vizn3r/warhammer40k-lore huggingface dataset:
Judiciar - Judiciar: A Judiciar is a Primaris Space Marine who is in training to become a Primaris Chaplain. Sworn to silence after accepting their role, Judiciars do not preach aloud, but instead use their deeds to preach a litany of righteous fury.Wielding an arcane, hourglass-shaped device known as a Tempormortis in one hand that can be used to slow the progression of time in a limited area around an enemy unit to easier kill those foes, and an immense Executioner Relic Blade in the other, Judiciars must prove their worth in battle to join their Chapter's Chaplaincy proper, doing so through acts of devotion and the slaying of enemies.
Judiciar - Wargear: Mark X Tacticus Power ArmourAbsolvor Bolt PistolExecutioner Relic BladeTempormortisFrag GrenadesKrak Grenades
Judiciar - Notable Judiciars: Admonius - Admonius is a Judiciar of the Ultramarines Chapter who served under Captain Aeschelus in the Indomitus Crusade Fleet Quintus' Battle Group Faustus. He was welcomed into the ranks of the Ultramarines' Reclusiam as a Judiciar for the zealotry he displayed during Battle Group Faustus' assault upon and destruction of the Renegade Callosi Station. Afterwards Admonius filled his Tempormortis with grain taken from the destroyed void station and proved even more zealous in his devotion to the Emperor thereafter. Lieutenant Nemetus felt that this increased devotion was due to Admonius not wanting his status as a novice Chaplain to be counted against him, and the lieutenant soon learned it was best not to contradict or challenge anything the Judiciar wanted.
Juggernaut - Juggernaut: A Juggernaut, also known as a Juggernaut of Khorne, and by such nicknames as "Brass Behemoth," "Soul Crusher," "Khorne's Unstoppable Rage", or "Bloodpounder," is one of the Blood God Khorne's Daemonic Beasts, a manifestation of his unbridled rage.A fusion of brass and beast, a Juggernaut's limbs slam into the ground as it charges, spurring the creature forwards with staggering force. With its head tilted down, and its blade-horned snout at the ready, its crushing impact knocks foes from their feet before it tramples them into ruin.Massive daemonic beasts of brass and iron, Juggernauts are nigh-unstoppable brutes covered in metal plates. They crush foes beneath their brazen hooves and can shrug off direct blows from all but the strongest of weapons. In combat, the Juggernaut charges headlong into the fray, lashing out with its iron horns. Bulky and slow, Juggernauts use their size and strength to smash into enemy formations, send foes flying with a toss of their huge horns, and flatten entire ranks of mortal soldiers with ease.Stinging return fire bounces without effect from the armoured flanks of a Juggernaut, such pinpricks serving only to antagonise the already-belligerent nature of these rampaging beasts. Far more massive than normal steeds, Juggernauts resemble a Terran rhinoceros, their hides plated in thick riveted sheets of brass.Its armour is bedecked with spikes and the eye-wrenching symbols of Khorne. The most lethal of all the Blood God's war-mounts, Juggernauts sometimes serve as Daemonic Steeds for powerful mortals favoured by Khorne or particularly bold or battle-hungry Bloodletter Daemons, a combination known as a Bloodcrusher.
Juggernaut - Anatomy of a Daemon: Those who have come close enough to study a Juggernaut and survive tell of a beast that appears at first to be more machine than Daemonic flesh. Its riveted brass hide is covered in needle-sharp spikes, and it is branded with the Marks of Chaos and Khorne, each sigil sizzling with fire. This toughened exterior ensures that the Juggernauts endure bolter fire with unnerving ease.There are few signs that might be considered flesh to be found on a Juggernaut, save for the eyes that burn with murderous intent and rows of savage-looking teeth that drip with their victims' blood. The Juggernaut's piston-driven tendons and ligaments are composed of Warp-tainted brass, as are the thick, sharp blades and serrated crest atop its muzzle.Yet the Juggernaut is most definitely a creature with a mind of its own. Its breath fogs the air with each snort, a grunt that resounds like thunder while its shod-hoofed kick rakes up ash and dirt.
Juggernaut - Khorne's Hunting Fields: Juggernauts come from the home of Khorne in the Realm of Chaos. The Blood God's Domain is a bleak and desolate landscape, where Daemons of Khorne lurk with violent intent. Few mortals have set eyes upon the place. Even if the gods were to summon mortals there for their own inscrutable purposes, and they survived the ordeal, the unfortunates would barely comprehend the madness of the Immaterium, let alone speak of it.So savage are Juggernauts that they are not permitted into the inner rings of the Blood God's Brass Citadel; they are kept much further out, where they can gorge on intruders and further develop their bestial instincts for killing. In the "Cracked Land," extending out from Khorne's vast citadel, the bones of fallen warriors, too numerous to ever count, jut out of an ashen wasteland. Further afield, bounding the Cracked Land, swamps of gore churn under crimson skies, and fanged geysers cough up great billows of sulphurous fumes.Rivers of boiling blood gush through the landscape, the flow rising and falling in a reflection of the slaughter being unleashed within the mortal realm. Further out from this region is a place known as the "Hunting Fields" It is here that the Juggernauts prowl, forever in search of new things to kill.Those Juggernauts whose ruddy hides are so dark as to be crimson or almost black tend to be the most aggressive creatures, dominating and killing many of their wild kin. The most violent Juggernauts are highly prized by the Blood God, for they are ideal for use in Daemonic challenges of strength, or even as rewards for those who prove their value to Khorne.Juggernauts are intensely territorial, and are indiscriminate in their rage. Any being who approaches, whether summoned mortal or foolhardy Daemon, will find itself on the receiving end of a Juggernaut's charge, and trampled beneath brass-shod hooves.
Juggernaut - Conquer the Daemon: Juggernauts seldom encroach into the material realm alone. In fact, a Juggernaut is often used as an immense war-mount ridden into battle by a Bloodletter -- a Lesser Daemon of the Blood God -- but only once Khorne himself has deemed a Bloodletter worthy of claiming one.Together, both steed and rider form the deadly combination known as a Bloodcrusher. They become the Daemonic heavy cavalry of Khorne's Blood Legions, crushing and trampling their foes underfoot. To prove their value to Khorne and raise their standing to that of a Herald of Khorne, a Bloodletter must undergo numerous challenges. One of many such trials is to go forth into the Hunting Fields and capture a Juggernaut. The Bloodletter is only successful in its challenge when it brings the Daemonic Beast back to the pens of Khorne's foundries, a great sprawl of smoke-spewing spires located within the smouldering volcanoes on the edges of the Blood God's Domain.Khorne often orders his Bloodletters to undergo such missions, tracking down the beasts and sniffing for their blood. The Bloodletter uses whatever brute strength and keen wits it has at its disposal to survive, hunt, and eventually capture the Juggernaut. By the end of the encounter, the Bloodletter usually resorts to using its Hellblade to fight off the beast's attacks, using the language of violence to establish dominance over the Juggernaut until the beast exhibits a semblance of compliance.More often than not, however, the attempts are unsuccessful. The battered remains of would-be Heralds of Khorne are torn up and scattered over considerable distances around the Juggernauts' domain. It is not without reason that Heralds of Khorne are significantly rarer and more potent than standard Bloodletters.
Juggernaut - The Murder Bond: Once a Bloodletter has successfully dragged its mount from the foundries, the Daemon must begin to break in the war-beast so it spends more effort trying to fight the Bloodletter's enemies rather than the Bloodletter itself. This process is within itself a battle of Daemonic wills, as a beast of such considerable might does not submit easily. Many a Bloodletter has been found gored and trampled into the barren landscape of Khorne's realm, its body driven into the ground by a long-departed steed.As time is meaningless in the Warp, it is impossible to say how long this process takes. It is typical that the Daemons head across the Blazing Rampart and towards the borders of Tzeentch's home, the Realm of the Sorcerer, an ever-changing place of dark sorcery. There, they war against the Changer of Ways' minions, claiming grisly trophies for their master. The Bloodletter must keep their steed sated, lest it turn upon its rider in its search for slaughter.Eventually, Juggernaut and Bloodletter both recognise that they are each driven by the same purpose: to satisfy Khorne's unceasing bloodlust. Amidst the carnage, they discover each other's aptitude for murder. They realise that working in concert as a Bloodcrusher, they become an unstoppable incarnation of slaughter, capable of greater deeds of carnage in Khorne's name than either would be alone. When the Bloodcrusher has finally become a killing machine united in soul and body, the Murder Bond has at last been forged, and then the real carnage commences.Bloodcrushers are a cruel symbiosis. In legions, Bloodcrushers form the first murderous punch from a wave of Daemons. Juggernauts act as brutal battering rams, plunging deep into enemy ranks. While the Juggernauts gore and pound defenders, turning their lines into a bloody quagmire, their Bloodletter riders use their Hellblades to harvest a grisly bounty of skulls for Khorne.
Juggernaut - To Claim A Daemon: To ride a Juggernaut into battle is one of the greatest honours that Khorne can bestow upon one of his Daemons. The Daemonic Beast is a vehicle of fury and therefore only the most favoured Bloodletters and Heralds of Khorne are tasked by the Blood God to ride one forth from the pens of the foundries in the Blood God's Domain.Such a Daemon has earned this honour through long and violent service in Khorne's name. Each will be a warrior of considerable might, that has spilled blood across numerous worlds in realspace and, more importantly, who has acquired a spectacular amount of skulls for Khorne. Of course, the collecting of skulls by Bloodletters is often achieved by nefarious means, lies and backstabbing, proving every bit as effective as rampant slaughter, but that matters little. It is skulls that interest Khorne, no matter how they are taken.Bloodletters do not claim a particular steed through any conscious choice, but by instinct. In fact, perhaps only Khorne himself knows exactly who chooses whom. Honoured Bloodletters are simply beckoned forth into the dark labyrinthine pens, armed only with runic chains. The Bloodletter emerges much later -- if at all -- having restrained his beast, though the process of becoming a Bloodcrusher is only just begun.So prized is the reward of a Juggernaut that unworthy Bloodletters have been tempted to steal one, even without the Blood God's blessing. The Heralds of Khorne who goad the Juggernauts always turn a blind eye to the intruders who step into the pens, for they know full well what happens to those unworthy in Khorne's eyes. The remains of the intruder are rarely found, as whatever remains of them is ground into the red dust that blows through the enclosure.
Juggernaut - Foundries of Rage: Once captured, Juggernauts are kept within immense slab-sided pens, under smoke-choked skies that rain blood, and amidst the noise of Daemonic metal being hammered into murderous new forms. The walls that hold the Juggernauts in are incomprehensibly dense. Even so, they are battered and cracked due to the constant attempts of Juggernauts to break free from their compound.Within the confines, large packs of enraged Juggernauts fight for domination. So violent are the strongest of their kind that they will soon trample and savage the lesser of their kin. But, for Khorne, murder is murder after all, and a Juggernaut skull is as prized by him as any other. For what seems like eternity, these brass and flesh Juggernauts roam the passageways of their pens, their eyes glowing in the darkness, their searing grunts echoing within the confines.Whilst captive, the Juggernauts are goaded with burning instruments that penetrate even their armoured hides, ensuring that the beasts are at their optimum fury when a rider is summoned into the pens to claim their prize. Occasionally a Herald of Khorne will become careless at this last stage, and slip in the pen, which is ultimately their last step. The fury that the Herald helped instill within the beasts is swiftly taken out upon them.
Juggernaut - Notable Packs of Juggernauts: Blood Stalkers - Amongst the most notorious Daemonic steeds to have caused terror within Imperial lines were the Juggernauts known by the people of the Agri-World of Daya as the Blood Stalkers. Ridden by Heralds of Khorne, the Blood Stalkers showed unusual behaviour compared to other Juggernauts. Whereas most Juggernauts assault defences in blistering charges, stampeding across their foes, the Blood Stalkers hunted carefully around the perimeters of the fortifications on Daya, a gateway planet to the Maxima Sub-sector. The creatures were famed for mauling isolated sentries and annihilating clusters of scouts who were out on patrol, fatally weakening the Planetary Defence Force over a period of solar weeks. It was not long until the Blood Stalkers began to destroy isolated settlements and communication networks, leaving only the stains of murder as a sign that they were ever there. Word soon spread around the cities of Daya, each one an embellished tale of beasts that left only hundreds of battered, headless corpses as evidence of an attack. Soon, whole hive cities echoed with chatter about the beasts. It took the deployment of a full regiment of the Cadian 16th to instil discipline on the planet, but by the point the Blood Stalkers disappeared, the Daemonic Beasts had savaged a hundred thousand defenders. Moreover, the Blood Stalkers created so much fear and paranoia that the Daemonic surge that followed the creatures' disappearance overwhelmed the Planetary Defence Force within a single solar day, and not even the might of the Cadian 16th could prevent Daya's collapse.Ghost Pack - In the slums of Brauldon's Gate, in 366.M38, eddies in the Warp resulted in the awakening of dozens of potent psykers in the capital hive city of Malanth. As a result of this energy, a pack of Bloodcrushers pounded forth from the Warp. Able to shimmer through both material and immaterial realms simultaneously, they rampaged through the hive city's many levels as ghosts, scouring the sprawl for signs of psychic activity and destroying all that stood their path, the Mark of Khorne glowing on their armour. Their pale ethereal forms materialised in numerous districts of Malanth as the Juggernauts sniffed out the blood of the psykers. Eventually, the Bloodcrushers hunted them down in a towering, thousand-spired shrine block. The Juggernauts proceeded to savage every single one of them with alarming ferocity, shredding their prey in multiple dimensions, and causing the stricken psykers to send a huge astropathic wail through the Warp. The nightmarish echo of the fallen psykers' death screams endures to this day, looping around the Halkak star system. Those attuned to the tides of the Warp can just about make out the savage growls of the psykers' murderers amid their victim's lingering cries.
Julius Kaesoron - Julius Kaesoron: Julius Kaesoron was the First Captain of the Emperor's Children Legion during the Great Crusade and the Horus Heresy. He was present during many of the most infamous campaigns of the Heresy, including the Istvaan III Atrocity and the Drop Site Massacre of Istvaan V, and was one of the first Noise Marines, or "Kakophoni" as they were originally known, among the Heretic Astartes. Though it appeared that Kaesoron had met his ultimate fate on Istvaan V, it seems that Slaanesh, the Prince of Chaos, was reluctant to let such a promising servant die, and Kaesoron was later resurrected as a Daemon Prince.He made his presence known in the material universe once again in 812.M41, on the Hive World of Shardenus during the Iron Hands' campaign to retake the rebellious Contqual Sub-sector. The Daemon Prince Kaesoron was confronted by a small group of Iron Hands Librarians and Lord Clan Commmander Arven Rauth himself, before finally being defeated and banished back into the Warp from whence he came.
Jump Pack - Jump Pack: A Jump Pack is a bulky, man-portable, vectored-thrust jet pack fueled by promethium that can be worn by a single Imperial soldier, designed to be attached to the backpacks of the Space Marines' or the Sisters of Battle's suits of power armour. They are used to make powered jumps across the battlefield, allowing the warriors wearing them to cover ground quickly and unexpectedly drop into the midst of their foes to launch a close-combat assault.Jump Packs are thus used by assault troops, primarily the Assault Marines, Inceptor Squads, Jump Pack Intercessor Squads and Suppressor Squads of the Space Marine Chapters, and the Seraphim of the Adepta Sororitas. All Space Marine Chapters have at least one Assault Squad or other close support squad equipped with Jump Packs.Unlike the other equipment used by the Space Marines, such as Assault Bikes, main battle tanks and Terminator Armour, Space Marine commanders do not use Command Squads that are equipped with Jump Packs. The exception to this general rule can be found in Astartes forces that are particularly oriented towards the use of assault tactics, such as the Blood Angels Chapter.The use of a Jump Pack by Assault Marines and other close support Astartes forces is often paired with the ubiquitous chainsword or some type of Power Weapon and Bolt Pistol, as the pack's ability to traverse great distances makes the use of long-ranged weapons pointless.Developed in the Age of Technology, the Jump Pack used by the Adeptus Astartes is a bulky, thrust-vectoring rocket engine worn upon the back. A Space Marine so equipped can make bounding jumps to quickly close with the foe, leaping high over the most hazardous terrain to close upon an enemy at great speed and launch unexpected close combat assaults.Such troops often deploy via airborne craft, leaping from Stormravens or other Adeptus Astartes aircraft. Then, using controlled bursts from their Jump Packs, they guide themselves downwards to strike where they can do the most damage, whether that be some vulnerable point deep behind enemy lines or straight into the heart of the opposing forces.Most Space Marine Chapters employ close support squads equipped with Jump Packs, but some Chapters, like the Raven Guard, are known to deploy so-called "Bladewing Assaults" -- entire Jump Pack formations that swoop down to strike with the surety of eagles on the hunt.Among the Primaris Space Marines, the assault role is most often carried out instead by Inceptor Squads, who wear Mark X Gravis Power Armour, and Suppressor Squads who make use of Mark X Omnis Power Armour. The Jump Pack of the Mark X Gravis and Mark X Omnis armours is fully integrated into the rest of the suit, unlike the prior patterns of Jump Pack used by standard Firstborn Assault Marines, who wear it separately over their earlier marks of power armour or the detachable Jump Packs used by Jump Pack Intercessors.
Jump Pack - History: Based on ancient STC technology, Jump Packs are a form of archeotech most likely developed during the Dark Age of Technology. At the time of the Great Crusade and the Horus Heresy elite Jump Pack-equipped Assault Companies within the Legiones Astartes were considered rare and highly valued Imperial troops. At that time Jump Packs were a rarity, and they were usually only issued to elite units of Space Marines.These earlier patterns of Jump Pack were rather more sophisticated and efficient than the ones commonly used by the Space Marines of the Imperium in the 41st Millennium, being considerably lighter and less bulky, while at the same time having a higher thrust-to-mass ratio which allowed slightly longer and higher jumps to be performed.Such was their complexity, however, that only the most skilled Tech-adepts of the Mechanicum could attempt their construction, and with time even this ability was lost, so now all that can be done is to maintain those packs that still remain.If it had not been for the discovery of the Standard Template Construct (STC) for the pattern of Jump Pack currently used by the Imperium (by an unknown Tech-priest on the backwater planet known only as DH2), it is likely that the Chaos Space Marine Raptors would have been the only Space Marines still using Jump Packs in the 41st Millennium.
Jump Pack - Pre-Heresy Variants: Serpha-V Pattern Jump Pack - The Great Crusade-era suit of Mark II Crusade Power Armour made use of a less advanced version of the Jump Pack than that used with the present-day Mark VI and Mark VII suits of power armour that prevail among the Firstborn Space Marines of the 41st Millennium. The Mark II's Jump Pack design, known as the Serpha-V Pattern, featured two large cylindrical jet engines connected by a pack containing cryogenic fuel canisters and coolant systems. The Serpha-V Pattern Jump Pack's engines were much higher on the Astartes' back than found in present day Jump Pack Patterns.Sol-Harrier Pattern Jump Pack - The Great Crusade and Horus Heresy-era suit of Mark IV Maximus Power Armour made use of a different and less advanced pattern of Jump Pack than that used by the standard Mark VI and Mark VII Aquila Power Armour that prevails among the Firstborn Adeptus Astartes of the current era. Its Jump Pack design featured a similar design to that of the Serpha-V Jump Pack. An alternative, unnamed pattern of Jump Pack also deployed with Mark IV Maximus Power Armour used a single, cylindrical main thruster with lateral maneuvering jets.Mark V Heresy Power Armour - The Horus Heresy-era suit of Mark V Heresy Power Armour made use of a less advanced pattern of the Jump Pack than that used with the present-day Mark VI and Mark VII suits of power armour that prevail among the Firstborn Space Marines of the 41st Millennium. The Mark V's Jump Pack design, whose name remains unknown, was very similar to that seen in the Mark II, the Serpha-V Pattern, with two large cylindrical jet engines. However, advancements in technology over that of the Serpha-V allowed the jet engines to be made larger and lighter and for the cryogenic fuel and coolant systems present in the systems connecting the engine outakes to be significantly smaller in size.Phaeton Pattern Heavy Lift Jump Pack - The Phaeton Heavy Lift Jump Pack was a rare and specialised pattern of Jump Pack created on the Forge World of Phaeton that was deployed during the Great Crusade as part of Mark IV Maximus Power Armour that was capable of generating far more thrust than the standard Jump Packs used by the Astartes of that era. It was designed as a single, cylindrical main thruster with lateral maneuvering jets.Thyrsis Pattern Jump Pack - Two hundred of these Jump Packs were sent to Caliban for transshipment to the Dark Angels' fleet from the forges of Mars in the 200th year of the Great Crusade.
Jump Pack - Sources: Codex Adeptus Astartes - Space Marines (8th Edition), pg. 70Codex: Adepta Sororitas (6th Edition) (Digital Edition), pp. 51, 73Codex: Blood Angels (5th Edition), pp. 25, 50, 59Codex: Chaos Space Marines (4th Edition), pg. 85Codex: Dark Angels (4th Edition), pg. 54Codex: Space Marines (4th Edition), pg. 24Codex: Space Marines (5th Edition), pp. 60, 62, 101Codex: Space Wolves (5th Edition), pp. 32, 59Dark Heresy: Blood of Martyrs (RPG), pp. 86, 121Deathwatch: Core Rulebook (RPG), pp. 72-74Deathwatch - Honour the Chapter (RPG), pg. 128Fallen Angels (Novel) by Mike LeeThe Horus Heresy - Book Eight: Malevolence (Forge World Series), pg. 227Only War: Shield of Humanity (RPG), pg. 131Rogue Trader: Core Rulebook (RPG), pp. 144-145Warhammer 40,000: Munitorum - Jump Packs (Digital Edition)Warhammer Community - New Warhammer 40,000: The Indomitus Crusade & the Dark ImperiumWarhammer Community - A New Breed of HeroWarhammer Community - NOVA Open Previews – Jump Packs Send Captains and Assault Intercessors Soaring Into the Sky
Jump Pack Intercessor - Jump Pack Intercessor: A Jump Pack Intercessor, usually part of a Jump Pack Intercessor Squad, are Primaris Space Marines who are among the most mobile close support units in a Space Marine Chapter's arsenal.The Jump Pack Intercessors are selected from the most aggressive members of their Chapters, and pair dizzying close combat skills with the raw mass of a fully-armoured Space Marine flying headfirst into enemy ranks. They have a special Jump Pack derived from the built-in Jump Pack used on Mark X Gravis Power Armour suits that is attachable to their standard suits of Mark X Tacticus Power Armour. They are armed with chainswords and Heavy Bolt Pistols as standard weaponry.The sergeants who command Jump Pack Intercessor Squads may carry any type of Power Weapon or a Power Fist into the fray, making them a threat to heavier armour while their battle-brothers in the squad bury the enemy under a storm of chainsword cuts. Sergeants also have the option to wield a Plasma Pistol or Hand Flamer, while one member of the squad per every five Astartes can also requisition a Plasma Pistol.
Jump Pack Intercessor - Unit Composition: 4-9 Jump Pack Intercessors1 Jump Pack Intercessor Sergeant
Jump Pack Intercessor - Wargear: Mark X Tacticus Power ArmourPrimaris Intercessor Jump Pack - This Jump Pack pattern is based on the design of the built-in Jump Pack of the Mark X Gravis Power Armour and Mark X Omnis Power Armour variants created by Archmagos Dominus Belisarius Cawl and used by Primaris Marine Inceptors and Suppressors. It is more maneuverable in atmosphere than most other patterns of Astartes Jump Pack, largely because like the built-in Jump Packs available on Gravis and Omnis Power Armour, it possesses a pair of Grav-chutes to aid the Astartes while in flight or freefall. This Jump Pack pattern, however, is detachable and is designed to be fitted to standard Mark X Tacticus Power Armour so that it can be used by Primaris Jump Pack Intercessors in a close support role.Heavy Bolt PistolAstartes ChainswordFrag GrenadesKrak GrenadesHand Flamer (As replacement for Jump Pack Intercessor Sergeant's Heavy Bolt Pistol)Plasma Pistol (As replacement for Jump Pack Intercessor Sergeant's Heavy Bolt Pistol and for one out of every 5 Primaris Marines in the squad)Power Fist (As replacement for Jump Pack Intercessor Sergeant's Astartes Chainsword)Power Sword or any other Power Weapon (As replacement for Jump Pack Intercessor Sergeant's Astartes Chainsword)
Jungle World - Jungle World: A Jungle World is not an official Imperial planetological classification, but is a term in common usage among Imperial citizens for those planets whose environments are marked by a single, globe-spanning jungle across their entire surfaces.Since the term "Jungle World" is not an official classification of the Administratum but simply a label used to describe the planet's predominant environmental feature, most Jungle Worlds that have been settled by Mankind are officially classified as Death Worlds, as the environmental conditions or extant jungle biosphere are usually extremely hostile and inimical to human life.
Junka Trukk - Junka Trukk: A Junka Trukk, also spelled as Junk Truck or simply called a  "Junka," by the Orks, is a heavily damaged vehicle that have been scavenged off of the battlefield by Feral Ork Junkaboyz, repaired to the best of their tribe's abilities, and pressed back into combat. These vehicles, which are considered light vehicles by Imperial standards, take the form of a barely functioning truck or half-track and are used mostly as an infantry fighting vehicle. It is rare for a Feral Ork tribe to have the mechanical expertise or the spare parts needed to bring the vehicle back up to its original level of functionality of its original form, usually resulting in a vehicle that breaks down often. The scavenged vehicle will be handed over to either the tribe's Boilerboyz or, if none are available, to one of their Pigdoks, who will attempt to get it functioning again to some capacity. Ork Boilerboyz are masters of primitive steam-powered technology, and these vehicles are usually converted over to steam power by the simple addition of a steam engine. Tribes that lack even steam power and Boilerboyz will hand their recovered vehicles over to their Pigdoks. Feral Ork Pigdoks look after the tribe's Squigs, Warboars, and Cyboars and by simply harnessing two or more of these creatures to the front of a Junka Trukk, they can create a crude, yet surprisingly effective combat vehicle. There are even reported cases of Feral Ork Junkas being pedal-powered, powered by the mechanical power of the Orks themselves.
Junka Trukk - Armament: The Junka Truck is only lightly armed, usually featuring a single pintle-mounted Big Shoota that is operated by a dedicated gunner, but can also be armed with a Rokkit Launcha or a Burna. The vehicle is crewed by an Ork Gretchin, who drives the vehicle, and a single Ork, who can be a Nob or a Wildboy. The vehicle is open-topped, allowing the passenger to be armed with Shootas or a Shoota and a Choppa, so that the Ork is able fight off enemies at close range. Junkas also double as inefficient transports, with its passengers riding into battle clinging to any spare piece of their technological masterpiece in large numbers. The Junka Trukk can also be outfitted with many types of attachments and upgrades, including armoured plating, a big grabber, a boarding plank, a bolted-on Big Shoota, a reinforced ram, a Stikkbomb chucka, or a wrecker ball.
Junka Trukk - Ordo Xenos Departmento Analyticus Technical Specifications: The technical specifications of the Junka Trukk have not yet been determined by the Ordo Xenos of the Inquisition, and due to the sheer variety of vehicles that are given this designation by Feral Orks, this may not be possible.
Junka Trukk - Also See: Ork Vehicles
Juno - Vesuna Regis: The hive city that has served as the planetary capital of Juno for the last three generations, Vesuna Regis is believed to have been founded soon after the original wave of Askellian colonisation well over ten standard millennia ago. It is a sprawling metropolis housing close to a billion souls, though no true census has been taken for many standard centuries.Vesuna Regis is an assemblage of impossibly ancient constructions, battle-scarred with statues weathered to vague outlines. New structures have been thrown up to replace those that have come crashing down due to the weight of age and the ravages of war, but with each generation the refined forms and masterful techniques of the past are lost to these pale imitations of the originals.It is said that beneath the ancient foundations of Vesuna Regis lie even older chambers sunk deep into the crust by the first wave of Human colonists on Juno, crypts possibly containing all manner of archeotech and other relics of the Dark Age of Technology. Needless to say, these rumours draw all manner of treasure hunters, as well as worshippers of forbidden powers and hooded agents of the Cult Mechanicus.To reach these subterranean layers, an explorer would have to pass through horrid under-strata populated by countless outcasts and mutants, and there are no records of anyone discovering these supposed riches. Organised expeditions are discouraged, for they often trigger horrific uprisings amongst the feral denizens.The last time this undercity rose up, the city was set aflame, millions were slaughtered or dragged below, and it required a protracted military campaign to finally end. The city has not been consumed by war in quite some time, which has only served to increase tensions above and below, and it seems that every hab corner is host to a maniac street-preacher prophesying imminent doom.
Juno - Basilica of Valerius Risen: The centre of the Imperial Creed on Juno, and indeed in the Askellon Sector, is the Basilica of Valerius Risen, a colossal structure so tall its highest spires pierce the lower atmosphere and only remain intact because they are held aloft by archeotech anti-gravitic generators.The Basilica's main nave is spacious enough to accommodate tens of thousands of worshippers at any one time, and its inner walls are lined with tiered gallery-chapels set aside for the use of the ruling classes. The spires are host to the most senior of the Ecclesiarchy's officers and at its very summit, so high up that its chambers are sealed against the near-vacuum beyond, is the Sector Synod of the Adeptus Ministorum.From here, Askellon's Arch-cardinal Harus rules over the sector's synods, each of which corresponds to one of the region's sub-sectors and several other, lesser holdings. He is a devout follower of the cult of the sector's pre-eminent Imperial Saint, Saint Valerius, a legendary figure about which very little is actually known, but who appears to have been instrumental in converting the people of the sector to the worship of the God-Emperor early in its history.Harus believes that the Emperor is on the verge of abandoning Askellon, so tainted are the souls of its people, and he believes that only by following the teachings of Saint Valerius can disaster be averted. Every solar day, services are held in which Harus and his subordinate Ecclesiarchy priests preach the oncoming doom to the masses, many of which have been rounded up and herded into the basilica's grand nave by an army of stave-wielding Ardentii Zealots.The wails of lamentation cast up by the gathered faithful in response to the jeremiad sermons are broadcast across the city from mighty vox-hailers mounted upon the basilica's spires. Further afield, countless vox-channels relay the sermons and the cries of those that hear them to the entire planet, sometimes deliberately overloading the vox-casters so the broadcasts bleed into every channel and none can avoid them.
Juno - The Vigil: Most worlds in the Imperium maintain a body responsible for punishing those who contravene its laws, broadly referred to as "Enforcers." The Vigil, as Juno's Enforcers are known, project a demeanour of propriety and civility, yet this is known to all but the most ignorant of off-worlders as a thin veneer. In reality, its officers are callous to the point of sadism, seeing crime and disrespect wherever they wish to find it.The majority of the populace of Juno know that to seek the help of The Vigil is to court punishment for wasting its time, and while on some worlds the native Enforcers blatantly favour the ruling classes over the multitudes, even the nobility appear to earn nothing more than the scorn of The Vigil.Indeed, The Vigil has existed for so long that it has become a separate socioeconomic class of its own, one whose members are born into its ranks and to whom almost all outsiders are rivals. Yet, to the surprise of many off-worlders, The Vigil is neither corrupt nor venal, for the surest way to earn a punishment in the Excoriation Cubes of Juno run by its members is to offer one of its officers any sort of bribe.
Juno - Grand Army of the Sovereign: Juno also maintains a local Planetary Defence Force to protect the world against both external invasion and internal uprising. The Grand Army of the Sovereign, also known simply as the "Grand Army" or colloquially as the "Oldbloods," is imbued with many standard millennia of tradition, pomp, and grandeur.It has a standing force of several million troops, the majority infantry but including other types from Rough Rider shock cavalry to heavy armour and heavy artillery. Its members are possessed of a fearsome esprit de corps, and many companies are tithed en masse to the world's Astra Militarum regiments such as the Juno Grand Fusiliers, where they find glory across the sector and beyond.Members wear a distinctive gold-chased cuirass wrought with all manner of ornate texts and traceries, complemented by a spiked helm, tan britches, and sleeves of deepest royal purple. The officers' uniforms are still more refined, with mantles of rare fur and pelisse jackets, resplendent with gleaming golden buttons and braided fasteners.Though the Oldbloods might be mistaken for mere ceremonial troops intended more for showy displays of power than actual combat, nothing could be further from the truth. The Grand Army is highly experienced, its units bearing the brunt of the near-constant purges of the ruined wastes of Juno in order to cull the populations of mutants and recidivists that lurk within.Furthermore, because the world has been invaded so many times throughout its long history, the Grand Army has developed a deeply-ingrained institutional memory. It has at some point in the past fought against almost every enemy of Mankind, and retains much of the knowledge on how to do so again.Despite its splendour and status, the Grand Army is regarded with deep contempt by the average member of the citizenry of Juno. Oldbloods are often used to bolster the Enforcers of The Vigil when large-scale civil disorder threatens the status quo. With the world and the sector at large experiencing a slow, inexorable slide into damnation and anarchy, instances of such disorder grow ever more frequent, and the Grand Army has recently engaged in several pitched battles against large, armed groups of rebels in the depths of the ruin-strewn wastes.As on many worlds, the Grand Army also provides tithes of warriors to the Astra Militarum, and the regiments drawn from Juno are known as the Juno Grand Fusiliers.
Juno - Outcasts: While official census enumerations list the population of Juno at approximately fifteen billion souls, it is feared that the true figure is far higher. This is due to the fact that Juno has been consumed by war so many times over its impossibly long history that entire sub-populations have risen from those made refugees and outcasts.Over the centuries, these groups have multiplied and taken over wide stretches of the ruin-strewn wastes between the major hive cities, despite the regular purges unleashed against them. Some in the Grand Army claim that the constant strife that the planet is subject to keeps its bloodlines strong, but for most, constant war and uprising is simply how Juno exists, and they cannot imagine any other manner of life.Myriad are those counted amongst the hordes of outcasts, from fallen Imperial Cult priests to cannibal mutants. There are entire gangs of psychic wyrds, as well as Adorii cults that venerate them. Untold numbers of mutants scour the ruins as they fight their rivals for the smallest scrap of food, while archeotech hunters sift through the rubble of countless thousands of standard years of war and rebuilding in search of priceless relics from more puissant ages.In recent solar decades, an entire population of religious zealots has risen up, their founder cast out fifty standard years ago for his extreme views in denouncing the ruling classes of Askellon for their decadence and arrogance. Now, that same message is gaining traction, but the descendants of his disciples roam the Hive World's wastes, forcibly converting any and all they encounter and amassing an ever-increasing host of frenzied fanatics.Few of the nobility seem aware or caring of this growing threat, sure in the knowledge that eternal Juno has prevailed for more than ten standard millennia, and no wasteland rabble can disturb their decaying rule.
Juno - Bleak Pits of Juno: The so-called Bleak Pits of Juno are a series of gaping depressions carved into the surface of Juno during ancient promethium mining operations. With regular cells often overflowing between Black Ship visitations, these have been repurposed to house the world's ever-increasing population of psykers, literally casting them into the pits along with the countless thousands of others found suspect or undesirable.With psyker mutation rates at unprecedented levels, the pits have become so overpopulated that the very air overhead burns with unrestrained psychic force, and the sleep of all within dozens of kilometres is haunted by the insanity that boils within them. Uncontrolled Warp-energy discharges are common in the seething pits, forcing the guards to purge them with fire when the terrors of the beyond threaten to burst through.None can imagine the stark horror of even a single solar day of existence in the Bleak Pits, nor the doom that might befall Juno should their occupants ever break out in force.
Juno - Departmento Cartographicae Planetary Database: Government Type: Proxy council of ministers subservient to Praefectrix Charlotta Anastasia XXPlanetary Governor: Proxy High Minister Lord Alphax Duss, regent for Praefectrix Charlotta Anastasia XXAdept Presence: All major sub-divisions of the Adeptus Terra represented in missions in the Pellucid Tower, plus numerous headquarters and fortress-vaults across the planet.Geography: Temperate, barren wastes, seas polluted by industrial output beyond recognitionMilitary: Grand Army of the Sovereign (Planetary Defence Force), Juno Grand Fusiliers (Astra Militarum)Economy: Major importer of luxury goods to the numerous nobles quartered on the world. Other elements of the world's economy based on provision of administrative services, via bonded stipends dating back many thousands of standard years.Tithe Grade: Exactus Extremis
Jupiter - Jupiter: JupiterForge WorldAdeptus MechanicusSol SystemSegmentum SolarJupiter is the site of the massive manufactoria and starship construction facilities of the Mechanicus' ancient orbital Jovian Shipyards, which date back at least to the time of Old Night.
Jupiter - History: Jupiter is a gas giant orbited by a complex web of dozens of smaller satellite moons. It is almost a solar system in miniature, with the gas giant at its core rather than the blazing orb of a sun.The cloud of satellites and Trojan asteroids surrounding it are full of human colonies, manufactoria and Mechanicus forges, powered by drinking in the radiation surging from the mammoth planet and feeding on the mineral riches that in centuries of exploitation had yet to be fully exhausted. Jupiter is Terra's shipyard, and its sky was forever filled with vessels.Centred on Ganymede and a dozen other smaller moons, spacedocks and fabricators worked ceaselessly to construct everything from single-crew Raven interceptors up to the gargantuan hulls of mighty Emperor-class Battleships.The early history of Jupiter remains largely lost to Imperial savants. During the Age of Strife, Jupiter's moons were occupied by cruel xenos overlords of an unknown race. Following the Treaty of Mars, when the Red Planet was first incorporated into the burgeoning Imperium, the Great Crusade finally began in earnest.The rest of the Sol System was the first region of space to be conquered by the Emperor and His newly rearmed and re-equipped Legiones Astartes. Alien invaders were flushed from the moons of Saturn and Jupiter and their wretched human slaves repatriated to Terra.The Jovian Shipyards and the Jovian Void Clans were utilised throughout the Great Crusade to build a fleet of vessels for the Armada Imperialis, the precursor of the Imperial Navy.
Jupiter - Manufactoria Capabilities: In the late 41st Millennium, the Jovian Shipyards still play a vital role in the construction of the fleets of the Imperial Navy in combination with the Ring of Iron of Mars itself. The space docks and orbital workshops that circle Jupiter, like an artificial ring of more moons, are home to the millions of technomat and drone Servitors that work under the supervision of the Mechanicus' Artisan and Rune Priest Tech-priests to build the Imperial Navy's warships.Each vessel is a vast undertaking, often taking solar decades or even centuries to complete for the largest and most powerful warships. Many of those who work on the construction of an Imperial Navy warship will live and die during the process, never seeing the magnificent starship they struggled to bring to life as a mobile cathedral dedicated to the greater glory of the God-Emperor.Each of the Imperium's warship designs is constructed by only a single Jovian orbital shipyard; for instance, the Emperor-class Battleship, as well as Tyrant and Dominator-class Cruisers, are typical of the Imperial warships produced at the Jovian Shipyards and are each produced by a completely different orbital manufactoria.The Jovian Shipyards are also responsible for the manufacture and production of the Plasma Drives that provide power to all of a starship's systems and the construction of a vessel's vital launch bay components and landing bays, which are equipped with dedicated ports for launching Attack Craft and magnetic guidance coils for steering them safely back aboard after a mission.To further enhance their vessels, the Jovian Shipyards also possess the capabilities to manufacture their own pattern of Nova Cannon, which replaces the standard explosive shells with Vortex Warheads. The resultant rifts into the Warp have been known to rend target vessels cleanly in half.
Jupiter - Moons: Ananke - Ananke is a moon of Jupiter known to have had Mechanicum habitats on its surface during the Horus Heresy era.Callisto - One of the greater Galilean moons of Jupiter that was also known to have had Mechanicum habitats in orbit above it by the time the Horus Heresy began.Europa - One of the greater Galilean moons of Jupiter, this geo-engineered Ocean Moon was known to have had Mechanicum habitats on its surface during the Horus Heresy era.Ganymede (Aquila Adamant) - One of the greater Galilean moons of Jupiter that was known to have had ancient Mechanicum habitats on its surface during the Great Crusade and Horus Heresy eras and served as the central hub of the massive complex that made up the Jovian Shipyards. Later, it was transformed into a Warp-tainted wasteland created by the malfunction of experiments designed to test the limits of Squat Warp-coil technology. In the Era Indomitus, Ganymede was transformed on the orders of the Primarch Roboute Guilliman into a massive hub-fortress of the Officio Logisticarum called Aquila Adamant. Its purpose is to supply, support, and archive the actions of the Indomitus Crusade's fleets and battle groups as they advanced across the galaxy.Io - One of the greater Galilean moons of Jupiter that was known to have had Mechanicum habitats on its surface during the Horus Heresy era.Iocaste - One of Jupiter's minor moons known to have had Mechanicum habitats on its surface during the Horus Heresy era.Thule - At the time of the opening years of the Horus Heresy, the asteroid moon of Thule had orbited the shipyards of Jupiter for six millennia. Suspended high above the gaseous surface of its patron planet, it dwelled innocuously beyond the greater Galilean moons: Callisto, Ganymede, Europa and Io. It was an ugly chunk of rock, its gravity so weak that its form was misshapen and mutated. The Mechanicum had hollowed it out using massive boring machines and filled its interior with energy and life-support-carrying conduits, as well as vast tunnels and chambers. The dead core of Thule had become a giant manufactorum of forge temples and compressors, a massive gravity engine its beating heart. This construction extended from the surface via metal tendrils that supported blister domes, clinging like limpets to the rock, and pneumatic lifter arrays. But Thule was no mere misshapen asteroid. It was an orbital shipyard of Jupiter and the place where the Word Bearers' Apocalypse-class Battleship, the Furious Abyss, was clandestinely built by Dark Mechanicum elements. Following its completion and subsequent launch, these same elements destroyed Thule so that there were no witnesses that could verify the vessel's existence. The ragged clump of its remains still orbited far out at the edges of the planetary system for millennia to come.