vizn3r/warhammer40k-lore huggingface dataset:
Craftworld - Sources: Codex: Chaos Daemons (6th Edition), pg. 21Codex: Eldar (6th Edition), pp. 13-17Codex: Tyranids (5th Edition), pp. 17, 58Dark Heresy: The Enemies Without (2nd Edition) (RPG), pp. 105-106, 108, 110-111, 122, 127Iyanden - A Codex: Eldar Supplement (6th Edition)Rogue Trader: Fallen Suns (RPG), pp. 4, 7-12The Horus Heresy Book Two: Massacre by Alan Bligh, pg. 157Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 129The Citadel Journal 3, pg. 42The Citadel Journal 46, pg. 32White Dwarf 147 (US), "Space Marine: Avatar & War Walker - Eldar Craftworlds," pp. 12-14Fulgrim (Novel) by Graham McNeillProspero Burns (Novel) by Dan AbnettAurelian (Novella) by Aaron Dembski-BowdenPredator, Prey (Novel) by Rob SandersCalgar's Fury (Novel) by Paul Kearney, pg.38Eldar Prophecy (Novel) by C.S. GotoFarseer (Novel) by William KingPath of the Seer (Novel) by Gav ThorpePath of the Warrior (Novel) by Gav Thorpe, pp. 329-409Howl of the Banshee (Short Story) by Gav ThorpeWarhammer 40,000: Index Chaotica - DefilersSnares & Delusions (Short Story) by Matthew FarrerWarhammer 40,000: Will of Iron (12 Issue Comic Series) (2018)Warhammer 40,000: Rogue Trader (PC Game)Worlds of the GalaxyGeneral/Environmental ClassificationsChem World • Dead World • Death World • Desert World • Derelict World • Ice World • Forest World • Jungle World • Mountain World • Ocean World • Rad World • Swamp WorldImperial ClassificationsAbattoir World • Adeptus Astartes Homeworld • Agri-world • Anchor World • Arboreal World • Archive World • Armoury World • Astropathic Relay Station • Battery World • Cardinal World • Cemetery World • Civilised World • Delverworld • Feral World • Feudal World • Forbidden World • Forge World • Fortress World • Frontier World • Hive World • Hub-Fortress • Industrial World •  Knight World • Labyrinth World • Lumber World • Menagerie World • Merchant World • Mining World • Penal World • Penitent World • Pleasure World • Qurantined World • Quarry World • Refugee World • Repository World • Research Station • Sentinel World • Shrine World • War World • Waste WorldChaos ClassificationsDaemon World • Hell-Forge • Fallen Knight WorldXenos ClassificationsCraftworld • Crone World • Exodite World • Hold World • Kin World • Maiden World •  Ork World • T'au Sept • Sept World • Tomb World • Xenos World
Crassus - Crassus: The Crassus is a heavily armoured assault transport of the Astra Militarum that was named after one of Lord Solar Macharius' greatest generals during the Macharian Crusade, Borgen Crassus, who had remained loyal to the Imperium even during the grim and bloody Macharian Heresy that followed after Macharius' death.The Crassus, along with the Dominus Heavy Siege Bombard and Praetor Heavy Assault Launcher weapon systems are Standard Template Construct (STC) designs recovered on the recently re-conquered Forge World of Zhao-Arkhad. After the planet was re-consecrated into Imperial service, its STC data cores were found deep inside the vaults of the once-nightmarish realm.Even though the Crassus is a relatively new addition to the arsenal of the Astra Militarum, it has already become famous for its heavy armour and firepower.It has entered widespread use in the southern and western regions of the Segmentum Tempestus and after only a few standard centuries the Crassus design is now being constructed on the Forge World of Lucius and is used to extensively resupply the Imperial forces that are guarding the space around the Eye of Terror to replace the on-going losses in that steadily worsening warzone.There, as everywhere else it had been deployed, the Crassus had earned a considerable reputation for its sheer power and durability.This reputation has given the vehicle near-talismanic status amongst some siege assault units of the Astra Militarum, to the concern of some within the Commissariat and the Departmento Munitorum.
Crassus - Armament: The Crassus is a heavily armed and armoured transport, with 2 forward-mounted Heavy Bolters and 2 sponson-mounted Heavy Bolters, and every weapon can be replaced individually with a Heavy Flamer, an Autocannon, or a Lascannon. This allows the Crassus to be equipped with up to four different weapons at once.The Crassus can also replace the sponson weapons with Extra Armour Plating for added protection. The vehicle is also able to be outfitted with a Pintle-mounted Heavy Stubber or Storm Bolter for extra firepower, a Dozer Blade, Searchlight, and Smoke Launchers.The Crassus is capable of transporting up to 35 soldiers in its expansive armoured hold, and is also able to carry up to two Cyclops Demolition Tanks.Its weapons are used in a primarily defensive role to protect the troops it carries as they deploy onto the battlefield, but it can be modified to carry a Hunter-Killer Missile Launcher.This option is most often used against enemy armour. Although it is very effective, it is best deployed alongside other Crassus transports to maximise its effectiveness.
Crassus - Known Users of the Crassus Armoured Assault Transport: Astra Militarum - The Crassus is becoming widespread throughout the Imperial Guard's front-line armoured and mechanised infantry regiments.Adeptus Mechanicus - The Mechanicus uses the Crassus for many of its own armed transport needs.6th Cadian Armoured Regiment - The Crassus was heavily used by the 6th Cadian Armoured Regiment during the Betalis III Campaign against the Asuryani of Craftworld Mymeara. During that campaign, the Crassus Armoured Assault Transport was crucial in deploying Imperial forces to all of the different frozen warzones across that world's frigid surface. The Crassus played a crucial role in the Battle of Alnitac and allowed Colonel Empteda to reach that facility before the Asuryani and destroy it before it could fall into the xenos' devious hands.
Crassus - Variants: The Crassus assault transport has several variants that are used by the Astra Militarum, which include the following:Praetor - The Praetor is an armoured assault missile launcher used by the Astra Militarum for direct infantry fire support. The Praetor is armed with a unique weapons system known as the Praetor Heavy Assault Launcher, a massive heavy Missile Launcher system that fits into where the troop hold would be located on the standard Crassus. This weapon's Standard Template Construct (STC) designs, along with the Dominus Heavy Siege Bombard weapon system and the Crassus vehicle's designs itself, were recovered on the recently re-conquered Forge World of Zhao-Arkkad.Dominus - The Dominus is an armoured assault missile launcher used by the Imperial Guard for direct infantry fire support. The Dominus is armed with a unique weapons system known as the Dominus Heavy Siege Bombard, which is a triple-barrelled, heavy bombardment cannon. This weapon's Standard Template Construct (STC) designs, along with the Praetor Heavy Assault Launcher weapon system and the Crassus vehicle's designs itself, were recovered on the recently re-conquered Forge World of Zhao-Arkkad.
Crassus - Adeptus Mechanicus Technical Specifications: The technical specifications of this vehicle have yet to be released by the Adeptus Mechanicus.
Creations of Bile - Creations of Bile: The Creations of Bile  is the collective name for the many servants and genetically altered creations employed by Fabius Bile, the infamous Chaos Lord and former Chief Apothecary of the Emperor's Children.The forces which comprise the Creations of Bile are used both for the Chaos Lord's own purposes as well as deployed as mercenaries for other Chaos Lords willing to pay the Spider's high price. These hideously altered warriors are often used for diversionary attacks while Bile pursues his own agenda under the cover of their operations.The forces comprising the Creations of Bile are myriad, consisting of the genetically-altered Heretic Astartes known as Terata, Gland Hounds, or even entire Chaos Space Marine warbands like The Shriven. Many have been abducted by the Clone Lord from other Chaos forces or even from Loyalist Space Marine Chapters ,so that they may serve as raw material for the Spider's horrific experiments.Heretic Astartes acting under this name aided Bile during the War of the Spider in the Era Indomitus.
Creations of Bile - Warband History: The Chaos Lord Fabius Bile operates primarily as a solitary predator and a mercenary bio-artisan. He is attended occasionally by disciples from other Traitor Legions hoping to learn the craft at the side of a master, as well as by lowly surgeon acolytes who shadow Bile until they displease him and then form part of his next gruesome experiment.Although Bile's creations are ultimately perfected for another paying Chaos Lord, he has been known to use such forces for his own purposes before handing them over. While he is certainly a dangerous combatant in his own right, Bile has sometimes found the need to wield his own creations en masse.A planet, installation or voidship containing suitable new specimens or gene-tech is often heavily guarded. Similarly, Bile has experience of vengeful armies of many different factions converging on him, seeking his head for what they consider abhorrent crimes.In these situations, Bile casually sends diversionary forces of his altered warriors into the fray, heedless of their lives as he acquires what he needs or makes his escape.Whether under the Primogenitor's direct command or operating on his behalf throughout the galaxy, the genetically-altered Chaos Space Marines who do his bidding -- his Terata -- have a variety of origins. Some, like The Shriven, are entire warbands of Renegades who sought out Bile's gene-sculpting services to enhance their physical prowess and who now grudgingly repay him by ceding him temporary command. Others are forces of warriors amassed and augmented within Bile's own hidden laboratories, whether they are vat-grown clones or abducted Space Marine warriors from Traitor or Loyalist formations alike.Still, others are handed over to him by the Traitor Legions for mass enhancement, or are assembled from individuals that escaped medicae institutions. Indeed, Bile's operatives have been known to infiltrate such sites and taint their arcane machineries, the resulting mutant abominations often destroying the facilities in their escape and somehow finding their way back to the Spider via an inexplicable bio-tether.The abhorrent warbands of horrifically augmented Heretic Astartes known as Terata, whether devoted to Bile's search for prize specimens and forbidden knowledge or pledged to his will in payment for his grisly services, expand the web of the Spider's sinister influence over the galaxy.Fabius Bile's obsessive quest to surpass the Emperor's original achievements in genetic science has borne myriad horrific fruits. As a result, all of his Terata are chemically, physically and biomechanically altered by his experiments, elevating their abilities above those of even similar beings like other Chaos Space Marines -- for now...
Creations of Bile - Notable Creations of Bile: Igori - Igori is one of a group of genetically enhanced Human mutants known as New Men created by Fabius Bile. Igori is the first of Fabius Bile's "Gland Hounds", a sub-type of New Man created through the implantation of a modified form of Space Marine gene-seed implants. She rules the rest of Fabius Bile's creations through strength and a higher degree of intelligence than the rest of the mostly primitive mutants. The Clone Lord has an unusual degree of fondness for Igori and the rest of her kind, believing that they will one day inherit the galaxy as a superior species of Humanity.Savona - Savona is a Slaaneshi-mutated female Human warrior fighting for the Emperor's Children. Born to the family of the planetary governor of an Agri-world, Savona eventually married another planetary governor and for a time lived as his widow. When a warband of the Emperor's Children arrived to raid the planet , she joined them willingly, draped in her family's skin and offering the Legion their hearts. She began her time in the Traitor Legion as one of the Legion serfs, but that changed when she was gifted with semi-sentient Daemonic battleplate from her master the Chaos Champion Kasperos Telmar, also known as the Radiant King, who was on the cusp of ascension to Daemonhood. She subsequently rose through the ranks, never becoming a true member of the Legion but still recognised by the Heretic Astartes as an accomplished warrior. By the 34th Millennium she was ranked 2nd in the Joybound, the elite guard of Telmar's warband. After the Shattering of Lugganath and Telmar's death at the hands of the Craftworld Aeldari, Savona joined Fabius Bile's Consortium warband. She continued to rise through the ranks of Bile's servants by pitting her rivals against Bile, which inevitably led to their deaths.Mayasha & Mayshana - Known as "the Twins," Mayasha and Mayshana were "Gland Hounds," a sub-type of New Man created through the implantation of a modified form of Space Marine gene-seed implants. Mayasha was slain by Palos, a warrior of Flavius Alkenex, during the Phoenix Guard Prefect's betrayal of Fabius Bile on Solemnace.Wolver - Wolver was a bizarre, mutant creature that served as the bridge overseer of the Vesalius, the captured Gladius-class Frigate used by Fabius Bile as a form of flagship.Key - Key was a Daemonically-corrupted and severely mutated Aeldari Corsair formerly of the Sunblitz Brotherhood who acted as a means to enter the Webway and control the wraithbone implants that Bile had added to his flagship, the Vesalius.
Creations of Bile - Warband Relics: Helm of All-Seeing - This baroque helm sports numerous additional sensors, requiring the existence of various disfiguring organs with which to process the additional information.Hyper-growth Bolts - These bolts are infused with Fabius Bile's most unstable growth-inducing serums, causing victims stuck by them to explode in eruptions of swelling flesh.Living Carapace - With but a thought, the wearer of this biomechanical suit of armour created by the twisted genius of Fabius Bile can compel the bio-armour to thicken and enhance its protection.
Creations of Bile - Warband Fleet: Vesalius (Modified Gladius-class Frigate) - The Vesalius was an Adeptus Astartes Gladius-class Frigate captured and renamed by Fabius Bile. Since coming into his possession it has undergone substantial modifications with captured xenos and other heretical technologies, giving its Machine Spirit (ship's computer) a level of awareness bordering on Abominable Intelligence. The vessel is crewed by mutants, including New Men, Gland Hounds, Terata and Heretic Astartes of the Emperor's Children, all of whose genetics have been heavily modified by Bile. The mutant crew worship Bile as a god and are intensely loyal to him. The lower decks of the ship are full of savage creatures which hunt the crew and vice-versa. At the centre of the vessel is a garden comprised of wraithbone which Bile has been secretly cultivating. The living wraithbone has grown into the very bones of the vessel, something which worries the more xenophobic members of the Emperor's Children who serve aboard the vessel. At the centre of the wraithbone garden is a horrifically mutated and Daemonically-corrupted Aeldari male known as "Key," who was once a member of the Sunblitz Brotherhood until his capture by Bile. The Clone Lord now uses Key to access the Webway when needed and maintain the growth of the wraithbone garden.
Creations of Bile - Warband Colours: The Creations of Bile's warband colours are not listed in current Imperial records.
Creations of Bile - Warband Badge: The Creations of Bile's warband badge is a golden, studded skull from which emerges eight spider legs on a field of purple.
Credos - Credos: Credos is a mountainous Shrine World located within the Achilus Crusade's Orpheus Salient in the Jericho Reach. It was declared a Forbidden World by the Inquisition after the forces of Hive Fleet Dagon made planetfall, and thus became sequestered by the Deathwatch under clearance level Omega Vermillion.The planet stands as a monument to the might of the Imperium and to the grand heroes that strove to unite Humanity so long ago. For as long as the Imperium has laid claim to the stars themselves, Credos has existed to denote the impossible distances Mankind has crossed and the strength of Human ambition.The only Human structure of any significance upon Credos is a range of colossal statues depicting the likeness of the Emperor and the Primarchs, collectively known as the "Theopticon."Believed to predate the Horus Heresy, the Theopticon appears to have once consisted of twenty-one statues, with eleven of them -- clearly those depicting the Lost and Traitor Primarchs -- having been reduced to nothing more than rubble, leaving only empty spaces and shattered rock as testament to their presence.Each statue is some six kilometres high, carved from the hard yellow-brown stone of their surroundings, maintained by ancient and cunning technologies to help them endure the ages and stand under their own immense weight.The statues are arranged in a vast arc, all facing inwards with each statue gazing at the same point as all the others -- the highest peak on the small, mountainous continent. Into this peak is built a temple to the might of the Emperor, now maintained by forces loyal to the Deathwatch.Deathwatch personnel frequently make pilgrimages to Credos as a way of reconnecting with their spiritual and genetic fathers, though there are some outside the Deathwatch -- amongst those few who know of Credos -- who suspect some motive for the Deathwatch beyond Adeptus Astartes spiritualism in their continued maintenance of the Theopticon and its temple.
Credos - The Theopticon: Standing some six kilometres high at its tallest point, and consisting of ten remaining statues -- the other eleven having been destroyed at some point during or after the Horus Heresy -- in the image of the Emperor and nine of His Primarchs.The statues are not believed to be accurate depictions -- few beings even during the Great Crusade could claim to have laid eyes upon the Emperor or His sons, and thus stylised representations or ones based on picts and existing art would likely have been the source instead.The statues are constructed from carefully machined blocks of the hard yellow-brown stone common to Credos' surface, designed to interlock seamlessly with one another.Each is laden with arcane technology intended to help the statues endure the ages without being diminished by weathering or brought low by gravity, cunningly concealed so as to be invisible to all but the most meticulous inspection.What also becomes apparent from close inspection is that the statues themselves are partially hollow, with chambers and passageways woven within their immense structure.Whether these tunnels were part of the original design or added later is a mystery, but given the sheer mass and enduring nature of the statues, it seems likely that were anything to be stored within them, there is little that would be able to liberate such items by force.
Credos - Temple of the Vigilant Emperor: Significantly younger than the statues that gaze upon it, the Temple of the Vigilant Emperor was originally little more than an observation balcony, a habitation area and a small landing platform.Over the millennia, it has steadily expanded, initially into a sizable monastery sufficient to house several thousand monks long-term, and keep several high-ranking priests in their accustomed manner for solar months at a time.As the wealth of the Jericho Arch-Diocese grew, so did the size and opulence of the Temple of the Vigilant Emperor, as it has become known, eventually reaching a point where it rivalled some of the sector's smaller cathedrals in size.After the reign and death of Arch-Cardinal Asterus, the Temple of the Vigilant Emperor was ignored, becoming a footnote in history and a mausoleum for the monks who had dwelt there. However, the Deathwatch was not content to let such a fate befall Credos, and their efforts saw the temple renewed.This time, military practicality and the spartan beliefs of the Adeptus Astartes prevailed over the greed and indolence once endemic amongst the Adeptus Ministorum, and the Temple became a fortress, reinforced against external attack, with many of its lower chambers repurposed to serve the Temple's new masters.The Temple today is a bastion designed to be held by a small number of warriors against many, fitted with batteries of emplaced sentry-guns and servitor-crewed anti-aircraft weaponry. That, however, is only the surface of the Temple of the Vigilant Emperor.Beneath the mountain, and connected to a series of winding passages that lead into the statues themselves, the temple's purpose becomes clearer.Vast quantities of arcane cogitators and sophisticated logic engines, connected to a colossal array of augurs, auspex feeds and a choir of astropaths, fill the deeper chambers of the temple, gazing upon the void and sending information back to Watch Fortress Erioch continuously.Deeper still, the secure vaults within the statues themselves are often employed to store the most valuable and most dangerous of artefacts, hidden away from all but a chosen few.Every so often, a matter of importance detected by the temple's scanning equipment requires the presence of a member of the Deathwatch to confirm and report on, a voyage often referred to as a "pilgrimage."Indeed, many amongst the Deathwatch take the opportunity to reaffirm their oaths of service under the gaze of the Emperor and His loyal sons, while waiting for another Battle-Brother to return from the temple's depths.While not an official watch station in the traditional sense, the Temple of the Vigilant Emperor on Credos serves a similar purpose, ensuring that the Deathwatch are aware of threats in the region and giving them the opportunity to prepare.At present, Credos' isolation and relative lack of Tyranid presence allows it to continue functioning, barely, but it is an asset so significant and valuable to the Deathwatch that the prospect of losing it to alien invasion is one that few wish to contemplate.
Creidann Grenade Launcher - Creidann Grenade Launcher: A Creidann Grenade Launcher is a specialised Eldar Grenade Launcher that hurls canisters of hallucinogenic gas through the air according to pre-programmed fire patterns. These Grenade Launchers are utilised exclusively by the Eldar Harlequins known as Shadowseers; enigmatic psychic masters of trickery and misdirection who use manipulations of the mind as their foremost weapon. In the Harlequins' performances, the Shadowseers play the role of Fate. As the narrators of the Dance Without End, their use of subtle psychic abilities coupled with the hallucinogenic Creidann Grenade Launchers upon their backs provide diverse illusions for their shows, enhancing the sensory experience. Blasts of multicoloured light, glowing swirls of blinding mist and white-hot illusory flame -- all are conjured forth with consummate showmanship. In battle, the Shadowseer uses his formidable psychic talent to magnify the effect, leaving enemy warriors disorientated, terrified and easy prey.
Creidann Grenade Launcher - Sources: Codex: Harlequins (7th Edition) (Digital Edition), pp. 50, 99White Dwarf Weekly Magazine Issue #56 (21 Feb 2015), "Shadowseer," "Harlequin Army List - Shadowseer," pp. 7-8, 52-53
Cressid - Cressid: Cressid is a Dead World found within the Outer Reach region of the Jericho Reach. Once an Imperial Mining World, it is now under the surveillance of the Deathwatch.The thin atmosphere on Cressid does little to insulate the world from the chill of the void. Before the onset of the ancient Jericho Sector's Age of Shadow, records suggest that the great refineries may have warmed the world so that it could be safely inhabited. In the millennia since those shut down, the world has once more become a cold and barren wasteland.Those who choose to live upon its surface must endure miserable conditions as they attempt to eke out an existence. Such a fate is far too kind for those who have chosen to abandon their sacred responsibilities to the God-Emperor.Were it closer to the salients of the Achilus Crusade, dramatic action might be taken. As it stands, the resources necessary to conquer such an inhospitable planet are better spent in other environs for the time being.
Cressid - History: The Adeptus Mechanicus has maintained the most complete archives of records from the time of the ancient Jericho Sector. While even those are fragmentary, analysis of the surviving supply and resource allocation reports strongly suggest the most significant sources of raw materials, warehousing, and manufacturing in the sector.Numerous surviving transaction reports indicate that Cressid represented a significant source for heavy metals, including a number of rare ores. It is difficult for anyone to precisely measure the quantity of materials obtained, but these records suggest that the world may have represented as much as 7% of the metals used by the ancient sector's numerous Forge Worlds.It is clear that at least one mercantile family worked to maintain assets on Cressid in conjunction with the Adeptus Mechanicus. The name of that family is lost to the ages, yet some portion of its legacy remains in the form of the countless ruined structures and unstable mines that litter Cressid's crust.Many bear an unusual iconography that overlaid the sigils of the Adeptus Mechanicus on the entrances to the structures and on surviving fragments of the ancient servitors that once worked there.Many of these components are not consistent with any current patterns, suggesting that these servitors may have been constructed using a template particularly focused upon mining work under these harsh conditions.Analyses of the remains of the world's once vast structures suggest that the planet was never heavily inhabited. All indicators point to the systems being largely automated, depending primarily upon servitor labour, only relying upon Humans for necessary maintenance and supervision.This may explain why there are no known surviving Human populations that can trace their ancestry back to ancient times. Alternatively, Cressid's harsh environment could simply have killed any who tried to survive on the world without external support.
Cressid - Collapse: Cressid was clearly incapable of functioning as a self-sustaining Imperial world. Once its support network was eliminated by the sector's collapse, the few Humans required to maintain operations were incapable of living under its harsh conditions.The planet supports very few native life forms. Most of those that have been identified are poisonous to Humans without extensive processing.This lack of native life also means that there are no known local sources of promethium necessary to power Imperial vehicles. In fact, with its relatively scarce amounts of organic substrates, there are a limited number of materials inhabitants can burn to generate heat and power.It is believed that the mercantile interests were the first to collapse. Without their support, agents of the Adeptus Mechanicus attempted to keep the mines operational -- largely through the use of vast numbers of servitors. Over time, as resources continued to dwindle, maintaining those servitors became a monumental task.Ultimately, there simply were not enough replacement parts to keep all of these critical systems fully functional. The Adeptus Mechanicus chose to concentrate its efforts on other worlds, effectively abandoning Cressid.This left the world without any Imperial defences, save for the watch station maintained by the Deathwatch. The station's files confirm that even without Imperial assets, the planet was only rarely completely abandoned.The substantial concentration of relatively rare and complex minerals continued to command attention through the Age of Shadow. These included visits from several xenos races, including surveys of less than ten solar years duration by both the Aeldari and the T'au. It is unclear why neither of these races remained upon the planet for an extended period of time.However, it is likely that both ultimately found the conditions far too unstable for colonisation. Records also indicate that there have been at least two attempts at colonisation by Humans who actively oppose the Imperium, but neither of these groups has survived.
Cressid - The 41st Millennium: In 801.M41, Watch Station Cressid was attacked by Human Renegades. A routine Deathwatch patrol identified these Renegades, and the battle-brothers saw to their elimination.Unfortunately, later reports have suggested that those Humans represented only a comparatively small portion of the Renegades who currently inhabit the planet. Continued monitoring by the watch station indicates that there may be a sizeable population still resident.Seismographic recordings from the watch station suggest that the Renegades arrived when a significant impact hit the planet's surface. Corroborating that data with recordings generated by its auger arrays suggest that the impact was generated when an Imperial cruiser crashed upon Cressid's surface.Nobody has been able to get a precise count of the survivors, but they are likely to number into the hundreds. The vessel could well to be one lost from the Achilus Crusade. As the watch station has recorded no distress calls from these survivors, they are presumed to be deserters who turned away from their responsibility to the Imperium.Crusade High Command routinely sends scout vessels out in search of any ships that have gone missing. While Cressid remains far from all three of the crusade's salients, it is present on Imperial charts. Presumably, crusade vessels are obligated to investigate it for signs of life as part of these routine investigations.The Deathwatch is aware of this protocol, but -- as they do not wish to have their watch station further disturbed -- they have taken no action to accelerate this process.These Renegades suffered significant losses in the aftermath of their attack upon the watch station, but a few survivors have gone missing under other mysterious circumstances as well. It is unclear if these deaths were due to exposure to Cressid's inhospitable climate or if there might be other threats present on the world.There are no confirmed reports of xenos activity, but there may be elements that could have escaped notice. The watch station has been scheduled for more regular visits, so that the Deathwatch may respond to any new threats in a timely fashion.
Cressid - Culture: Even at the height of the Jericho Sector, Cressid was scarcely inhabited. Those who worked in the mines were brought from off-planet, as the costs of establishing a permanent colony were deemed irrecoverable.Most of the workers came as transfers from penal colonies. These poor wretches repaid their crimes against the Imperium by dying in the planet's depths.A few of the remaining immigrant workers consisted of more highly trained miners and administrators. These individuals travelled to the world under contractual terms. A few were lucky enough to even survive, fulfil their contract, and flee the planet.The only others were followers of the Machine Cult who oversaw the necessary development and ongoing maintenance of the planet's mine system.Even among these devotees, service upon Cressid was considered a chore, as the brutal winds left surface maintenance an endless and unrewarding task. Ultimately, none of these groups developed a significant culture and none left a legacy behind.An enclave of Imperial deserters from the crashed vessel Malleus Veritatis represents the only current Human habitation on Cressid. The community is not large, but over the past two solar decades it has become self-sustaining. This is largely due to the resources that survived their vessel's impact upon the world's surface.The light cruiser had a crew of thousands and was reasonably well provisioned for those numbers. It also had substantial capability for hydroponics growth as well as a corpse starch reclamation facility. The majority of these deserters continue to live aboard the ruined hulk, which is now often buried beneath the world's endless sands.As the watch station has not detected any transmissions from the craft, it is assumed that either the astropath and the vessel's vox systems were both damaged or the current residents would prefer to dwell upon the planet rather than return to active duty with the crusade.Under some weather conditions, Watch Station Cressid can detect transmissions from the internal vox systems on the ruined ship. Analysis of the recordings suggests that the deserters have divided into at least two factions, which are at war with one another. The reasons for this condition remain unclear but may simply be a consequence of their desperation.When Deathwatch Battle-Brother Skorsa eliminated the Renegades that attempted to attack Watch Station Cressid, his reports indicated that they were particularly well-equipped. Further studies of the armaments recovered indicated that they were standard-issue equipment for the regiments of the Scintillan Fusiliers regiments of the Imperial Guard.There was little indication that any of the equipment had been defaced, so at least those units may have maintained their loyalty to the Imperium.His report has not yet been passed on to the Achilus Crusade. In the intervening years, the survivors may not have been able to maintain their loyalties. Encounters between Imperial forces and these deserters might turn decidedly violent.
Cretacia - Cretacia: The planet of Cretacia is the Chapter Homeworld of the Flesh Tearers Space Marines. The world is teeming with violent saurian life, similar to the dinosaurs of prehistoric Terra, and the Flesh Tearers supposedly hunt these beasts unarmoured and weaponless as sport. The oversized world of Cretacia was the fourth planet in a star system of seven worlds, and at first approach it appeared to be uninhabitable. Finding Cretacia perpetually shrouded in dense clouds, the Flesh Tearers effected landings on the planet to discover what lay below. What the Space Marines discovered was a planet to rival any Death World known in the galaxy due to its lethality to human life.Cretacia was a world marked by a trackless landscape of dense jungles and steamy swamps that harboured many vicious reptilian, amphibious and insectoid forms of life. Many Space Marines were lost to these hostile creatures on the first day before effective perimeters could be established. Even so, patrols still reported casualties from insects as big as men with sharpened proboscises that could penetrate Power Armour, and huge reptilian predators, almost as large as Scout Titans, that ripped through entire squads. There were also herds of gigantic herbivores that could easily crush an unwary Space Marine with a single massive foot.
Crimson Accord of Mars - Crimson Accord of Mars: The Crimson Accord of Mars, also known simply as the Crimson Accords, are one of the cornerstones of doctrinal law of the Adeptus Mechanicus. They were first promulgated during the foundation of the ancient Mechanicum on Mars in the midst of the Age of Strife, and forever forbade the creation of the abominable and soulless artificial general intelligence known as the Silica Animus and required the destruction of any still existing.The Accords pronounced a death sentence on any Magos or mortal who would seek to create them anew. These accords, however, allowed the survival and creation of the "lesser and righteous works" of synthetic life deemed sacred, such as the Bestia Mechanica and their kindred, and of those robotic engines designed for warfare and slaughter.These included the Battle-Automata of the newly-founded Legio Cybernetica. When the wars of the Horus Heresy came, the independent nature of the Legio Cybernetica 's robotic Cohorts ensured that, as a whole, they sided in particular neither with Loyalists or Traitors, but were split in many cases between masters they had long fought for.Other Cohorts, mindful of their oaths of loyalty to the Emperor and fearful of a descent into anarchy, saw the Traitors as base Renegades to be destroyed, while others harboured ambitions to be free of the Crimson Accords, and saw Horus' war as a chance to pursue long-forbidden rites and technologies.
Crimson Axes - Crimson Axes: The Crimson Axes were a Loyalist Space Marines Chapter that was a Successor Chapter of the brutal Executioners Chapter and was created during an unknown Founding. There is very little information in official Imperial records about this obscure Chapter other than it was reported lost circa 092.M39. Circumstances unknown.
Crimson Axes - Chapter Colours: The Crimson Axes Chapter colours are not listed in current Imperial records.
Crimson Axes - Chapter Badge: The Crimson Axes Chapter badge is not listed in current Imperial records.
Crimson Castellans - Crimson Castellans: The Crimson Castellans was a Loyalist Space Marine Chapter of unknown origins and Founding. The Crimson Castelans became embroiled in a civil war between the members of their own Chapter after a portion of their brotherhood turned to Chaos.However, the Chapter, both Loyalist and Renegade factions, was largely destroyed in 993.M41, when the Tyranid Hive Fleet Jormungandr unexpectedly descended upon the world of Sephrax where the Loyalists were battling their Renegade brethren.The Chapter's homeworld of Vorl Secunda was subsequently abandoned due to the outbreak of a mysterious illness known as the Grey Phage, forcing the Crimson Castellans to become a fleet-based Chapter.Later, the Loyalists of the Chapter were forced to defend the world of Ector in the Valedan System during their decennial recruitment ritual from a simultaneous assault of a splinter fleet of Hive Fleet Kraken and the main body of Hive Fleet Leviathan.It is unknown at the present time whether the Chapter still exists in some form in the wake of the conflict on Ector.
Crimson Castellans - Hive Fleet Jormungadr: In 993.M41, a portion of the Crimson Castellans was somehow corrupted by Chaos and turned Renegade, becoming a piratical warband of Chaos Space Marines. The Loyalist Castellans hunted their corrupted brethren down on the Hive World of Sephrax.But while they were engaged in battle, the Tyranid Hive Fleet Jormungandr unexpectedly descended upon the world and forced both sides to lay down their animosity to defend themselves against the swarms of bloodthirsty Tyranids that threatened to destroy the world and both groups of Astartes.However, the Hive Fleet's sheer numbers soon overwhelmed all the combatants. The Crimson Castellans Chapter Master Sojai Antiro died in the bowels of the underhive of Hoventa Hive alongside his 1st Company Veterans, growling his defiance with his last breath even as Tyranid Raveners encircled him and tore him to bloody shreds.The Renegade Crimson Castellans' leader, the pirate and self-styled "Arch-Commodore" Bloodspite, fled with the remainder of his forces to the lair he had established in an asteroid in orbit of Sephrax. But the asteroid and its defenders were ultimately swallowed by a Hive Ship of truly enormous size. The Crimson Castellans' Chapter homeworld of Vorl Secunda was abandoned shortly thereafter, following the outbreak of a mysterious affliction known as the Grey Phage.
Crimson Castellans - Chapter Combat Doctrine: The Crimson Castellans are masters of defensive warfare. They play to their strengths, as all wise warriors must. During the defence of the Valedan System from a splinter fleet of Hive Fleet Leviathan, they focused all their efforts on devising ranged kill patterns far superior to any that could be conceived by the mortal men of the Imperial Guard. Their efforts, largely focused on ambush tactics that assured an extremely high kill ratio, in which every Astartes traded his life for hundreds, if not thousands, of Tyranid bioforms.Though the indigenous Imperial forces thought, at first, that the Crimson Castellans were cowards for hiding rather than facing the foe head-on as they had done, their opinions quickly altered once they witnessed the devastation wreaked upon the foe by their Astartes defenders.Even so, the Planetary Defence Forces of the Valedan System lived longer than could be expected in the face of such an implacable foe through the aid of their Astartes allies. The time for meeting the Tyranids in savage melee eventually came, but not before the Crimson Castellans had rebalanced the scales a little in their favour through the use of such defensive-minded tactics.
Crimson Castellans - Chapter Recruitment: The Crimson Castellans were recruited from many different worlds, ever since the Grey Phage laid waste to their homeworld of Vorl Secunda and forced the Chapter into space. The Landing of the Ascension was the name given to the recruitment rite of the Crimson Castellans Chapter by its Space Marines.Tradition and obligation demanded they undertake five selections every ten standard years. If the Chapter failed to gather enough worthy Aspirants on one world, they would move on to the next world, and then the next, until they had recruited sufficient Aspirants, but only when the Reclusiarch or the Chapter's Master of Recruits decreed that their quota could not be fulfilled.As a spacefaring Chapter, this right was carried out on a number of vassal worlds within the Valedan System. During the final process of selection of potential novitiates, all mortal onlookers were to remain silent as the Crimson Castellans demanded; no congratulation or cheer would be offered until the final selection was made, on pain of death. Not for their Chapter the picking of an individual here, another there.They considered the quality of brotherhood above all others, and looked for it amongst their chosen. The Crimson Castellans believed that those who did not save a comrade were serving themselves. Men who fought as one so that none fell served all. The Crimson Castellans prized loyalty and solidarity above all other qualities.On every world the Crimson Castellans deigned to garrison there was a Crimson Castle. For long stretches of years the castles were mostly empty, as the Crimson Castellans were wont to spread their brothers and their men-at-arms across the worlds they protected. Often times, these garrisons contained only twenty or so Battle-Brothers along with their human servants. Higher-ranking Chapter Serfs ate with the brethren, at the same table, for such was the way of the Chapter.All endured simple fare as the rule of the Crimson Castellans demanded, protein-laced mulch of high nutritious value and little taste. Their singular luxury was their wine, which they drank from plain granite goblets. Many Chapters sought perfection outside of war in one way or another; however, the Crimson Castellans chose to be vintners, viticulturists and oenologists. They did little else.Following their selection, the prospective Aspirants would be brought forwards to the great hall to undergo the initiation ritual and become Neophytes, and to get their first taste of the grapes of the Chapter's sacred vine. This ritual consisted of the Aspirants being fed gallons of wine laced with pseudo-hormones that would catalyse their transformation into Space Marines by activating their gene-seed.
Crimson Castellans - Chapter Gene-Seed: Recruited from many worlds, each Crimson Castellan Battle-Brother bears the look of his native planet, but each was also in likeness to his brothers: tall and powerful, a giant among ordinary men. But it was in the eyes that their kinship was most apparent.These brothers born of a dozen star systems had eyes that were all the same: yellow, the colour of morning sunlight streaming through good, pale wine. Many mortals never noticed the other physical differences. The eyes were what people remembered of the Crimson Castellans. This Chapter is also noted for being highly xenophoboic.
Crimson Castellans - Chapter Colours: The Crimson Castellans primarily wore crimson power armour. The power pack was black. The Aquila or Imperialis on the chest was silver.The black squad specialty symbol -- battleline, close support, fire support, Veteran or command -- was indicated on the right shoulder plate.A white High Gothic numeral centred on the squad specialty symbol indicated squad number.The colour of the shoulder plate trim indicated company number in accordance with the Codex Astartes -- i.e. white (1st Company), yellow (2nd Company), red (3rd Company), etc.
Crimson Castellans - Chapter Badge: The Crimson Castellans' Chapter badge was an ebony castle tower, with a large, white human skull centred over it upon a field of crimson.
Crimson Castellans - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet), pg. 25Codex: Space Marines (5th Edition), pg. 30Codex: Tyranids (5th Edition), pp. 27, 30Deathwatch: The Emperor's Chosen (RPG), pg. 70The Last Days of Ector (Novella) by Guy Haley
Crimson Consuls - Crimson Consuls: Crimson ConsulsCodex AstartesSpace MarineChapterFoundingUltramarinesAlpha LegionChaos Space MarinesAlphariusOmegonThe Alpha Legion had targeted the Crimson Consuls for destruction so that their gene-seed stocks could be delivered to Abaddon the Despoiler and the Black Legion to help that Traitor Legion replenish its ranks before the unleashing of the 13th Black Crusade. The Crimson Consuls were based on the ice-covered Hive World of Carcharias in the fortress-monastery known as the Slaughterhorn, which lay at the peak of the world's capital hive city of Niveous.
Crimson Consuls - Chapter Homeworld: Carcharias is an Imperial Hive World, though this bleak planet's extreme cold temperatures, vast glacier fields and frozen wastelands make it closer in approximation to an Ice World. The Crimson Consuls fortress-monastery, known locally as the Slaughterhorn, formed the largest spirepeak of Hive Niveous, the Carcharian capital city.
Crimson Consuls - Chapter Beliefs: The Crimson Consuls were not given to competitive rivalry. The Astartes of this Chapter did not desire success because others had failed. For them, serving at the pleasure of the Emperor was not a tournament spectacle, nor was the slaying of the enemies of Mankind an opportunistic arena.They were not a rash Chapter for they believed that to spill the precious commodity of Astartes' blood required them to carefully pick and choose their battles, spilling it wisely. For it was a Space Marine Chapter's prerogative to choose whether or not it fought. Not for the Crimson Consuls were the glory-seeking ways of other Chapters. The Crimson Consuls were staunch followers of the Codex Astartes. Within the pages penned by their Primarch Guilliman lay the wisdom of generations of those Astartes who had come before them. They put their trust in that accumulated skill and experience.
Crimson Consuls - Notable Crimson Consuls: Chapter Master Elias Artegall - The last Chapter Master of the Crimson Consuls.High Chaplain Enobarbus - The last High Chaplain and Reclusiarch of the Crimson Consuls.Lord Apothecary Fabian - The last Lord Apothecary of the Crimson Consuls.Chief Librarian Navarre - The last Chief Librarian of the Crimson Consuls.Master of the Fleet Hecton Lambert - The last Master of the Fleet of the Crimson Consuls.Master of the Forge Maximagne Ferro - The last Crimson Consuls' Master of the Forge.Master of Ordnance Talbot Fauks - The last Crimson Consuls' Master of Ordnance.Captain Bolinvar - Captain of the 1st Company.Captain BaptistaTechmarine Hereward - Techmarine of the 1st Company.Chaplain MercimundLexicanium Raughan StellanSergeant NotusScout-Sergeant Caradoc - Scout-Sergeant of the 10th Company.
Crimson Consuls - Chapter Fleet: The Crimson Consuls' Chapter fleet was known to have possessed the following vessels:Crimson Tithe (Battle Barge)Incarnadine Ecliptic (Battle Barge)Anno Tenebris (Strike Cruiser)Herald Angel (Frigate)
Crimson Consuls - Chapter Colours: The Crimson Consuls' were known to paint their Power Armour cream and crimson.
Crimson Consuls - Chapter Badge: The Crimson Consuls' Chapter badge is unknown in current Imperial records.