vizn3r/warhammer40k-lore huggingface dataset:
Scorpion Chainsword - Scorpion Chainsword: The Scorpion Chainsword is a deadly one-handed melee weapon whose vicious blade is comprised of diamond-toothed edges that mangle and tear flesh. First amongst the ritual weapons used by the Striking Scorpions Shrine, these distinctive chainswords bolster the strength of their users considerably. It bears a resemblance to the Chainswords utilised by the military forces of the Imperium of Man.
Scorpionfish - Scorpionfish: The Scorpionfish super-heavy missile gunship is a T'au super-heavy skimmer first deployed in the wake of the Damocles Gulf Crusade.The Scorpionfish was developed as a response to the surprise of Imperial super-heavy tanks faced during that conflict and later engagements, and considerable effort was expended by the Earth Caste to develop a counter in the form of the T'au's own super-heavy gunship.Lacking any other large vehicle as a basis, the Orca dropship design was modified with additional heavy armaments and armour, effectively reducing its mobility to that of a surface-bound skimmer.This variant was to become the Scorpionfish missile gunship and it carries no less than a full complement of Submunition, Seeker, Tracer and Smart Missiles, as well as direct-firing Missile Pods. It has no single main weapon, but rather acts as a platform for a number of smaller systems, enabling it to engage any type of threat it encounters.This flexibility has proven to be a major asset in recent T'au campaigns. Whilst the Scorpionfish may be slower than the majority of T'au units, its skimmer capabilities mean that negotiating difficult terrain normally is not an issue. In battle, Scorpionfish normally form part of a stout firing line at the back of a T'au force, anchoring its defences.
Scorpionfish - Armament: A Scorpionfish's largest weapon is its variable munitions launcher, which is able to selectively fire either Submunition Missiles, Seeker Missiles or Tracer Missiles at its target from extreme ranges without line-of sight, akin to a traditional artillery piece. Such versatility allows the vehicle to engage both infantry and vehicle targets effectively at range.However, such a large payload means that a well-placed critical hit can detonate the stored missiles, setting off a chain reaction and ripping the vehicle apart in a series of catastrophic explosions. A Scorpionfish is also armed with two sets of twin-linked Missile Pods for direct-fire engagements.
Scorpionfish - Ordo Xenos Departmento Analyticus Technical Specifications: Technical specifications for this T'au vehicle are not yet available from the Ordo Xenos.
Scorpius Multi-Launcher - Scorpius Multi-Launcher: The Scorpius Multi-Launcher was an experimental prototype missile launcher system that was originally designed to replace the standard Whirlwind Multiple Missile Launcher used by the various Whirlwind tanks of the Legiones Astartes.The Scorpius Multi-Launcher was still undergoing battlefield testing at the outbreak of the Horus Heresy, and was only fielded on Deimos Whirlwind Scorpius artillery tanks.The weapon system was created at the request of the Space Wolves Legion to aid in the campaign against the fortified bastion-cities of the xenos Ghassulian Sub-realms. The Scorpius fought alongside the Legion's Predator tanks and proved itself well-suited to high-intensity operations. It was quickly approved for service across the entire Legiones Astartes.The Scorpius Multi-Launcher used a rotary-style, drum-fed munitions system that was capable of more rapid fire than its predecessor and the rocket munitions used by the launcher system were designed to concentrate their force in a more confined area, greatly increasing their destructive potential. The rockets used implosive warheads that are devastating to armoured infantry and light vehicles.In the 41st Millennium the ability to manufacture this intricate launcher system and its ammunition has been all but lost, relegating any surviving Deimos Whirlwind Scorpius tanks to all but forgotten relics. However, when called upon, these ancient vehicles remain a potent weapon of war.
Scourge - Scourge: A Scourge is a genetically altered Drukhari mercenary who has had wings grafted onto their body and who now serves essentially as jump infantry in Drukhari raid forces.If one were to trespass amongst the jutting spires of High Commorragh, one might just make out the winged figures soaring upon the hot thermals of the Dark City. If one looked carefully, these figures would be recognised as the Scourges, genetically and surgically altered avian Drukhari who have been refashioned into something far more deadly.If a gaze lingers too long, those same figures will swoop towards the watcher, seizing them and impaling them upon the sleek spires of their aeries.
Scourge - Role: Scourges are an intrinsic part of the society of Commorragh. The omnipresent intrigues of the Dark City thrive on information, without which even the greatest of the Kabals is soon rendered impotent.The most secure forms of vox transmission can always be intercepted and psychic communication is strictly forbidden to the Drukhari. Instead, the Drukhari aristocracy pays handsomely for the Scourges to take their missives to their destination by hand. Each communique is sealed with tailor-made toxins, the antidotes to which -- usually -- are only held by the recipient. The Scourges are so vital to the intrigues of the Dark City that to kill one is to invite a very painful death by his or her fellows.Considered the pinnacle of Drukhari body modification, the metamorphosis from warrior to Scourge is a lengthy and painful process, as one might expect of the Drukhari. A rich and daring Drukhari may surrender themself to the mercies of the Haemonculi and request that their bones be hollowed out by the drills of a Talos, that bands of new, vat-grown muscle be grafted onto their torso, and powerful avian wings and adrenaline dispensers be attached to their shoulders so that they are capable of undertaking true flight.Even if the warrior survives this grueling procedure, they are still not yet a true Scourge, for they must then fly all the way to the corpse-strewn aeries of their new brethren. Their still raw and bleeding wings carry them from the oubliettes of the Haemonculi to the topmost spires of High Commorragh where the Scourges make their home and they must fight through the deadly fatigue, warring gangs of Hellions, vicious Reavers and all the other types of airborne terrors to be found in High Commorragh to get there.If they make this vertical pilgrimage and manage to survive its dangers, the warrior earns the right to call themselves a Scourge, a member of a highly exclusive mercenary clique of skyborne warriors that looks with disdain upon those of their kin who remain tied to the ground.
Scourge - Solarites: Solarites are veteran Scourges who are now considered leaders amongst those winged Drukhari mercenaries. They generally are more skillful in battle and carry more advanced wargear.They may also have pursued further body modifications from the Haemonculi, including having their skin replaced by feathers and their skulls elongated to give them the aspect of a great xenos raptor.
Scourge - Notable Scourge Aeries: Aerie of the Black Pinion - The Aeries of the Black Pinion is a Scourge gang of High Commorragh.
Scourge - Notable Scourges: Nefertari - Nefertari was a Drukhari Scourge with wings composed of black feathers. Originally a Trueborn of Commorragh, Nefertari joined a Scourge gang and eventually became a bloodward of the Chaos Sorcerer Iskandar Khayon. During a battle against the Greater Daemon Zarakynel, Khayon saved Nefertari by binding her soul to her flesh after the death of her body, but before the Daemon could consume her. Nefertari and Khayon were close thereafter, and she faithfully served him. She later aided Khayon and his allies Falkus Kibre and Abaddon the Despoiler against the Renegade Chaos Lord Fabius Bile. She also established an unintentional bond with the Emperor's Children Traitor Legion's Captain Telemachon Lyras through their mutual love of torture, though Lyras developed an obsessive desire to murder her. Nefertari was later slain by her fellow Drukhari, which resulted in the Black Legion retaliating with an assault upon Commorragh in a quest to provide vengeance for Khayon.
Scourge - Wargear: Many Scourges, especially the veterans known as Solarites, are so removed from their former lives that they now sport feathers in place of hair and elongated avien skulls.No matter what their chosen appearance, all Scourges relish the arts of war. Because of this, and the immense wealth they earn from the Kabals, all Scourges possess highly advanced Drukhari Wargear. Clad in a form of porous body armour called Ghostplate, they descend from above, shrieking with the sheer exhilaration as they ruthlessly scythe down those who seek to escape.Scourges prefer to engage the enemy at range, for they are highly protective of their altered and now relatively fragile physiques. They lay down punishing salvos of firepower, glorying in the screams of their dying foes while using their enhanced senses before wheeling about for another pass.As a result, all Scourge weapons are designed to be fired while in flight. The most popular is the Shardcarbine, an advanced variant of the standard Drukhari Splinter Rifle with a much higher rate of fire, though Scourges also favour the Haywire Blaster, which releases the electromagnetic energy of Commorragh's captive suns in a powerful burst that fries electronics, and the Heat Lance, which can disintegrate a foe in a blast of atomic fire.Scourges also usually carry a number of Plasma Grenades to assault hardened or heavily armoured targets.
Scourge - Sources: Codex: Dark Eldar (5th Edition), pg. 32Codex: Dark Eldar (7th Edition) (Digital Edition)Codex: Drukhari (8th Edition), pp. 58, 102Only War: Enemies of the Imperium (RPG), pg. 88Talon of Horus (Novel) by Aaron Dembski-Bowden, Chs. 6, 19, EpilogueWarhammer 40,000: Conquest Collectible Card Game (Picture)
Scourge Campaign - Scourge Campaign: Scourge CampaignMaelstrom ZoneAstral ClawsMaelstrom WardersAstartesChaptersMaelstromUsing intelligence gathered over more than fifty standard years of constant warfare and the ancient charts and secrets garnered from the cryptic histories held in the archives of the Mantis Warriors Chapter, the Warders' strike force managed to pinpoint and destroy dozens of enemy strongholds and root out the hiding places of many infamous Renegades during the campaign. In a battle at Taskar's Wound, the Mantis Warriors were revenged upon the Renegade Space Marines warband known as The Reborn for their losses on Cygnax in 577.M41.Despite the Warders' successes, their efforts were curtailed when the Charnel Guard Chapter was abruptly withdrawn from the Maelstrom Zone entirely and their ties severed with the Warders and despatched instead to the Thanatos Crusade in the Veiled Region. This sudden loss, which cut the Warders' forces by a quarter, effectively ended the campaign. The Astral Claws subsequently petitioned the High Lords of Terra for a replacement Chapter to be assigned to the Warders in due course to repair their strength, but this request was denied.
Scourge Stars - Scourge Stars: The Scourge Stars is a small, pestilential stellar empire comprised of three former Imperial star systems that fell to the control of the Plague God Nurgle in the Segmentum Ultima after the creation of the Great Rift during the 13th Black Crusade of 999.M41. They include the Noxias, Verminox and Rottgrave Systems, which all lie to the galactic north of Ultramar.The Scourge Stars were born after the newly-formed Cicatrix Maledictum cracked open the galaxy after the fall of the Fortress World of Cadia to Abaddon the Despoiler, causing a tidal wave of unnatural aetheric energies to be spilled outwards into realspace.The resultant Warp Storm activity caused all long-ranged, astrotelepathic communications and interstellar travel to become virtually impossible. This period came to be known as the Noctis Aeterna, "the Blackness." Throughout several Imperial star systems located in the southern reaches of the Ultima Segmentum, the seeds of Chaos corruption were sown, and a terrible new contamination spread, causing multiple worlds to fall as the Blackness descended.These fallen systems collectively came to be known as the "Scourge Stars" -- a trio of sickly systems dominated by the servants of Nurgle. From this power base, the Death Guard Traitor Legion and Nurgle's daemonic plague legions sallied forth under the command of the Daemon Primarch Mortarion to launch the Plague Wars in an attempt to bring the Realm of Ultramar into the embrace of the Lord of Decay.The plague forces located within the Scourge Stars are commanded by Nurgle's greatest servants: the Daemon Primarch Mortarion, the Herald of Nurgle Typhus and the Great Unclean Ones Ku'gath and Slurg Glottathrax. All of Nurgle's commanders were charged with the singular goal of adding the worlds of Ultramar to the Garden of Nurgle and brought havoc to Lord Commander Guilliman's domain for solar decades.However, this attempt finally ended when the forces of the Chaos Gods Tzeentch, Khorne and Slaanesh invaded the Scourge Stars as part of their continuing Great Game.This forced Nurgle to withdraw his own forces from Ultramar as the Plague Wars ended in order to defend his new empire in realspace. However, determined to eliminate the Chaos threat to Ultramar, Imperial forces including Space Marine troops continue to assault and defend themselves within the territory of the Scourge Stars as well.
Scourge Stars - History: Cadia had stood for standard millennia as a bastion world, bearing the brunt of countless Chaos assaults as the daemonic forces attempted to reach Terra. Cadia, and the fortified worlds of its system, were for long centuries a redoubt that withstood every horror that issued from the Eye of Terror.But Abaddon's 13th Black Crusade had seen the Fortress World cast down and destroyed, and with its catastrophic destruction, the veil between the Immaterium and material realms were sundered.A titanic Warp rift tore across the galaxy, spreading from the Eye of Terror in the west to the Hadex Anomaly on the Eastern Fringe. To those on the Terran side of the rift, it is a tainted scar stretching across the sky. To those unfortunates on the far side, in the region now named the Imperium Nihilus, the "Dark Imperium," it was something much worse -- the very gates of Hell.As the Blackness settled across great swathes of the Imperium, Chaos Cult activity and recidivist uprisings led to the daemonic infestation of several prosperous star systems to the galactic north of Ultramar. Where the seeds of corruption had been planted by the Plague That Walks, a new and terrible contamination spread.The diseased dead rose to claim the living. Previously, the walking corpses could be destroyed, but now doing so only released hordes of Nurglings that writhed impossibly out of the withered flesh of the fallen.Hive Worlds were toppled, and as the Blackness descended, there was no escape. In the horrific ruins, Cults of Corruption slithered out of hiding, summoning forth further aid from the Realm of Chaos itself.Under the influence of the Daemon Primarch Mortarion, these worlds fell entirely into the Plague God Nurgle's grasp and become the Scourge Stars, a feculent fortress for the servants of the Plague Father within realspace.It is from these suppurating staging posts that Mortarion launched the campaigns pf the Plague Wars into Ultramar. Now, wherever the sepsis cohorts of the Death Guard's 7th Plague Company strike, the Crawling Pustulance extends its reach into the Ultramarines' realm.
Scourge Stars - Fall of Daxar: When the Scourge Stars arose, Death Guard warbands, or vectoriums, launched strikes against nearby worlds, ensuring that no enemy was in a position to disrupt Mortarion's muster for the Ultramar invasion. On the planet of Daxar, the Apostles of Contagion met stiff resistance from an Astra Militarum force built around the 56th Cadian Heavy Infantry.Though the Death Guard drove the Cadians back from the defences of Haldyon City before harrying them across the sulphur deserts beyond, at the mouth of Tarran's Pass the Imperial Guard dug in and resisted all conventional attacks.Conscious that his enemies were mustering their reserves for a concerted counter-strike, and that the will remained upon Daxar to disrupt Mortarion's plans, the Death Guard Lord Thelugh Poxmaw commanded that a mighty summoning ritual be performed.As dark clouds spiralled overhead and the moons crawled backwards in the sky, several hundred Beasts of Nurgle were conjured into being and sent gambolling towards the Imperial defence lines.Dozens were blown apart by Cadian fire, dozens more hacked and blasted apart at close range, but the remaining Beasts ploughed on regardless, and the depleted Death Guard followed in their wake. With the barricades smashed, the pass ran red with Imperial blood, and Daxar fell to the Plague God soon after.
Scourge Stars - Rain of Filth: During the siege of Godorian -- a world unlucky enough to be within light years of the Scourge Stars -- squadrons of Plagueburst Crawlers lobbed their shells in high parabolas.The diseased munitions slammed down on manufactorum stack-vents and spilled their filth in the Godorian labour furnaces to create giant, toxic plague censers.The resultant smog clouds drove the Imperial defenders into the open, where they proved easy prey for the guns of the Death Guard.
Scourge Stars - Unholy Endurance: WAAAGH! Badsmak overran a score of worlds to the galactic west of the Scourge Stars, forcing Mortarion to deploy numerous Death Guard vectoriums to counter its wrath. During the campaign's pivotal battle on Krug's World, Warlord Badsmak himself led a headlong charge against the outnumbered Death Guard.The Death Guard Lord Fulgous the Bloated ordered an immediate advance into the teeth of the greenskin assault, calling down Plagueburst Crawler fire upon his own position. Weathering the pounding ordnance through a mixture of resilience and sorcery, the Death Guard drew the Orks into an explosive meat grinder.Plaguespitters dissolved wave after wave of the enemy hordes. Noxious Blightbringers tolled their tocsins of misery again and again, driving the greenskin Weirdboyz insane and spreading despair through their ranks.Finally, Badsmak and his surviving Boyz fled in abject terror, only to be annihilated by the Plague Marines' pursuing fire.
Scourge Stars - Ultramar Invaded: The first invaders to issue forth from the Scourge Stars were the Death Guard, led by their grim primarch, Mortarion. His meticulously planned seven-part campaign would bring untold ruination to all of Ultramar.So began the first part -- the "War of Flies" -- including the assault of the Three Planets, the besieging of the Hive World of Ardium, and the Creeping Doom offensive against Espandor and Drohl.Virus bombardments preceded the Death Guard advance. Once-gloried hive cities became pits, and Agri-worlds became flyblown wastes. The attacks were slow but relentless, wearing down the Ultramarines and their famed Ultramar Auxilia Planetary Defence Forces. With communications severed and relief forces cut off by fresh Warp Storms, the defenders were hard-pressed in a hundred locations across Ultramar.Then, Roboute Guilliman returned from his galaxy-spanning Indomitus Crusade. Tactically, Mortarion and his fellow commanders now found themselves evenly matched, their offensives blocked at every turn by the Ultramarines and their primarch's precise counterattacks.A new stage of the war had begun. Across Ultramar, the Plague Wars escalated. Guilliman's brilliant counterattacks staved off defeat, allowing him to stabilise fronts across several star systems. The largest battles of the war, however, were still to come.
Scourge Stars - The March of Plagues: In attacking Ultramar, Mortarion was not alone. Two other commanders led massive armies out from the Scourge Stars, each seeking to win the contaminated glory of Nurgle's favour. Ku'gath Plaguefather, a favoured Great Unclean One, led the Daemon Bubonicus Legions into Ultramar.Typhus, first captain of the Death Guard and Herald of Nurgle, commanded a Plague Fleet, a dilapidated rot-armada packed with Renegades, cultists and his own loyal Death Guard Heretic Astartes.All three were charged with the single goal of adding the worlds of Ultramar to the Chaos God's Garden in the Realm of Chaos and brought havoc to Lord Commander Guilliman's domain for many solar decades.Ku'gath's Daemon legions ravaged the Tartella System, which lay between the Scourge Stars and Ultramar, before manifesting on the Garden World of Iax, an ideal place to nurture new diseases.The Plague Fleet, meanwhile, destroyed three of the six massive star fortresses that stood sentinel over Ultramar's shipping lanes. Even with Guilliman's return, the attacks were too many and too widespread for the defenders to contain.The timely arrival of the Ultramarines' Successor Chapters, however, along with reinforcements from several Forge Worlds, allowed the primarch to attempt to regain the initiative. Guilliman launched the Spear of Espandor counterattack, hoping to buy the forces of the Imperium more time.However, the conflict ultimately ended when the forces of the Chaos Gods Tzeentch, Khorne and Slaanesh invaded the Scourge Stars to prevent the spread of the Plague God's power in the Materium; Nurgle was forced to order his own forces to withdraw from Ultramar in order to defend his new empire.Mortarion reluctantly withdrew his Death Guard from Iax under the cover of a Virus Bomb assault.
Scourge Stars - War in the Rift: Ever jealous of one another in the pursuit of the Great Game, the Dark Gods began to war amongst themselves in realspace. The opening campaign saw Tzeentch and Khorne send daemonic legions to the Scourge Stars seeking to destroy Nurgle's growing foothold.War spread as Nurgle recalled his lieutenants from Ultramar and counterattacked the realspace strongholds of his rivals. Slaanesh allied with all sides at different times, always furthering its own gains.The greatest of Daemons met in grinding clashes of attrition at the titanic Battle of Vigrid, the fighting only ending when all agreed to Tzeentch's proposal to settle the war via a contest of champions.
Scourge Stars - Noxias System: Noxias (Hive World)Krantos IV (Hive World)Illyan (Agri-World)Kabhar (Mining World)Olbhar (Feral World)
Scourge Stars - Rottgrave System: Rottgrave (Hell-Forge/Former Forge World)Muscaei (Industrial World)Pestifria (Knight World)Vermioil (Shrine World)Foetid Hive (Naval Base)
Scourge Stars - Verminox System: At the current time, it is not known what worlds make up this third system of the Scourge Stars.
Scourged, The - Scourged, The: The Scourged are a warband of Chaos Space Marines dedicated to the service of the Chaos God Tzeentch, the Changer of Ways. The Scourged are believed by some Imperial scholars to be a possible splinter warband of the Thousand Sons Traitor Legion, however, the truth is somewhat darker. The Scourged once served the Inquisition as the formerly Loyalist Chapter of Space Marines known as the Seekers of Truth.The Chapter Master, Gallus Herodicus, was an honourable man and rankled whenever ordered to execute innocents. The perpetuation of this injustice led to a weakening of the Seekers' morale, prompting Herodicus to pray to the God-Emperor for a means to tell when a man was lying.However, his prayers were answered not by the Emperor, but by the Chaos God Tzeentch, who gave the Chapter his "blessing". From that moment, Herodicus and his men could hear every lie that issued from the mouths of Mankind.Though their new-found power would have allowed them to protect the Imperium from heresy once and for all, the constant stream of falsehood from those they sought to protect drove them insane within days and turned them against the service of what they now view as the Emperor's irredeemably corrupt Imperium.
Scourged, The - Warband History: Little is known about the origins, whereabouts, or doctrines of the Traitor Marine warband known as the Scourged. Rumour has it that, since they dedicated themselves to Tzeentch, they have been blessed by the Father of Deceit with the ability to hear every lie spoken by man.The knowledge of Humankind's deceptions and dissembling affords the Scourged trenchant insights into human desires and ambitions.This information proves invaluable to the Scourged in their service to Tzeentch, as these are the things with which Tzeentch tempts vulnerable mortals.However, the "blessing" of the Scourged inevitably becomes a curse, as all of those recruited into the ranks of the Scourged eventually lose their minds, unable to deal with the sheer number of deceptions that Mankind perpetrates upon both itself and others.
Scourged, The - Notable Scourged: Gallus Herodicus - Gallus Herodicus was once the Chapter Master of the Seekers of Truth Chapter of Space Marines, who were closely allied with the Inquisition and often did the bidding of the Ordo Hereticus. Gallus Herodicus was an honourable man and rankled whenever he was ordered by Inquisitors to execute men and women who he knew to be innocents. The injustice was slowly draining the Seekers' morale, prompting Herodicus to pray to the God-Emperor for a means to tell when a man was lying. However, his prayers were answered not by the Emperor, but by the Chaos God Tzeentch, who gave the Chapter his "blessing". From that moment, Herodicus and his Astartes could hear every lie that issued from the mouths of Mankind. Driven insane by the unending torrent of falsehoods issuing from those they sought to protect, the Chapter went rogue and became a warband of Chaos Space Marines dedicated to the Lord of Change. Herodicus is now the powerful Chaos Lord who leads the Scourged in their attempt to purge the galaxy of the False Emperor and his irredeemably corrupt Imperium. Unfortunately, Herodicus, like all of his warriors, is not immune to the curse of his chapter and is slowly being driven closer to insanity by his failure to quiet the incessant chatter of falsehoods which constantly plague his mind.
Scourged, The - Warband Artefacts: Book of Untruth - The pages of this book are constantly filled and over written by Sorcerers of the Scourged, who record every lie they hear. The power of these falsehoods is enough to spell the doom of any who wields knowledge as a weapon.
Scourged, The - Warband Colours: The Scourged wear blue and dark red coloured Power Armour with gold trim, similar in style to other Chaos Space Marines who follow the word of Tzeentch, including the Thousand Sons Traitor Legion and its warbands.
Scourged, The - Warband Badge: The Scourged warband's badge is a red coloured, "all-seeing" eye of Tzeentch with arrow symbols protruding from the eye in different directions, centred over the symbol of their patron lord on a field of dark blue.
Scourging of Kerrack - Scourging of Kerrack: The Scourging of Kerrack was an Imperial campaign conducted on the Agri-world of Kerrack in 932.M41 to rid it of the Chaos taint that had befallen it. What started as a mere workers' riot soon evolved into a planetary insurrection. Led by one of the dreaded Chaos Space Marines, Mahaur the Harvester, the Chaos Cultists of the Charnel Cult almost succeeded in vanquishing the Imperial defenders and seizing the weapons stockpile established by the Adeptus Administratum.Fortunately for the Imperium, the arrival of unexpected reinforcements in the form of the 5th Company of the Star Phantoms Chapter of the Adeptus Astartes helped to turn the tide and secure victory for the servants of the Emperor. In recent years, the Scourging of Kerrack has increasingly become required reading for Imperial tacticians and military officers because of the paramount importance air power played in the successful outcome of the conflict.
Scourging of Kerrack - Aftermath: Kerrack had been saved from certain perdition, although thousands of cultists were still present in the dense Cholam-forest. The Star Phantoms could not stay to completely purge the taint of Chaos for Kerrack, although while they liberated Kerrack's remaining cities. The war on Kerrack was proclaimed a great victory for the Imperium, though the death toll numbered in the tens of thousands. As many of its precious forests had been poisoned, Kerrack's agricultural output dropped drastically, which caused famines on an unprecedented scale on those worlds depending on Kerrack's exports to survive and represented a grave logistical challenge to the Imperial forces engaged in the Karthago Crusade. Though millions had died, the Imperium considered these lives a small price to pay to prevent Chaos from claiming one of Mankind's worlds.Astra Militarum reinforcements were sent to Kerrack to relieve Colonel Mortemar's depleted regiments and hunt down the surviving cultists. For many standard years after the end of the war, the hunt for the surviving cultists continued, and the great forests were purged with lasfire and flames. Although most were believed to have been culled, rumours persisted for many solar decades that the descendants of the Charnel Cult were conducting heathen rituals in the darkest shadows of the Cholam trees.
Scouring of the Ollanz Cluster - Scouring of the Ollanz Cluster: The Scouring of the Ollanz Cluster was a minor but bloody battle of the Horus Heresy fought in 012.M31 as part of the rebellious Warmaster Horus' final drive on the throneworld of Terra.Horus' advance on Terra reached the Ollanz Cluster at this time, encountering Loyalist reinforcements bound for Beta-Garmon rearming and refuelling at the Borman System. The Loyalist fleet rapidly redeployed to oppose the Traitors' advance and to protect the valuable, resource-rich worlds of the star cluster.The turning point of the brief but intense conflict came at Borman IV, when a demi-legion of the Legio Astorum, who were also known as the "Warp Runners," launched a daring offensive towards the world's beleaguered capital city.The crucial Titan battle took place in the volcanic Yrevendi Desert immediately to the north of the capital, as Princeps Seniores Varr Harax led a surprise thrust through rough terrain at a weak point in the Traitor Legio Fureans lines, accompanied by ground forces drawn from the Iron Hands Legion.The "Tiger Eyes", as the Legio Fureans was also known, had been drawn away by a bold diversionary attack and were annihilated by the Warp Runners, who were able to break through the Traitor Emperor's Children Legion lines and reinforce the beleaguered capital city.Ultimately Borman IV and the entire Ollanz Cluster were delivered from the Traitors' possession, allowing for Loyalist forces to be redeployed to their original destination at Beta-Garmon in time for the final battle that Horus would face on the road to Terra.
Scout Armour - Scout Armour: Scout Armour, also sometimes referred to as Infiltrator Armour, is the standard type of combat armour worn by Space Marine Scouts before they become full Initiates of their Chapter and have earned the right to wear a suit of true Power Armour. Scout Armour is actually a modified suit of Imperial Carapace Armour similar to that worn by elite members of the Astra Militarum that has been enlarged to fit the anatomy of a member of the Adeptus Astartes.Scout Armour is comprised of overlapping plates of ceramite which can easily stop a kinetic round or a low-power directed energy bolt, while the fabric fatigues which cover the non-vital regions of the Scout Marine's body are composed of a type of ballistic nylon thread which provides a lesser level of protection without reducing the Scout Marine's manoeuvrability.Scout Armour is much quieter and less cumbersome than Astartes Power Armour with all of its mechanised and Cogitator-aided systems. Scout Armour is thus an ideal form of protection for Scout Marines, who are responsible for undertaking their Chapter's infiltration and sniper duties where silence is paramount.
Scout Armour - Sources: Codex: Space Marines (5th Edition), pp. 16, 66-67, 75, 100, 102, 134Codex: Space Marines (3rd Edition), pg. 11Codex: Space Wolves (5th Edition), pp. 27, 88Codex: Space Wolves (3rd Edition), pg. 9, 32Codex: Space Wolves (2nd Edition), pp. 14, 46Deathwatch: Rites of Battle (RPG), pp. 142-143Deathwatch: First Founding (RPG), pp. 59-61Insignium Astartes, pp. 30-31
Scout Bike - Scout Bike: The Scout Bike, also known as an Astartes Scout Bike, is a variant of the standard Assault Bike used by the Imperial Space Marines as a fast attack and reconnaissance vehicle. The Scout Bike is used by Space Marine Scouts that are in their final stages of training to become a full Astartes Battle-Brother.While these Scout Bikers perform the same roles as regular Space Marine Assault Bikers, they operate on a far shorter leash, answering to no one save for their commanding Sergeants in the field. Scout Bike squads are usually tasked with infiltrating deep behind enemy lines in order to cause as much chaos and destruction as possible, such as destroying enemy fuel and ammunition dumps, cutting off supply lines, setting traps, and calling down orbital bombardments with pinpoint accuracy.The White Scars Chapter makes the most widespread use of Space Marine Bikes of all variants. The White Scars' homeworld of Chogoris is comprised of large, wind-swept steppes and grasslands. The Astartes of the Chapter who are recruited from Chogoris are taken from the savage, nomadic horse riders of the steppes, and thus the entire Chapter is already adept at mounted warfare.
Scout Bike - Armament: The Space Marine Scout Bike is very similar to the standard Astartes Assault Bike. The main differences are that it is equipped with less armour and has baffled engines to aid in its clandestine operations behind enemy lines. The Space Marine Scouts that ride the Scout Bike can be equipped with Bolt Pistols, Bolters, Shotguns, Frag Grenades, Krak Grenades, and Chainswords. Scout Bike Sergeants are able to wield Power Swords, Power Gloves, Plasma Pistols, Combi-weapons, and Melta Bombs.The Scout Bike's basic armament is the same as that available to the Assault Bike, a twin-linked set of Bolters attached to the vehicle's handlebars. The vehicle's Bolters can also be replaced with an Astartes Grenade Launcher to provide extra firepower against groups of enemy infantry or light armour. The Astartes Grenade Launcher can fire both Frag and Krak Grenades. A Scout Biker can also be equipped with Cluster Mines, which are explosive devices crammed with tiny anti-personnel bomblets that can be triggered by tripwires and pressure sensors. These mines are usually deployed in defensible positions to protect it from all but the most brave, or foolish, enemies. Cluster Mines are also effective against light and medium enemy armour, as when they are run over the bomblets pierce the vehicle's weak under-armour.The most effective weapon carried by Scout Bike Squads, specifically by their Sergeants, are Locator Beacons, signalling packages which contain a Teleport Homer which allows for the rapid and accurate deployment of Astartes forces equipped with teleporters or from teleportariums aboard orbiting starships. The Locator Beacon also contains broad-spectrum communicators and geo-positional trackers, which allows the Scouts to call down accurate orbital bombardments upon enemy positions.
Scout Bike - Unit Composition: 2-9 Scout Bikers1 Scout Biker Sergeant or 1 Veteran Scout Biker Sergeant
Scout Bike - Wargear: Each Biker in a Scout Marine Bike Squad is armed and equipped with:Bolt PistolSpace Marine ShotgunCombat KnifeFrag and Krak GrenadesTwin-linked Bolters (Scout Bike)A Scout Marine Sergeant or Veteran Sergeant may be armed with the following melee weapons:ChainswordLightning ClawPower AxePower SwordPower FistPower MaulThunder HammerA Scout Marine Sergeant or Veteran Sergeant may be armed with the following ranged weapons:BolterStorm BolterCombi-WeaponGrav-pistolPlasma PistolUp to three Scout Marine Bike Squad Bikers may replace their handle-bar twin-linked Bolters with the following:Astartes Grenade LauncherA Scout Marine Bike Squad may also be armed and equipped with:Cluster MinesMelta Bombs (Sergeant or Veteran Sergeant Only)Locator Beacon (Sergeant or Veteran Sergeant Only)
Scout Bike - Adeptus Mechanicus Technical Specifications: Technical specifications for this vehicle have not been released by the Adeptus Mechanicus.
Scout Bike - Sources: Codex Adeptus Astartes - Space Marines (8th Edition), pp. 84, 171Codex Adeptus Astartes - Space Marines (7th Edition) (Digital Edition), "Space Marine Bikes," "Datasheet - Scout Bike Squad"Codex Adeptus Astartes - Dark Angels (8th Edition), pp. 54, 107Codex: Blood Angels (5th Edition), pp. 30, 76, 93Codex: Space Marines (6th Edition), pp. 85, 174Codex: Space Marines (5th Edition), pp. 67, 118, 141Codex: Space Marines (4th Edition), pg. 37
Scout Marines - The 10th Company: In the majority of Space Marine Chapters it is the responsibility of the 10th Company to train recruits, called "Neophytes." As such, the officers and Sergeants of the 10th Company are often amongst the most experienced members of the Chapter, often having passed through the ranks of the 1st Company and forgone promotion to a higher office.Though all of the Chapter's Scout Squads come from the 10th Company, it is very rarely fielded as a tactical unit. Instead its squads are detached to other Reserve or Battle Companies for deployment in the field, accompanying the battle-brothers to war and fulfilling the vital role in which they excel. The Codex Astartes places no limit on the number of Scout squads that may comprise the 10th Company, although in practice few Chapters will ever have more than 10 squads at any one time. Most will have significantly fewer, depending on the suitability of Aspirants and the Chapter's casualty levels.The Captain who commands the 10th Company often takes the Space Marine Master title of Master of Recruits. In the Indomitus Era after the birth of the Great Rift, this title and responsibility is often paired with that of the Master of Reconnaissance. This is the Primaris Captain who commands the Chapter's force of Vanguard Marines, who are also established within the 10th Company.
Scout Marines - Chapters without a Scout Company: Though counter to the dictates of the Codex Astartes, a small number of Chapters maintain training doctrines unique to themselves. Some attach individual Scout Squads to specific Battle or Reserve Companies on a permanent basis.The Black Templars Chapter diverges from standard doctrine, in that they do not use a specialised company to train their recruits, rather, their Neophytes are individually "apprenticed" to a fully-fledged Battle Brother, or Initiate. They fight alongside their mentors until deemed ready by him to progress to the rank of battle-brother.Another notable exception to the practice is the Space Wolves, who place their successful Neophytes together into units called Blood Claws. Space Wolves do use Scout Marines, but they are experienced, veteran warriors who prefer solitude to service in a Pack and are known as Wolf Scouts, rather than young, inexperienced recruits. In this way, the Space Wolves maintain their own traditions, which are entirely at odds with the word of the Codex Astartes.
Scout Marines - Tactics and Training: The tactics utilised by Space Marine Scouts provide a very practical method of gaining experience in the ways of war. A Space Marine must be fully versed in every conceivable aspect of warfare, even those he will not ultimately practice as a warrior. Thus, Scouts learn the art of subterfuge, approaching the foe unseen and striking before his presence is detected.Such tactics are rarely practiced by the Reserve and Battle Companies, as the Codex Astartes dictates a very direct form of warfare. Scouts usually perform reconnaissance missions in advance of the main force of Space Marines, gathering information, hunting down and terrorising enemy formations and relaying intelligence back to their leaders.
Scout Marines - Role: Space Marine Scouts chiefly fight as skirmishers, relying on stealth rather than brute force to accomplish missions. Lightly armed and armoured in comparison to their more experienced Battle-Brothers, Scouts operate independently from the main Space Marine force, infiltrating enemy positions and clearing the way for the Chapter's advance.By operating deep within hostile territory, Scouts reconnoitre the enemy's movements, set ambushes, sabotage supply lines and destroy communications centres in daring commando raids. Sometimes Scouts will pounce unseen to capture enemy commanders for excruciation. The Scouts' goal is to strike hard and vanish before the enemy has the chance to retaliate.
Scout Marines - Scout Camouflage: Space Marines rarely use any form of camouflage, for their entire combat doctrine states that they are best deployed as shock troops, their very presence filling the enemy with terror. There are instances when a Chapter may utilise patterns approved by the Codex Astartes, and in most cases this is in relation to the role of Scouts.As ever, Scouts must be well versed in every aspect of war, and so an understanding of concealment and the use of camouflage is essential. These camouflage schemes may be applied to the armoured sections and fatigues of the Scout kit as well as on capes worn over the armour if the mission demands it. Furthermore, the Scouts are experts at covert warfare and will take account of the local environmental conditions when preparing for a mission.
Scout Marines - Scout Insignia: The Codex Astartes states that the members of the 10th Company do not ordinarily wear company insignia, except for ceremonial occasions. Some Chapters forgo this restriction however, while others have entirely unique traditions regarding the marks worn by their Scouts.Scout Squads in the White Scars Chapter for example, are permitted to wear the lightning flash of their Chapter badge, but Chapter lore states that this may not include the horizontal bar behind the flash worn by full Battle-Brothers.
Scout Marines - Unit Composition: 4-9 Space Marine Scouts1 Scout Sergeant
Scout Marines - Wargear: Scout ArmourBolterBolt PistolFrag GrenadesKrak GrenadesCamo CloakChainsword, Grav-pistol, Plasma Pistol, Lightning Claw, Power Axe, Power Fist, Power Sword, Power Maul, Thunder Hammer (Up to two from this list can be taken as replacements for the Bolter and Bolt Pistol)Sniper Rifle, Combat Knife or Astartes Shotgun (As replacement for Bolter)Heavy Bolter or Missile Launcher (One Scout can take one of these as a replacement for his Bolter)
Scout Marines - Scout Squads: There are generally three types of Scout Squads in a Chapter's Scout Company:Assault Scout Squad: The Assault Scout Squad is composed of four Scout Marines armed with Combat Knives and Bolt Pistols, lead by a Sergeant armed with a Chainsword and Bolt Pistol.Tactical Scout Squad:The Tactical Scout Squad is composed of three Scout Marines armed with Bolters, a single Scout armed with a Heavy Bolter and a Sergeant  armed with Bolt Pistol and Combat Knife.Sniping Scout Squad: The Sniping Scout Squad is composed of three Scout Marines armed with Sniper Rifles, a single Scout armed with a Heavy Bolter and a Sergeant armed with a Chainsword.Scout Bike Squad - During the final stages of a Scout's training, he is attached to a Bike Squad. Scout Bikers are employed as fast-moving reconnaissance and disruption units, booby-trapping neutral ground and sabotaging enemy resources. They operate on a longer leash than other Scouts, often acting as a separate and distinct adjunct to the main Space Marine force. In this role, the Scout Bikers probe opposing lines for weakness, set locator beacons for incoming teleporters, or launch surgical raids behind enemy lines while the foe concentrates on the main Space Marine attack.
Scout Marines - Sources: Codex Adeptus Astartes - Space Marines (8th Edition), pp. 84, 149, 171Codex Adeptus Astartes - Space Marines (7th Edition) (Digital Edition), pp. 27, 41, 43, 45, 55-56, 69, 101-102, 126, 176, 260-262, 304-306Codex: Blood Angels (7th Edition), pp. 12, 121-122Codex: Dark Angels (7th Edition), pp. 93-94, 246-248Codex: Space Marines (8th Edition) (Revised Codex), pp. 82, 124Codex: Space Marines (6th Edition), pp. 85, 167Codex: Space Marines (5th Edition), pp. 16, 66-67, 75, 100, 102, 134Codex: Space Marines (3rd Edition), pg. 11Codex: Space Wolves (5th Edition), pp. 27, 88Codex: Space Wolves (3rd Edition), pp. 9, 32Codex: Space Wolves (2nd Edition), pp. 14, 46Codex: Ultramarines (2nd Edition)Deathwatch: First Founding (RPG), pp. 59, 98White Dwarf Magazine 312 (UK), "Silent Menace - Space Marine Scouts," by Andy Hoare, "Search and Destroy," and "Behind Enemy Lines - Tactica Scouts," pp. 44-55White Dwarf Magazine 305 (UK), "Behind Enemy Lines" by Matt Ward and "Silent Menace" by Andy HoareWhite Dwarf Magazine 301 (UK), "Space Marine Heroes" by Graham McNeill
Screamer - Screamer: A Screamer, also referred to as a Screamer of Tzeentch and sometimes as a "Sky-shark," is a Daemonic Beast of Tzeentch, the Chaos God of change and intrigue, who resembles the mythical rays and skates that once inhabited the oceans of ancient Terra.How these Daemons remain aloft is something of a mystery, and they can navigate planetary atmospheres, the void of space, and the Immaterium with equal ease and speed. Some have theorised that they fly upon or swim through ambient Warp energy rather than upon actual air or water.As they fly, Screamers leave behind contrails of multi-coloured sparks, and they emit the piercing, high-frequency whine that gives these creatures their name. The few who have fought these creatures and survived explain that the scream of the Sky-sharks has a profoundly disconcerting psychological effect. They soar through the skies of the Warp in predatory groups in a constant search for souls to devour and deliver to their master.
Screamer - Discs of Tzeentch: Tzeentch will sometimes award one of his Champions or a Herald of Tzeentch with a Screamer to use as a mount to carry them into battle. However, the Changer of Ways must first remake the Daemon into a steed known as a Disc of Tzeentch. Tzeentch reshapes the Screamer into a Disc using a series of potent rituals and sorcerous ceremonies and binds it with bands and chains of Warp-forged gold and silver. The Great Shaper sometimes chooses to cover the Disc with eyes, to equip it with magical blades of living metal, or to add tentacles, feathers, scales, or bony plates.Through this reshaping process, the wild hunter becomes bound to its rider's will. The Chaos Champion or Herald so mounted gains the Screamer's speed and ability to fly, and can take advantage of their Disc's psychically attuned senses, its lightning attacks, and the psychological edge of its unnerving scream.In even rarer instances, a herald or champion is given a flying chariot pulled by two Screamers. In either case, the steed is capable of carrying its rider not only across realspace, but into the Warp as well. Such creations are usually seen at the head of vast hosts of Daemons and have announced the doom of several planets in the Koronus Expanse.
Screaming Skulls - Screaming Skulls: The Screaming Skulls were a formerly Loyalist Space Marine Chapter known as the Calix Chapter, which were created during an unknown Founding and of uncertain origin.During some unknown point in history, the Calix Chapter broke their oaths of fealty to the Imperium of Man following the so-called Massacre of Ravenscar and willingly followed the Ruinous Powers into damnation.Following their actions, they were declared Excommunicate Traitoris by the High Lords of Terra. After their fall to Chaos they became the Renegade warband known as the Screaming Skulls. Following their involvement in the Constantinus Iconoclasm, their fate remains unknown.