vizn3r/warhammer40k-lore huggingface dataset:
Cloaking Array - History: The Great Crusade came in the wake of the Age of Strife, a long and terrible era during which Mankind unleashed and was laid low by weapons of star-razing destructive power and genocidal scope, many born during the preceding Age of Technology.When the Emperor's crusading forces pushed back the darkness that had fallen upon the worlds of Mankind, evidence of the ancient and terrible artefacts were found and studied by the tech-savants of the Mechanicum, who coveted them greatly.Occasionally, one of these examples of ancient archaeotech would be recovered and taken up by the heroes of the Great Crusade itself, becoming a potent relic, its name and legend as widespread and celebrated as the Crusaders who bore it into battle.As the Great Crusade continued ever onwards, multiple examples of some types of relic were encountered and great effort was committed to cataloguing their class, understanding their nature and replicating their function. Often the Mechanicum could fathom the basic technology underpinning a relic, but could not create a functioning copy.Nonetheless, the effort to decode the ancient technological foundation of such artefacts continued, with other discoveries made in the process expanding the canon of the Machine God exponentially.
Cloners' Guilds - Cloners' Guilds: The Cloners' Guilds are Guilds of the Leagues of Votann. The Cloners' Guilds oversee the birth of new Kin in their hold's crucibles. They often encourage the inclusion of particularly useful cloneskeins in the genetic makeup of newborn Kin while they are gestating.
Cloneskeins - Cloneskeins: The cloneskeins are advantageous, genetically-engineered, hereditary mutations that exist within the gene pool of the Kin of the Leagues of Votann. To the Kin, cloneskeins are always badges of valuable ability, either bequeathed by the ineffable Ancestor Cores or encouraged by the Cloners' Guilds during gestation.The cloneskeins were originally introduced into Kin genomes by the First Ancestors to help ensure their race's survival within the hazardous conditions of the galactic core. Most cloneskeins are intended to make their recipients better able to work or defend themselves.The rarest cloneskeins are those that grant their recipients psychoactive abilities similar to those of true psykers, like the Grimnyr who interface with the Votann and the Embyr who protect a Kin hold's artificial wombs, its crucibles.
Close Support Squad - Close Support Squad: A Close Support Squad is a tactical designation applied to Space Marine combat squads. Close support squads are the clenched fist, the killing blow of an Astartes formation, and represent its melee and heavy assault units.A well-coordinated and perfectly timed close combat assault can break the back of any foe, cracking open their lines and sending the survivors fleeing. Such decisive strikes are the responsibility of these swift, aggressive, hard-hitting warriors.The designation began to be used in the wake of the reforms made to the Codex Astartes and the Adeptus Astartes themselves in the Era Indomitus after the resurrection of the Primarch Roboute Guilliman and the introduction of the Primaris Space Marines.
Close Support Squad - Types: Space Marine squads that are designated as Close Support Squads include:Assault SquadAssault Intercessor SquadJump Pack Intercessor SquadInceptor SquadReiver SquadIncursor SquadBike SquadCenturion Assault SquadOutrider Squad
Clotted Scrolls - Clotted Scrolls: The Clotted Scrolls is a legendary tome and artefact of Chaos said to have been penned by the Primarch Angron of the World Eaters Traitor Legion before he was consumed by the increasing berzerker rages of his later life.The Raptor Chaos Lord Haarken Worldclaimer of the Black Legion has claimed to have read it.
Cluster Rocket System - Cluster Rocket System: A Cluster Rocket System is a T'au weapon system consisting of a pair of massive rocket pods programmed to fire dozens of Drone-assisted warheads in optimised saturation patterns, maintaining a rate and density of fire sufficient to destroy entire mobs of Orks or swarms of Tyranid weapon beasts.The explosions it generates carpet a target zone, hurling bodies into the air and atomising screaming foes by the score. It is currently only deployed on the KV128 Stormsurge Ballistic Suit.
Coalition - Coalition: A coalition, or shan'al in the T'au Lexicon, is the largest unit of military organisation deployed by the T'au Empire. This formation is comprised of the four commands that together comprise all the members of the four T'au castes present in a given location, who are drawn together into a strategic organisation referred to as a "coalition," effectively the size of an Astra Militarum army or army group. A coalition is presided over by a specially assigned Ethereal council.Thus, a coalition will consist of all T'au and alien auxiliary forces on a given world or within a particular star system, though it can also refer to an expeditionary fleet comprising members of all four castes, such as the Farsight Expedition led by Commander Farsight that founded the Farsight Enclaves over two Terran centuries ago.
Cobra-class Destroyer - Cobra-class Destroyer: The Cobra-class Destroyer is a quick and versatile Imperial escort ship and torpedo boat that makes up a significant portion of the Imperial Navy's Battlefleet Obscurus. The Cobra is a valuable addition to any combat fleet, as armed with massive anti-warship torpedoes, squadrons of Cobras are agile enough to dart into fleet engagements, launch spreads of ordnance, then flee -- hopefully before their larger adversaries can hit them with a massed broadside.However, the Cobra's greatest asset is its speed and maneuverability, enabling it to catch the small, fast vessels favoured by pirates, as was most famously illustrated by Captain Walker's Skargul Patrol which destroyed 17 pirate vessels in the twelve solar months prior to the outbreak of the Gothic War.Indeed, the Cobra-class Destroyer is one of the smallest Warp-capable starships in the Imperial fleet, and also one of the fastest. It fills multiple roles in the Imperial Navy, as its demonstrated combination of speed and firepower makes the Cobra a popular choice for scouting, patrolling, raiding, and escort duties.Although no voidship could be said to be mass-produced in the Imperium of the 41st Millennium, the Cobra is one of the simplest to build, with a well-equipped orbital shipyard able to construct one in only several Terran years. This makes them popular with Rogue Traders who are relatively destitute. Many Rogue Traders who do so retrofit a Cobra to remove their massive torpedo bays, however, to create space for cargo or other weapons.
Cobra-class Destroyer - Notable Cobra-class Destroyer Squadrons: The Widowmakers - Officially known as the 24th Destroyer Squadron, the Widowmakers fought in the Gothic War. The squadron is notable for its ships' weapons batteries having been replaced with experimental long-range scanners.The Skargul Patrol - The Skargul Patrol fought in the Gothic War. It is best known for destroying no less than seventeen pirate vessels in the twelve months leading up to the Gothic War and for chasing down and destroying the notorious Eldar Eclipse-class Cruiser Stardeath in the Graildark Nebula during the conflict.Omna Squadron - Omna Squadron fought in the Taros Campaign. It was assigned to convoy-protection duty after the T'au Lar'shi'vre-class Cruiser Io'Tar destroyed a troop convoy carrying an entire Imperial Guard Regiment, the 8th Brimlock Dragoons.Omni Squadron - Omni Squadron, consisting of three Cobra-class Destroyers, was part of Patrol Group Farsight when it responded to a distress call from a colony on Merida in the Yuctan System in 666.M40. When Aries Squadron, consisting of three Sword-class Frigates attacked a Necron raider, what is believed to have been a Scythe-class Harvest Ship destroyed Aries Squadron and crippled one ship of Omni Squadron. Captain Stauffen, commander of the eponymous Dauntless-class Light Cruiser Farsight, recognised that the only way for his remaining vessels to escape the Necron assault was to run. The remainder of Omni Squadron was ordered back to Yuctan Station. When a Necron weapon caused the control and targeting systems on the Farsight to fail, Captain Stauffen ordered the vessel's plasma reactors to be overloaded. This was an attempt to give the remaining ships of Omni Squadron time to escape. The plasma reactors of the Farsight were overloaded and Destroyer ON37452 was the only survivor of the Farsight's squadron. Captain Stauffen's sacrifice successfully allowed the remaining vessels of his patrol group to return to Yuctan Station.Vanguard Squadron - Vanguard Squadron fought during the Gothic War. At the Battle of Helia IV, Vanguard Squadron performed a daring flanking manoeuvre, using the damaged Murder-class Cruiser Pagan Voyager as cover to bypass the Chaos battle line, and strike at the vulnerable troop transports sheltering behind. Alas for the Imperium, Vanguard Squadron was mercilessly pounced upon by Doomfire bomber squadrons and destroyed as they tried to disengage from their successful attack run on the transports.Emperor's Hand  - The Emperor's Hand was an escort squadron that comprised a portion of Battlefleet Corribra.Exalted in Belief  - The Exalted in Belief Squadron was comprised of Cobra-class Destroyers that served in the Battlefleet Corribra.
Cobra-class Destroyer - Dimensions: Hull - 1.5 kilometres long, 0.3 kilometres abeam at finsClass - Cobra-class DestroyerMass - 5.7 megatonsCrew - 15,000 crew, approximateAcceleration - 7.6 gravities max. sustainable acceleration
Cobra - Cobra: The Cobra is a Craftworld Aeldari super-heavy grav-tank that supports the craftworlds' heavy armour assaults. This huge vehicle can unleash potent firepower, and is broadly comparable to the Astra Militarum's super-heavy tanks.The Cobra is an Engine of Vaul, the name for an Aeldari super-heavy armoured vehicle, much like its counterpart, the Scorpion, but re-armed with a large Distortion Cannon (D-Cannon). This weapon is also known as a "Warp Cannon" or "Vortex Cannon." There are two versions of the Cobra. Type I has a turret-mounted D-Cannon, while the Type II has a fixed, forward firing D-Cannon.The Cobra is designed to find and destroy enemy war machines, as their protective force fields are little defence against the D-Cannon's heinous directed Warp energies.As with all Aeldari vehicles, crew numbers on the Cobra are kept to a minimum. The dwindling civilisation of the Craftworld Aeldari means they must rely upon sophisticated technology and the wraithbone construction of their vehicles, freeing more warriors from vehicle crewmen duties to fill the ranks of Guardian and Aspect Warriors squads.
Cobra - Technical Information: The Cobra is built upon the same chassis and utilizes the same anti-gravitic motors as found on the Scorpion, giving it similar speed, mobility and protective qualities, including the use of an Aeldari Titan-grade Holo-field.The number of crew of the vehicle is kept to a minimum (a pilot and gunner), so that more Craftworld Aeldari can be freed up to perform other battlefield duties. The biggest difference between the Scorpion and Cobra is the Cobra's armament, a single massive hull-mounted Distortion Cannon, or "D-Cannon." A direct hit from the D-Cannon will tear apart whole sections of even the largest Imperial Titan, dragging machine and crew screaming into the nightmarish hell that is the Warp.Even void shields provide no defensive barrier against this massive Vortex Weapon. The only consolation for enemies on the receiving end of this weapon is that the D-Cannon does not have the same range as the Pulsars found on the Scorpion, and in comparison to its sibling grav-tank the Cobra loses some versatility in exchange for its heavier firepower.Besides their primary weapon, all Cobras also mount a backup secondary weapon, usually either a Bright Lance, Eldar Missile Launcher, Scatter Laser, Shuriken Cannon or Starcannon. Cobras can also upgraded to be equipped with Star Engines and/or Vectored Engines.
Cobra - Ordo Xenos Departmento Analyticus Record: Technical InformationLength18.43 metresHeight6.8 metresWingspan10.31 metresEstimated Weight70 tonnesBarrel Length10.31 metresArmour12-15 millimetres material unknownCombat Speed60 kliometres per hourEstimated Max Speed280 kilometres per hourCrew1 driver, 1 gunnerMain ArmamentDistortion CannonMain AmmunitionEstimated 1,000 shots. Unconfirmed.
Cobra - Sources: Imperial Armour - Apocalypse (2008), pg. 56Imperial Armour - Apocalypse (2013), pg. 93Imperial Armour II - Ork, Eldar & Dark Eldar Vehicles for Warhammer 40,000, pg. 16Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 196Epic Swordwind Part 1 - Eldar Forces, pg. 23Forge World - Eldar Cobra Type II Super-Heavy Grav TankForge World Eldar Super Heavy Vehicles
Cocijo - Cocijo: Cocijo is an Imperial Desert World found within the Orpheus Salient of the Jericho Reach.Once a verdant Agri-world, the now arid planet has become crucial to the salient's supply chain, in no small part due to its extensive aquifers and substantial reserves of metallic ore.
Codex - Codex: A Codex is a publication of Games Workshop that details the units and models each army in the Warhammer 40,000 tabletop miniatures game can use when playing a game.The name is based on the Codex Astartes, the tome written by Roboute Guilliman, the Ultramarines Primarch, detailing how a Space Marine Chapter should be organized.Codices follow the same edition publication history as the Warhammer 40,000 tabletop game itself.
Codex - 1st Edition: The 1st Edition of the game, published in 1987, is referred to as Rogue Trader. Game designer Rick Priestly created the original rules set (based on the contemporary 2nd Edition of Warhammer Fantasy) alongside the Warhammer 40,000 universe.The game play of Rogue Trader was heavily oriented toward role-playing rather than strict tabletop wargaming. This original version came as a very detailed, though rather jumbled, rulebook, which made it most suitable for fighting small skirmishes. Much of the composition of the units was determined randomly, by rolling dice.A few elements of the setting (Bolters, Lasguns, Frag Grenades, Terminator Armour) can be seen in a set of earlier wargaming rules called Laserburn (produced by the now defunct company Tabletop Games) written by Bryan Ansell.These rules were later expanded by both Ansell and Richard Halliwell (both of whom ended up working for Games Workshop), although the rules were not a precursor to Rogue Trader. Soon the Games Workshop hobby magazine, White Dwarf, started making army lists and devising strategies for people to use in these Rogue Trader games.New models were released by Games Workshop for the line and the many people who had always enjoyed Warhammer Fantasy were now thrilled at the idea of Warhammer 40,000 as a tabletop wargame, which was essentially a dark science fiction or more properly a dark science fantasy setting with many of the same tropes and elements as its dark fantasy counterpart.
Codex - 2nd Edition: The 2nd Edition of Warhammer 40,000 was released in 1993 as part of Games Workshop's strategy to appeal to a younger fanbase and greatly expanded the number of factions and armies that could now be played. The release of this edition was marked by the production of a boxed starter set containing Ork and Space Marine models with dice and a rules book.The animating idea behind this edition of the game was to provide more opportunities for players to participate in larger battles. Also special characters were introduced to replace the older concept of battlefield heroes (the earlier edition only had three generic "heroic" profiles for each army: champion, minor and major hero).New rules were also provided for the use of psychic powers which were essentially the equivalent of the magical system deployed in Warhammer Fantasy. True codexes as they later became known to fans of the game were still not available for these early editions, but the army lists and background information for Warhammer 40,000 printed in White Dwarf became far more deeply detailed.Later in the edition's publication run, beginning in 1993, Games Workshop introduced the first codices for each of the playable faction's armies, though they were far smaller and contained a great deal less fictional background information (what fans refer to as "fluff") than the codices of later editions.The 2nd Edition was substantially more colourful and the new codices reflected this fact. More detailed information, such as background and organisation, was included, adding more depth and details to the Warhammer 40,000 universe.The following codices were released for the 2nd Edition:Codex: Tyranids (1993)Codex: Orks (1994)Codex: Space Wolves (1994)Codex: Eldar (1994)Codex: Ultramarines (1995)Codex: Imperial Guard (1995)Codex: Angels of Death (1996)Codex: Chaos (1996)Codex: Sisters of Battle (1997)Codex: Assassins (1997)
Codex - 2nd Edition Campaigns and Expansions: Storm of VengeanceBattles (1995)
Codex - 3rd Edition: The 3rd Edition of Warhammer 40,000 was released in 1998 and like the 2nd Edition, concentrated on streamlining the rules for larger battles. The rulebook was available alone, or as a boxed set with miniatures of Space Marines and the newly-introduced Dark Eldar.The 3rd Edition soon introduced codices for each of the major factions in the game, releasing revised editions of each of these codices between 2003 and 2004. Towards the end of the 3rd Edition, four new army codices were introduced: races of the Necrons and the T'au and two armies of the Inquisition: the Ordo Malleus (called Daemonhunters), and the Ordo Hereticus (called Witchhunters); elements of the latter two armies had appeared before in supplementary material (such as Realm of Chaos and 2nd Edition's Codex: Sisters of Battle).At the end of the 3rd Edition, these Inquisition armies were re-released with all-new artwork and army lists. The release of the Tau coincided with a rise in popularity for the game in the United States.The following codices were released for the 3rd Edition:Codex: Space Marines (1998)Codex: Blood Angels (1998)Codex: Dark Eldar (1998)Codex: Dark Angels (1999)Codex: Chaos Space Marines (1999)Codex: Imperial Guard (1999)Codex: Assassins (1999)Codex: Orks (1999)Codex: Eldar (1999)Codex: Space Wolves (April 2000)Codex: Tyranids (2001)Codex: Catachans (2001)Codex: Craftworld Eldar (2001)Codex: Tau (2001)Codex: Daemonhunters (March 2003)Codex: Necrons (July 2002)Codex: Witch Hunters (2003)
Codex - 3rd Edition Revised Codexes: Codex: Dark Angels (Revised) (1999)Codex: Chaos Space Marines (2nd Codex) (2002)Codex: Imperial Guard (2nd Codex) (2003)Codex: Dark Eldar (Revised) (November 2003)
Codex - 3rd Edition Campaigns and Expansions: Codex: Armageddon (2000)Codex: Cityfight (2001)Codex: Eye of Terror (2003)
Codex - 4th Edition: The 4th Edition of the game was released in late 2004 and the Revised 3rd Edition codices were used until the release of the 4th Edition codices between 2005 and 2008. This edition did not feature as many major changes as the prior editions, and was "backwards compatible" with each army's 3rd Edition codex.The 4th Edition was released in three forms: the first was a standalone hardcover version, with additional information on painting, scenery building, and background information about the Warhammer 40,000 universe. The second was a boxed set, called Battle for Macragge, which included a compact softcover version of the rules, scenery, dice, templates, and Space Marines and Tyranid miniatures.The third was a limited Collector's Edition. Battle for Macragge was a "game in a box," targeted primarily at beginners. Battle for Macragge was based on the Tyranid invasion of the Ultramarines' homeworld, Macragge, during the First Tyrannic War. An expansion to this was released called The Battle Rages On!, which featured new scenarios and units, like the Tyranid Warrior.The following Codices were released for the 4th Edition:Codex: Space Marines (2005)Codex: Tyranids (2005)Codex: Catachans (2005, Free PDF download)Codex: Black Templars (November 2005)Codex: Tau Empire (March 2006)Codex: Eldar (November 2006)Codex: Chaos Daemons (May 2008)Codex: Chaos Space Marines (September 2007)Codex: Dark Angels (March 2007)Codex: Blood Angels (2007, published in White Dwarf 329 and 330 (US))Codex: Orks (January 2008)
Codex - 4th Edition Campaigns and Expansions: Cities of Death (2006)Apocalypse (2007)
Codex - 5th Edition: The 5th Edition of Warhammer 40,000 was released in the summer of 2008. While there are some differences between the 4th and 5th Editions, the general rule set shares numerous similarities. Codex books designed prior to the 5th Edition are still compatible, with only some changes to how those armies function.The replacement for the previous edition's Battle for Macragge starter set was called Assault on Black Reach, which featured a pocket-sized rulebook (containing the full ruleset but omitting the background and hobby sections of the full-sized rulebook), and starter Ork and Space Marine armies.Each army contained an HQ choice, either an Ork Warboss or a Space Marine Captain. The following Codices were released for the 5th Edition:Codex: Space Marines (October 2008)Codex: Imperial Guard (May 2009)Codex: Space Wolves (October 2009)Codex: Tyranids (January 2010)Codex: Blood Angels (April 2010)Codex: Dark Eldar (August 2010)Codex: Grey Knights (April 2011)Codex: Sisters of Battle (2011, published in White Dwarf 380 and 381 (US))Codex: Necrons (November 2011)
Codex - 5th Edition Campaigns and Expansions: Apocalypse Reload (2008)Planetstrike (2009)Planetary Empires (2009)Battle Missions (2010)Spearhead (June 2010, published in White Dwarf 366 (UK))
Codex - 6th Edition: The 6th Edition of Warhammer 40,000 was released in June 2012. The replacement for the previous edition's Assault on Black Reach starter set was called Dark Vengeance.The following codices were released for the 6th Edition:Codex: Chaos Space Marines (October 2012)Codex: Dark Angels (January 2013)Codex: Chaos Daemons (March 2013)Codex: Tau Empire (April 2013)Codex: Eldar (June 2013)Codex: Space Marines (September 2013)Codex: Adepta Sororitas (October 2013)Codex: Inquisition (November 2013)Codex: Tyranids (January 2014)Codex: Legion of the Damned (February 2014)Codex: Imperial Knights (March 2014)Codex: Militarum Tempestus (March 2014)Codex: Astra Militarum (April 2014)
Codex - 6th Edition Codex Supplements: Iyanden - A Codex: Eldar Supplement (June 2013)Farsight Enclaves - A Codex: Tau Empire Supplement (July 2013)Codex: Black Legion - A Codex: Chaos Space Marines Supplement (August 2013)Sentinels of Terra - A Codex: Space Marines Supplement (October 2013)Clan Raukaan - A Codex: Space Marines Supplement (November 2013)Crimson Slaughter - A Codex: Chaos Space Marines Supplement (March 2014)
Codex - 6th Edition Campaigns and Expansions: Death from the Skies (February 2013)Apocalypse (June 2013)Apocalypse: War Zone Damnos (September 2013)Crusade of Fire (November 2013)Escalation (December 2013)Stronghold Assault (December 2013)
Codex - 7th Edition: 7th Edition was released in May 2014. The following codices were released for 7th Edition:Codex: Orks (June 2014)Codex: Grey Knights (August 2014)Codex: Space Wolves (August 2014)Codex: Dark Eldar (October 2014)Codex Adeptus Astartes - Blood Angels (December 2014)Codex: Necrons (January 2015)Codex: Harlequins (February 2015)Codex: Khorne Daemonkin (March 2015)Codex Adeptus Mechanicus - Skitarii (April 2015)Codex Eldar - Craftworlds (April 2015)Codex: Imperial Knights (May 2015)Codex Adeptus Mechanicus - Cult Mechanicus (May 2015)Codex Adeptus Astartes - Space Marines (June 2015)Codex Adeptus Astartes - Dark Angels (June 2015)Codex: Tau Empire (October 2015)Codex Chaos Daemons - Daemonic Incursion Edition (May 2016)Codex Adeptus Astartes - Deathwatch (August 2016)Codex: Genestealer Cults (September 2016)Codex: Imperial Agents (December 2016)Codex: Adeptus Custodes (March 2017)Codex: Sisters of Silence (March 2017)
Codex - 7th Edition Codex Supplements: Waaagh! Ghazghkull - A Codex: Orks Supplement (June 2014)Champions of Fenris - A Codex: Space Wolves Supplement (August 2014)Haemonculus Covens - A Codex: Dark Eldar Supplement (October 2014)Cadia - A Codex: Astra Militarum Supplement (January 2016)Flesh Tearers - A Codex: Blood Angels Supplement (January 2016)White Scars - A Codex: Space Marines Supplement (January 2016)Raven Guard - A Codex: Space Marines Supplement (January 2016)Angels of Death - A Codex: Space Marines Supplement (April 2016)Codex Supplement: Traitor Legions (December 2016)
Codex - 7th Edition Campaigns and Expansions: Apocalypse War Zone: Pandorax (October 2013)Apocalypse War Zone: Damocles (March 2014)Warhammer 40,000 Companion - Altar of War (May 2014)Apocalypse War Zone: Valedor (May 2014)Sanctus Reach: The Red Waaagh! (July 2014)Shield of Baal: Leviathan (November 2014)Shield of Baal: Exterminatus (December 2014)War Zone Damocles: Operation Shadowtalon (October 2015)War Zone Damocles: Burning Dawn (October 2015)War Zone Damocles: Kauyon (October 2015)War Zone Damocles: Mont'ka (November 2015)War Zone Fenris: Curse of the Wulfen (February 2016)Death from the Skies (May 2016)Black Crusade - Traitor's Hate (September 2016)Black Crusade - Angel's Blade (September 2016)War Zone Fenris: Wrath of Magnus (November 2016)Planetary Onslaught (2016)Gathering Storm - Part I - Fall of Cadia (January 2017)Gathering Storm - Part II - Fracture of Biel-Tan (February 2017)Gathering Storm - Part III - Rise of the Primarch (March 2017)
Codex - 8th Edition: 8th Edition was released in June 2017. The following codices were released for 8th Edition:
Codex - 8th Edition Indexes: Index: Imperium 1 (June 2017)Index: Imperium 2 (June 2017)Index: Chaos (June 2017)Index: Xenos 1 (June 2017)Index: Xenos 2 (June 2017)
Codex - 8th Edition Codices: Codex Adeptus Astartes - Space Marines (July 2017)Codex Heretic Astartes - Chaos Space Marines (August 2017)Codex Adeptus Astartes - Grey Knights (August 2017)Codex Heretic Astartes - Death Guard (September 2017)Codex: Adeptus Mechanicus (September 2017)Codex: Astra Militarum (October 2017)Codex: Craftworlds (October 2017)Codex: Tyranids (November 2017)Codex Adeptus Astartes - Blood Angels (December 2017)Codex Adeptus Astartes - Dark Angels (December 2017)Codex: Chaos Daemons (January 2018)Codex: Adeptus Custodes (January 2018)Codex Heretic Astartes - Thousand Sons (February 2018)Codex: T'au Empire (March 2018)Codex: Necrons (March 2018)Codex: Drukhari (March 2018)Codex Adeptus Astartes - Deathwatch (May 2018)Codex: Harlequins (May 2018)Codex: Imperial Knights (June 2018)Codex Adeptus Astartes - Space Wolves (August 2018)Codex: Gellerpox Infected (September 2018)Codex: Elucidian Starstriders (September 2018)Codex: Orks (November 2018)Codex: Genestealer Cults (February 2019)Codex Heretic Astartes - Chaos Space Marines (Revised Codex) (March 2019)Codex: Chaos Knights (July 2019)Codex: Space Marines (Revised Codex) (August 2019)
Codex Astartes - Codex Astartes: The Codex Astartes is a great and sacred tome of military organisation, strategy and tactics written by Roboute Guilliman, the primarch of the Ultramarines Space Marine Legion.  It outlines Guilliman's ideal for the moral behaviour, order of battle and tactical doctrine of a Space Marine Chapter. Its primary purpose was to restructure the Imperium of Man's most potent military forces to prevent another civil war like the Horus Heresy.While not all Space Marine Chapters in the Imperium adhere to the Codex's dictates with the same rigidity as the Ultramarines, most obey the spirit of the Codex if not the actual letter. A Space Marine Chapter that generally follows the guidelines of the Codex Astartes is referred to as a "Codex-compliant Chapter."With the threat of the Traitor Legions held at bay in the wake of the Great Scouring in the early 31st Millennium, Roboute Guilliman turned to ensuring that such a catastrophic intra-species war could never happen again, distilling his formidable wisdom into the mighty tome known as the Codex Astartes.This text became a major part of his legacy and the cornerstone upon which the future of the Adeptus Astartes would be based. No complete copies of his original text is known to exist although the majority of his tome has survived and is available to all Space Marines, if not committed to memory.Though for all its multitudinous topics, the most lasting and contentious decree of the Codex Astartes was that the existing Space Marine Legions be broken up and reorganised into smaller, one-thousand-warrior organisations known as Chapters. Though many of his brother primarchs initially railed against Guilliman's decree as the lord commander of the Imperium and Imperial Regent, almost all eventually accepted the necessity of reorganisation for the security of the Imperium.Upon the Codex's implementation, in an event that would become known as the Second Founding, each of the original First Founding Space Marine Legions became a conclave of Chapters, one of which would bear the name of its forebear Legion as well as its heraldry, homeworld, and would retain some level of political primacy amongst its peers. The rest would take new names, heraldry, and homeworlds or fortress-monasteries, and stretch themselves across the Imperium.The Codex Astartes stated that each Chapter would be only one thousand battle-brothers strong and look to its own recruitment, training and wargear. Never again would one individual be able to command the awesome, terrifying power of an entire Space Marine Legion.Over the millennia, there have been many subsequent Foundings of Space Marine Chapters. Those Chapters that adhere rigidly to Guilliman's teachings are sometimes referred to as "Codex Chapters." These Space Marines pride themselves on following the tenets within the hallowed pages of the Codex Astartes and applying its principles of warcraft and devotion to the Emperor.
Codex Astartes - Firstborn Marine Chapter Organisation: The original dictates of the Codex Astartes before its revision in the Era Indomitus stated that a Space Marine Chapter should be split into 10 companies of 100 Space Marines each, plus a Space Marine captain, Apothecary, Standard Bearer and Chaplain for each company.Existing outside the company level organisation, each Chapter has an Armoury consisting of the Chapter's Techmarines, main battle tanks, and other armoured vehicles, a Librarium consisting of the Chapter's Librarians, a Chapter Fleet and the Chapter Master, plus various headquarters staff and the Chapter's servitors and Human Chapter serfs.
Codex Astartes - Veteran Company: The 1st Company of a Chapter consists of Veteran Squads and/or Terminator Squads. Support for the 1st Company consists of Land Raiders and Venerable Dreadnoughts.Only the 1st Company may use the Chapter's hallowed suits of Terminator (Tactical Dreadnought) Armour, if it is lucky enough to possess any.
Codex Astartes - Battle Companies: The 2nd, 3rd, 4th and 5th Companies of a Codex-compliant Chapter are known as "Battle Companies" and they all have the same tactical organisation.Each Battle Company is split into 6 Tactical Squads, 2 Assault Squads and 2 Devastator Squads comprised of 10 Space Marines each. Some companies also make use of Command Squads comprised solely of Veterans to protect their officers or other specialists like Apothecaries and Chaplains.The Assault Squads can instead be deployed as Bike Squadrons or on Land Speeders.Battle Companies often use Rhino and Razorback dedicated transports, and commonly deploy Dreadnoughts for heavy fire support.
Codex Astartes - Reserve Companies: The 6th, 7th, 8th and 9th Companies of a Chapter are its "Reserve Companies."The 6th and 7th are comprised entirely of Tactical Squads, the 8th of Assault Squads and the 9th of Devastator Squads.Like the Battle Companies, the Reserve Companies also make extensive use of Rhino and Razorback transports, though Dreadnoughts are usually only found in the 9th Company.The 6th Company can be entirely deployed on Space Marine Assault Bikes and the 7th on Land Speeders. The 8th Company can use either Space Marine Bikes or Land Speeders.These forces are held in reserve to be deployed at the discretion of force commanders as tactical situations evolve, often to bolster weak points or aid in breaking through enemy lines at specific locations.
Codex Astartes - Scout Company: The 10th Company consists entirely of Scout Squads and is often not 100 Astartes-strong as stringent recruitment standards do not provide a steady flow of neophytes to many Chapters.As such, the 10th Company is the most lightly armed and is most often used as a reconnaissance or guerilla force. Scout Marines are sometimes mounted on Space Marine Bikes, but do not use Rhino or Razorback transports.
Codex Astartes - Era Indomitus Chapter Organisation: The above scheme of Space Marine Chapter organisation has been revised in the years since the birth of the Great Rift at the dawn of the Era Indomitus, the alterations made to the Codex Astartes by the resurrected Primarch Roboute Guilliman and the introduction of the Primaris Space Marines into the Adeptus Astartes.As before, the organisation of a Space Marine Chapter in the wake of the Ultima Founding of the Primaris Marines comprises 1,000 battle-brothers.In comparison to the teeming multitudes of the Emperor's original Space Marine Legions this is few indeed, yet history has proven time and time again that such an elite gathering of martial strength can conquer star systems and even alter the fate of the galaxy itself.After the resurrection of Roboute Guilliman in ca. 999.M41 and his restoration as the ruling lord commander of the Imperium and Imperial Regent, the Codex Astartes was revised for the new era of the Dark Imperium that began with the birth of the Great Rift and the demands of the Indomitus Crusade.Under the revised organisational scheme, each of the ten companies of a Chapter still boasts one hundred warriors, led by a captain -- a veteran of countless wars -- and now often two lieutenants as sub-company leaders. A company is still organised into ten squads of ten Space Marines, each led by a sergeant.The strategic deployment, disposition and leadership of these companies is regulated by the Chapter Command, while their armoured support requirements are fulfilled by the Armoury.However, the guidelines in Guilliman's updated Codex provide for up to twenty squads of five battle-brothers. Furthermore, recent precepts allow for each Battle Company to be reinforced with auxiliary warriors. These additional squads are reassigned from the Reserve Companies.
Codex Astartes - 1st Company: Of the ten companies, the 1st still consists of the Chapter's most experienced Veterans, and is therefore the most powerful. The Veterans of the 1st Company are still trained to fight in Terminator Armour. It is extremely rare for the Veteran Company to be deployed en masse -- its units normally take to the field alongside the Chapter's Battle Companies.Whether they be Primaris Marine Intercessors, Vanguard Marine jump troops or Terminator-armoured strike squads, they are often denoted as the Chapter's pre-eminent warriors by their white helms.
Codex Astartes - Battle Companies: The revised Codex Astartes decrees that the 2nd, 3rd, 4th and 5th Companies are still designated as Battle Companies, each nominally broken into two demi-companies of roughly equal size and composition. These generally carry the weight of a Chapter's combat duties. Battle Companies consist of at least six battleline squads, two close support squads and two fire support squads.Battle Companies provide their commanding officers with a flexible force that can respond to rapidly shifting tactical objectives at a moment's notice.Squads within Battle Companies may be broken down and deployed across a variety of roles should it be required; for example, were six battle-brothers to take to the field as Aggressors, the remaining four warriors of their squad might find roles piloting Invictor warsuits, driving the strike force's Rhino APCs and the like. Or Assault Squads, a type of close support squad, may be deployed as Bike Squads or Land Speeder crews and, just as with their fire support brethren known as Devastators, may take to battle as Centurion warsuit pilots.Many Space Marine strike forces are constructed around squads drawn from a single Battle Company, heavily reinforced by elements of the Veteran, Scout and Reserve Companies.
Codex Astartes - Reserve Companies: The Reserve Companies are entirely composed of squads of the same designation. They normally act in support of the Battle Companies and provide a source of replacements for any casualties suffered by the frontline formations.Typically, the 6th and 7th Companies both comprise ten battleline squads, while the 8th Company consists entirely of close support squads and the 9th entirely fire support squads.Their main function is to reinforce the Battle Companies, providing a source of replacements for any casualties suffered on the front line and thus ensuring the Adeptus Astartes retain their effectiveness in protracted or bloody campaigns.Furthermore, the Codex now allows for each Battle Company to be bolstered with additional squads reassigned from the Reserve Companies; the presence of these warriors can take a company's numbers temporarily above the traditional limit of 100 Astartes, lending them the additional strength to overcome especially challenging foes.The 6th Company also trains in the use of Assault Bikes and may be deployed entirely as Bike Squads or Outrider Squads.Similarly, squads of the 7th Company are trained to fight with Land Speeders, Storm Speeders and Stormtalons, often acting as a light vehicle reserve formation.The 8th Company is the Close Support Company and is most often used in an invasion role, or wherever a strong, hand-to-hand fighting force is needed.The 9th Company is the Fire Support Company and is the most heavily equipped company in the Chapter, and its heavy cannon-toting Astartes provide unparalleled fire support to their more lightly-equipped comrades.It is also not uncommon for the Reserve Companies to form hard-hitting specialised forces in their own right. They may be deployed to seize or defend important objectives in larger conflicts, the concentrated firepower of so many fire support battle-brothers or the line-breaking fury of massed close support warriors proving the decisive factor in many such engagements.The specialised nature of each of the Reserve Companies sees them deployed in quite specific circumstances. The battleline warriors of the 6th and 7th Companies will often act as crews for large, independent formations of the various armoured vehicles deployed by the Chapter, allowing commanders to field entire companies of anti-grav skimmers, battle tanks or other swift assault vehicles.The highly mobile nature of the 8th Company's close support squads -- often equipped with Jump Packs or embarked aboard transport vehicles -- sees them used in a rapid assault role, as well as wherever a strong hand-to-hand fighting force is needed.The 9th Company, being the most heavily equipped in the Chapter, is used to bolster defensive lines and strongholds, as well as provide long-range support.In most Chapters, Space Marines progress through the Reserve Companies -- from the 9th through to the 6th. During his time in the Reserve Companies, a battle-brother will prove his mettle while learning new methods of warfare.
Codex Astartes - Scout Company: The Chapter's 10th Company is still its Scout Company. The majority of its members are neophyte Scout Marines -- those whose combat training, physical transformation and cultural indoctrination into the Chapter is still incomplete -- but the company now also contains a standing force of ten Vanguard Space Marine squads.These warriors can be called upon to conduct a variety of stealth operations behind enemy lines.The revised Codex Astartes dictates no formal size for a Scout Company as the rate of recruitment is not fixed, meaning that some Chapters will be able to field comparatively large 10th Company formations while others must husband their limited resources carefully.
Codex Astartes - Chapter Armoury: All companies, except the Scout Company, maintain a small fleet of Rhino, Razorback and Repulsor armoured transports. The Veteran 1st Company also has a permanent complement of Land Raiders of different patterns and Stormraven gunships for carrying Terminators into the heart of battle.A Chapter's other armoured vehicles form a pool, maintained by the Armoury, that company captains can draw upon. Many companies also include a number of Dreadnoughts of different patterns, including the Primaris Marines' Redemptor Dreadnought.Every company has its own Dreadnoughts; after being interred in the metal sarcophagus, it is customary for a fallen Space Marine to fall under the care and maintenance of the Chapter Armoury, but to remain a part of the company in which he served. Not only are these venerable and mighty warriors valuable battlefield assets for the devastation they can wreak upon the foe, but they are also the living embodiment of their company's history and traditions. Each Dreadnought has its battle honours inscribed into the very metal of its encasement by the Chapter's artificers to celebrate the many brave actions in which it took part.Whilst each company has a number of its own transport vehicles, the majority of vehicles in a Chapter are maintained by its Armoury. When the need arises these armoured fighting vehicles are deployed as massed spearheads -- wholly independent from the companies and commanded by a senior officer -- or requisitioned individually by a captain to support their company.In the latter case, the vehicles are given badges appropriate to the company they will serve and are assigned a simple numerical designator. This number is repeated on the crews' badges, if the vehicle is not manned by a Techmarine novitiate from the Armoury.Upon its creation, a Space Marine battle tank is given a name that reflects its role as a protector of the Chapter's brethren. From that point onwards, the vehicle is as much a part of the Chapter as the Space Marines themselves, and over the years its many deeds will be celebrated as greatly as those of the Chapter's flesh and blood heroes.
Codex Astartes - Chapter Headquarters/Command: A Chapter also includes a number of officers and specialists who exist outside of the formal organisation of the companies. These individuals are known as the headquarters or command staff, and they will often stride out to lead a strike force in battle, or provide essential battlefield support, spiritual leadership, psychic capability and destructive combat prowess.Included amongst their rarefied ranks are the psychically-empowered Librarians of the Librarius, the bellicose Chaplains of the Reclusiam, Apothecaries from the Apothecarion, standard-bearing Ancients and the mechanically adept Techmarines and their servitors.Although the Codex Astartes describes a number of ranks and responsibilities held by the headquarters staff, only those officers with an active martial role actually accompany the Chapter to war. There are relatively few senior officers with noncombatant roles -- such as recruiting and training new members or administrating the Chapter -- as most of these types of duties are performed by Human Chapter serfs.In addition to their rank, captains of the Chapter are still often assigned Space Marine Master titles which include other functional responsibilities. These include such positions as the Lord of the Household, the Chapter Master's Secretarius, the Master of the Fleet, the Chief Victualler, the Master of the Arsenal, the Master of Recruits and the Master of the Watch.Over all of these mighty warriors still presides the Chapter Master, elevated from the greatest of the Chapter's captains. He alone is responsible for the deeds of the Chapter, and answers directly to the Administratum.Chapter Masters may select an Honour Guard that are in addition to the company roll, although not all Chapter Masters choose to do so.
Codex Astartes - Vanguard Marines: Vanguard Space Marines are reconnaissance and infiltration experts, equipped to operate alone in enemy territory for extended periods of time and intensively trained in shadow warfare tactics and sabotage techniques. Vanguard strike forces are tasked with achieving full-spectrum superiority over the foe.Every facet of the opposition's war machine must be dismantled, from supply routes and infrastructure to communications and logistics. Morale must be utterly sapped through non-stop harassment by terror troops and assassination of key individuals. The ultimate goal of this relentless campaign is to leave the foe crippled and helpless before the advance of the main Space Marine battleline.Every newly recruited and created Primaris Space Marine spends time in the 10th Company learning the full range of Vanguard combat techniques, from the mobile fire support duties of the Suppressors and the expert sniper-combat of the Eliminators, to the terror raids of the Reivers and the point-blank gunfighting of the Incursors.The Primaris battle-brothers keep their Vanguard skills honed even after they move on to other companies, meaning that at a moment's notice they can don any of the various types of Mark X Phobos Power Armour and go to battle as Vanguard Space Marines. Even Veterans of the 1st Company can swiftly reprise such duties, combining the benefits of their vast wealth of combat experience with the specialised and wholly lethal infiltration-and-sabotage tools of the Vanguard.When a full-sized Vanguard force deploys into battle they often do so with armoured support from Invictor Tactical Warsuits and Impulsor transports, not to mention the leadership of captains, Librarians and the like also armed and armoured for stealth warfare.An elite, fast-moving, silent-striking force of this sort can secure victories through ambush, sabotage and assassination that a far larger army could never achieve through brute force alone.
Codex Astartes - Terminator Strike Forces: Individual squads of Terminators are most often deployed as ultra-elite support for the Battle Companies. However, there are times when a Chapter will mass the majority -- and in exceptionally rare cases, even the entirety -- of its Terminator-armoured brethren and send them into battle as an utterly devastating strike force.This occurs most commonly when an infantry assault is required against a confined and inimical location. Clearing xenos infestations out of vast space hulks, striking at the heart of heretical fortresses and staging boarding actions against super-heavy enemy war engines are all examples of duties that Terminator forces excel at.Equally, some Chapters may furnish their Terminator Squads with transport in the form of gunships and battle tanks, and field them as swift and utterly unstoppable assault forces. The risks involved in such an action are high, for every suit of Terminator battle-plate is an irreplaceable relic, and those who wear it to battle are scarcely less valuable -- should such a force suffer heavy losses or, worse, be annihilated, their Chapter may never truly recover.Yet it is a risk often worth taking; a hundred Terminator-armoured Space Marines supported by Land Raiders and Stormravens possess more than enough martial might to lay low the most monstrous of foes, or conquer an entire world in the Emperor's name.