiments, especially those that draw a large portion of their troops from worlds where one's primary education is raw survival and all other concernsare secondary, that subject promising troopers to extensive and often highly invasive processes designed to implant the necessary skills for calculating artillery trajectories directly into the minds of the recipients. This process is most often carried out soon after a regiment is tithed into the Imperial Guard. Some of these troopers are volunteers who wish to better serve their comrades and the God-Emperor by enhancing their skills with indirect fire weapons. Others undergo the process less of their own volition and more by order of their regimental commander. Sometimes, the trooper rejoins his fellows with no knowledge of what happened whilst he was unconscious, while in others the trooper recalls every last excruciating procedure in painful detail and has extensive scarring or obvious bionic augmentation to show for it. Either way, the individual is granted the skills and knowledge needed to order complex fire support missions from allied artillery units, Imperial Navy orbital units, or other similar formations.
Master of Ordnance - Combat Tactics: An Imperial Guardsman designated as a Master of Ordnance might serve at almost any level of his regiment's chain of command. The most experienced often serve in the command squads of company captains or higher, but the less senior are simply line troopers with additional training and responsibility. These Guardsmen are, first and foremost specialists serving in the infantry squads of their regiments, but their presence is an enormous "force modifier" that allows the unit to call upon a formidable weight of firepower.The Master of Ordnance has a staggering degree of destruction at his beck and call, allowing him to call down heavy ordnance on an enemy position should his unit becomepinned down or engaged by unexpectedly effective resistance. There are limitations imposed upon the trooper's ability however, for if there was not he might be tempted to order fire missions when faced with even the slightest challenge. The first restriction is one of comparative rank. Though he has the authority to order fire support, the type and frequencyvaries according to the specifics of his own appointment and authentication ciphers it grants him. Squad or platoon-level Masters of Ordnance can call in far less destructive andnumerous fire missions than those that serve at the level of company or regiment, for example. Furthermore, a Master of Ordnance who abuses his authority is very likely to lose it, for the commanders of the artillery regiments he is ordering fire from do not hesitate to protest to his commanding colonel.As officious as the Departmento Munitorum's shell-counters are, the enemy is far more of a threat to the continued existence of the average Master of Ordnance. Depending on the natureof the enemy, the Master of Ordnance is often very high on the list of targets and therefore in greater danger than most of his comrades. It is often said that the Master ofOrdnance has an average life expectancy of less than thirty minutes once battle commences and so many line troopers regard them as tokens of bad luck. Though said in jest, there issomething of the truth in this assertion, for a canny enemy -- especially a human one that shares many of the Imperial Guard's battle doctrines -- is likely to be able to identify the Master of Ordnance and make every effort to kill him. Most xenos foes are incapable of telling one human from another, of course, and so make no special effort to single out the Master of Ordnance. Rebels, Heretics, recidivists, separatists, and most other human enemies the Imperial Guard are likely to face are a different story, however, as are the more advanced xenos foes such as the Eldar.
Master of Ordnance - Wargear: Standard Imperial Guard Militarum Regimentum Regimental Kit (Different for each regiment)Flak ArmourMortar6 Fragmentation RoundsDeadspace EarpieceHand-Held Targeter
Master of Possession - Master of Possession: A Master of Possession is a Heretic Astartes Chaos Sorcerer who is well-versed in the forbidden art of using living hosts to contain the Daemons of the Warp and often serve as the leaders of Daemonkin warbands.These techniques can also be used to create Daemon Engines by binding Daemons into machine hosts, a process at which Masters of Possession are almost as skilled as Warpsmiths.Masters of Possession are also potent psychic sorcerers whose abilities can provide substantial support to Chaos Space Marine forces in battle.
Master of Possession - Masters of Possession Psychic Disciplines: Masters of Possession have studied the profane lore of conjuration, learning how to draw forth daemonic beings, taint their surroundings with the mutating energies of Chaos, and blast asunder the souls of their foes.Incursion - The psyker opens a portal to the Realm of Chaos, allowing the Warp's daemonic denizens to spill forth into reality.Sacrifice - The psyker uses a sacrificial soul to remould and repair an unholy Daemon-form. The tainted spirits of Warpsmiths are particularly invigorating offerings to those Daemon Engines that are in their charge.Mutated Invigoration - A wave of insanity and mutation flows from the psyker's fingers, enveloping their Daemonkin allies with bountiful "gifts" that enhance their combat capabilities.Possession - The psyker blasts away their enemy's soul so that the spiritless shell left behind can be possessed by a Daemon, who quickly transforms it into a more pleasing form using the energies of the Warp. Vehicles so possessed are typically unable to contain the Daemon within, and explode in a scream of empyric energy.Cursed Earth - The psyker becomes a conduit through which the energies of the Warp flow, tainting the very ground and sustaining the Daemonkin that walk upon it, granting them great resistance to damage and other environmental effects.Infernal Power - The fell power of the Immaterium flows from the psyker, imbuing the Daemons that reside within his followers' bodies with even greater ferocity, increasing their chances of striking true in combat and weathering the blows of the foe.
Master of Possession - Notable Masters of Possession: Vorash Soulflayer - Vorash Soulflayer is a Master of Possession and a member of the Black Legion, who commanded the flesh-factory known as the Forge Infernus on the asteroid world of Nemendghast in the Vigilus System. His work was finally discovered by an Ultramarines Vanguard Space Marines strike force as the War of Beasts raged on the nearby Sentinel World of Vigilus. Though the strike force was heavily outnumbered by Soulflayer's Daemonkin warriors, the Ultramarines managed to cripple the production of the Forge Infernus. However, only the Librarian Maltis was able to escape and warn his Chapter Master Marneus Calgar of the threat lurking at the edge of the Vigilus System.Bruakh Athkor - Athkor is a Master of Possession of the Black Legion and Daemontwister of the Screaming Void, who commands the Athkor's Destroyers Chaos Space Marine warband.Zhune Tsang - Zhune Tzang is a skilled Black Legion Master of Possession who enjoyed the favour of Abaddon the Despoiler for several solar months before the War of Beasts. During that conflict on Vigilus, Zhune Tzang and the Chaos Lord Thorosgar Bear-fist led their forces in an attack on the Mortwald Hivesprawl.Praxis Empyrealus - Praxis Empyrealus is a Master of Possession of the Night Lords Traitor Legion who served as an adviser to the Chaos Lord Varrus Hekatos. However the two hated each other and during the War of Beasts on Vigilus, Praxis found the ideal time to rid himself of the Chaos Lord. It was after the Night Lords had been forced to retreat from the Genestealer Cult-infested Dirkden Hivesprawl and then attacked the eastern borders of the Hyperia Hivesprawl. From a hidden base, Hekatos had been coordinating the Night Lords' attack against the Dark Angels' 4th Company, when Praxis secretly lit several fires within the base. This alerted the Dark Angels' Ravenwing company to the existence of the Night Lords' base, which they assaulted after discovering Hekatos was there. Though it proved costly to the Dark Angels, the Chaos Lord was killed and afterwards Empyrealus summoned forth Daemons and launched a series of Warp-based attacks which destroyed the Ravenwing's forces. Soon after, elements of the Dark Angels 3rd and 4th Companies attacked, but the surviving Night Lords killed five Loyalist Astartes for every one of their own losses. This slaughter pleased Abaddon the Despoiler enough that he overlooked the Night Lords' disastrous attack upon Dirkden and they were able to withdraw from War of Beasts' front lines.
Master of Possession - Wargear: Power Armour (Any Firstborn pattern)Bolt PistolForce StaveFrag GrenadesKrak Grenades
Master of Reconnaissance - Master of Reconnaissance: The Master of Reconnaissance is a Space Marine Master and the officer who oversees the Vanguard Space Marines of a Chapter, typically from the 10th Scout Company.He is served by two specialist Lieutenants with an aptitude for covert operations.The Master of Reconnaissance is often the same Astartes Captain who serves as the Master of Recruits and the overall commander of the 10th Company in Codex Astartes-compliant Chapters.
Master of Recruits - Master of Recruits: The Master of Recruits is a Space Marine Captain of a Codex Astartes-compliant Chapter who has been designated by the Chapter Master with the responsibility for training all of the Chapter's Neophytes and who usually also serves as the commander of the Chapter's 10th Scout Company.He will be a skilled Veteran of hundreds of battles and a shrewd judge of character, easily able to determine what will bring out the best in the genetically-altered adolescents of the Chapter who survived their Aspirant Trials and transform them into true Astartes after they become Neophytes.As the leader of a Scout Company, the Master of Recruits will be an expert in the irregular forms of combat that define the missions of Space Marine Scouts, including sabotage, infiltration and counterinsurgency.
Master of Relics - Master of Relics: The Master of Relics is a Space Marine Captain who in a Codex Astartes-compliant Chapter is charged with the duty as the acting commander of a Chapter's Devastator Company, an unmatched expert in the tactics of long-ranged warfare.He is also the custodian of the Chapter's many technological masterpieces, the most dangerous of which are brought to the battlefield in times of exceptional strife.The Master of Relics is often clad in ancient patterns of Power Armour, and armed with an impressive array of master-crafted weapons from the Chapter's armouries.He projects an aura of stoic watchfulness as he directs a withering look upon distant foes. On his backpack is installed a targeting array which matches the angle of his gaze, gathering telemetry information to be fed to his Devastator Marines.
Master of Rites - Master of Rites: The Master of Rites is a Space Marine Captain of a Codex Astartes-compliant Chapter charged by his Chapter Master with recording and preserving the martial traditions of his brotherhood -- a bombastic, courageous warrior with unswerving loyalty to his Battle-Brothers. This individual exudes a sense of martial pride and fervour to those around them. A large Servo-skull with an incorporated Vox-caster that amplifies his warcries is usually anchored near his feet by a weighty pair of censers. The Master of Rites roars inspiring rhetoric during the heat of battle, reminding his Battle-Brothers to remember their duty and heritage, even as they clash with the foe.
Master of Sanctity - Master of Sanctity: The Master of Sanctity, also sometimes styled High Chaplain or First Chaplain, is the head of the Chaplaincy in a Chapter of the Adeptus Astartes and head of the Chapter cult, its conglomeration of beliefs and cultural practices.Different Chapters sometimes use different titles more in line with their own culture for this crucial position.One of the Masters of the Chapter, the Master of Sanctity oversees its spiritual health by assigning Chaplains to the individual companies.Immediately beneath the Master of Sanctity among a Chapter's Chaplains is the Reclusiarch, the head of the Reclusiam. In some Chapters the responsibilities of the Master of Sanctity and the Reclusiarch are merged into the same office.ChapterVariant TitleDark AngelsGrand Master of ChaplainsSpace WolvesWolf High PriestCrimson FistsHigh ChaplainWord BearersFirst ChaplainGrey KnightsHigh PaladinBlood AngelsHigh ChaplainSalamandersLord ChaplainExcoriatorsSantiarchWhite ScarsVoice of the StormIron HandsFather of IronExecutionersLord Speaker of the DeadUltramarinesMaster of Sanctity
Master of Signal - Master of Signal: A Master of Signal is a bygone officer rank of the Space Marine Legions used during the Great Crusade and Horus Heresy who served as a delegated command officer of a special task force of a Legion raised to undertake a specific and strategically important mission.Master of Signal is one of several specialty ranks that fell under the generalised banner of the mid-tier Legion officer rank of consul, formally known as a Legiones Consularis in High Gothic, which was awarded to an individual Astartes who was recognised for their unique talents and hard-won skills.A mid-ranking Legion officer, such as a centurion, was often granted this rank and title and tasked with specific missions by a Legion's High Command and formally deputised to act in all matters with the full weight of their commander's authority.
Master of Signal - Role: A vital link between those desperately fighting and support elements of the Legion in battle, the Master of Signals is a strategic and communications specialist capable of interpreting and directing the flow of battle around them, and calling in support strikes from distant batteries and orbiting vessels. A Master of the Signal would commonly be attached to the forward elements of a Space Marine Legion's planetary assault, providing communications support across the wider warzone, and was capable of calling down a pinpoint bombardment from either orbiting fleet assets or static artillery positions nearby, engulfing the foes of Mankind in flaming destruction.
Master of Signal - Unit Composition: 1 Master of Signal
Master of Signal - Wargear: Power Armour (Any Firstborn pattern.)Cognis-SignumVox Disruptor ArrayAugury ScannerNuncio-Vox
Master of Signal - Optional Wargear: May not take a combi-weapon, Boarding Shield, Bolter, Power Fist, Thunder Hammer, Lightning Claw(s), Bike, Jetbike or Terminator Armour.
Master of the Administratum - Master of the Administratum: The Master of the Administratum is the High Lord of Terra who serves as the top official of the Adeptus Administratum, the governing bureaucracy of the Imperium of Man. The individual who ascends to this rank is always one of the nine permanent members of the Senatorum Imperialis. The Master of the Administratum is also the titular head of the Departmento Munitorum which handles all of the logistics of the Astra Militarum, though in practice he or she must also share influence over that bureaucracy with the Lord Commander Militant of the Imperial Guard and other high-ranking Imperial military officers.At least in name, the Master of the Administratum is perhaps the most powerful man or woman in the galaxy, as he or she controls the portion of the Imperial government that is most crucial in the day-to-day functioning of an interstellar state -- its bureaucracy. In truth, the Master of the Administratum handles none of the day-to-day affairs of bureaucratic governance; the role is primarily concerned with ceremony, public relations and the constant political infighting which generally consumed the High Lords of Terra before the return of the Primarch Roboute Guilliman as ruling Lord Commander of the Imperium in 999.M41.
Master of the Administratum - History: In the wake of the Horus Heresy, the Reformation of the Imperium initiated by Roboute Guilliman during his first stint as Lord Commander of the Imperium created the Adeptus Administratum by officially aggregating all of the various Imperial military and civilian bureaucracies created under the auspices of the original War Council and Council of Terra during the Great Crusade. By its very nature at the head of the Imperial bureaucracy, the office of the Master of the Administratum emerged for the first millennium of the Imperium's history as the most politically powerful office of state, as long as that state remained officially secular in character. After the emergence of the Adeptus Ministorum as the official state church of the Imperium in the middle of the 32nd Millennium, the Ecclesiarch who lead the faith overtook the Master of the Administratum as the most powerful among the High Lords of Terra in practice. This culminated in the 36th Millennium during the Age of Apostasy with the rise of Goge Vandire, whose use of assassins and the manipulation of Ecclesiarch Paulis III ultimately allowed him to become both the Master of the Administratum and the Eccleisarch of the Ministorum, threatened to transform the stable theocratic oligarchy the Imperium had become into a true dicatorship. His assassination at the hands of Alicia Dominica and her Brides of the Emperor ended this threat to the realm. The Adeptus Astartes and the Inquisition's newly formed Ordo Hereticus dismantled the overweaning military power of the Ministorum and restored a balance between the Administratum and the Ministorum that lasted more or less intact until the return of Lord Commander Guilliman in 999.M41.
Master of the Apothecarion - Master of the Apothecarion: The Master of the Apothecarion, usually just referred to as the Chief Apothecary, is the most senior Apothecary of a Codex Astartes-compliant Space Marine Chapter.As the head of the Chapter's Apothecarion, the Chief Apothecary is responsible for assigning other Apothecaries to the Chapter's companies, so that they may heal their Battle-Brothers or recover their gene-seed after their deaths.
Master of the Arsenal - Master of the Arsenal: The Master of the Arsenal is a Space Marine Captain of a Codex Astartes-compliant Chapter who not only leads a company of Space Marines into battle, but is also charged by his Chapter Master with overseeing his Chapter's arsenal of weapons and munitions. This special duty is traditionally given to those officers who serve as the Captains of the Chapter's 3rd Company.
Master of the Arsenal - Notable Masters of the Arsenal: Captain Adrax Agatone (Salamanders)Captain Mikael Fabian (Ultramarines)Captain Thracian (Scythes of the Emperor)
Master of the First (Audio Drama) - Master of the First (Audio Drama): Master of the First is the twenty-forth audio drama for the The Horus Heresy series that was not originally released as part of an anthology or other release. Master of the First was published in October 2014 by the Black Library as part of a box set also containing the audio drama The Long Night. The title was later published in prose format as part of "The Horus Heresy Quick Reads Subscription" week on February 24, 2016, and again as part of the Eye of Terra main series anthology novel.
Master of the First (Audio Drama) - Official Synopsis: The Dark Angels and the Night Lords fought one another to a bloody stalemate during the Thramas Crusade, leaving the First Legion scattered and under-strength. Back on Caliban, those Dark Angels loyal to Luther begin to grow impatient for a return to past glories, allowing the corruption at the world's heart to spread.
Master of the Fleet - Master of the Fleet: The Master of the Fleet is the Space Marine captain within a Chapter compliant with the Codex Astartes who commands all of the Chapter's space assets and is deemed to have the most experience and greatest skill at planning and executing void-combats.A Chapter Master designates one of his captains to command the Chapter fleet, who essentially serves as the Chapter's fleet admiral, commanding its flagship and all other space assets when they deploy for major engagements.In rare cases, a Chapter's Master of the Fleet may not be an Astartes officer but a mortal with a long history of space combat and commanding fleet engagements, such as a former or current flag officer of the Imperial Navy who has been seconded to the Chapter under ancient inter-service agreements. In Codex-compliant Chapters this office is typically held by the captains of the 4th Company.
Master of the Fleet - Notable Masters of the Fleet: Captain Bellorphon (Blood Angels)Captain Idaeus (Ultramarines)Captain Dac'tyr (Salamanders)Captain Waite Ryder (Exorcists)
Master of the Forge - Master of the Forge: The Master of the Forge is a Codex Astartes-compliant Space Marine Chapter's most senior Techmarine, charged with the maintenance of the Chapter's fleet of armoured fighting vehicles, such as Rhinos, Land Raiders and Predators.His knowledge of the arcane sciences has been refined over centuries of service, and rivals that of the senior tech-priests of the Adeptus Mechanicus of Mars.A Master of the Forge oversees all of the Chapter's Techmarines and the Chapter Armoury. He is the chief engineer and weaponsmith of the Chapter.The Master of the Forge is so skilled that he can tell what is wrong with a vehicle's Machine Spirit at but a glance.Keeper of his Chapter's most ancient and treasured arcane secrets, he is the only one with the required skills to rouse the most ancient Dreadnoughts from their slumber, or operate potent wargear whose origin predates that of his Chapter.