vizn3r/warhammer40k-lore huggingface dataset:
Scintilla - Control of Ambulon: Ambulon is navigated via a huge and very complicated control centre, powered by arcane engines of incredibly occult design, in the area corresponding to its head. The Guild Peripatetica, highly superstitious engineers who keep the secrets of how to control the citadel-mechanicus, are constantly scrambling about the intricate controls making tiny adjustments to keep the edifice moving. Many tales of hive folklore dwell on the terrible consequences should Ambulon ever stop, varying from the city simply collapsing, to the machines becoming self-aware and devouring the Humans clinging to its back.The city's noble houses quarrel constantly over what orders to give to the guild, but they are also well-aware that they should not bully or otherwise cross the Guild Peripatetica lest the engineers point them towards a crevasse or other dangerous obstacle and hold the citadel to ransom. The path that the machine takes is crucial to harvesting the deposits of oil, natural gas and precious stones that form Ambulon's contribution to Scintilla's Imperial Tithe, and everyone has an opinion about where it should go next.Ambulon stalks the wastelands of Scintilla, mining and harvesting the planet's natural resources, supplying the manufactoria of Hive Sibellus and the foundries of Gunmetal City. Neither could function without Ambulon's natural resources. Ambulon tours the steppe wastes once every twenty-eight solar months, slowing to minute speeds in order to dock with Sibellus and Gunmetal City for a few solar days to offload ore and mineral resources. Between these celebrated ceremonial times of docking, Ambulon supplies Sibellus and Gunmetal City by way of regular land trains: ore-cargo crawler pods many kilometres long.
Scintilla - Gunmetal City: Gunmetal City is a huge industrial mass, built into the crater of an immense volcano, Mount Thollos, that rises from the smouldering lava fields of the northern coast. A mere megapolis compared to the planet's two great hive cities, Gunmetal City's spires tower high above the volcano's peak, while its lowest districts delve right down into Scintilla's crust.
Scintilla - Metallican Society: Gunmetal City is a place of soaring steel, with towers like great, tarnished silver needles piercing the sky. The volcano's crater limits the size of the city's foundation, so the city's nobles have built upwards, the most prestigious locations being perched precariously on slender columns of steel hundreds of metres high. The city is frequently bathed in smoke from the foundries of the middle city below and the noble houses employ small armies of menials whose job is to scour the surfaces of the skybound mansions until they gleam. Clean air is a valued commodity, with every mansion having powerful air filtration systems to cut out the smoke, while the most ostentatious hosts pipe air imported from cleaner worlds into their magnificent homes.The middle level of the city is dominated by immense foundries powered by the geothermal heat drawn from the volcanic heart of Mount Thollos. Almost all of Gunmetal City's middle classers work in these foundries over cauldrons of molten metal or blazing furnaces the size of tenement blocks. Gunmetal City's main export is munitions, and endless crates of weapons emerge from its foundries, forming an important part of Scintilla's tithe to the Imperium as well as arming many of the Calixis Sector's own Planetary Defence Force troops.The foundries are sweltering, filthy places where accidents are common and even a fortunate worker's life is shortened by solar decades thanks to the choking air and cruel environment. The middle classers' homes are clustered around the foundries and often fashioned from cargo containers. People are an afterthought in Gunmetal City. The foundries and the weapons they produce form the real purpose behind the place.The Infernis is a region formed by the lowest levels of factories that have collapsed or become uninhabitable. This far down, the city is unbearably hot and prone to floods of lava or toxic gas from Mount Thollos' occasional lurches out of dormancy. The gangs of the Infernis are the toughest and best-armed on Scintilla and almost no one else lives there save hard-bitten killers toting weapons extorted from the middle hivers. There is nothing to live for in the Infernis save superiority over enemy gangs, and so gang warfare is literally a way of life.
Scintilla - The Lawless City: In truth, Gunmetal City is an upstart. Younger and far, far smaller than the dominant hive cities on Scintilla, Gunmetal City is a feral community that thrives simply because of what it produces. Hives Sibellus and Tarsus tolerate it because of its export materials. It is a jumped-up, uncivilised boomtown in the Wilderness of Scintilla, a city that got too big for itself. One day, in a thousand Terran years' time, it might become powerful enough to challenge for the dominance of Scintilla. For now, it is a four-billion-strong foundry station where law is slack and noble houses fight, literally, for ownership of lucrative mercantile output. Of all the main population centres on Scintilla, Gunmetal City is the most dangerous, violent and lawless.The gun is everywhere in Gunmetal City, from the weapons churned out by its foundries, to the symbols of the city's noble houses and the guns carried by almost every citizen. Gunfighting is a leisure activity, with designated areas throughout the city set aside for shoot-outs. Duels in Gunmetal City are fought with pistols, and a great many people, especially from the middle hives where life is quite short anyway, seek out brief but glorious careers as gunfighters.Shots ring around the foundries of the middle city incessantly and the nobles often hire prestigious gunslingers to battle in elaborate arenas while the audience watches from behind bulletproof screens. Some of the best gunslingers come from Infernis, and it is little wonder that the gangers adore their guns so much when expertise in their use brings such wealth and status.
Scintilla - Guns of Gunmetal City: A few of the guns produced by Gunmetal City are famous, either through their iconic nature or exceptional performance. These guns are status symbols, especially for the Infernis gangers, and are carried by officers of the Scintillan PDF as side arms. The Thollos Service Autopistol, or the "Tholl," is an autopistol that sacrifices ammunition capacity for stopping power and is much coveted by Magistratum officers in particular.The Scalptaker on the other hand, is a very solidly built and extremely uncomplicated ballistic slug pistol designed for use by just about anyone. It is such a common weapon that any self-respecting ganger will try to upgrade his Scalptaker, even though it is a very easily maintained weapon designed to survive the rigours of the Infernis.The Fykos Forge Nomad Hunting Instrument is one of the most precise and well-calibrated weapons produced in Gunmetal City, and is the rifle of choice for hunters who stalk big game in Scintilla's wastelands. Procuring a "Nomad" costs an enormous amount of money and involves a five-standard-year waiting list.Finally, the Blackhammer Defence Shotgun is a brutal, massive-bore shotgun that can blast holes in doors and shred opponents. Its limited range and single-shot capacity do little to diminish its value as a weapon of intimidation in the hands of hardened criminals and Enforcers.
Scintilla - The Wilderness and Hive Tenebra: The hive city inhabitants refer to the areas outside the great hives as "the Wilderness." This is something of a misnomer, as there are a great many settlements outside the hives, but certainly none of them can compare to the importance of the great hive cities themselves. Scintilla's natural resources have either been drained long ago or are monopolised by the great hives and Ambulon, so many people exist as nomads.Those permanent settlements that do exist in the Wilderness are often founded by mercenaries, who lived by selling their services to the land trains that crisscross the planet. The mercenaries, easily recognisable by the white bands painted or tattooed across their faces, are essential to providing security against the more predatory nomad tribes. Land trains consist of dozens of huge, tracked vehicles that crawl in from hive to hive transporting goods and passengers. Some land trains even cross Scintilla's oceans, loading their vehicles onto great barges for risky journeys across highly-polluted waters with their fair share of predators and pirates.With resources in short supply away from the hives, settlements can grow up and die out rapidly. Few survive for more than a generation and the Wilderness is studded with ghost towns. In some places, on the very fringes of Scintilla's habitable lands, small communities continue to exist as they have done for Terran centuries far from the shadow of the great hives.These people have often been in the same place for standard centuries. Isolated and ignored by Scintilla's authorities, they live in ignorance that the hives exist at all, much less that they live in a galactic empire ruled from distant Terra. Scholars of the Magnopticon sometimes send expeditions out to search for such benighted peoples, in the hope that studying them will reveal some secrets about the pre-Imperial history of Scintilla.The most extraordinary feature of the Wilderness is the ruin of Hive Tenebra. This necropolis was once the heart of Scintilla's high culture and arts, built around a circle of stepped pyramids rising like enormous altars from the steaming jungles of Scintilla's equator. The ruined hive city is now a titanic mass of wreckage gradually being reclaimed by the voracious jungle.The disaster that claimed Hive Tenebra along with millions of lives happened over eight standard centuries ago, and is thought by most to have been caused by a collapse of the geothermal heatsinks that provided it with power. There is no shortage of conspiracy theories about what "really" happened to the hive city, however, ranging from ill-advised summonings of Warp creatures to a deliberate act of sabotage by agents of the Imperium.Tales about its destruction are outnumbered only by stories about what might lurk in the ruins now: ravenous monsters, Renegade nobles and hordes of hideous mutants ruled by a mighty, deformed overlord. No one ventures close to Hive Tenebra with any regularity, and when they do they rarely penetrate into the collapsed interior of the hive where the foulest horrors are said to lurk.
Scintillan 84th Grenadiers - Scintillan 84th Grenadiers: The Scintillan 84th Grenadiers are an elite Grenadiers regiment of the Scintillan Fusiliers and serve as General Derian Arkelius' personal regiment of Astra Militarum troops. They have been deployed in the Achilus Crusade to retake the Jericho Reach.These soldiers are highly trained, modelled after the elite Ordo Tempestus Stormtroopers. The guardsmen, culled from the best and brightest of the world of Scintilla's hive city nobility, are outfitted to the last soldier with full Carapace Armour and the powerful Hellgun.It is not uncommon to find at least one member of each squad equipped with a Grenade Launcher or some other form of heavy weaponry. Having seen minimal action during the early stages of the crusade, they were wholly unprepared for the current situation that has befallen them on Hethgard.Even so, they fight on with incredible determination, due in no small part to their field commander Colonel Titus Rone.
Scintillan 84th Grenadiers - Titus Rone: While General Arkelius is a master strategist and a decent combatant, Colonel Rone is the complete reverse. He knows what strategies will work to accomplish certain tasks, but he is an unsurpassed leader of soldiers when it is time to get down to the bones of combat.His men adore him, his peers respect him, and his superiors fear him. They feel that one day, this man who leads the common trooper so well will usurp their own positions.Rone currently has an uneasy working relationship with General Arkelius due to an ancient family pact that bonded the Rone noble family to the much higher-ranked Arkelius family.
Scintillan Dictates - Scintillan Dictates: In the Calixian Conclave of the Inquisition, it is customary to teach the Scintillan Dictates to new Acolytes. They were based on a series of letters written by Inquisitor Heraclion Theos for investigators on the Calixis Sector's capital world of Scintilla. They included the following provisions:Thy master's will shalt be the whole of the law.Thou shalt know thy duties.Thou shalt not over-esteem thine own importance.Thou shalt not make improper use of thy master's purse, nor his seal, nor his name either.Thou shalt seek no reward but the satisfaction of thy master.Thou shalt be glad of thy master's punishment, for it is deserved and improves thee.
Scintillan Fusiliers - Scintillan Fusiliers: The Scintillan Fusiliers are the regiments of the Astra Militarum raised from the Hive World of Scintilla, the capital world of the Calixis Sector of the Segmentum Obscurus. The Guardsmen of these elite combined arms regiments are drawn from the best that the Scintillan nobility has to offer. These forces are composed of the pampered sons and daughters of idle Scintillan nobility who receive the finest training and equipment the Departmento Munitorum has to offer.
Scintillan Fusiliers - Regimental History: The Scintillan Fusiliers is the name given to the combined arms regiments hailing from the Hive World of Scintilla in the Calixis Sector. Composed largely of mechanised and line infantry regiments with a handful of armoured formations and Grenadier units, the men and women of the Scintillan Fusiliers are drawn from the best and brightest that the Scintillan nobility has to offer.These pampered sons and daughters of idle Imperial nobility receive the finest training, are equipped with the highest quality wargear, and are curently assigned to the most prestigious billets on the Spinward Front in the Calixis Sector's Periphery Sub-sector, where warfare has been raging in a three-way struggle between the Imperium, the Secessionists of the Severan Dominate and an Ork WAAAGH!.The Scintillan 17th, called the "Spireborn" for obvious reasons, are a particularly famous regiment, largely for being the chosen unit of the powerful Commander-General Pailus of the Scintillan 4th Army Group. Favoured by the Commander-General thanks to their shared heritage as scions of powerful Scintillan noble houses and the political and business ties the Commander-General maintains among the Scintillan nobility, the 17th Regiment is known throughout the Imperial Guard regiments operating in the Calixis Sector as a "Golden Regiment."These facts, along with the habit of those in the 17th and the Scintillan Fusiliers at large of looking down upon and condescending towards anyone of lesser breeding, has given this regiment a decidedly unsavoury reputation among the Imperial Guard at large.
Scintillan Fusiliers - The Spinward Front: As natives of Scintilla and thus regiments raised near the conflict in the Spinward Front, the Scintillan Fusiliers have contributed a number of regiments to the war effort. These soldiers, many of whom view themselves as nobles doing their duty to "the common man" or as elites deigning to assist the unwashed masses, often come into conflict with members of regiments with less adherence to the Imperium's stratified social structure and well-worn strategic platitudes.However, a number of regiments stand out from the rest of the Scintillans tithed to the Imperial Guard, including the infamously well-supplied Scintillan 17th "Spireborn," the brutal Scintillan 23rd "Hive-Jagers," and the Scintillan 112th "Mortis Wardens," who are noteworthy for being merged with the embittered and understaffed 456th Catachan Jungle Fighters, the "Wrackwasps," and having nonetheless reached a friendly fire rate well under the acceptable averages for combined regiments within the mere span of a Terran year.Despite their reputation for avoiding the most brutal of conflicts in favour of more "sophisticated" encounters, the 17th Scintillan Fusiliers recently suffered a stinging defeat at the hands of the Orks during the assault on the planet Aeyras. The regiment is currently standing down at Firebase Long-Tooth for reinforcements and resupply. Once their downtime is at an end, the regiment is set to be redeployed back to the Spinward Front to push against the Drukhari.It is here that Commander-General Pailus believes that the skills and abilities of his chosen regiment can be put to best use, fighting a cunning and sophisticated enemy rather than grubbing around on backwater planets squabbling with Ork rabble. Whether this will be the case or not remains to be seen. While the 17th is competent despite the meddling and political wrangling of its powerful patron, the Drukhari are a challenge the likes of which they have never faced.
Scintillan Fusiliers - Regimental Organisation: In general, the men and women of the Scintillan Fusiliers rarely join its ranks out of some sense of duty to the Imperium, the God-Emperor, or even their homeworld. Instead, most have self-serving aspirations behind their choice to take up the life of a soldier. For some, it is a form of rebellion, a way to get back at overbearing parents for the numerous egregious offences heaped upon their children.For others it is simply a lark, a way to pass the time and avoid the dullness of the Scintillan salon society and have adventures that they believe will have a small chance of personal risk. Some are also second and third sons and daughters, children with little to inherit in the twisted web of Scintillan noble society.Many officers are in the regiment simply to further their political or social goals, or to gain wealth and glory and eventually a highly-paid and respected administration position as a general officer with a noble title, a staff, and a generous stipend from the Departmento Munitorum. Whatever their reasons, there are precious few among the Scintillan Fusiliers who see their duty as anything but a means to an end.They are rarely deployed far from Scintilla, and when they are it is in the softest and most luxurious billets available in-theatre. A large portion of the soldiers of most Scintillan Fusiliers regiments, even a surprising number of infantrymen, are accompanied by a servant, adjutant, or other lackey to assist in day-to-day tasks.Officers of the Scintillan Fusiliers tend to have many servants and aides de camp, and the regiment always travels with all of the amenities of home that can be provided by the Departmento Munitorum and their own personal purses. Fairly or not, the Scintillan Fusiliers are often considered fops playing soldier by their more serious counterparts from other regiments, and the aloof and condescending Guardsmen of the Scintillan Fusiliers do little that would disabuse their "social inferiors" of this opinion.It is of some note that aside from the aforementioned infantry and armour companies, the Scintillan Fusiliers tend to field few of the common Astra Militarum units. They consider siege work to be beneath them, suitable only for criminals and peasants who are used to grubbing in the dirt, and there is no glory, as far as their leaders are concerned, in light infantry and reconnaissance work.Though various Scintillan Fusiliers regiments over the centuries have been forced by circumstance to fight in protracted sieges, close urban combats, and other such "uncouth tasks better left to Servitors or even Feral Worlders" as one officer famously complained, most of the regiments serving in the Spinward Front have avoided such unpleasant assignments thanks in no small part to their close political connection on Scintilla.
Scintillan Fusiliers - Training: Despite their pedigree and overflowing armouries, the Scintillan 17th, Commander-General Pailus' favoured regiment, is as straight-forward a regiment as can be found in the Imperial Guard. The regiment's commander, an unimaginative and blaggardly Colonel by the name of Eli Hamsha, is a strict literalist when it comes to military orthodoxy. He hews closely to the letter of both his orders and well-worn Imperial tactical doctrine, showing little initiative and a distinct inability to interpret the nuances of the battlefield.Though the soldiers of the regiment are quite competent, their training extends only to what is laid down in The Imperial Infantryman's Uplifting Primer. Further, their training consists mostly of deep-underhive hunts targeting the wretched creatures in the depths of Scintilla's forgotten pits, and their experience has largely been in low-intensity conflicts where the regiment could bathe themselves in the greatest amount of glory for the least amount of risk.The amount of commendations, accolades, and medals garnered by the regiment is, while certainly impressive, not commensurate with the amount of actual combat the regiment has seen. This has led many in the Spinward Front to look askance at the so-called achievements of Pailus' pet regiment.Of course, certain individual formations within the regiment are better-run than others. The leader of several armoured companies in the 17th, Major Eldin de Mole, has largely disregarded Colonel Hamsha's ideas that the intimidation factor of an armoured column and the inherent grit of the Imperial armour crews rather than intensive training in gunnery and armoured assault tactics, are all that is needed to defeat the enemies of the Imperium.In fact, Major de Mole is a staunch believer in a scientific approach to battle, and trains his tank crews thoroughly in gunnery, piloting, movement, and efficient armour tactics. He has even been accused of being an innovator, a charge bordering on heresy to some of the more orthodox Imperial Guard commanders on the Spinward Front, but his results speak for themselves and the accolades won by the 17th Regiment's armoured companies are both hard-won and well-deserved.De Mole's armoured companies, including the decimated 53rd Company that suffered so cruelly on Aeyras, are equipped with the common patterns of Leman Russ Tanks, but they do count among their number a small number of Leman Russ Executioners and Leman Russ Vanquishers. They even possess two Baneblade super-heavy tanks, but these precious relics rarely leave the 17th Regiment's home base on Scintilla, and they have not been seen in the Spinward Front.
Scintillan Fusiliers - Notable Scintillan Fusiliers: Commander-General Pailus - Pailus is the Astra Militarum General from Scintilla who commands the 4th Scintillan Army Group, which is comprised of all of the Scintillan Fusiliers regiments deployed to the Spinward Front. Pailus has a particular affection for the 17th Scintillan Fusiliers, and he makes sure that they receive the best equipment available as well as the most choice assignments within the 4th Army Group.Colonel Eli Hamsha - Colonel Hamsha is the commander of the Scintillan 17th, the 'Spireborn." He is an unimaginative and plodding commander, and a strict literalist when it comes to military orthodoxy. He hews closely to the letter of both his orders and well-worn Imperial tactical doctrine, showing little initiative and a distinct inability to interpret the nuances of the battlefield.However, he remains popular with Commander-General Pailus and as long as that is the case, will remain in command of the regiment despite the greater military skills of several of his subordinates, especially Major Eldin de Mole.Major Eldin de Mole - Major Eldin de Mole is the commander of several of the 17th Scintillan Fusiliers' armoued companies. He generally disregards Colonel Hamsha's ideas that the intimidation factor of an armoured column and the inherent grit of Imperial armour crews rather than intensive training in gunnery and armoured assault tactics are all that is needed to defeat the enemies of the Imperium. In fact, Major de Mole is a staunch believer in a scientific approach to battle, and trains his tank crews thoroughly in gunnery, piloting, movement, and efficient armour tactics. He has even been accused of being an innovator, a charge bordering on heresy to some of the more orthodox Imperial Guard commanders on the Spinward Front, but his results speak for themselves and the accolades won by the 17th Regiment's armoured companies are both hard won and well deserved. Needless to say, de Mole is not popular with his commanding officer, who sees him as a threat to his own position.
Scintillan Fusiliers - Notable Scintillan Fusiliers Regiments: 17th Scintillan Fusiliers , "Spireborn" - The Scintillan 17th Fusiliers, called the "Spireborn" for obvious reasons, are a particularly famous regiment, largely for being the chosen regiment of the politically powerful Commander-General Pailus of the Scintillan 4th Army Group. Favoured by the Commander-General thanks to their shared heritage as scions of powerful Scintillan noble houses and the political and business ties the Commander-General maintains among the Scintillan nobility, the 17th Regiment is known throughout the Astra Militarum regiments operating in the Calixis Sector as a "Golden Regiment." The rank and file of the Scintillan 17th are drawn from the scions of the great houses of Scintilla, capital world of the Calixis Sector. Having been brought up in luxury, and isolated from the day–to–day toil and suffering of the average Imperial citizen, these blue–blooded troopers are more comfortable among members of their own rank and class than among their lower-born brothers–in–arms. While most Imperial Guard regiments must make do with what the Departmento Munitorum sees fit to provide, the men and women of the Scintillan 17th are not so beholden to far-off bureaucrats. Thanks both to their connections and the attention and favour lavished upon them by their commanding officer, Commander-General Pailus, the 17th is incredibly well-equipped in weapons, ammunition, and other materiel and their quartermasters have a much easier time requisitioning equipment. Despite their reputation for avoiding the most brutal of conflicts in favour of more "sophisticated" encounters, the 17th Scintillan Fusiliers recently suffered a stinging defeat at the hands of the Orks during the assault on the planet Aeyras. The regiment is currently standing down at Firebase Long-Tooth for reinforcements and resupply. Once their downtime is at an end, the regiment is set to be redeployed in the Spinward Front to push against the Drukhari. It is here that Commander-General Pailus believes that the skills and abilities of his chosen regiment can be put to best use, fighting a cunning and sophisticated enemy rather than grubbing around on backwater planets squabbling with Ork rabble. Whether this will be the case or not remains to be seen. While the 17th is a competent regiment despite the meddling and political wrangling of its powerful patron, the Drukhari represent a new level of challenge the likes of which they have never faced.23rd Scintillan Fusiliers, "Hive-Jagers" - A notoriously brutal Scintillan regiment.112th Scintillan Fusiliers, "Mortis Wardens" - A Scintillan regiment noteworthy for being merged with the embittered and understaffed 456th Catachan Jungle Fighters, the "Wrackwasps," and having nonetheless reached a friendly fire rate on the Spinward Front well under the acceptable average for combined regiments within only a single standard year.
Scintillating Legions - Scintillating Legions: The Scintillating Legions are the Daemonic armies of the Chaos God Tzeentch that exist within the Realm of Chaos. They sometimes manage to be summoned or force their way into the Materium under the right conditions to pursue the endless schemes of the Changer of Ways among the worlds of Humanity and xenos alike.The air fills with kaleidoscopic bursts of magical energy as the convocations of the Great Conspirator's Daemon armies materialise for battle. To mortal eyes, the different Daemonic legions of Tzeentch are impossible to distinguish, each one as bizarre as the next, yet there is method within the madness -- although none save the Architect of Fate himself could truly comprehend it.While Tzeentch prefers to further his ends through sorcery or schemes, there will often be no better alternative than force to achieve his goals. Thus are Tzeentch's Daemon legions deployed, armies unlike anything seen in realspace.These convocations go to war in a capering, bounding, spell-wielding carnival of violence, obliterating foes with hellfire and change-magics. Unlike the militant cohorts of Khorne or the cyclical forces that serve Nurgle, Tzeentch's legions are often in flux, shifting composition or altering tactics to better serve their master.Each Scintillating Legion is commanded by one of Tzeentch's Greater Daemons, a Lord of Change, each utterly dedicated to their master's cause. A Lord of Change is granted great independence to operate, and with the help of their advisers and champions, they will command a legion suited to their own proclivities.Those that love to bask in the glow of destruction might head a Conflagration Legion -- a force centred around formations of Flamers, capable of wielding the most powerful of Warp-flames.Others favour the Legions Anarchus, which are far less predictable in composition and specialise in sudden and wholly unexpected incursions.Those Greater Daemons of Tzeentch who are masters of duplicity will lead one of the Veiled Legions; the most mysterious of Tzeentch's forces, these surface rarely and are almost never brought to battle, and slip off unseen after their plan's culmination.Each of Tzeentch's Daemonic legions is divided into nine hosts, and these are directed in battle by Daemon Princes and Heralds such as Changecasters, Fluxmasters and Fateskimmers. The leaders of the hosts compete to attract more praise from the Lord of Change that commands them, and even between the legions, there is no end to the machinations as rival Lords of Change plot against one another and sabotage each other's plans. It is another game within the Great Game, and one beloved most by the Great Schemer himself, who frequently weighs the tributes paid to him and proclaims his judgement.Thus do the sigils of each Daemon legion dance across the Pyramid of Yrch deep in the Crystal Labyrinth of the Realm of the Sorcerer, blazing into a new order of countenance. It is a hierarchy that moves often, but the nine most favoured Daemonic legions are each granted control of one of the Fractal Fortresses that tower over the Crystal Labyrinth, an honour all Tzeentch's servants desire to attain.
Scions of Iron - Scions of Iron: This article or article section is based on information from Fanatic Magazine or its predecessors (i.e. Citadel Journal, Necromunda Magazine, etc.). As the included articles and information are often created by readers, they may be in contradiction to the official background.The Scions of Iron is a Codex Astartes-divergent Loyalist Space Marine Chapter of unknown Founding and origin. It is known for its reverence for the Machine Spirits of its vehicles and equipment. As such, the Scions maintain a higher quality of wargear than the standard Space Marine Chapter.Like the Aurora Chapter, the Scions of Iron also have a preference for armoured assaults and possess a sizeable Chapter Armoury.
Scions of Iron - Chapter History: Little is known about this obscure Chapter's origins or when exactly it was raised. However, Imperial savants have taken note of the Scions of Iron's diversion from the tenants of the Codex Astartes. This most sacred of Space Marine doctrines is a massive tome that describes the organisation, tactical operation, and countless other aspects of Space Marine life. Subjects as diverse as religious instruction and strategic supply are all covered in great detail within its thousands of pages. The Codex Astartes amounts to an authoritative guide to waging war in any number of ways on countless different types of world. The majority of Space Marine Chapters follow its teachings as if they were holy writ.The Scions of Iron are an exception to that majority. Due to an Ork invasion that struck when the Chapter's fortress-monastery was being built, the Scions of Iron were forced to fight with very few transports and little armour support. The losses incurred caused the Chapter to diverge from the Codex Astartes and create its own way of forming battle groups. At present the Scions of Iron excel in the use of armoured formations and are never without transports in almost any situation. Most of the Chapter's battle formations are based on vehicles and only in very rare situations do the Scions of Iron act as an unmechanised infantry force.
Scions of Iron - Chapter Organisation: The Scions of Iron Chapter organisation is based on the Codex Astartes, but it has been changed to suit the reliance on the use of armoured vehicles preferred by the Chapter. It consists of the same 10 companies that the Codex decrees. It also maintains a 1st Company for Veterans and a 10th Company for Scout Marines. There are four Battle Companies (from 2nd to 5th) and four Reserve Companies (from 6th to 9th). The main differences from Codex-compliant Chapter organisation is found within the companies.The 1st Company is very similar to any other Codex-compliant Veteran company. However the Veterans of the Scions of Iron, both Terminator-armoured and those in standard Power Armour, use Land Raiders as transport. Thus the 1st Company has no Rhinos available to it. The second difference lies in the presence of Techmarines to maintain these vehicles.The Chapter's 10th Company is its Scout Company. In most ways it is almost identical to the Codex-compliant Scout Company of other Chapters with the exception of the inclusion of a Techmarine. However, the Scions of Iron's Scout Company also possesses more Scout bikers than normal, due to the fact that all of the Chapter's Scouts are next assigned to combat roles as Assault Marines and need to learn how to use bikes.
Scions of Iron - Battle Companies: A Battle Company of the Chapter has a larger number of Astartes than the Codex decrees. Most of the Space Marines are part of Tactical Squads. Devastators are drivers for the vehicles that the company uses from its armoury. The last group is comprised of Assault Marines mounted on bikes. The Battle Company is a bit larger than a Codex company at the expense of the Chapter's support companies.Each Battle Company also has its own Techmarines in addition to those that tend to the Armoury of the Chapter. This is because in any deployment there is always a larger number of vehicles than for a standard Chapter. A fully deployed Battle Company deploys 8 vehicles which can be Predators, Vindicators or Land Raiders crewed by the company's Devastators. All of the company's Rhino transports are taken from the centralised Chapter Armoury when deployed.
Scions of Iron - Reserve Companies: The 6th and 7th Companies are Armour Support Companies. These consist only of armoured units and have no infantry of any kind. It is very rare that such a support company might fight without the additional presence of a single Battle Company. As these companies maintain many more vehicles than standard Astartes Reserve Companies, there are also more Techmarines present. The 7th Company has Predators, while the 8th possesses Vindicators and Land Raiders.The 8th Company is an Assault Support Company as decreed in the Codex. For the Scions of Iron that means that the units are all mounted. However, unlike standard Battle Companies which also have bikes the 9th Company maintains its own complement of Attack Bikes and Land Speeders to give the bike units extra firepower. There is one Techmarine maintaining all the vehicles of this company.The 9th Company is a Custodian Company. Custodians are Space Marines whose duty is to crew the vehicles of the Chapter Armoury. There is no definite size for the company, but it usually stands between 50 and 100 Astartes. Custodian Company Astartes are never deployed without vehicles.The Chapter's Armoury has its own set of vehicles which are for the use of the companies. It maintains Predators, Vindicators and Land Raiders to support both the Veteran and Battle Companies when in need. Also a second set of those vehicles reside in the 6th and 7th Companies. They handle the rest of the Chapter's support vehicles such as Whirlwinds, Land Speeders and the Land Raider variants, as well as Rhinos and Razorbacks. The Armoury also maintains all the various spacecraft of the Chapter.
Scions of Iron - Order of Battle: ArmouryHeadquarters StaffLibrariumTechmarinesServitorsVehiclesSpacecraftCouncil of the ChapterSenior OfficersAdministrative StaffSupport PersonnelChief LibrarianEpistolariesCodiciersLexicaniumsCompaniesVeteran CompanyBattle Companies1st Company2nd Company3rd Company4th Company5th CompanyCaptainChaplainApothecaryStandard Bearer4 Techmarines100 Veteran MarinesLand RaidersLand Raider CrusadersCaptainChaplainApothecaryStandard Bearer2 TechmarinesTactical Detachments80 Tactical Marines16 Devastator Marines2 Bike Detachments24 Assault MarinesCaptainChaplainApothecaryStandard Bearer2 TechmarinesTactical Detachments80 Tactical Marines16 Devastator Marines2 Bike Detachments24 Assault MarinesCaptainChaplainApothecaryStandard Bearer2 TechmarinesTactical Detachments80 Tactical Marines16 Devastator Marines2 Bike Detachments24 Assault MarinesCaptainChaplainApothecaryStandard Bearer2 TechmarinesTactical Detachments80 Tactical Marines16 Devastator Marines2 Bike Detachments24 Assault MarinesReserve CompaniesScout Company6th Company7th Company8th Company9th Company10th CompanyCaptainChaplainApothecaryStandard Bearer6 Techmarines10 Armour Detachments80 Devastator Marines20 Predator Destructors20 Predator AnnihilatorsCaptainChaplainApothecaryStandard Bearer6 Techmarines10 Armour Detachments80 Devastator Marines20 Vindicators20 Land RaidersCaptainChaplainApothecaryStandard BearerTechmarine6 Bike Detachments72 Assault MarineAttack BikesLand SpeedersCaptainChaplainApothecaryStandard BearerTechmarine80 CustodiansCaptainChaplainApothecaryStandard BearerTechmarine5 Scout Detachments100 Scout Marines10 Rhinos
Scions of Iron - Chapter Beliefs: Similar to such Chapters as the stoic Iron Hands and the Sons of Medusa, the Scions of Iron display an unusual reverence towards the machine, regarding Machine Spirits as brothers-in-spirit. The Chapter's rituals for machine repair and maintenance are more complex. But as a result of this extra attention, the quality of wargear and vehicles used by the Chapter is noticeably higher than among other Chapters of the Adeptus Astartes. In the Scions of Iron, a Machine Spirit is revered with the zeal that other Chapters might reserve for their founding Primarch.
Scions of Iron - Chapter Colours: The Scions of Iron's Chapter colours are not listed in current Imperial records.
Scions of Iron - Chapter Badge: The Scions of Iron's Chapter badge is a large white skull, cut in half, with the left side (facing the viewer) being contained within a cog icon, reminiscent of the Cog Mechanicum. This symbolises the Chapter's esoteric beliefs in the sacredness of Machine Spirits and its deep, spiritual connection to the machine.
Scions of Sanguinius - Scions of Sanguinius: The Scions of Sanguinius is a Loyalist Space Marine Chapter and Successor of the Blood Angels, created during an unknown Founding.Created as they were from the Blood Angels' gene-seed, the Scions of Sanguinius carry the genetic flaws inherited from the Primarch for which they were named.
Scions of Sanguinius - Notable Campaigns: Devastation of Baal (999.M41) - The Scions of Sanguinius took part in the Blood Angels' defence of their homeworld of Baal. Of the Chapter's warships that took part in the battle, only a single Strike Cruiser survived.
Scions of Sanguinius - Notable Scions of Sanguinius: Sardegna — Sardegna was a Scion of Sanguinius who served in the Deathwatch.
Scions of Sanguinius - Chapter Colours: The Scions of Sanguinius' Chapter colours are not listed in current Imperial records.
Scions of Sanguinius - Chapter Badge: The Scions of Sanguinius' Chapter badge is not listed in current Imperial records.
Scions of the Storm (Anthology Short Story) - Scions of the Storm (Anthology Short Story): Scions of the Storm is an anthology short story published in The Horus Heresy series that was originally part of an anthology novel. Scions of the Storm was first published as part of the Tales of Heresy main series anthology in April 2009. The cover image used is that of the unabridged audiobook version Scions of the Storm which was released in November 2015.
Scions of the Storm (Anthology Short Story) - Synopsis: Shortly after the shameful events of Monarchia, the Word Bearers Legion have begun to prosecute the Great Crusade with a previously unseen level of zealotry and aggression. The world of Forty-Seven Sixteen falls into their sights, a world where the human populace worship graven idols in their heathen rites, and yet plead to be integrated into the wider Imperium. Captain Sor Talgron of the 34th Company stands ready to serve his Primarch -- but does the Legion have more in common with the people of Forty-Seven Sixteen than they realise?
Scissorhand - Scissorhand: The Scissorhand is a vicious Drukhari melee weapon that looks a little like a pair of surgical shears bearing expensive toxins so that its wielder can better incapacitate those whose limbs it ultimately amputates. The Scissorhand is a favourite weapon of the Haemonculi and many of their more nightmarish servants like Wracks.The Scissorhand is a glove with long monomolecular blades attached to the fingertips like claws. The glove has a series of vein-like tubes that run along each finger, slowly and constantly reapplying an incredibly virulent poison to the blades. Victims who receive even the slightest of scratches from these blades become wracked with pain so incredible that it frequently causes the target to pass out or even perish.
Scorched Earth - Scorched Earth: Scorched Earth is a novella in the Horus Heresy Series of novels, originally released in hardback format.The novella has been reprinted in the anthology Born of Flame in 2019.
Scorched Earth - Synopsis: Nearly a quarter of a million loyal Space Marines lost their lives on Istvaan V -– the Drop Site Massacre lasted only a few hours, and yet the Iron Hands, Raven Guard and Salamanders were slaughtered by those they had once called kin. With the disappearance of their primarch weighing heavily upon their hearts, Ra'stan and Usabius of the XVIII Legion leave behind their fellow survivors and strike out into the Urgall Depression. Their mission: to find what, if anything, remains of mighty Vulkan...
Scorpion's Claw - Scorpion's Claw: A Scorpion's Claw is one of the ritual weapons used by the Exarchs of the Striking Scorpion Warrior Aspect. Taking the form of a powered claw-shaped gauntlet, they are artfully crafted to visually resemble the mighty pincer of a real scorpion.This weapon is, in essence, the Aeldari version of a Power Fist, giving the bearer vastly increased strength and armour penetration with no sacrifice to speed, unlike the weapons of the younger races.A Scorpion's Claw also incorporates a Shuriken Catapult into the weapon's vambrace for ranged engagements, granting the Exarch a moderate amount of firepower while allowing him to wield another close quarter weapon in his other hand, thus not hampering his close quarters prowess.
Scorpion (Asuryani Tank) - Scorpion (Asuryani Tank): The Scorpion is a super-heavy grav-tank utilised exclusively by the Craftworld Aeldari, and is amongst the largest vehicles recorded capable of anti-gravitic movement in the galaxy.Known to the Asuryani as one of the "Engines of Vaul," it combines sophisticated and powerful weaponry with the grace and speed that have come to be associated with the Craftworld Aeldari's vehicles.Protected by a Holo-Field and armed with twin-linked Pulsars, the Scorpion has earned nicknames like the "Grave-maker" and "Deathsled" from the Imperium of Man's veteran tank crews.The Asuryani regard the huge armoured vehicles of the Imperium or Orks as crude and ungainly when compared with the grace of a Scorpion as it skims into battle.
Scorpion (Asuryani Tank) - Role: Though the Scorpion is amongst the largest vehicles recorded capable of anti-gravitic movement, its crew numbers are kept to a minimum. The dwindling civilisation of the Craftworld Aeldari means they must rely upon sophisticated technology and the wraithbone construction of their vehicles, freeing more warriors from crewman duties to fill the ranks of Guardian and Aspect Warriors squads.The Scorpion's hull is unnaturally resilient to damage due to its Wraithbone structure, but its main defence lies in its speed, manoeuvrability and the mysterious powers of its protective Holo-Field, which uses image distortion to protect it from direct hits. A Holo-Field fractures the image of a moving Scorpion, and to the naked eye an active Holo-Field will appear only as a sudden swirl of colours.Imperial gunners report that it is very hard to target a target protected by a Holo-Field with any degree of certainty of knowing if or where a shot will hit. Even the most blessed targeting and tracking devices can be blinded by field's disruptive energies.Scorpions are armed with a twin-linked set of turret-mounted Pulsars, which uses similar technology to that of a Bright Lance but on a far larger scale, and are also armed with a secondary Shuriken Cannon for anti-infantry defence.Each shot from a Pulsar is capable of cutting through the thickest armour, and is easily capable of slicing a Leman Russ Battle Tank clean in two, threatening an Imperial Titan or destroying a building with a single shot.Secondary armament also includes a Bright Lance, Eldar Missile Launcher, Scatter Laser, or Starcannon, while additional upgrades come in the form of Star Engines and Vectored Engines.This fearsome firepower is enhanced by the Scorpion's advanced sensory and targeting equipment. Even whilst flying at high speeds, jinxing and weaving, and popping up from cover for only the briefest second, the Scorpion can still lock onto a target and fire with lethal accuracy.The Asuryani typically field a Scorpion only to spearhead an all-out large scale attack, especially against well-fortified positions, where its Pulsars are used to engage bunkers and hard points.Alternatively, Scorpions have been deployed as long range support for a fast raiding force, where the Scorpion will use its weapons' range and deadliness to eliminate principle threats from a distance before the main Aeldari force moves in.
Scorpion (Asuryani Tank) - Ordo Xenos Departmento Analyticus Record: Technical InformationLength18.43 metresHeight6.8 metresWingspan10.31 metresEstimated Weight70 tonnesBarrel Length10.31 metresArmour12-15 millimetres, material unknownCombat Speed60 kphEstimated Max Speed280 kphCrew1 driver, 1 gunnerArmamentTwin-Linked Pulsars, Bright LanceMain AmmunitionEstimated 1,000 shots. Unconfirmed.
Scorpion (Asuryani Tank) - Sources: Imperial Armour - Apocalypse (2008), pg. 55Imperial Armour - Apocalypse (2013), pg. 94Imperial Armour II - Ork, Eldar, & Dark Eldar Vehicles for Warhammer 40,000, pp. 14-15Imperial Armour Volume Eleven - The Doom of Mymeara, pp. 194-196Imperial Armour Update 2, pg. 20Epic Swordwind (PDF), pg. 23Path of the Seer (Novel) by Gav ThorpeForge World - Eldar Scorpion Type II Super Heavy Grav Tank
Scorpion Cannon - Scorpion Cannon: The Scorpion Cannon, also known as the Sting Cannon, is a large, multi-barrelled weapon that is wielded by Brass Scorpion Daemon Engines. The weapon is mounted upon the Brass Scorpion's tail, giving the weapon a full 360 degree arc of fire, making it perfectly suited to unleash rapidly fired torrents of ballistic projectiles upon enemy infantry at close range. The cannon fires heavy calibre shells that are effective against most lightly armoured infantry and vehicles. The Scorpion Cannon features a set of blades allowing it to be used as a backup melee weapon against enemy aggressors. The weapon receives its ammunition from thick, semi-organic cabling that travels up the rear side of the creature's tail.
Scorpion Cannon - Sources: Imperial Armour Apocalypse II, pg. 73Imperial Armour - Modelling Masterclass: Volume Two, pp. 72-73Imperial Armour Volume Seven - The Siege of Vraks - Part Three, pp. 147-150