vizn3r/warhammer40k-lore huggingface dataset:
Neutron Blaster - Neutron Blaster: A Neutron Blaster is a unique and potent weapon utilised only by the Vespid, representing a technology unique to that alien species. A hybrid of Vespid and T'au technology, the bulk of a Neutron Blaster is of T'au manufacture as the Vespid have not yet attained the technical facility to fabricate it themselves.Mounted at the barrel of the weapon is a highly energetic and unstable crystal harvested from the lowest levels of the largest stalactite islands of the Vespid homeworld in the deepest reaches of Vespid's cloud seas.At such depths, the atmospheric pressures create all manner of exotic, bizarre and unique crystal formations, and it is only the larger female Vespid, those who form the leader class of the species, who have the constitution to descend to such depths and harvest the purest crystals.The T'au Earth Caste have provided the Vespid Stingwings with the technology to mount these weapons upon advanced and highly efficient neutron containment and projection systems, making them amongst the most deadly weapons of their type -- capable of emitting short-ranged but deadly streams of neutron radiation that are able to pass straight through all but the sturdiest of ray-shielded enemy armour to reduce biological matter or delicate machine circuitry to cinders.Neutron Blasters are only usable by the Vespid, for the constant, ultrasonic tone emitted by the vibrations of their wing casings perfectly modulate the energies contained within the crystals, and continued exposure to the crystal’s neutron radiation will prove ultimately lethal to any other species.
Neutron Laser - Neutron Laser: A Neutron Laser is a heavy weapon utilised by the forces of Adeptus Mechanicus' Skitarii Legions as a primary weapon for Onager Dunecrawlers. A Neutron Laser is the last word in battlefield anti-tank weaponry.With a stabilised neutronic coil arc reactor as its power source, a Neutron Laser is able to fire a particle beam so devastating that it not only is able to punch through the thickest of armour, but also sends a blast wave of electromagnetic energy that scrambles circuits and synapses alike when it strikes its target.A Neutron Laser can also be used as a Titan-grade weapon that was deployed on the carapace mounts of Dire Wolf-class Heavy Scout Titans during the Horus Heresy.
Neutron Laser Projector - Neutron Laser Projector: A Neutron Laser Projector is one of the most powerful and rare weapons that can be found mounted on a tank of the Imperium, for its power levels are comparable to that possessed by Titan-grade directed energy weapons. Due to the weapon's rarity, the Neutron Laser Projector is usually only mounted on the equally rare Valdor Tank Hunter, which allows the vehicle to fulfill its role as a devastating super-heavy tank hunter. However, during the bygone era of the Horus Heresy, the Cerberus Heavy Tank Destroyer design also featured a twin-linked Neutron Laser Battery as its primary armament.The neutron energy beam emitted by a Neutron Laser Projector's ray collimator is capable of rupturing enemy armour on a molecular level, often resulting in the target vehicle being vaporised in a massive explosion. Only the most heavily armoured super-heavy tanks and Titan-scale vehicles can hope to survive the forces unleashed by this weapon. Even if the target is not destroyed outright by the initial beam, the neutron energy of the attack will overwhelm and disable the target vehicle's electronics and systems temporarily with a storm of electromagnetic radiation.Despite the Neutron Laser Projector's sheer power, the weapon suffers from two serious drawbacks. The first is that the Atomantic-Arc Reactors needed to power the weapon are inherently unstable and can cause an apocalyptic explosion if damaged or destroyed. This is most problematic for the Valdor Tank Hunter, where the sheer bulk of the laser and its power source push the limits of the interior space available in the venerable base design of the Malcador heavy tank. For the Valdor, this means there is little reactor shielding present to prevent a disastrous rupture of the engine's containment vessels; this often results in either a complete failure of the vehicle's drive systems, or in a massive detonation of the reactor. The second problem is that should the neutron beam fail to transfer its energy discharge entirely into its target, a dangerous feedback can occur to the cannon itself, which can cause damage to the vehicle's hull and electronic systems. On a Valdor Tank Destroyer, the weapon also suffers from a severely limited firing arc, for the projector can only be moved horizontally across a span of 22 degrees. Nevertheless, vehicles mounting the Neutron Laser Projector are greatly valued by those few Imperial Guard regiments fortunate enough to possess them, and are venerated as holy relics by the Adeptus Mechanicus Enginseers who tend to and maintain them.
Neutron Laser Projector - History: The Neutron Laser's technology was originally reverse-engineered from wreckage originating from a Dark Age of Technology battlefield, and was recovered at a great cost from the Forbidden World of Deep Hyades VI by Mechanicum Explorators from the Forge World of Galatea. When first presented before the upper echelons of the Mechanicum, some controversy was evident about both the weapon's provenance and safety for dissemination into the armed forces of the Imperium. However, despite the weapon's instabilities, it offered itself as a potential rival weapon to the more common Turbo-Laser weapon systems found on Titans and Shadowsword super-heavy tanks at the time; for it was both more compact in size and possessed an enhanced ability to inflict collateral damage. Shortly before the outbreak of the Horus Heresy in the early 31st Millennium, detachments of vehicles armed with Neutron Laser Projectors were delivered into the service of a number of the Space Marine Legions for comprehensive battlefield testing and trial, although they were soon to turn their own destructive power against the Imperium's own war machines, rather than that of the alien.Few members of the highest echelons of the Adeptus Mechanicus understand this temperamental technology. As is the norm with many powerful relic technologies from the time before the Horus Heresy, very few Forge Worlds are still able to produce or maintain them, though Mars, Laethe-het and Cryaxus III are three which still possess the capability. Even though the weapon is very powerful, only a scant number of the oldest armoured regiments of the Imperial Guard or units of the Space Marine Chapters have access to vehicles equipped with the Neutron Laser Destroyer amongst their assets in the late 41st Millennium.
Neutron Laser Projector - Notable Patterns: Hadyxis Pattern - A notable variant of the standard Neutron Laser Projector was the Hadyxis Pattern Neutron Beam Laser utilised by Sicaran Venator Tank Destroyers. This was one of the most powerful weapons mounted on any Imperial vehicle of its class. The Hadyxis Pattern Neutron Beam Laser was a more compact and sophisticated variant of the arcane neutron laser array found mounted on the far larger Cerberus Heavy Tank Destroyer. While lacking the sheer damage output of the Cerberus' system, its shorter-focused, densely collimated beam at least dealt with the risks of dangerous feedback that had plagued that weapons system. This advance was only made possible by the Archmagos Jun Hadyxis of Phaeton in the closing decade of the Great Crusade, and along with the life of the savant-genius that created it, the secret of the weapon's construction would be lost in the bitter years of wars to follow.
New Gidlam - New Gidlam: New GidlamHive WorldSegmentum Solarhive citiesHivecultThe Hivecult was particularly interested in infiltrating Imperial military forces, and gained control of many of New Gidlam's native Astra Militarum regiments.At some point in the late 41st Millennium, the cult finally rose up against Imperial rule but the rebellion was successfully put down by the Imperial military.
Newseam - Newseam: NewseamImperialMining WorldUltima SegmentumadamantiumnobleThe oppression and misery of the Minecorps proved fertile territory for the development of a Genestealer Cult known as the Rusted Claw. The genesis infestation was initiated by the unearthing of an old voidcraft in which a Purestrain Genestealer had taken refuge, the cult has spread from Newseam to multiple Imperial Frontier Worlds with the aid of an allied Rogue Trader network.The cult is nihilistic in the extreme, eschewing all material things in favour of eventually achieving the ascension and spiritual remaking promised by their unknowable alien gods.
Nexos - Nexos: A Nexos is a specialised Genestealer hybrid who serves as a Genestealer Cult's consummate military strategist.A Nexos possesses the psychic ability to absorb the memories and perceptions of any member of the cult's Broodmind.They combine this data with the intellectual ability to read the ebb and flow of battle in such a way as to identify the enemy's vulnerabilities and shift the cult's military resources to take advantage of them.
Nexos - Wargear: Autopistol
Nexum VIII - Nexum VIII: Nexum VIII is a brittle, rocky planet, a Penal World which lies on a stable but neglected minor Warp route less than eight solar months' travel from a cluster of civilised tributary systems coreward of Snope's World in the Askellon Sector of the Segmentum Obscurus.The sole surviving planet of its system, it orbits a vast dying star known as Medea. For the recorded history of the Askellon Sector, this deadly star has flickered and flared like a guttering candle in the night sky of dozens of surrounding systems; on primitive and civilised worlds alike, Medea is a sign of ill omen, a harbinger of dark times ahead.For Terran millennia, the sector's inhabitants have known that the star is doomed to collapse someday under its own tremendous weight and explode into a supernova, obliterating Nexum and devastating or irradiating every star system within a dozen light years.During the long-faded Dark Age of Technology, Humanity may have had means of predicting when this dire event would occur with precision; in the 41st Millennium even the most sagacious Magos Astronomica is unable to offer anything but vague estimates as to when the hammer could fall.Spinning through the cold, outer reaches of its system, lashed by the occasional streams of pure plasma blasting from the dying monster at its heart, lies Nexum VIII, its seven planetary siblings having already been consumed by Medea. Nexum would be utterly ignored by the wider Imperium were it not for the presence on its surface of certain rare and precious minerals and elements which, when properly processed, are essential for the production of ceramite.Ceramite is a complex compound of great resilience and used in a variety of functions, most famously as a component of Adeptus Astartes power armour. The presence of these minerals on the surface of Nexum would render it a useful Mining World in the ordinary course of events; however, given the planet's hazardous location, in the orbit of a supernova-imminent star, it has long been neglected.Navigators abhor the system. Quite aside from the looming supernova, they are aware that the relative ease with which Nexum can be reached arises from the permeable local barrier between reality and the Warp. The Navigator families of the Askellon Sector understand that in certain regions, the madness of the Sea of Souls seethes closer to the surface of the realm of mortals than in others.No Navigator can travel to Nexum without feeling the cold caress of insanity pressing distantly against their psyche, or without hearing the muttering of distant voices chanting the names of obscene, forbidden deities.The entire stellar region is a psychic sponge echoing, amplifying, and reflecting the emotions of its inhabitants; in an area of peace and prosperity, this would make for a pleasant and refreshing environment.On Nexum, this psychic feedback generates a spiralling vortex of negative emotion where the incarnate stuff of the Warp quietly bleeds into the lives of the inhabitants, with horrific consequences.
Nexum VIII - Bleak in Body and Spirit: Nexum is a grim silicate world whose surface consists entirely of jagged black shards of rock and the shattered, scoured spines of mountains that jut knifelike into the belly of the sky. It is a harsh planet, unsuited to the comfortable accommodation of human life.Although it possesses an atmosphere of sorts, the air is harsh and unsavoury, taking the form of vicious winds, rich in microscopic, flinty slivers of the local black rock, which painfully abrade and scour away the lining of lungs after only a few solar minutes of exposure. Protective filtering devices are essential for sustained operations on the surface, though many are forced to repurpose rough cloth and rags should their equipment fail.Nexum is also occasionally scourged by vast tendrils of plasma that stream from the raging furnaces of its sun. This same sun, Medea, hangs in the sky, looming and pulsing with a terrible red light, an ever-present reminder that all life on the world faces imminent destruction. There is no water on the world save that which can be carried there by visitors from more clement planets. What human habitations there are on the planet are usually hermetically sealed, often buried as far below ground as possible.There are few structures on the surface of the world. Prior to the arrival of the servants of the Imperium in recent centuries, the only structures at all were a series of a dozen or so peculiar dolmens carved from the local rock, arranged in concentric circles or henges, linked by straight channels or trenches in an eccentric and apparently random fashion.The only occupied structures on the planet are the prisons. There are several dozen, each a titanic fortress, typically a gigantic networked system of underground bunkers, mines, and dormitories. These structures cluster around great, hermetically-sealed orbital landing domes prefabricated by the Adeptus Mechanicus.Each prison is utterly dependent on the shuttles which intermittently deliver supplies from Snope's World. Cast from the local rock, powdered and rendered at great speed into great walls of crude black cement, these prisons are forbidding and deadly locations, epicentres of misery whose psychic emanations reverberate powerfully indeed, given the strange local conditions of the Warp.
Nexum VIII - A History of Violence: Nexum was apparently discovered during the sector's early history, judging by certain star charts of ancient provenance, though such specific records mark it purely in terms of being a stellar navigational hazard.Certain references in the fragmentary data pertaining to the dark years following the Horus Heresy mention Nexum explicitly in the context of a list of local worlds "purified" during the series of brutal wars and running battles following the end of the Horus Heresy known as the "Great Scouring," but what they were purified of is tantalisingly unclear, like much of Askellon's early history.For several thousand standard years the world lay quiet and ignored, its resources left untapped. However, the looming threat of the Warp Storm known as the Pandaemonium has engaged the desperate predatory instincts of the sector's cynical merchant class, instituting a new culture of greater commercial risk-taking. As part of this process, worlds previously deemed too dangerous or unstable to utilise were examined anew.Three Terran centuries ago, a particularly well-connected group of merchants formed a complex legal entity in the Askellian commercial courts entitled the Nexum Combine, dedicated to the exploitation of Nexum's mineral resources. Only  desperation could have led to a Mining World orbiting a star known as a potential supernova, a measure akin to building a home next to an erupting volcano.Naturally, one does not obtain volunteers for such insanely hazardous work; slave labour was the answer. Workers were sourced from a dozen local worlds: bonded serfs, contract-bound timesmen serving periods of indentured servitude to atone for familial sin debts, and the dregs of dozens of Imperial prisons and penitentiary camps were quietly purchased and dragged to the planet in chains.Now the Nexum Combine's sinister agents comb the surrounding systems within the Asphodel Depths sub-sector every few solar months, bargaining cold-heartedly in the currency of Human lives with callous and tyrannical planetary governors, who see an opportunity to be rid of disruptive and dangerous elements within their own societies. Innocent and guilty alike are now transported to Nexum, its population growing year on year.Thus, paradoxically, a world known to be doomed has become one of greater utility to the Askellon Sector than many which are not. The vast investment in a world which is destined to face imminent destruction is characteristic of the insane risk-taking and desperation endemic among Askellon's rulers.Dozens of vast prisons now dot the surface of the planet, each one a model of efficiency when judged by their own cruel standards. They generate vast profits for the mercantile concerns that operate behind the scenes, concerns that are not in the least troubled by the deaths of hundreds of prisoners worked to death in the lethal mines every day.
Nexum VIII - Turnkeys: Despite its precarious position in orbit around a doomed star, Nexum's prisons have now been occupied for Terran centuries. In this time, it has built up a small enclosed community of Enforcers and guards who have come to regard this virtually uninhabitable hellhole as their home.Generations of these prison guards, who bear the chained-sun emblem of their craft and go by the self-appointed title "Turnkeys," have now lived and died on the world, knowing nothing other than the harsh glare of Medea and the drudgery of penitentiary life.Many roles within the prison system have now become entirely hereditary, passed from father to son to grandson in turn. While many have been brutalised by their role, or tainted by the peculiar Warp conditions of Nexum's stellar environs, others are devoted family men and women, content to carry out their duties to the best of their ability, ever watchful for the assault of a snake-crazed inmate, the intermittent klaxons signifying an imminent plasma storm, or, even worse, the constant klaxon heralding evacuation of key personnel and equipment in the face of Medea's final death throes.
Nexum VIII - Nexene Inmate: The wretched and desperate individuals who make up the vast bulk of Nexum's population are known by a variety of titles depending upon the institution they are incarcerated within. In the Pit, they are simply "inmates," but in Theta-Kappa 686 they are known as "subjects."Whatever their title, the prisoners of Nexum are all survivors at heart, or they would not still cling to life against all odds. Typically half-starved, dressed in a variety of garish prison uniforms, and stumbling to or from a work shift, all have the sickly sheen of desperation in their eyes.They are willing to do anything to leave Nexum, and do not hesitate for a second to take advantage of any opening that even hints at the possibility of escape.
Nexum VIII - Nexene Gangers: Even amongst the hardiest criminal filth, there are those who are feared, those who prey upon their brethren through extortion, intimidation, and threat of brutal violence.On most Imperial penal colonies, these scum rise to the top, criminal masterminds of the lowest kind, petty warlords and kings of their own unimportant domains.On Nexum, however, something strange is happening to the gang members. They are acting in a peculiar fashion, engaging in odd, ritualistic behaviour, hearing voices from within the walls of their prison, flinching at shadows but laughing at certain death.This might be due in part to the pressure of a constrained life finally cracking their mental defences, or the abuse of illicit substances. Some external factor, though, is clearly battering down their psyches and replacing them with thoughts and ideas more at home in the darkest recesses of the Warp itself.
Nexus & Other Stories (Anthology) - Nexus & Other Stories (Anthology): Nexus & Other Stories is a Warhammer 40,000 anthology published in 2020 containing short stories by various authors.
Nexus & Other Stories (Anthology) - Synopsis: In a galaxy beset by war, where the Adeptus Astartes are all that stand against annihilation, the Ultramarines are exemplar -- noble, honourable and oathbound to the protection of Mankind.  Where the predations of the alien, the witch and the heretic threaten the Imperium, the Angels of Death fight to oppose them.Brother-Sergeant Allectius wages a brutal war of attrition against a seemingly endless xenos foe.  But when the vile Necrons unleash a mysterious pall over him and the people he protects, Allectius must take his fight beyond the walls...for more than just victory, now their very survival is at stake.Also within this book is a host of short stories to give you a flavour of the many warring armies that exist within the worlds of Warhammer 40,000.Nexus & Other Stories contains the following short stories:Nexus by Thomas ParrottKraken by Chris WraightRedeemer by Guy HaleyThe Test of Faith by Thomas ParrottThe Darkling Hours by Rachel HarrisonLightning Run by Peter McLeanMissing in Action by Dan AbnettThe Crystal Cathedral by Danie WareTo Speak as One by Guy HaleyWhere Dere's Da Warp Dere's a Way by Mike BrooksRedemption on Dal'yth by Phil KellyVoid Crossed by J.C. StearnsLight of a Crystal Sun by Josh ReynoldsWar in the Museum by Robert RathHeadhunted by Steve ParkerDuty Unto Death by Marc Collins
Nexus (Short Story) - Nexus (Short Story): Nexus by Thomas Parrott is a Warhammer 40,000 short story published in 2020 and collected in Nexus & Other Stories (Anthology).
Nexus (Short Story) - Synopsis: The Emperor's Finest, the Adeptus Astartes, the Angels of Death.  Throughout the galaxy, these genetically-engineered super-soldiers are known by many names, but all spell annihilation for the enemies of Mankind.  Of all the Space Marine Chapters, the Ultramarines are the exemplar -- noble, honourable, and utterly devoted to the purge of the alien, the witch and the heretic.  In Nexus, Brother-Sergeant Allectius fights a brutal war of attrition against a seemingly endless xenos foe. But when a mysterious pall falls over him and the people he protects, Allectius must take his fight beyond the walls...for more than just victory, now mere survival is at stake.
Nexus Axiomatic - Nexus Axiomatic: The Nexus Axiomatic is a vast fortress located on Terra that serves as the headquarters of the merchant fleets of the Imperium and the Speaker for the Chartist Captains who represents their interests on the Senatorum Imperialis.A massive structure, the original foundations of the Nexus Axiomatic were laid down many standard centuries before the Imperium was created. Every hereditary Merchant Charter is issued from within the Nexus Axiomatic, and records detailing every statistic concerning commercial routes, merchant licensing, tithe-collection and inter-system trade are housed there as well.As a result, the fortress contains billions of documents that its adepts store within depositories. The Nexus is also home to large transmitters that constantly collect and broadcast merchant shipping data from relay stations across the galaxy.Within the Nexus Axiomatic are stationed the Magisters Calculo Horarium, genetically and cybernetically-modified Human members of the merchant fleets. Many of them were so badly deformed, mutated or genetically-altered that they subsisted only with the aid of life-support vats. It was their duty to carry out the monumental calculations required to coordinate shipping traffic across the Imperium.
Nexus Axiomatic - History: Many of the Nexus Axiomatic's vital records of Imperial interstellar commerce were almost lost in the Siege of Terra, when the forces of Horus nearly destroyed the fortress. In the Horus Heresy's aftermath, the Nexus Axiomatic was rebuilt over time into its current form, and the Speaker for the Chartist Captains created the armed security force known as the Praeses Mercatura to ensure its protection.Unlike the decaying structure of many other edifices across Terra, the Nexus Axiomatic in the 41st Millennium continues to exude wealth and opulence, reflecting the great riches earned by the Chartist Captains of the merchant fleets.Deep within the Nexus Axiomatic lies a series of ancient murals depicting Humanity's history of interstellar spaceflight. The first image shows a robed figure overlooking the first Warp-drive, the second is the same man  now appearing adjacent to the first Gellar Field generator. The third image shows a throne in the void, while the fourth displays a fetus curled up in a cartouche-shaped vial with a flame burning in its forehead.
Nicassar - Nicassar: The Nicassar are a xenos species of powerful psykers who are allied with the T'au Empire. The Nicassar are driven by an insatiable curiosity to explore and travel across the galaxy. It was this drive that led a flotilla of Nicassar Dhows to make contact with the T'au, resulting in the Nicassar becoming the first non-Tau race to become an addition to the fledgling T'au Empire.Their contribution to the Greater Good is the provision of starships for the T'au Protection Fleet, the Kor'vattra, particularly vessels involved with reconnaissance and exploration duties, which are often crewed by the Nicassar themselves rather than the T'au Air Caste. The propulsion and navigation of all Nicassar vessels stem from the potent psychic powers that define the Nicassar species.For this reason, the T'au have been careful to prevent the Imperium, which is known for its extreme persecution of psykers, from discovering the existence of the Nicassar within their empire. The Nicassar are utilised by the T'au only for spacefaring; their own limited mobility makes them highly ill-suited for ground combat.
Nicassar - History: The Nicassar's extended families are semi-nomadic and are driven by a truly insatiable curiosity. This led to the original exploration of their home system, as they are only truly content when travelling. Because they can survive for long periods in virtual hibernation due to their alien physiologies, they have travelled far from their homeworld, albeit slowly.The first contact between the Nicassar and the T'au Empire came when a T'au Gal'leath-class vessel was setting up a Waystation in interstellar space and sighted a Nicassar flotilla that had been in space for Terran centuries. As subjects of the T'au Empire, the Nicassar must serve the Greater Good and do so by providing fleets of Dhows to scout and explore star systems on the fringes of the T'au Empire.They are transported to their station by T'au vessels using gravitic hooks and commence a leisurely circuit reporting anything they find. When a Nicassar family travels, numerous Dhows travel docked together, forming a larger community where some members hibernate while others remain on watch.
Nicassar - Technology: Nicassar starships, known as Dhows, are relatively small star-faring yachts, propelled primarily by their captain's potent telekinetic powers, abilities that often determine who rises to positions of leadership in Nicassar society.Nicassar starships are primarily sleeper ships, in which the majority of the crew enter a state of hibernation that the Nicassar's alien physiology makes possible as the flotilla, consisting of multiple Dhows docked together, drifts between the stars, directed by the efforts of a few non-hibernating Nicassar crewmen.Although poorly armed when they first encountered the T'au, the original weapons employed by Nicassar Dhows have been upgraded with T'au Railgun batteries. The T'au Empire uses Nicassar Dhows as escort vessels for the T'au Protection Fleet, towing them across interstellar distances.
Nick Kyme - Nick Kyme: Nick Kyme is an author for Games Workshop's Black Library imprint.
Nick Kyme - Adeptus Custodes: Auric Gods (Novella) (2018, Collected in Servants of the Imperium (Anthology))
Nick Kyme - The Horus Heresy: Vulkan Lives (2013, ISBN 1-84970-513-5)Deathfire (2015, ISBN 1-78496-019-5)Old Earth (2017, ISBN 1-78496-712-2)Born of Flame (Anthology) (2018, ISBN 1-78496-838-2) collects the following:Promethean Sun (Novella) (2011)Scorched Earth (Novella) (2013)Sons of the Forge (Novella) (2016)Artefacts (Short Story) (2014, Also collected in Sedition's Gate (Anthology))Immortal Duty (Short Story) (2017, Also collected in Meduson (Anthology) and Shattered Legions (Anthology))Feat of Iron (Novella) (2012, collected in The Primarchs (Anthology))
Nick Kyme - Imperial Guard: Volpone Glory (2021, ISBN 1-80026-146-2)
Nick Kyme - Necromunda: Back From the Dead (2006, ISBN 1-84416-376-8)
Nick Kyme - Space Marine Battles: Damnos (Anthology) (2013, ISBN 1-78496-180-9) collects the following:The Fall of Damnos (2011, ISBN 1-84970-040-0)Spear of Macragge (Novella) (2013)
Nick Kyme - Tome of Fire: Salamanders: The Omnibus (2013, ISBN 1-84970-501-1) collects the following:Salamander (2009, ISBN 1-84416-741-0)Firedrake (2011, ISBN 1-84970-004-4)Nocturne (2011, ISBN 1-84970-089-3)Tome of Fire (Anthology) (2012, ISBN 1-84970-250-0)Vulkan's Shield (Short Story)Hell Night (Short Story) (Also collected in Legends of the Space Marines (Anthology) and There is Only War (Anthology))Fires of War (Short Story) (Also collected in Heroes of the Space Marines (Anthology))Fireborn (Short Story)Prometheus Requiem (Short Story) (Also collected in Fear the Alien (Anthology))The Burning (Short Story)Only Ash Remains (Short Story)The Firebrand (Short Story)Emperor's Deliverance (Short Story) (Also collected in There is Only War (Anthology))Rite of Pain (2013, collected in The Hammer & The Eagle: Icons of Warhammer (Anthology))
Nick Kyme - Ultramarines: Assault on Black Reach (2008, ISBN 1-84416-718-6)Veil of Darkness (2013, collected in The Hammer & The Eagle: Icons of Warhammer (Anthology))Knights of Macragge (2019, ISBN 1-78999-044-0)
Nick Kyme - Warhammer Horror: Stitches (Short Story) (2019, Collected in Invocations (Anthology))Sepulturum (2020, ISBN 1-78999-091-2)
Nick Kyme - Others: Planetkill (Anthology) (As Editor with Lindsey Priestley, 2008, ISBN 1-84416-550-7)Heroes of the Space Marines (Anthology) (As Editor with Lindsey Priestley, 2009, ISBN 1-84416-730-5)
Night's Edge - Night's Edge: Night's Edge is a relic Power Sword of the Crimson Fists Space Marine Chapter. This formidable blade is wielded by Veteran Sergeant Sandor Galleas of the Crimson Fists 1st (Crusade) Company.
Night Hag - Night Hag: The Night Hag was an Imperial Cruiser of an unknown class and one of the primary warships deployed by the Executioners Chapter of Space Marines who participated in the Badab War on the side of the Secessionists. It was the crew of the Night Hag which eventually negotiated a cease-fire with the Loyalists that saw the Executioners eventually drop out of the war and seek penance for its actions against the Emperor's peace.
Night Hag - History: The Night Hag was originally the flagship of the Renegade Rogue Trader Hektor Revvokan. It took part in his fifty-seven-standard-year reign of terror as he ravaged Frontier Worlds in the southern reaches of the Segmentum Tempestus to appease the Dark Gods for granting him immortality. Finally, in 137.M40, Revvokan was brought to justice by the Executioners. They captured the Night Hag intact and, with the aid of the Adeptus Mechanicus Archmagi rulers of Gryphonne IV, successfully cleansed it of its Chaos taint. The Mechanicus took certain relic-technologies as payment for its assistance, along with access to the information stored in the voidship's data-tabernacle. The Executioners then proceeded to refit the Night Hag to serve in their Chapter fleet.The Night Hag, carrying an augmented 3rd Company led by Captain Vanir Hex, entered the Badab War in late 904.M41. It was deployed to attack Loyalist shipping, as it was sufficiently armed to take on Loyalist Imperial Navy Cruisers one-on-one whilst remaining fast and agile enough to escape any trap set for it. The Night Hag accounted for more kills and captured vessels than any other starship in the Seccessionists' fleet. Its victories included the capture and scuttling of the High Conveyor Ar'saban Queen and the destruction of the Lunar-class Cruiser Vengeful Hand. In 838.912.M41 the Night Hag and the Executioners Battle Barge Phaeton's Wrath were hunting a pair of damaged Sons of Medusa Strike Cruisers in an asteroid field on the edge of the Eridayn Cataract when the Salamanders Vanguard Cruiser Obsidia suddenly interposed between the two sides and requested a ceasefire. After a tense stand-off, the Sons of Medusa withdrew and the Executioners agreed to parley with the Loyalist command.The Night Hag accompanied the Obsidia to Crows World, where the Executioners agreed to withdraw from the Badab War and await trial. As a gesture of good faith, the leader of the Executioners in the conflict, High Chaplain Thulsa Kane, gave himself, his chosen Honour Guard and the Night Hag over to the Salamanders to be interned at their homeworld of Nocturne until the end of the war. The Night Hag is swift and heavily-armed with weapon batteries, Lances and fighter launch bays. However, its primary weapons are Macrocannons, which fire large fusion charge shells. They can saturate an area in atomic blasts, but only have a short range. The Night Hag possesses an unusual drive system that creates a disruptive effect with the potential to confuse enemy targetting scanners and protect the Cruiser from direct weapons fire.
Night Hawks - Night Hawks: The Night Hawks is a Loyalist Space Marine Chapter of unknown Founding and origin. Almost nothing is known about this Chapter in Imperial records other than its participation in the Angarius Incursion of the late 41st Millennium.
Night Hawks - Notable Campaigns: Angarius Incursion (Unknown Date.M41) - The Night Hawks were part of a joint Imperial strike force that helped to put down a rebellion against the Emperor on the Agri-World of Angarius. The Night Hawks' Strike Cruiser Ebony Talon accompanied this task force. Two regiments of the Imperial Guard's Pyran Dragoons were assigned to subdue the locals and detain several key officials. With an increasingly hostile population to deal with, the Imperials soon became embroiled in a bitter war with the people of Angarius. In one notable incident, several platoons of the Pyran Dragoons' 18th Battalion attempted to capture one of the local leaders but soon found their position encircled by the Angarian rebels, effectively cutting them off from friendly forces. As the Imperials attempted to mount a rescue mission, the Night Hawks flew continuous sorties throughout the night with their Land Speeder Typhoons, pounding the enemy positions mercilessly with deadly salvos of Typhoon missiles. With the assistance of the Night Hawks, the rebels were driven back from the Dragoons' position. The Night Hawks kept up their relentless barrage, which forced the rebels to withdraw their forces in the face of such a furious assault.
Night Hawks - Chapter Fleet: Ebony Talon (Strike Cruiser) - The Ebony Talon was the Strike Cruiser of the Night Hawks present in the Angarius Incursion.
Night Hawks - Chapter Colours: The Night Hawks' Chapter colours are not listed in current Imperial records.
Night Hawks - Chapter Badge: The Night Hawks' Chapter badge is not listed in current Imperial records.
Night Lords - Legion History: Since the dark days of the Horus Heresy Imperial scholars have pondered how the truest loyalty of many of the Legiones Astartes could have been turned to base treachery, purest devotion to hate, nobility to wickedness, but for the Night Lords perhaps their hearts always belonged to darkness. Created with a higher purpose, perhaps their end could have been different, but their history is one of poisoned ideology and atrocity.Even when they were counted amongst the loyal Space Marine Legions, their nature and actions were ever questioned. Some argued that they were simply a function of necessity, the monsters needed to drag a barbaric age into the light. Some say that they were a mistake, a rare misjudgment of the Emperor compounded by circumstance.A few wonder if they were damned from the moment they were born, that they were destined never to be part of the future they would help create. All such speculation is ultimately pointless; no matter the cause, the Night Lords are creatures of horror and always were.
Night Lords - Children of Misrule: The VIIIth Legion was soaked in blood from its birth. The Legion's first recruits came from the linked prison sinks of ancient Terra. In vast caverns filled with the half-crushed ruins of millennia there lived men and women who had transgressed against the laws of their masters. Condemned never to see the light again or breathe free air, they lived out their lives in fear and blind darkness.There was no law in these lightless lands, and survival existed only by a blade's edge. Only the strongest and the most ruthless survived in the subterranean prison warrens, and those who did grew in cruelty and cunning. Fed by a constant influx from the Terran hive cities above, the prison sinks were an ever hungering gate to madness and murder.But of the millions who lived and died in the prison sinks, not all had been punished by the world above. Amongst the bloodshed and fear, children were born. Cradled in the dark, and raised amongst death, those who lived over a solar decade were pale, silent creatures who moved without a sound. "The night's children" the prisoners called them, and even the most savage killers would not seek them out by choice.It was from these pale children that the Emperor of Mankind would create the first warriors of the VIIIth Legion. Dour, with skin so pale it resembled ash or powdered bone, they were far from their brother Legionaries in manner and appearance. The gene-seed of the VIIIth Legion had been well-paired with the Human stock of its first Terran recruits, and if anything it seemed as if one had been made with the other in mind.Besides accentuating their paleness of skin, the gene-seed of their primarch gave the sons of the Terran underworld the ability to see through darkness to a degree that far exceeded that of the Astartes of other Legions. This gift was also a curse, forcing them to see the light of suns and stars through filters and flare buffers; even though they now walked in the light of the world above, the warriors of the VIIIth Legion already walked in eternal night.
Night Lords - Unification Wars: The first use that the Emperor found for His VIIIth Legion was to bring to heel those who believed that the sins of the past could live on in the newborn Imperium of Man. Several of those who had bent their knee to the Emperor had done so because they believed that it was the only choice. Others, having seen the empires of other techno-barbarian warlords rise and fall during Old Night, believed that they were simply part of yet another temporary arrangement.Crimes against the new order took many faces: from the Saragorn Enclave whose gene atrocities continued in secret, to the psy-breeding of the Court of Antius, and the March of Ten Million, all showed that even in the face of all of the Emperor's might, some would fall back into the forbidden ways of Old Night. When such crimes required not simply crushing but retribution so that an example might be made, the Emperor deployed the nascent VIIIth Legion.Such actions seemed well-suited to the early VIIIth Legion. Whether as a consequence of their genetic inheritance, or the combination of their origins among the Terran prison sinks and Imperial indoctrination, the warriors of the VIIIth Legion seem to have tended towards moral absolution and a drive to enact retribution. There were no shades of grey in the VIIIth Legion's moral universe, no degrees of guilt or innocence.Truth and falsehood was as day is to night, indivisible and unqualified. The dark was the realm of guilt, lies and monsters, and those who dwelt in the dark knew only the language of blood, the message of swift and merciless retribution for their actions. Justice brought the light to darkness, and justice was neither warm nor caring, but as indifferent and cold as the edge of a knife.The warriors of the VIIIth Legion were creatures made to live in the dark, and to fight a war for a future of light. In their core, they were warriors for a future that would have no place for creatures of their kind. At least that is what those who knew the VIIIth Legion now said. Perhaps memory was too kind, perhaps many wished to believe that there was a nobility in such monsters, where in fact there was only horror. Perhaps many wished there to be a purpose behind atrocity, otherwise how could such creatures be suffered to live?
Night Lords - Coming of the Emperor: Almost a standard century after the Great Crusade began, the Emperor and his fleet came to Nostramo in 896.M30. The coming of the Emperor of Mankind was an event that had been prophesied in Nostramo's history: an event that would lead to the planet's downfall. His arrival brought the light of the sun to the night-shrouded world for the first time. The Emperor landed on Nostramo, and led an Imperial delegation to the centre of Nostramo Quintus on foot.The citizens of Nostramo, adapted to the near-constant darkness, could not bear to look upon the radiance of the Emperor. Most wept as the healing light He projected reflected off the rain-slicked streets into their faces. Those brave enough to look upon Him directly were blinded.At the end of the broad road leading to the Night Haunter's royal palace, the primarch stood, waiting for the delegation to approach. As they did, he succumbed to a psychic vision of the future so potent and horrifying that he tried to claw his own eyes out, but was stopped by the Emperor. Night Haunter then looked at the Emperor, and the Master of Mankind said to his newfound son:"Be at peace, Konrad Curze. I have arrived, and I intend to take you home.""That is not my name, father. My people gave me a name, and I will bear it until my dying day. And I know full well what you intend for me."Curze submitted to the Emperor's will as if he had already seen it, as if he was playing out a part he had long feared would fall to him. From that moment on, the fate of the VIIIth Legion was set on a dark path to damnation.
Night Lords - Betrayal: History has often seen the Night Haunter as the most obvious example of evil within the ranks of the Traitor primarchs. After all, both his bloody proclivities and penchant for torture were well-known among his brothers long before the Horus Heresy began. Worse still was the matter of the brutal destruction of his own homeworld of Nostramo, and his assault on his brother Rogal Dorn and subsequent incarceration on Cheraut, which had not yet become common knowledge in the final years of the Great Crusade. Yet these are but small parts of the tragedy of Konrad Curze, whose true burden was to have been too much the son of his father.Like several of his primarch brothers, Curze had inherited a fragment of the psychic precognitive abilities of the Emperor, a tiny shard of His vision that was flawed in its purpose. For where the Emperor could see all the many possible futures and chart a course through them, Curze saw only a single strand of the whole schema of possibilities, a dark path of failure and death that would sour his mind and cloud his purpose. No matter his successes or achievements, no matter how far he rose from the ignominy and horror of his childhood on the foul streets of the hive cities of Nostramo, his visions would never change, always showing him the same dark fate for himself and his Legion. It slowly drove him towards madness and produced constant mental instability.By the final years of the Great Crusade, Curze stood on the very edge of sanity and none can know his true reasons for joining the Warmaster Horus' rebellion against the Emperor. Was it a desire to make one final attempt to break free of the fate he foresaw for himself and the Imperium, or simply a need to wash away the ever present visions with blood and death? All that is certain is that when he went to war in the later Thramas Crusade, he was but a shadow of the warrior and general he had once been.The purpose he had torn from the ruin of Nostramo was overwhelmed by despair and anger, and his soul was left empty. Even as the gene-father of the VIIIth Legion searched for a new purpose, so too did his sons, now bereft of any guidance but their own bloody natures and terrible pasts. Some yet remembered the days of the Great Crusade when they had stood as a Legion, an army of brothers, and sought to build a better realm than that which they had been spawned from, while others sought only the red release of death and slaughter, an empire of corpses and blood.With Curze lost to dark dreams and old obsessions, it would be his gene-sons who charted the course of the Legion, some seeking to restore their lord to his former dark splendour and others to plunge him into madness forever. The war for the Thramas Sector and the worlds of the Eastern Fringe that would so consume the Night Lords during the Horus Heresy would also be the war for the soul of a Space Marine Legion and the destiny of its primarch.
Night Lords - Outriders of Rebellion: Outwardly, the Night Lords began the Horus Heresy as a strong force in the host of the Warmaster Horus, a Legion tempered by war and set in its own grudge against the Loyalist cause. The imprisonment of Konrad Curze on Ceraut prior to the destruction of Nostramo and the subsequent incident with Rogal Dorn were seen by many among the Traitors to grant the Night Haunter their trust. Knowing this, Horus sought to put the Night Lords to use in the vanguard of his plans and in the wake of the destruction of the Drop Site Massacre, Horushad set them to the tasks he had woven for the Emperor's demise.For the Night Lords, the Warmaster set the task of running at the forefront of his host, inciting fear and unrest among those worlds yet undecided in their loyalties. By the point of the Night Lords' skinning knives would Horus show these worlds the cost of his animosity, and to those who chose to bend the knee before him, he would grant his protection and a relief from the predations of his servants.As the harbingers of the Traitors and the emissaries of Horus' Dark Compliance, the Night Lords would usher dozens of star systems into the growing empire of Horus, each cowed by the knowledge of the horrors that had befallen those whorefused. Within the space of a few short solar months most of the northern reaches of the Imperium were under the Traitors' control, a stable base from which Horus could prepare his assault on the Imperium's heart and one that could not function with a blight like the Night Lords running rampant within its borders.For in every minor drop in production and each misfortune that befell the newly-conquered worlds, the Night Haunter saw the most dire of treacheries and meted out the only punishment he knew: death in its most terrible form. Such a scourge soon proved more damaging to the amassing of munitions and arms than it was beneficial to the enforced loyalty of the conquered.That which had begun on Terra as a force that shaped cruelty into a tool had become in some cases little more than an undisciplined mob that saw cruelty as the goal and not the means to a greater end. It was no longer the precise weapon that the Legions had been envisioned to be, but rather an indiscriminate scourge that sought to sate its thirst for instilling terror on any that crossed its path. Left to its own devices and theever-darkening wishes of its master, the Night Lords would surely have proved a thorn in Horus' careful preparations, and so the Warmaster granted them a new task, one that would see their unique talents put to good use.As they had in the north so would the Night Lords serve in the Eastern Fringe of the galaxy, as the harbingers of the dark empire and the will of Horus. They would bring new territories and new sources of power and resources into the fold of the Traitors, strengthening the growing armada that Horus intended to unleash upon Terra.