vizn3r/warhammer40k-lore huggingface dataset:
Sempiternal Weave - Sempiternal Weave: A Sempiternal Weave is an advanced form of Necron technology used to augment the structural integrity of the necrodermis bodies of Necron royalty like Necron Overlords, Necron Lords and Necron Destroyer Lords.A Sempiternal Weave threads a Necron's exoskeleton with filaments of phase-hardened amaranthite and adamantium, vastly increasing the body's structural integrity to a level that rivals that of Astartes Terminator Armour.
Semtexian Bombadiers - Semtexian Bombadiers: The Semtexian Bombadiers are a Militarum Regimentum of the Astra Militarum raised on the vital Mining World of Semtexia. The Semtexian Bombadiers were deployed during the Third War for Armageddon to aid in the Imperial defence of the vital Hive World of Armageddon from the massive Ork WAAAGH! led by the notorious Warboss Ghazghkull Mag Uruk Thraka.
Semtexian Bombadiers - Regimental History: The world of Semtexia was always considered a modest Mining World, providing meagre tithes to the Imperium. Its unique export of Kultrinium was useful to the manufacture of weapons on Armageddon, but it is only since Semtexia has started producing military units that the world has steadily increased in strategic importance. The Semtexian Bombadiers are a relatively new series of Imperial Guard regiments, founded in 941.M41 as a direct response to Ghazghkull's first invasion of Armageddon. This was the first full regiment that had ever been raised from the thinly populated Mining World of Semtexia and the rise of their military strength was born of desperation during the Second War for Armageddon. With regiments to raise, more miners were transported to the planet, providing an exponential increase in the population. With the larger workforce, new ore strains were quickly found that have led to more complex and powerful artillery designs and also to the production of the now legendary Semtexian Sink Mines.
Semtexian Bombadiers - Armageddon Wars: With many fighting men from Armageddon's neighbouring worlds already committed to either the defence of Armageddon from this first Orkish assault, or in preparing their own star systems for possible attack, it was left to the Semtexians with their limited resources to provide an army of reinforcements. Artillery pieces were hastily manufactured from all the raw materials that could be scraped together in time from the planet's surface, with many mining and civilian vehicles cannibalised to provide the necessary components. However, the 1st Semtexians were woefully short of both men and equipment as they boarded converted merchant transports for the journey to Armageddon. They numbered barely four full batteries.As the Ork hordes spread rapidly across the subcontinent of Armageddon Secundus, many factories fell to their advance, including those responsible for the manufacture of artillery, thus depriving the Imperial forces of an important resource that was so desperately needed in battle. Once upon Armageddon, the Semtexian Bombadiers were immediately deployed to the front lines, where the Imperial defenders had been pushed back as far as Acheron Hive by the irresistible Greenskin tide. Their determined actions in repelling the Orks at Acheron with massed bombardment made the Hive impossible to assault and allowed the beleaguered defenders to hold out until the Space Marines arrived upon the world, spearheaded by the Astartes of the Blood Angels Chapter. This single battle ensured that all future Imperial Guard regiments raised from Semtexia would continue in the Bombardier tradition.
Semtexian Bombadiers - Regimental Organisation: The Semtexian Bombadiers are primarily composed of artillery and siege assets, untilising a variety of heavier siege vehicles and few light armoured vehicles. They are uniquely organised into batteries instead of the standard company formations of other Astra Militarum regiments. The Semtexians are known to work in close-concert with supporting regiments and to help in the construction of massive earthwork fortifications with their experienced engineering companies. These vital fortifications stretch for many Terran miles behind the main war zones, providing a vital network of protection for hundreds of the Semtexians' static emplaced artillery vehicles.
Semtexian Bombadiers - Regimental Combat Doctrine: In battle, the Semtexians work in close concert with supporting regiments and will construct immense earthworks with their engineering companies to provide protection to the hundreds of artillery vehicles that will stretch in an imposing line behind the frontlines. There they will stay for the duration of the conflict, ready to receive fire support requests from Guard officers in combat or, alternatively, to launch a series of devastating massed bombardments upon enemy-held ground to neutralise all effective opposition before other regiments move in to crush any remaining resistance.The Bombadiers' static method of warfare means that these regiments are extremely vulnerable against a mobile enemy or an army that is capable of launching lightning-fast strikes that penetrate defensive lines before any action can be taken. For this reason, the Semtexians will almost always operate in conjunction with other regiments. Relationships between the Semtexians and other Imperial Guard formations are usually very cordial, born of the fact that both realise that once battle is joined, the regiments must rely heavily upon one another for effective support.
Semtexian Bombadiers - Notable Semtexian Bombadier Regiments: 1st Semtexian Bombadier Regiment - The 1st Semtexian was raised in 941.M41 as a direct response to Ghazghkull Thraka's first invasion of the Hive World of Armageddon during the Second War for Armageddon. This was the first full regiment that had ever been raised from the thinly populated Mining World of Semtexia and the rise of their military strength was born of the Imperium's desperation.3rd Semtexian Bombadier Regiment - The 3rd Semtexian was raised in 998.M41 as a direct response to the second recorded invasion of Armageddon during the Third War for Armageddon.
Semtexian Bombadiers - Notable Semtexian Bombadiers: Colonel Evarta - Colonel Evarta was a senior-ranking officer of the 3rd Semtexian Bombadiers. During the initial landings of the Third War for Armageddon, several of the regiment's transports were destroyed by the Orks as they pressed in on all sides, taking 8 full batteries of Semtexians with them, including 4 mechanised infantry companies. Upon landing on the planet, Colonel Evarta, the highest ranking officer still alive in the regiment, agreed to have the Semtexians immediately broken down into individual squadrons and dispersed throughout other Imperial Guard regiments. Without the possibility of protection from their own mechanised companies, the Semtexians' artillery batteries were extremely vulnerable to Ork attacks. Once they were moved to other formations, they were guaranteed at least a measure of protection. Three more mechanised companies were sent to the Armageddon System, having been delayed by a diversion to counter Ork pirate raids on Umbridge 144 before Armageddon itself was attacked. Provided with these necessary reinforcements, Colonel Evarts was able to have his remaining unit make their way through the Ork blockade relatively intact. His regiment was then fully reformed and was once again capable of providing massed artillery support that sent many Ork warbands reeling from the onslaught.
Seneschal - Seneschal: A seneschal, sometimes called a factotum, is an official of a Rogue Trader dynasty who manages all the various logistics required to keep the house functioning and profitable -- as well as matters of a darker but equally vital nature.Master of ceremonies, master of coin and commerce, master of logistics, master of emissaries, master of whispers and spies: the seneschal is the quietly spoken of individual in every Rogue Trader house who is looked upon with trepidation by those who fear they have earned their suspicion.The mechanisms of trade and house political and economic affairs do not run themselves, and it is the seneschal whose hands are upon the gears -- ever adjusting, ever careful, and ever vigilant.Sometimes, in certain Rogue Trader dynasties, the position of seneschal is split into two roles: one official of the house serves as seneschal, essentially the Rogue Trader's regent, and the other serves as the factotum, handling the more detail-oriented demands of commerce, trade, diplomacy and negotiations. This arrangement can often be found in particularly powerful dynasties or those with extensive planetary holdings, where the responsibilities of the position are too great or too varied in scope for a single official to be skilled at all of them.
Seneschal - Role: Very few Rogue Traders are as competent as their seneschal when it comes to the minutia of trade, industry and commerce, for most are too concerned with the overall fate of their endeavours. Most leave the details of such matters to their seneschal's control, trusting that as their arch-militant is ever watchful in battle, so the seneschal is attentive to every risk implicit in the equally hazardous conﬂict of trade.The best seneschal knows every detail of trade that transpires within their area of responsibility, often better than the scribes and factors employed to process the astronomical sums involved in the running of a Rogue Trader house, and those that do not, rarely survive long in the post. Most exude a palpable aura of menacing competency, such that few underlings would dare cross them, and those they deal with -- be they harbour master or planetary tyrant -- show them due respect. Their most valuable gift, however, is the unerring ability to gauge the subtlest degree of risk in any proposed mercantile venture, which they can then take steps to nullify appropriately.Many seneschals maintain a tightly-controlled network of contacts and spies where possible, so that within solar hours of arriving in a familiar port they have full knowledge of local trading conditions and can advise their Rogue Trader accordingly. Every detail that might affect business is of interest to a seneschal, from the amount of dowry offered in a noble marriage to the going rate for a kilo of narco-blitz or to the rumoured deaths and wars far removed from their current sphere.Furthermore, most seneschals favour a "hands on" approach to their work, never fully trusting knowledge they cannot confirm themselves. As a result, many are masters of disguise and duplicity, able to blend into the background in almost any situation. Donning the guise of the "grey man," the seneschal lurks in the periphery as the great and the good conduct their affairs, observing all that transpires whilst remaining unnoticed. With a cold-blooded sureness, they seek to discern the truth behind rousing speeches and courteous manners, and lies cloaked in both piety and vice. Sage counsellor, profit-monger, and spy, the seneschal is all these things and more.
Seneschal - Notable Senescals: Seneschal Abelard Werserian - Werserian is a former officer of the Navis Imperialis who has served as seneschal of the House von Valancius Rogue Trader dynasty in the Koronus Expanse for solar decades under the leadership of Theodora von Valancius. When Theodora was recently assassinated during a Warp incursion on her flagship, Werserian had to transfer his solar decades of loyalty and experience to the house's new Rogue Trader, a distantly related individual who had met Theodora only a scant few solar hours before her death.High Factotum Janris Danrok - Danrok is the high factotum of the von Valancius Rogue Trader dynasty of the Koronus Expanse and a native of the Civilised World of Dargonus that serves as the capital world of the von Valancius Protectorate in the region. High Factotum Danrok is a master of the mechanisms of interstellar trade: negotiations, compacts, endless records, bribes, threats, and the filling and emptying of a starship's great-holds. He's also responsible for maintaining the crew of the dynasty's flagship at strength and obtaining all needed supplies for the voidship.
Sensor Spines - Sensor Spines: Sensor Spines are a T'au vehicle support system that consists of several highly-sensitive antennae mounted on the prow of the vehicle.These Sensor Spines aid the vehicle by feeding data to an advanced ground-following flight control system, thus plotting safe courses through treacherous terrain and avoiding traps or mines that might lie hidden out of sight.
Sensorians - Sensorians: The Sensorians are a warband of Chaos Space Marines who serve the Prince of Pleasure, Slaanesh.
Sensorians - Notable Campaigns: Flesh Meets Steel (Unknown Date) - The Sensorians, a newly-formed warband of Heretic Astartes who serve the Dark Prince, treat with the Dark Mechanicum in an attempt to pioneer Daemon Engines equipped with suites of sonic weaponry. In doing so they learn of the sombre Skitarii of the Forge World Agripinaa, ancestral enemies of the Eye of Terror’s machine-hereteks. Appalled by the notion that the Skitarii voluntarily exchange their flesh for cybernetic replacements, the Emperor's Children stage a grand raid upon the planet under the cover of a Dark Mechanicum invasion. They capture several maniples of Skitarii, overloading their circuits with barrages of intense noise and deafening scrapcode, before bearing them back to the Eye of Terror. There they cut out the Skitarii’s bionics and replace them with fleshy equivalents taken from mutants, from corpses, even from fallen Chaos Spawn, until barely an ounce of metal is left. The Fleshlings of Sensoria, though driven mad by the process, prove a potent asset in the Long War.
Sensorians - Warband Colours: The Sensorians' colours are not listed in current Imperial records, but like all servants of the Prince of Pleasure, they utilise garish, outlandish colours that are bright and stimulate the senses.
Sensorians - Warband Badge: The Sensorians' badge is not listed in current Imperial records.
Sentinel - Sentinel: This article concerns the Astra Militarum combat walker; for the Shrine World of Saint Drusus see Sentinel (Shrine World).The Sentinel is a one-man, all-terrain, lightweight, bipedal combat walker that is used by the various regiments of the Astra Militarum. The Sentinel is most favoured when patrols of guardsmen must move across rough terrain that would completely immobilise heavier vehicles.Sentinels achieve a perfect balance of robustness and mobility, able to negotiate terrain that would immobilise heavier main battle tanks and other armoured vehicles whilst still able to face down fire that would shred ranks of infantry.
Sentinel - Role: The Sentinel uses a robust and highly sophisticated gyro-stabiliser system that keeps the walker steady while traversing any terrain, including steep slopes and deep craters. The articulated legs of the Sentinel allow the walker to stalk quietly through urban ruins or dense undergrowth while still allowing it to achieve an impressive speed over open ground. Scout Sentinels have noise-reduction modifications applied to their power-plants to reduce the possibility of their movements being heard by the enemy.The crews of Sentinel squads will adapt their vehicles for all sorts of difficult operating environments, making use of everything from large chainsaws for cutting through dense jungles and forests to servo-claw spikes that can grip glacial planes. Sentinels are often fielded in squadrons as scouts or infantry fire support vehicles. They can carry a variety of heavy weapons and bring intense firepower and maneuverability together in one highly mobile unit. Scout Sentinels are lightly armoured, however, and are susceptible to heavy barrages of small arms fire.Some Sentinels, appropriately called Armoured Sentinels, may possess better cockpit armour-plating than the norm and are fitted with stabilisers to let them carry heavier weaponry. This transforms the Sentinel's role in an Imperial Guard regiment from one of armed reconnaissance and light infantry fire support to one of full-on anti-armour or even artillery support.While Scout Sentinels range ahead of the main force, conducting hit-and-run raids and ambushes, Armoured Sentinels march alongside columns of Imperial battle tanks or at the fore of Astra Militarum infantry formations, laying waste to the foe without breaking stride. Both Scout Sentinels and Armoured Sentinels are often deployed far from Imperial supply lines, deep within enemy territory. When operating as autonomous units, the pilots of Sentinel squadrons are often forced to use their own initiative -- a quality that is not generally fostered in Imperial soldiers. As a result, many Sentinel pilots have acquired a reputation as would-be hotshots, glory seekers or insubordinate mavericks.
Sentinel - Unit Composition: 2-4 Sentinels
Sentinel - Armament: The Imperial Sentinel can be armed with a wide variety of weapons. The original Sentinel design called for a completely open canopy and an Assault Cannon as the walker's standard armament, but eventually this design fell out of use in place of more common weaponry and an armoured or partially armoured canopy.In the 41st Millennium the Astra Militarum usually equips its Sentinels with whichever weapons are most tactically useful for a given mission or campaign, but some regiments use their own standard pattern of Sentinel.The most common armament of the Sentinel originates on the Forge World of Mars and carries a Multi-Laser, with a partially armoured canopy. This Mars Pattern Scout Sentinel is used by regiments across the Imperium. Sentinels can also be equipped with Autocannons, Lascannons, Missile Launchers, Multi-Meltas, Heavy Flamers, Plasma Cannons, and Heavy Bolters.The heavy fire support variant of the Sentinel, the Support Sentinel, can be equipped with a Multi-Rocket Pod to maximise the missile ordnance load. Any Sentinel outfitted with missile weapons will make use of both Frag and Krak Missiles for effectiveness in both anti-personnel and anti-armour roles.All Sentinels can be outfitted with Camouflage Netting, Searchlights, and Smoke Launchers. Armoured Sentinels equipped with fully armoured canopies have additional gyro-stabilizers which allow them to carry and fire heavier weapons, as well as Auspex arrays that are used to equip a powerful Hunter-Killer Missile Launcher that allows the Sentinel to serve in an anti-armour role.
Sentinel - Notable Sentinel Variants: There are multiple known variants and patterns of the Sentinel, and each one presents a different combination of primary weapon, pilot protection, and operational role on the battlefield. The known variants include:
Sentinel - Support Sentinel: Support Sentinels are used as light artillery support units for Astra Militarum armoured companies and fire support for Astra Militarum infantry regiments. These Sentinels are usually equipped with an external Multi-Rocket Pod when serving in this role.
Sentinel - Scout Sentinel: The Scout Sentinel has a partially armoured canopy and is used mainly for scouting and reconnaissance purposes. These Sentinels are usually armed with either Multi-Lasers or Heavy Flamers. Employed primarily for reconnaissance duties and light infantry fire support, the Scout Sentinel is used by many Astra Militarum regiments to locate and obliterate knots of enemy resistance in daring ambushes and surprise attacks, bursts from Multi-Lasers and gouts of super-heated promethium eliminating swathes of enemy troops.Scout Sentinels are fitted with sophisticated gyro-stabilisers to assist them as they traverse the rockiest cratered battlefield and the steepest of slopes. Articulated legs enable them to stalk quietly through dense undergrowth or urban ruins whilst permitting an impressive burst of speed over open territory. These scout vehicles' power plants also incorporate noise-reduction modification so as not to alert the enemy to their presence.The crewmen of these Scout Sentinels often adapt their vehicles further, and all manner of rough terrain innovations are seen across various Militarum Regimentos. The Valhallan Ice Warriors often attach servo-driven claw spikes to the feet of their Scout Sentinels that can grip to glacial planes, whereas the Catachan Jungle Fighters have been known to rig their scout walkers with giant chainsaws to clear a path through thick jungles.The Scout Sentinel is not intended for extended front-line combat operations. Its unshielded crew compartment allows the pilot to survey their prey, but at the cost of making them vulnerable to small-arms fire. To maintain mobility, the walker also lacks the armour and ferro-steel plating of a fully-fledged main battle tank.
Sentinel - Armoured Sentinel: The Armoured Sentinel has a fully enclosed, heavily-armoured canopy. The mechanical legs of an Armoured Sentinel are also modified with recoil compensators in place of additional gyro-stabilisers, marginally decreasing their speed but allowing them to fire more powerful weapon systems such as Lascannons, Plasma Cannons and Autocannons.Sentinels become superb battlefront units when they are fitted with Extra Armour Plating, allowing them to stride through a deluge of weapons fire that would cripple or destroy a lighter combat walker. Sensor arrays and auspex systems are replaced with additional power cells and cooling systems to allow the Armoured Sentinel to fulfil its role as a mobile heavy weapons platform.Armoured Sentinels are used as roving, hunter-killer units, forming search-and-destroy teams that stalk enemy battle tanks. Once their quarry is located, it is eliminated with practised efficiency, plasma and Lascannon fire slicing through the thickest ablative plating.
Sentinel - Drop Sentinel: The Drop Sentinel has a modified engine and a modified canopy in order to fit inside of the Valkyrie Assault Carrier. Two Drop Sentinels can be carried by the Valkyrie Sky Talon and dropped into a combat zone.The Sentinels are dropped from a low altitude and use Grav-Chutes in order to make a soft landing. These Sentinels are usually armed with either a Heavy Bolter, Heavy Flamer or a Multi-Melta. They are most commonly used as fire support by regiments of the Elysian Drop Troops.
Sentinel - Sentinel Power-lifter: The Sentinel Power-lifter is a non-combat logistics platform and is equipped with two, large power claws that are used to grip and hold heavy objects like missiles and other heavy ordnance and transport them short distances or lift them into place on other Imperial vehicles or aircraft.However, the power claws of the Sentinel Power-lifter can be used as extremely effective melee weapons against enemy infantry in extreme circumstances.
Sentinel - Notable Sentinel Formations: Emperor's Shield Infantry Platoon - An Emperor's Shield Infantry Platoon is a formation used by the Astra Militarum that consists of an infantry platoon of guardsmen on foot with the support of between one to three squadrons of Scout or Armoured Sentinels. Three Emperor's Shield Infantry Platoons can be combined to form an Emperor's Shield Infantry Company.Emperor's Talons Recon Company - An Emperor's Talons Recon Company is a Sentinel formation that consists of three squadrons of Sentinels, of any type, and a single formation leader, also of any type. The Sentinel formation leader is often a combat-hardened veteran, and they and their reconnaissance company are usually tasked with hunting down a specific enemy unit and destroying it. These Sentinels stalk their prey relentlessly, carefully crossing the battlefield and emerging from the shadows to strike down their target with the utmost efficiency.Armageddon Stompa Hunters - Traditionally, the Sentinel is considered ill-suited to deal with enemy super-heavy, Titan-class war engines like Ork Stompas, being completely outgunned and out-classed in almost every regard. However, when Armoured Sentinels are organised into large hunting packs, usually consisting of up to five Armoured Sentinels, they are capable of producing a torrent of firepower that can topple giants. The Armoured Sentinel formations that roam the Ash Wastes of Armageddon are the most illustrious of this breed. These Sentinels are armed with powerful anti-armour weapons, such as Lascannons and Plasma Cannons.
Sentinel - Adeptus Mechanicus Technical Specifications: Sentinel Scout / Armoured Sentinel / Sentinel Power-lifterVehicle Name:SentinelMain Armament:1 hull-mounted Multi-Laser or Power-lifterForge World of Origin:Triplex PhallSecondary Armament:N/AKnown Patterns:I - XIITraverse:90 degreesCrew:1 DriverElevation:-30 to 30 degreesPowerplant:CRD x 6 cyl 90PSMain Ammunition:UnknownWeight:7.5 TonnesSecondary Ammunition:N/ALength:N/AArmour:Width:2.34 metresHeight:5.34 metresSuperstructure:45 millimetresGround Clearance:2.22 metresHull:45 millimetresMax Speed On-Road:45 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:40 kilometres per hourVehicle Designation:0427-942-2203-CYXXXTransport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/ADrop SentinelVehicle Name:Drop SentinelMain Armament:1 hull-mounted Heavy BolterForge World of Origin:AccatranSecondary Armament:N/AKnown Patterns:I - XIITraverse:90 degreesCrew:1 DriverElevation:0 to 30 degreesPowerplant:CRD x 6 cyl 90PsMain Ammunition:2,000 RoundsWeight:7 TonnesSecondary Ammunition:N/ALength:N/AArmour:Width:2.3 metresHeight:4.8 metresSuperstructure:45 millimetresGround Clearance:2.22 metresHull:45 millimetresMax Speed On-Road:25 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:20 kilometres per hourVehicle Designation:0427-942-2203-CY019Transport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/ASupport SentinelVehicle Name:Support SentinelMain Armament:1 hull-mounted Multiple Rocket Launcher PodForge World of Origin:Triplex PhallSecondary Armament:N/AKnown Patterns:I - XIITraverse:90 degreesCrew:1 DriverElevation:0 to 60 degreesPowerplant:CRD x 6 cyl 90PsMain Ammunition:7 RocketsWeight:4 TonnesSecondary Ammunition:N/ALength:N/AArmour:Width:2.3 metresHeight:4.8 metresSuperstructure:45 millimetresGround Clearance:2.22 metresHull:45 millimetresMax Speed On-Road:45 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:40 kilometres per hourVehicle Designation:0427-942-2203-CY023Transport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/A
Sentinel - Sources: Codex: Astra Militarum (8th Edition), pp. 44, 106, 107Codex: Astra Militarum (6th Edition) (Digital Edition), "Sentinels," "Fast Attack-Scout Sentinel Squadron," "Fast Attack-Armoured Sentinel Squadron"Codex: Imperial Guard (5th Edition), pg. 45Codex: Imperial Guard (3rd Edition, 2nd Codex), pg. 47Codex: Imperial Guard (3rd Edition, 1st Codex), pg. 18Imperial Armour Volume One - Imperial Guard and Imperial Navy, pp. 155-158Imperial Armour Volume One - Imperial Guard (Second Edition), pp. 9, 219-227, 259, 267Imperial Armour Volume Three - The Taros Campaign, pp. 236-242Imperial Armour Volume Four - The Anphelion Project, pp. 62, 65, 70Imperial Armour Volume Eight - The Raid on Kastorel-Novem, pg. 27Imperial Armour Volume Eleven - The Doom of Mymeara, pp. 13Imperial Armour, pg. 49Imperial Armour Update 2006, pg. 8Imperial Guard Collector's Edition 2003, pp. 39-42Only War: Core Rulebook (RPG), pp. 80, 112, 219Warhammer 40,000: Apocalypse (6th Edition), pp. 143, 365War Zone Damocles: Mont'ka, pg. 154Dawn of War - Winter Assault (PC Game)Dawn of War - Dark Crusade (PC Game)Dawn of War - Soulstorm (PC Game)Dawn of War II (PC Game)Dawn of War II - Chaos Rising (PC Game)Dawn of War II - Retribution (PC Game)White Dwarf 113, "Imperial Guard Sentinel"
Sentinel Blade - Sentinel Blade: The Sentinel Blade is a Power Weapon shaped as a broadsword of daunting size, so large its hilt is flanked with the double barrels of a Bolt Caster that can lay down a hail of short-range fire. It is a common melee weapon used by the Custodians of the Adeptus Custodes, the praetorians of the Emperor of Mankind. It is a testament to the strength of the Custodians that they can wield these powered blades one-handed.When coupled with the armoured bulwark of the Storm Shield -- whose protective powers are augmented with a built-in energy shield generator -- this potent combination allows the Custodian to cut their foes apart while weathering even the most devastating of attacks.
Sentinel Blade - Veiled Blade: The Veiled Blade is an ancient, relic Sentinel Blade that burns with a bitterly cold and dark energy. It is bestowed upon a Custodian who has vowed to recover that which should remain hidden from Humanity and return it to the Dark Cells.
Sentinel Guard Squad - Sentinel Guard Squad: A Sentinel Guard Squad was a tactical formation of the ancient Legio Custodes Hykanatoi caste -- the main body of the Custodian Guard -- which specialised in defensive fighting as an unbreakable bulwark against enemy assault. This formation was deployed during the Great Crusade and Horus Heresy eras. It is unknown if Sentinel Guard Squads are still in use by the Adeptus Custodes in the 41st Millennium.
Sentinel Guard Squad - Role: Sentinel Guard Squads were the defensive formations of the Legio Custodes, designed to function as a mobile bulwark to protect emissaries on hazardous ground and hold defensive lines against the most grievous onslaught in open battle. In order to achieve this, they were equipped with energy field-reinforced Praesidium Shields -- a precursor technology to that later employed by the prototype Legiones Astartes Storm Shields -- which were able to resist the heaviest weapons fire.When deployed outside the walls of the Imperial Palace, their charge was often to protect key aspects of allied detachments and resources liberated from the enemy. However, it had been witnessed during large-scale sudden assaults that their close formations also served to disrupt enemy lines. While they still retained the loose unit structures of the Legio Custodes, the Sentinel Guard by their nature utilised a greater synchronicity between Custodians in service to the various phalanx formations, and this could be required of the squad at any given moment.
Sentinel Guard Squad - Unit Composition: 3-10 Sentinel Guards
Sentinel Guard Squad - Wargear: Custodian ArmourSentinel WarbladeClose Combat Weapon (Any type as replacement for Sentinel Warblade, Guardian Spears were often favoured)Refractor FieldPraesidium ShieldPlasma GrenadesKrak Grenades
Sentinel Guard Squad - Optional Wargear: The entire Sentinel Guard Squad may be equipped with any of the following:Melta BombsArae-ShrikesTeleportation TranspondersAny member of the Sentinel Guard Squad may replace their Sentinel Warblade with the following:Solerite Power Gauntlet or Solerite Power TalonOne member of the Sentinel Guard Squad may exchange their Praesidium Shield for the following:Magisterium Vexilla
Sentinel Guard Squad - Dedicated Transport: A Coronus Grav-Carrier sometimes served as a dedicated transport for a Sentinel Guard Squad if they numbered six Custodians or less.
Sentinel World - Sentinel World: A Sentinel World, also sometimes called a Bastion World, is an Imperial planet that has been designated to serve as an inviolable bulwark of the Emperor of Mankind's order within the region of the galaxy known as the Imperium Nihilus. Sentinel Worlds are expected to defend themselves against all the horrors assaulting the Dark Imperium beyond their aegis since it was cut off from the rest of the Emperor's realm with the birth of the Great Rift.The designation of Sentinel World is a new one created on the order of the Lord Commander of the Imperium Roboute Guilliman after his resurrection.Vigilus is one of the most notable of such Sentinel Worlds, lying as it does at the mouth of the Nachmund Gauntlet -- the only known stable route through the Cicatrix Maledictum.
Sentinel World - Notable Sentinel Worlds: Planet Name Segmentum Sector Sub-Sector System Population NotesVigilusSegmentum UltimaUnknownUnknownUnknownUnknownVigilus is an Imperial Hive World that represents the terminus of a key route through the Great Rift into the Imperium Nihilus. As a result, Vigilus has become a heavily contested strategic location and the source of conflict between several of the different starfaring species and factions of the Milky Way Galaxy in the Era Indomitus of the 41st Millennium. The campaign to claim Vigilus became known as the War of Beasts.
Sentry Pylon - Sentry Pylon: An automated weapons platform of strange design, a Necron Sentry Pylon is a tactical variant of the far larger Gauss Pylon. Although a paradigm lesser in scope than those great weapons, Sentry Pylons are nevertheless powerful devices, arcs of glittering metal equipped with a weapons array that can strike with power so great as to be almost beyond comprehension.As the principal static heavy ordnance deployed by Necron forces, Sentry Pylons are a series of autonomous energy weapon constructs which display both formidable resilience and adaptability, as well as firepower capable of destroying heavy armoured vehicles and aircraft at extreme range. Their primary role is that as tactical artillery support and air-defence units. The principles of operation of these weapons systems remain outside the capacity of the Imperium’s Adeptus Mechanicus to understand, and reports of their deployment to the battlefield through unknown teleportation devices remain unconfirmed by the Ordo Xenos.The stasis-tombs of the Necrons are vast and shadowy edifices, and many an Imperial Explorator expedition has made planetfall on a Dead World only to vanish without trace, slain at the hands of the unliving guardian-constructs that watch over their slumbering masters. It was during the Orphean War, however, that the Ordo Xenos was provided with the first confirmed and detailed reports of the "Sentry Pylon" Necron war engine, as codified by Imperial tactical logisticians.Smaller than the heavy defensive Gauss Pylon weapons previously encountered in defence of active Necron Tomb Worlds and major invasion forces, Sentry Pylons fill the role of tactical artillery support and localised air defence units. They are entirely autonomous, self-sustaining and capable of limited battlefield mobility and self-repair, making for a formidable weapon platform, while their firepower, as with many observed Necron war machines, vastly exceeds any equivalent Imperial design of similar size.The most commonly observed weapon system mounted by these Pylons is a long-range "continuous beam" molecular disruption cannon known as a Gauss Exterminator. Alternative armament types, including coherent thermic ray and particle disintegration weapons, have also been reported. Sentry Pylons are most commonly found deployed in batteries consisting of up to three such dangerous constructs.
Sentry Pylon - Notable Formations: Necron Pylon Network – The grandest of ancient Necrontyr Tomb Worlds are guarded by vast networks of living metal pylons. These unfeeling constructs rise from the desiccated sands whenever intruders dare to venture into the realms of their slumbering masters, obliterating the enemies of the Necrons while shrouded from retaliation by the energy of the vast underground generators that power them. A Necron Pylon Network is similar to a Gauss Pylon Network, except it consists of a linked multitude of both Gauss Pylons and smaller Sentry Pylons. In these formations, dark webs of crackling energy surround the network, obscuring it from the primitive sensor devices of younger races, and making the Pylons within it far harder to target.
Sentry Pylon - Armament: All Sentry Pylons are armed with one of the following primary weapons:Gauss Exterminator - Designed to track and engage targets at great range, a Gauss Exterminator is a powerful weapon capable of atomising enemy armour and aircraft in a blaze of baleful light long before they can reach the Necrons’ battlelines. The Exterminator's range is so great that that its victims' first hint of danger is the flash of searing viridian light that heralds their destruction. Larger and more potent examples of the hellish energy weapons carried by Necron soldiery, Gauss Exterminators can also be employed against ground targets with no loss of effectiveness, scouring vast areas clear of life and cutting buildings down to little more than smoking rubble and debris to secure an invasion zone.Heat Cannon – A Heat Cannon is a thermal energy weapon of extraordinary power and, although considerably shorter ranged than the Gauss Exterminator, it can reduce the most heavily armoured tanks into piles of molten slag and burn its way through the most heavily protected fortifications at great distances. With every beam it fires, it is capable of vaporising everything in an area with a small blast, and its effects on armoured vehicles and bunkers are similar to those caused by Imperial Melta Weapons.Focussed Death Ray – The coruscating beams of force Focussed Death Rays emit are able to slice through the ranks of enemy soldiers and armoured battle-tanks with contemptuous ease. Utilising an advanced focussing array, a Sentry Pylon is able to project the crackling ray over far greater distances than previously encountered versions of the weapon, and with a destructive potential that is horrifyingly effective. When fired, a beam fired by a Focussed Death Ray will vaporise everything along its line of fire, and often passes through several enemy units before the energy finally dissipates.Some Sentry Pylons have also been known to be equipped with the following:Teleportation Matrix – A Teleportation Matrix is an advanced piece of Necron technology that allows a Sentry Pylon to phase itself into position onto a battlefield, either transporting itself from a stasis-tomb underground, somewhere else on the planet, or even from another planet.Sepulchral Scarabs - Sepulchral Scarabs are a specialised variant of Canoptek Scarabs that some Sentry Pylons carry into battle. If the Sentry Pylon is damaged, Sepulchral Scarabs will emerge from their hiding places on the Pylon’s carapace to quickly repair the construct, granting the automated construct immense regenerative properties.
Sentry Pylon - Ordo Xenos Departmento Analyticus Technical Specifications: The analysts of the Inquisition's Ordo Xenos have not yet determined the technical specifications of the recently encountered Sentry Pylon.
Sentry Pylon - Sources: Imperial Armour Apocalypse (2013), pp. 82-83, 91Imperial Armour Volume Twelve – The Fall of Orpheus, pp. 49, 93, 123
Sepharon - Sepharon: Sepharon, called the "Warden of the Gates," serves as the Master of the Logisticiam for the Dark Angels Chapter of Space Marines.The Master of the Logisticiam is responsible for carrying out all of the administrative duties required to keep the Chapter functioning.He directs all of the Servitors, Chapter serfs and other administrative support personnel of the Chapter in the performance of their duties.
Sepheris Secundus - Sepheris Secundus: Sepheris Secundus is a feudal Mining World located in the Golgenna Reach Sub-sector of the Calixis Sector in the Segmentum Obscurus. Sepheris Secundus is a world of immense mineral wealth, city-sized mines, billions-strong hordes of serfs and the sharpest divide between the elites and the masses in the Calixis Sector.It is a grim place of snow and twilight, feral mutants and lives spent in back-breaking labour deep beneath the ground. The Imperium's eagerness to exploit Sepheris Secundus' vast resources is such that the planet is at the same time the richest and poorest world in the sector.Sepheris Secundus' climate is cold and stormy, its surface obscured by a mantle of cloud. It has no oceans save for the small polar seas, so the moisture in its atmosphere comes from below the crust, spewed out from failed mine workings or natural geysers that pockmark the planet like pustules.Its surface is split between the vast open mines like deep scars in the crust and the dense, snow-laden forests broken only by the ruins of failed kingdoms that tried to claim Sepheris Secundus in the past. With its endless blizzards, widespread ignorance and antiquated methods for doing everything, Sepheris Secundus would be a meaningless backwater were it not for the enormous mineral wealth buried beneath its surface.
Sepheris Secundus - Icenholm: Sepheris Secundus' capital city is Icenholm, a wondrous city built into the mountain crags that loom over the vast smoking pit of the Gorgonid Mine. Icenholm's glass spires encrust the mountain peak like a crown, bathed in an otherworldly light. This light is actually concentrated on Icenholm by a series of enormous reflecting mirrors positioned around the peaks overlooking the Gorgonid Mine, an expensive and complicated process that makes it look as if the light of some distant heaven is shining directly onto the capital.The main body of the city is suspended between three vast peaks on thousands of thick cables and chains, like a glittering jewel upon a complex necklace. The origins of this unusual structure are not recorded anywhere, but a common theory is that it was built around the core of an enormous warship that docked there during the Angevin Crusade and never left, the hive city growing up around it like a pearl around a speck of grit. Many buildings dangle from the city’s mass, reaching down hundreds of metres towards the floor of the valley below the city like strands of hanging moss.Icenholm is constructed of stained glass that shines in a dazzling array of colours in the sunlight. Its spires house some of the most senior barons along with members of the Sepheran royal family. The majority of Icenholm's population is made up of hereditary servants, pledged to either the queen or one of her barons. They form small armies of clerks who ensure that the planet's barons are offering up the correct tithes to their queen, and attend to other matters of governance such as the regulation of heraldry.These servants have their own hierarchies, with the queen's own servants very much in charge. They wear the liveries of their masters, which in the case of the queen's servants is red (red is a colour reserved for royal use on Sepheris Secundus -- anyone else wearing it is likely to be arrested by baronial troops). Icenholm's gates do not open to just anyone, so while Imperial Adepts and barons will be received into Icenholm, anyone else will have to sweet-talk the hereditary family of gate servants who are difficult to impress.The peak of Icenholm is taken up by the royal palace, which consists of the various chambers of state along with Queen Lachryma's own quarters. The throne room is spectacular indeed, set beneath a soaring spire of stained glass depicting the glories of Sepheris Secundus' past monarchs.The throne itself is of ice kept permanently frozen, and the voluminous royal robes which the queen wears are partly to keep her from being frozen herself. The queen's chambers are lavishly appointed, with three separate bedrooms alone: one for sleeping, one for promulgating the royal line (not used since the Prince Consort passed away twenty Terran years ago) and one for receiving morning visitors.
Sepheris Secundus - Gorgonid Mine: The Gorgonid is one of Sepheris Secundus' largest and most productive mines. Though it is within sight of Icenholm and the royal palace, the structure and society of the mine itself is typical of many across Sepheris Secundus' surface. The exact population of the Gorgonid is impossible to calculate, but it is vast, consisting of enormous hordes of serfs, most of whom never see the world outside the mine.The Gorgonid is a vast open mine hundreds of metres deep. Rickety scaffolding reaches down into its lower depths, and countless pulleys and cranes lift containers of ore to the edge of the enormous mine pit, where it accumulates in mountainous heaps waiting for cargo ships to transport it off the surface.
Sepheris Secundus - The Commons: From the edge of the mine pit can be glimpsed the heaped-up wooden tenements known as the "Commons," while cart tracks and well-worn paths lead below the edge of the pit towards the mining areas deep below the ground. Only the central part of the Gorgonid is open to the air. All the mining faces and many homes are below the surface, existing in eternal darkness.Most inhabitants of the Gorgonid live in the Commons. This is the collective term for the areas of built-up wooden housing where the serfs live. In theory, all of this is owned by the Gorgonid's barons, who allow the serfs to live there in return for nine-tenths of everything the serfs mine. In practice serfs simply live where they can, often cramming large families into a single candle-lit room.The Commons are teeming, but it is not a boisterous, lively place. The serfs go everywhere with their heads bowed, trudging to and from the mine faces, snatching a few moments of rest in the squalor of the Commons. Besides work, sleep and sermons by the lay clergy who represent the Imperial Creed in the Gorgonid, there is very little levity in a serf's life.The barons of the Gorgonid live in the Commons, tradition demanding that they live in fastness keeps and small castles. The serfs are expected to show deference to all barons, particularly the one who owns their labour, at all times. A baron travelling through the streets can expect to have serfs present him with small handcrafted trinkets or other gifts.He will then burn these outside the gates of his tower to symbolise the relationship between serf and master. Most barons have large entourages of troops and other servants to ensure that the serfs do not get too close. These include the distinctive Stench Wardens, servants who carry censers of scented water to help fend off the "Commons stink" when a baron must endure walking the poverty-stricken streets.
Sepheris Secundus - The Face: "The Face" is the term for those areas where there is ore to be mined, and it is here that most of the Gorgonid's work is done. The Face consists of thousands of kilometres of open rock face stretching deep beneath the ground, from massive cliff faces covered in precarious scaffolding to narrow, stifling tunnels too low for a man to stand upright. Every serf has the right to mine a particular section of open mine, and the Face is covered in markers driven into the rock to state which serf is permitted to work that spot.In times past, the serfs had to chain themselves, or one of their children, to the marker to ensure that the claim was respected. Nowadays, however, a smear of the serf's blood is enough to demonstrate that the serf is currently working the spot. Serfs must frequently draw blood to renew this mark, hence the process is known as "staking" a claim.The means by which the serfs mine is very primitive. Most use tools handed down by their forefathers, and fortunate is the serf who earns enough from his minuscule portion of the rock's bounty to buy a brand new set of tools. Each morning countless thousands of serfs trudge to the Face from the Commons and every evening they trudge back again, pausing only to pay deference to the barons who tour the Face to ensure that the slothful are punished.When the explosives engineers of the Disassemblers' Guild blast a new area of the Face, a stampede occurs as thousands of serfs rush to stake their new claims. These occasions can be dangerous, as many are trampled or killed in fights over the best claims, but this is accepted as the price for making sure the fittest, most determined serfs mine the most productive seams.