vizn3r/warhammer40k-lore huggingface dataset:
Hammerhead - Hammerhead: The Hammerhead, formally the TX7 Hammerhead gunship, is the anti-gravitic main battle tank of the T'au Empire. First encountered by the Imperium of Man during the Damocles Gulf Crusade, it has since been deployed in almost all campaigns against the enemies of the T'au.Like a hungry predator on the prowl, the Hammerhead gunship is a menacing sight. It skims over a planet's surface with its massive, turret-mounted main gun swivelling back and forth to track potential targets. The Hammerhead gunship is the main battle tank of the T'au, and all enemies who have encountered it quickly grow to respect, if not outright fear, the might of its main armament -- the dreaded Railgun.Hammerheads combine the twin principles of manoeuvrability and overwhelming firepower so valued by the T'au, and squadrons of Hammerheads accompany most Hunter Cadres in the field; tasked with the swift elimination of enemy tanks, armoured walkers, and hulking monsters that might otherwise threaten a T'au advance.Hammerheads are a welcome sight among Fire Warrior and battlesuit teams alike, for their crews are dead-eye shots and their powerful weaponry more than sufficient to reduce even the most fearsome enemy war machines to smouldering wrecks.
Hammerhead - History: During the Damocles Crusade, the Hammerhead gained a particularly fearsome reputation amongst the Astra Militarum. Entire armoured companies were destroyed before they could close with the T'au battle lines, and whole offensives were transformed into fields of wreckage by the formidable Hammerhead gunship.Not to be denied their advance, the Humans massed their remaining armour and sent them all against the T'au line, seeking to overwhelm them with sheer numbers. But the T'au are veterans of many a battle with the Orks, and they were well-accustomed to such horde tactics; the Imperial tanks were met by well-placed Armoured Interdiction Cadres -- formations of Hammerheads and Sky Rays.Although outnumbered at least five to one, the superior range and armour penetrating ability of the Hammerhead -- along with its ability to quickly reposition into cover or advance into a better firing position -- more than made up the difference.By the campaign's end, the Astra Militarum tank regiments were utterly demoralised as they grimly calculated their low odds of survival; they would never leave cover without first thoroughly scanning the horizon for the Hammerhead's distinctive shape.In the Taros Campaign, Hammerhead gunships were used to their full potential in desert warfare, engaging Leman Russ Battle Tanks from extreme distances with the aid of forward Pathfinder and Stealthsuit teams before withdrawing. Many new weapon variants were also identified on Taros; and as such, the Hammerhead saw use in all aspects of armoured warfare.In the Canis Salient of the Achilus Crusade now seeking to reclaim the Jericho Reach for the Imperium, Astra Militarum tank divisions have suffered great losses due to the mobility and sheer firepower of the Hammerhead.
Hammerhead - Construction/Crew: The overall design of the Hammerhead is based off the ubiquitous Devilfish chassis, which consists of a sleek and light design powered by complex, dual anti-gravitic and jet-propulsion motive systems so that a Hammerhead almost glides over a planet's surface.The anti-gravitic engines generate "cushions" of air which the Hammerhead floats upon, and its armoured bulk is then driven forwards by two, powerful, multi-directional jet engines mounted on the rear sides of the hull. By pivoting the propulsion units downwards, a Hammerhead pilot can gain extra lift to clear the many obstacles and terrain that often litters a battlefield; obstacles that more mundane tracked vehicles can never hope to traverse.These jet engines are reliable and efficient compared to Imperial designs, but are still relatively noisy. There are also two lift fins mounted on the front of the gunship, each with a recess to house a weapon system or a Gun Drone.Most of the space within the tank is taken up by capacitors for its weapon systems, additional ammunition, and non-combat systems such as climate control and communications. As such, it cannot carry troops.The Hammerhead is manned by three crew members, which include the pilot, the secondary pilot who controls the tank's many sensors, communications and navigational secondary systems, and the commander who controls the main turreted gun system. Override systems are also in place inside the Hammerhead to allow any crew member to take over another's role in case of casualties.A Hammerhead gunship's primary sensors are located in an array under the tank's forward housing in the vehicle's nose.The vehicle also features a hatch on each side along with a door in the rear to allow the crew inside to disembark if necessary. The armour of the vehicle is made from a dense nano-crystalline metal, named fio'tak in the T'au Lexicon, that is light, malleable, strong and corrosive resistant, reducing the weight of the vehicle whilst also providing excellent protection.
Hammerhead - Role: The Hammerhead is an extremely efficient main battle tank design. It has a well-earned reputation as a tank killer when it is armed with a Railgun. However, it can be equipped for a variety of tactical roles ranging from anti-infantry to eliminating specialised targets such as heavily armoured enemy combat walkers.It is common to find at least a few Hammerheads deployed in support of Fire Warrior teams. Although well armoured, a Hammerhead is most often kept at a distance to take advantage of the superior range of its weapons. There have been many accounts of Hammerheads demolishing enemy armour with almost contemptuous ease.Although a Hammerhead gunship performs well in tank duels, the combined arms approach of the T'au requires much more from their main battle tank than just anti-armour capability. It was the legendary Commander Puretide who said "Even the most rampant horde attack can be broken through application of firepower," and the submunition blasts of a Railgun can rip enough bloody gaps in charging formations to halt an incoming Ork WAAAGH! or smash an entire wave of lesser Tyranids.Fire Warrior and Pathfinder teams often work closely with Hammerheads; mutually supporting each other and frequently using Marker Lights to guide the gunship's powerful shots towards priority targets.
Hammerhead - Armoured Interdiction Cadre: The T'au's expertise in anti-gravitic technology means that their armoured vehicles are swift yet well-protected. An Armoured Interdiction Cadre is a force composed of vehicles chosen to deal with enemy formations that do not specialise in anti-armour weaponry. Using their speed, an Armoured Interdiction Cadre will manoeuvre to concentrate its firepower on its target, trusting in its armour to protect it against return fire.The vehicles of the cadre are networked together with an interactive tactical control system, allowing the shas'el or shas'o commander that supervises the cadre to direct fire quickly and efficiently through a Marker Light system built into the command tank. An Armoured Interdiction Cadre will usually be comprised of a number of Hammerhead and Sky Ray gunships.
Hammerhead - Primary Weapon: A Hammerhead can be mounted with a variety of primary and secondary weapon systems. Primary weapon systems are turret-mounted and can be changed between battles to suit specific missions. Hammerhead primary weapons systems are often extremely powerful in nature, and have been known to include:Railgun - Railguns are linear accelerators that use superconductive electrodes to fire projectiles at hyper-velocity speeds. The vast kinetic energy generated by the round on impact often has devastating effects, and is effective against heavily armoured vehicles even at long range. However, a Hammerhead’s Railgun can also fire submunition rounds that consist of a sophisticated bundle of smaller projectiles which can provide suppressive area fire against soft targets such as enemy infantry.Ion Cannon - Ion Cannons are a unique T'au innovation that fire a stream of high energy particles accelerated by an electromagnetic field. These magnetic particles react explosively with a target on an atomic level. Ideal for use against light vehicles and heavily armoured infantry, an Ion Cannon can also be overcharged; whilst this risks a dangerous overload, it results in a larger blast capable of destroying great numbers of enemies.Dual Missile Pod - Hammerhead-mounted Missile Pods fire barrages of the same missiles used in T'au Battlesuit-mounted Missile Pods. They serve a similar role to Ion Cannons, but sacrifice effectiveness against armoured infantry for a chance to impact on larger groups of infantry.Twin-linked Plasma Cannon - T'au Plasma Cannons are more powerful and up-scaled versions of Battlesuit-mounted Plasma Rifles. They are primarily used to take down light tanks and heavy infantry, a role they often fulfil with exceptional ease.Twin-linked Fusion Cannon - Fusion Cannons are larger versions of the Battlesuit-mounted Fusion Blaster, and fire blasts of Melta energy capable of incinerating vehicle armour and heavy infantry alike. Both the Plasma Cannon and Fusion Cannon-mounted variants of the Hammerhead gunship were first encountered during the Taros Campaign, where they are believed to have first been field-tested.Twin-linked Long-Barrelled Burst Cannon - Long-Barrelled Burst Cannons utilise the same technology as Battlesuit-mounted Burst Cannons. However, the long-barrelled version used on the Hammerhead is more powerful and has a far longer range. Hammerheads equipped with long-barrelled Burst Cannons often excel at mowing down infantry hordes.
Hammerhead - Secondary Weapons: Secondary weapons are mounted in the front recesses of the vehicle and are primarily deployed to provide anti-infantry fire support. The vehicle's secondary weapons can include one of the following:Twin-linked Burst Cannon - Burst Cannons provide rapid-firing suppressive anti-infantry fire, acting as a self-defence weapon that can also be used to complement the fire of supporting squads.Gun Drones – Hammerheads can be armed with two Gun Drones which ride with the vehicle in specially designed recesses. These Gun Drones are able to lend to their Hammerhead an additional weight of fire, or can detach themselves and move off independently to perform missions of their own.Twin-linked Smart Missile System - A Smart Missile System fires swarms of self-guided missiles, each with a built-in Drone intelligence so they can hunt down targets that could not normally be seen or targeted.
Hammerhead - Vehicle Support Systems: All Hammerhead gunships are equipped with a Targeting Array as standard. These are sophisticated electronic targeting systems that assist the gunners' aim in firing upon enemy targets.Also, as with all other T'au skimmercraft based off the Devilfish chassis, Hammerheads are equipped with built-in landing gear to allow the vehicle to land on the ground if needed; either in the case of failure of the thrusters, or for when the vehicle is simply at rest and deactivated.Hammerhead gunships can also be equipped with any of the following T'au vehicle support systems:Automated Repair System - Automated Repair Systems consist of dispensers which release tiny maintenance drones which swarm over damaged weapon and drive systems, repairing them in the midst of battle.Advanced Targeting System - An Advanced Targeting System assists the vehicle's gunner by identifying targets of particular value or danger, and plotting fire plans to counter them.Blacksun Filter - Blacksun Filters allow the vehicle's gunners to accurately see and target enemies in low-light conditions.Decoy Launchers - Decoy Launchers are a form of defensive measure that is mounted near the engines. They are capable of firing clouds of reflective strips and sophisticated electronic decoys, which are combined with flare and chaff launchers to protect the tank's thruster arrays from enemy missiles.Disruption Pod - Disruption Pods display distorting holographic images in the visual and electromagnetic spectra to make the vehicle harder to target.Flechette Discharger - Flechette Dischargers line the hull of the Hammerhead and fire high-velocity flechettes at infantry which try to assault the vehicle.Multi-Tracker - A Multi-Tracker consists of advanced stabilisers that allow the vehicle to fire accurately even whilst moving at speed.Point Defence Targeting Relay - Designed to provide superior covering fire for nearby Fire Caste units, a Point Defence Targeting Relay automatically targets and engages enemies that try to assault the vehicle or nearby friendly units.Sensor Spines - Sensor Spines feed data to an advanced ground-following flight control system. This allows the vehicle to avoid hazardous terrain that could otherwise damage the vehicle's drive systems.Target Lock - A Target Lock computer automatically identifies potential targets and plots fire plans accordingly. This grants the gunners more choice and accuracy in engaging various targets.
Hammerhead - Optional Weapons: Seeker Missile – Hammerhead gunships can also optionally have up to two Seeker Missiles in addition to their primary and secondary armaments. Each Seeker Missile is most effective when fired and guided by Marker Lights.
Hammerhead - Ordo Xenos Departmento Analyticus Technical Specifications: Serial Number85673-9083119Main ArmamentRailgun, or Ion Cannon, or 2 Missile Pods, or Twin-linked Plasma Cannon, or Twin-linked Fusion Cannon, or Twin-linked Long-Barrelled Burst CannonDesignationGunshipVehicle CodenameHammerheadSecondary ArmamentTwin-linked Burst Cannon or Twin-linked Smart Missile SystemVehicle TypeGrav-TankCrew3: Pilot, Co-pilot, and CommanderTraverse360°Weight24 tonnesElevation+28° to -10°Length8.25 metresAmmunitionUnknownWidth6.8 metresArmour TypeNano-Crystalline AlloyComposition Unknown to the Adeptus MechanicusHeight4.1 metresMax Recorded Speed70 kilometres per hourSummary:Frontline Battle Tank; Main Armament also includes Ion Cannon, Railgun, Missile Pods, Fusion Cannons, Plasma Cannons
Hammerhead - Sources: Apocalypse (4th Edition), pg. 160Apocalypse Warzone: Damocles, pg. 59Codex: Tau Empire (7th Edition), pp. 25, 45, 99-100Codex: Tau Empire (6th Edition), pp. 50, 103Codex: Tau Empire (4th Edition), pg. 41Codex: Tau (3rd Edition), pg. 31Deathwatch - Rites of Battle (RPG), pg. 194Imperial Armour Volume Three - The Taros Campaign, pp. 158, 294Imperial Armour Volume Three - The Taros Campaign (Second Edition), pp. 158-162War Zone Damocles: Kauyon, pp. 107, 188War Zone Damocles: Mont'ka, pp. 30-31, 38
Hammers of Dhrex - Hammers of Dhrex: Hammers of DhrexSpace MarineChapterFoundingThe Hammers of Dhrex were reinforced with Primaris Space Marines during the Indomitus Crusade after meeting up with the crusade's Fleet Tertius.
Hammers of Dhrex - Chapter Colours: The Hammers of Dhrex's Chapter colours are not listed in current Imperial records.
Hammers of Dhrex - Chapter Badge: The Hammers of Dhrex's Chapter badge is not listed in current Imperial records.
Hammers of Dorn - Hammers of Dorn: Hammers of DornCodex AstartesSpace MarineChaptergene-seedRogal DornImperial FistsFoundingThe Hammers of Dorn are stringent adherents of the Codex, and uphold Guilliman's scriptures with exacting precision. This has fostered a great rivalry with the Ultramarines and their Successor Chapters.
Hammers of Dorn - Chapter History: Exactly which Founding the Hammers of Dorn Space Marine Chapter were created in is not known for sure, though most signs point to one in the earlier 41st Millennium.Despite their relative youth as a Chapter of the Adeptus Astartes, the Hammers of Dorn have already proven themselves during hundreds of campaigns, including the bitterly-fought Achilus Crusade against the Word Bearers, and the Nightfire Wars against the T'au Farsight Enclaves.Even amongst the Successor Chapters of the Imperial Fists, the Hammers of Dorn exhibit a veneration of Rogal Dorn to the point of obsession. They take pride in their primarch way beyond the norm. They believe Rogal Dorn was the Emperor's true favoured son and take great pride in his accomplishments, especially that their primarch fought side by side with the Emperor during the Horus Heresy.The Hammers of Dorn upholds the precepts and dogmas of the Codex Astartes with such fervour that its Battle-Brothers go so far as to claim that whilst Roboute Guilliman conceived the Codex, only the warriors of Rogal Dorn can truly master it.The Hammers are ever seeking to prove their superiority on this point, and take pleasure in pointing out the smallest failings of the Ultramarines and their Successor Chapters whenever they do not match their own militant standards.The Chapter teachings of the Hammers of Dorn invest a great significance in what they perceive as the rivalry between their primarch and that of the Ultramarines, even going so far as to extend this rivalry to the present day. While the Hammers of Dorn maintain a non-violent rivalry with the Ultramarines and their Successor Chapters, they hold a very real hatred for the Word Bearers Traitor Legion.By all accounts, this situation arose when the Hammers of Dorn took it upon themselves to prove their superiority to the sons of Guilliman by taking on their rival's ancient foes. Since then, the Hammers of Dorn have fought the Word Bearers on many occasions, to the extent that they have come to regard them as especially hated foes in their own right.
Hammers of Dorn - Chapter Combat Doctrine: The Hammers of Dorn maintain a combat doctrine not unlike their progenitors, with a particular focus on heavy units. They make extensive use of Devastator Squads and Terminator Squads, as well as Vindicator siege tanks and Dreadnoughts, eschewing speed and manoeuvrability in favour of firepower and protection.
Hammers of Dorn - Chapter Beliefs: The Chaplains of the Hammers of Dorn teach that their primarch is especially favoured in the eyes of the Emperor of Mankind, for he stood by his father's side during the darkest days of the Horus Heresy.Guilliman and his descendants, these Chaplains preach, cannot lay claim to such a proud deed, for the Ultramarines were fighting against the Word Bearers Traitor Legion on the other side of the galaxy when the Siege of Terra reached its conclusion.The Hammers of Dorn therefore hold that their primarch, Rogal Dorn, was the pre-eminent son of the Emperor, even going so far as to regard the Ultramarines and their Successor Chapters as somehow lacking. For the most part, the Ultramarines maintain a stoic disregard for what they see as the Hammers of Dorns' somewhat unbecoming and undeserved self-regard.To date, the two groups have not actually engaged in honourific combat, though tensions often simmer just below the surface when they encounter one another. The Hammers of Dorn look for rivals amongst both friends and foes alike. Battle-brothers from the Hammers of Dorn Chapter are wont to be rivals with any allies that are from the Ultramarines Chapter or its descendants.The Chapter holds the Word Bearers with the utmost contempt, and will go to any lengths to prosecute them and bring them to meet the Emperor's justice if there is even a whisper of their presence in local space.
Hammers of Dorn - Chapter Relics: Weight of Duty - Weight of Duty is a master-crafted Astartes Power Maul. The flat head of this Power Maul is lined with a miniature grav-plate, similar to those that line the decks of great voidships. Upon striking a foe, the grav-plate activates for a brief instant, multiplying the hammer's impact many times over by increasing its descending weight.
Hammers of Dorn - Chapter Colours: The Hammers of Dorn wear black power armour with brass or gold on the trim, helm face and Aquila or Imperialis on the chest guard.The golden squad specialty symbol -- battleline, close support, fire support, Veteran or command -- is indicated on the right shoulder plate.A white High Gothic numeral is stenciled in the centre of the specialist symbol, indicating the squad number.Company markings are displayed on the left knee plate.
Hammers of Dorn - Chapter Badge: The Hammers of Dorn's Chapter badge is a modified version of that used by the Imperial Fists, a brass, clenched fist holding a brass hammer superimposed over an Imperial Laurel, also brass. This is centred on a field of black.
Hammers of Dorn - Sources: Adeptus Astartes: Successor Chapters (Limited Released Booklet), pg. 50Codex Adeptus Astartes - Space Marines (8th Edition), pg. 39Codex: Space Marines (9th Edition), pg. 68Codex: Space Marines (8th Edition) (Revised Codex), pg. 35Codex: Space Marines (6th Edition) (Digital Edition), pg. 46Dataslate: Officio Assassinorum (7th Edition), pg. 39Deathwatch: Honour the Chapter (RPG), pg. 136Deathwatch: Rites of Battle (RPG), pg. 67The Artwork of Clint Langley, pp. 55-60Warhammer 40,000: Rulebook (7th Edition), pg. 43
Hammers of Retribution - Hammers of Retribution: The Hammers of Retribution is a Loyalist Space Marine Chapter of unknown Founding and origin. Almost nothing is known about this Chapter in Imperial records.
Hammers of Retribution - Notable Hammers of Retribution: Sergeant Agamorr - Agamorr is just short of two Terran centuries in age, though the few beings he meets without his helm on would never guess this by his appearance alone. Agamorr has served in the Deathwatch for just over three decades; his standard original 10 year tour of duty was extended when it was discovered that he had a knack for eliminating unusual xenoforms. Agamorr's black Power Armour is clearly ancient, with carefully maintained and ornately inlaid plates. One of his shoulder plates bears the skull icon of the Ordo Xenos Deathwatch; the other is marked with the badge of his Chapter. When preparing to go into battle, he adds an ancient, well-worn Thunder Hammer to the Bolt Pistol that he normally carries at his side. Agamorr is straightforward in both his words and deeds. He seldom hesitates once he has chosen a course of action and his speech is often direct and to the point. In combat situations, Sergeant Agamorr expects to be fully obeyed. He feels no fear -- the emotion is, to Agamorr, akin to a distantly remembered dream of childhood.
Hammers of Retribution - Chapter Colours: The Hammers of Retribution's Chapter colours are not listed in current Imperial records.
Hammers of Retribution - Chapter Badge: The Hammers of Retribution's Chapter badge is a pair of ornate crossed Thunder Hammers.
Hammerstrike Missile Launcher - Hammerstrike Missile Launcher: The Hammerstrike Missile Launcher is a Missile Launcher array that has been turret-mounted on the Storm Speeder Hammerstrike. It carries six missiles whose volleys are intended to destroy entrenched enemy trench and bunker networks.
Hand Elect (Anthology Shot Story) - Hand Elect (Anthology Shot Story): Hand Elect is a short story published in The Horus Heresy series that was originally part of an anthology. Hand Elect was published as part of the event exclusive Meduson anthology and then later as part of the Shattered Legions main series anthology in April 2017. The cover image used is that of Shattered Legions, as Hand Elect was never republished separately.
Hand Elect (Anthology Shot Story) - Synopsis: Jebez Aug of the Iron Hands Legion travels to the Forge World of Lliax.
Hand Flamer - Hand Flamer: Hand Flamers (also called  "Burners" ) are a more compact pistol version of the standard Flamer, and only require one hand to wield. A Hand Flamer possesses a lower-capacity fuel tank and a much reduced range compared to the standard Flamer, which makes it suited only for assault and close-combat as it can incinerate foes only at short range.Adepta Sororitas Seraphim units are notable users of Hand Flamers, and commonly employ them in pairs.
Hand Flamer - Operation: Flamer Weapons project fire upon their foes and generally use a fuel referred to as Promethium, though it can also be a home-made concoction or other chemical brew depending on the local technology level. Most forms of Promethium are a mono-propellant fuel that ignites via a smaller pilot flame at the tip of the barrel, though some Flamers use binary hypergolic fuels that ignite on contact with one another.Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that can burn even underwater, leaving enemies hard-pressed to put out the fire.
Hand Flamer - Known Hand Flamer Patterns: Astartes Hand Flamer - The Astartes Hand Flamer is a smaller and more compact version of the standard pattern Astartes Flamer that is still capable of unleashing large blasts of flame, but is good for only a few shots before the fuel canister must be swapped out.Cadence Promethium "Destroyer" Incineration Device - A weapon produced only to order by special commission by the artisan-masters of Cadence, a commercial enterprise based in the rarefied halls of Nova Castillia on Fenksworld in the Calixis Sector, the "Destroyer" is a highly advanced pattern of Hand Flamer that uses force-compression technology similar to that of a Plasma Weapon to create a superheated thermal-incandescent blast that burns far hotter and with greater fuel efficiency than that of a usual Flamer. If the stories are to be believed, the first commissioner of this weapon was none other than the legendary Ordo Xenos Inquisitor Ark-Ashten, although this is likely to be apocryphal.Exterminator - Utilised exclusively by the fanatics of the Redemptionists upon the Hive World of Necromunda, "Exterminators" are particularly used by their Novice Brethren whose shooting skills are more enthusiastic than accurate. An Exterminator isn't really a weapon as such, it's more like a Flamer nozzle attached to a small canister of fuel. This is strapped under a real basic weapon like an Autogun or a Shotgun to give the fighter carrying it a single-shot Flamer to use at close quarters.Mezoa Pattern - Flame Pistols or Hand Flamers are small and good for only several shots, being designed for personal combat at close ranges. Each uses a canister mounted under the small barrel, making it a somewhat difficult to aim due to the heavy propellant case. Luckily the short ranged spray of flame it produces is enough to deal with most enemies.Phaestos Pattern - These ancient, but reliable Flamers units have served the Adeptus Astartes well since the Great Crusade era when they first departed from the Sol system to launch the Emperor's great campaign to reunite the disparate tribes of Humanity.Seraphim Hand Flamer - Primarily used by the warriors of the Adepta Sororitas, these weapons are designed for use in pairs and so can spew forth gouts of flame from both pistols at once. In addition, these Hand Flamers are designed to be used in melee combat and can release small controlled bursts of flame that use negligible amounts of promethium. The weapon can be used both as a ranged weapon and a melee weapon by those who are properly trained.
Hand Flamer - Sources: Black Crusade: Core Rulebook (RPG), pg. 158Codex: Blood Angels (5th Edition), pp. 57, 59Codex: Dark Angels (4th Edition), pp. 48-49Codex: Orks (4th Edition), pp. 45, 89-90Codex: Orks (3rd Edition), pg. 36Codex: Space Marines (5th Edition), pg. 98Codex: Space Wolves (5th Edition), pp. 57, 59Codex: Tau (3rd Edition), pg. 17Codex: Tau Empire (4th Edition), pg. 26Dark Heresy: Blood of Martyrs (RPG), pg. 115Dark Heresy: Core Rulebook (RPG), pp. 134-135Dark Heresy: Daemon Hunter (RPG), pg. 132Dark Heresy: The Inquisitor's Handbook (RPG), pp. 111, 160, 172Deathwatch: Core Rulebook (RPG), pp. 148-149Deathwatch: First Founding (RPG), pg. 98Deathwatch: Rites of Battle (RPG), pg. 135' 'Ere We Go (1st Edition), pp. 112, 114Gorkamorka: Da Roolz (RPG), pp. 22, 56Imperial Armour Volume Eight - Raid on Kastorel-Novem, pp. 32, 119, 140, 193Imperial Armour Volume Nine - The Badab War, Part One, pg. 120Imperial Armour Volume Ten - The Badab War, Part Two, pp. 78, 128Imperial Armour Volume Eleven - The Doom of Mymeara, pp. 116, 118Inquisitor (RPG), pp. 78, 127Necromunda: Outlanders Rulebook (RPG), pg. 52Only War: Core Rulebook (RPG), pp. 180-181Only War: Hammer of the Emperor (RPG), pg. 113Rogue Trader: Core Rulebook (RPG), pp. 123-124Rogue Trader: Hostile Acquistions (RPG), pg. 51Rogue Trader: Into the Storm (RPG), pp. 114, 142The Horus Heresy - Book Two: Massacre (Imperial Armour), pp. 124, 146, 248Warhammer 40,000: Rogue Trader (1st Edition), pg. 77Warhammer 40,000 Rulebook (6th Edition), pp. 51, 56Warhammer 40,000: Wargear (2nd Edition), pg. 23White Dwarf 389 (UK), pg. 71
Hand of Dominion - Hand of Dominion: The Hand of Dominion is an advanced version of the mighty gauntlet of the same name once worn by Roboute Guilliman during the Horus Heresy in the early 31st Millennium.Reconstituted by Archmagos Dominus Belisarius Cawl as with much of the resurrected Primarch's wargear, this new version of the godly Power Fist not only allows the Primarch to crush the life from his foes, but to annihilate them in storms of armour-piercing gunfire with its built-in Bolter.The Hand of Dominion, in both of its incarnations, was seen as an iconic weapon by the Ultramarines Legion and its Successor Chapters, a symbol of their Primarch's might and authority.
Hand of Dominion - Sources: Gathering Storm - Part Three - Rise of the Primarch (7th Edition), pp. 128-129The Horus Heresy - Book Five: Tempest (Forge World Series) by Alan Bligh, pg. 239
Hands of the Emperor (Short Story) - Hands of the Emperor (Short Story): Hands of the Emperor is a short story published in the Horus Heresy Series. Hands of the Emperor was originally published as part of the limited-release anthology novel The Imperial Truth, it was later released as a stand-alone e-book. It is now also included in the War Without End anthology.
Hands of the Emperor (Short Story) - Synopsis: There are no more loyal servants of the Master of Mankind than his own Custodian Guard...except, of course, for his appointed praetorians, the stalwart legionaries of the Imperial Fists. When Shield-Captain Enobar Stentonox is assigned to watch over the Imperial Palace, it is only a matter of solar hours before a full alert is sounded -- secure airspace has been breached, by none other than their well-intentioned Space Marine allies. With neither side willing to accept responsibility for the mistake, tensions rise and a new battle begins in the skies over Terra.
Hapthatra - Hapthatra: Hapthatra, also called Hapthatra the Radiant, is a Necron phaeron and member of the revived ruling Triarch of the Necron species in the Era Indomitus alongside Mesophet the Shadowed Hand and the Silent King Szarekh himself.When the Triarch goes to war, they do so together upon the Dias of Dominion with the aid of the captured C'tan known as the Enchained.
Harakoni Warhawks - Harakoni Warhawks: The Harakoni Warhawks are the Astra Militarum's elite airborne regiments of Drop Troopers raised from the the Hive World of Harakon.The Harakoni Warhawks are‎ predisposed by their world's environment to excel at Grav-Chute drops into planetary combat zones from orbit.This style of combat also increases the Warhawks' use of elite Tempestus Scions squads and small-unit tactics over those preferred by standard line troopers of other Imperial Guard regiments.
Harakoni Warhawks - Regimental History: The Imperial Hive World of Harakon is a low-gravity planet with impossibly tall hive cities whose spires reach into the upper atmosphere. The Harakoni use grav-gliders to hunt vapourwyrms in the mountain valleys below their hives. This makes them fearless at high altitudes and natural experts at judging air currents.Their specialised abilities have found a home in the Imperial Guard where regiments drawn from Harakon act as elite airborne Drop Troops. Their generations-old adaptation to adverse gravity levels leaves the Harakoni Warhawks‎ predisposed to excel at Grav-Chute drops into planetary combat zones from orbit.This style of combat also increases the Warhawks' use of elite Tempestus Scions squads and small-unit tactics over those preferred by standard line troopers of other Astra Militarum regiments. Many an Imperial general or Warmaster owes their decorations and laurels to the bravery and experience of the elite regiments drawn from amongst the Harakoni Warhawks.The people of Harakon speak a highly deviant dialect of Low Gothic known as Konndar which has a distinctive sound and is given to the telling of many different sayings and aphorisms which Harakoni troops will knowingly repeat to one another while off-worlders look on bewildered.
Harakoni Warhawks - Regimental Combat Doctrine: Most Astra Militarum regiments are recruited to serve as heavy infantry. But some worlds, due to their particular cultural or environmental circumstances, produce more specialised and elite regiments.Among this group of Astra Militarum units can be counted the Harakoni Warhawks, who serve as highly mobile, elite airborne infantry equipped with sophisticated aircraft and Grav-Chutes intended to be used for deep strikes behind enemy lines. The Harakoni Warhawks are among the best rapid-response, highly-mobile heavy infantry regiments that can be deployed by the Astra Militarum.Harakoni Warhawks are provided with high-quality armour and weapons and are extremely well-trained due to the difficulty required in mastering the tactics of airborne assault using Grav-Chutes and Valkyrie airborne assault aircraft and Vulture gunships for support. The natives of Harakon also comprise an unusually high number of elite Storm Trooper companies and Special Weapons squadrons within their unit organisation.When making a combat drop, the Harakoni Warhawks' prefer mass saturation drops on their primary objective to sow devastation and confusion amongst the enemy as a result of their sudden arrival behind enemy lines. However, because of their emphasis on mobility, Harakoni Warhawks do not make use of any of the standard Astra Militarum armoured vehicles from the Leman Russ tank to the Chimera armoured personnel carrier.As a result, Harakoni troops are often able to rapidly overwhelm the enemy and seize an objective, but they must be reinforced by other Imperial forces that possess heavier weaponry and armoured forces as they are unable to hold their objectives for long in the face of determined enemy resistance.During large-scale campaigns such as planetary sieges, the Harakoni combat doctrine favours hit-and-run tactics that focus on ambushes where the Warhawk regiments can concentrate their fire and mobility advantage to weaken the enemy and then disappear to repeat the process.In smaller engagements such as direct assaults on a fixed target, the Harakoni are capable of carrying out rapid assaults and maintaining their combat cohesiveness for several solar weeks without effective resupply.
Harakoni Warhawks - Notable Harakoni Warhawks Regiments: 31st Harakoni Regiment, the "Helldivers"- The 31st Harakoni Regiment, the "Helldivers," fought in the multi-military campaign against the various enemies of mankind during the Fall of Medusa V in 999.M41. They fought against Tau forces throughout the campaign on the Mining World of Medusa V.32nd Harakoni Regiment - Two battalions of the 32nd Harakoni deployed in support of the Imperial campaign on the world of Shardenus during the Purge of Contqual Sub-Sector. They were granted the honour of leading the Imperial Guard assault on the primary Hive City of Shardenus Prime as described above. During the subsequent fighting, the 32nd Harakoni died to a man.51st Harakoni Regiment - The 51st Harakoni participated in the Siege of the Fenris System in 999.M41 in the campaign on the daemon-infested moon of Svellgard.73rd Harakoni Regiment - Following the disastrous Raid on Kastorel-Novem in 992.M41, the survivors of the Elysian 181st were folded into the 73rd Harakoni Regiment. Through the lobbying of the Adeptus Ministorum, the 73rd Harakoni Warhawks was deployed to the Shrine World of Magdelene IX in the Forsarr Sector. Unsupported, the regiment was annihilated against the Orks of WAAAGH! Garaghak.998th Harakoni Regiment - The 998th saw combat on Extremis Six against the forces of the Emperor's Children Traitor Legion.
Harakoni Warhawks - Notable Harakoni Warhawks: Colonel Yris Aikino - Commanding officer of the 32nd Harakoni Warhawks, Aikino was a fierce warrior, wearing his long red hair tied back in dreadlocks beneath his pressure helmet. During the Purge of Contqual Sub-Sector, he personally spearheaded the assault on the planet of Shardenus, on the primary Hive City of Shardenus Prime. He was the first Imperial trooper to breach the formidable defences of the large citadel. During the subsequent fighting against the Forces of Chaos, he was killed in action.
Harald Deathwolf - Harald Deathwolf: Harald Deathwolf serves as the current Wolf Lord of one of the Space Wolves Space Marine Chapter's Great Companies. He has taken the symbol of the Ravening Jaw, which symbolises the Wolftime, the end of all things, when the Guardian of the Dead, Morkai, will eat the sun and eternal night will shroud the stars. Harald Deathwolf has led his Great Company for many years and is accounted amongst the finest warriors of The Fang. He is the ultimate sanction for the enemies of the Chapter, and the Great Wolf Logan Grimnar will often call upon the Deathwolf to execute a particularly hated foe of the Space Wolves, for he is dogged in the pursuit of his prey and a huntsman without peer.It is said that Harald's senses are so sharp he can smell the fear of his prey from several leagues' distance. Mounted upon his trusty Thunderwolf, Icefang, Harald Deathwolf leads his Great Company in the hunt with the dominant authority of an alpha wolf and the deadly purpose of an apex predator. Once he has his prey's scent, the target is as good as dead. Harald displays an unusual affinity for wolfkind, and his presence alone is often enough to bring even the most unruly to heel. His Great Company boasts the largest number of Thunderwolf Cavalry and his warriors ever ride to war accompanied by howling packs of Fenrisian Wolves. Those that do not ride alongside their Wolf Lord on wolfback do so aboard swift transports in order to keep up with the hunt.
Harald Deathwolf - Canis Wolfborn: Within the ranks of Harald Deathwolf's Wolf Guard there exists one warrior more at home in the company of wolves than men. Prowling the corridors of The Fang, lupine shapes both great and small pad in his wake. This feral warrior is known as Canis Wolfborn. Called Growlthroat and Fangrider, he is a lord of wolfkind just as surely as Grimnar is a lord of men. Deathwolf first encountered Canis after he dragged the unconscious form of Jorek the Giant to the gates of The Fang. Jorek had been on a Lone Hunt, tracking a large pack of Fenrisian Wolves to a fissure in the Bladed Mountains. Canis attacked the Space Wolf and beat him into unconsciousness before Jorek could attack his lupine kin. Tracking his footprints all the way back to The Fang, the savage had an entire family of gigantic Fenrisian Wolves in tow. Giving up a great howling once his pack had reached the gates of The Fang, Harald Deathwolf felt compelled to investigate himself. After several abortive attempts to communicate, Harald met Canis' darting yellow eyes and growled a challenge. The resultant duel was far more close-fought than the Deathwolf expected it to be, but eventually, Canis grudgingly acceded that he had finally come up against a greater predator than himself and bared his throat in submission. Thus did he become the Dealthwolf's packmate and eventually his champion.
Harald Deathwolf - Saga of the Icetooth: Skjalds sing Harald's praises in the feasting halls of The Fang, spinning tales of his unbreakable courage and ferocity, telling stories like the Battle of the Screaming Hive or the Slaying of the Ice Trolls. In every one, Deathwolf's lupine senses play a key part, the skjalds usually attributing his victories to his feral cunning and kinship with his animalistic companions. When Harald hears such tales he bellows with laughter and bangs his tankard on the table until silence falls. As the Wolf Lord reflects on these glories, his Battle-Brothers merely add to the tales of heroism and war. One such story, the Tale of the Icetooth, recounts Harald's hunt for the Renegade, Svane Vulfbad. Having turned to Chaos along with a portion of his Great Company, Vulfbad was condemned to death by Logan Grimnar, a sentence that it fell to Deathwolf to carry out. For a Fenrisian year, Harald followed the trail of Vulfbad, scouring the Sea of Stars to find the Traitor. Relentlessly, Harald followed Vulfbad's vessel through clouds of radiation and gravitational riptides to the moon of Gallimius, deep within the cursed Cliedes System.Harald descended to the moon with a small strike force, but the Space Wolves were quickly lost from sight in the roiling red clouds of its atmosphere. Choked in a constant storm of ferrite dust, visibility on the surface of Gallimius was limited to a few metres, and so Deathwolf used his legendary sense of smell to track his prey, following the rancid stink of Chaos that hung about Vulfbad. Numerous times the Chaos Lord threw foes in Harald's path -– Traitor Marines, Warp-tainted beasts and gibbering mutants appeared howling from the dust storms to assail them. Each time the Space Wolves defeated them in furious combats, but often at the cost of Battle-Brothers' lives and precious hours between them and their quarry. After many solar weeks, the hunting party cornered Vulfbad in the ruins of an ancient Imperial outpost, high atop a storm-washed mountain range. Vulfbad was summoning aid from the Dark Gods when Harald and his Deathwolves charged into the midst of the ritual. As the two great warriors battled, the young Wolf Lord and the Renegade Space Wolf, a yawning portal began to open above their heads, and Harald could see the leering faces of Daemons hungry to push their way into reality. Though Vulfbad fought in a frenzy, he was outmatched by the skill and determination of his opponent. However, when Harald brought his Frost Axe around for a killing blow, Vulfbad released his spell -– the portal collapsed, and the two warriors were flung apart by a blast of energy. When Harald rose, all that remained of Vulfbad was his own broken frost axe, a shard of which Harald fashioned into a tooth for his Thunderwolf, who has been named Icetooth ever since.
Harald Deathwolf - The Sorcerer's Snare: In the final years of the 41st Millennium, one of Harald's old enemies rose up once again from the Sea of Stars. The Thousand Sons Sorcerer Lord, Mordant Hex, had appeared after years in hiding. Ever since Harald had prevented Hex's schemes within the cathedrals of Ak-Hirbat, the sorcerer had been haunting the Wolf Lord across the years. Hex had appeared to oppose Harald's missions, or to aid the Space Wolves' enemies, only to vanish before Deathwolf could kill him in battle. Mordant Hex had boarded a vast space station above Issajur, a planet ravaged by incessant ice storms. The sorcerer and his cadre of Thousand Sons Chaos Space Marines slaughtered the crew on board and made sacrifices of many hundreds of people. Hex proceeded to conduct a spell upon the severed heads of several crewmembers until, in death, they began to incant a message of his devising. These heads Hex then placed aboard a vacant vessel, which he sent into the star system surrounding Fenris. Upon discovery by Wolf Scouts, the corpse-heads repeated the Sorcerer Lord's sinister message to the Space Wolves, causing a stir within The Fang. Realising this was a trap, Harald Deathwolf relished the chance to kill Hex once and for all, and the Wolf Lord mustered his Great Company. From their Battle Barge, Harald's great packs of Thunderwolves and Fenrisian Wolves piled into the space station and began to hunt the Traitor Marines. However, most of these Rubricae proved to be illusory tricks, and the true Thousand Sons began to vacate the superstructure.A series of sorcerous explosions saw the space station break up above the atmosphere of Issajur -– with the Deathwolves on board. Harald's Battle-Brothers retreated back to their Battle Barge with only moments to spare. The space station shattered entirely, showering Issajur with its burning debris. As the Battle Barge peeled away from the explosion, it launched a strike at the Thousand Sons attack craft, and the two ships corkscrewed down to Issajur. From the ruins of the space station came a colossal, ghostly gateway to the Warp, which fell onto the planet and coalesced. Thousands of daemons of Tzeentch surged across the ice and among them was a Lord of Change. Harald took his loyal Thunderwolf Cavalry to chase down Mordant Hex, whose forces began to flee towards the daemon gate, while Canis Wolfborn led the attack against the daemons. The firepower of the Thousand Sons allowed Mordant Hex to escape back into the Warp. After slaughtering the remaining Traitors in fury, Harald and his hunt-brothers returned to their fallen spacecraft, where the Lord of Change was wreaking havoc upon the rest of the Deathwolves. In this glorious charge Harald Deathwolf banished the Greater Daemon. The Wolf Lord's last act was to bid the Rune Priest Hallfrid to draw upon his otherworldly powers. The psyker stirred the elements into a violent storm –- one so powerful that it lifted the wrecked Thousand Sons attack craft and hurled it into the Warp Gate. The resulting explosion rocked the planet, and stemmed the tide of daemons on Issajur.
Harald Deathwolf - The Deathwolves: Known within the Chapter as Grimnar's Huntsmen, the Deathwolves are sent across the galaxy to track down the enemies of the Great Wolf and destroy them. They are patient predators who stalk their prey relentlessly. In Harald Deathwolf, the army has a leader perfectly suited to their appointed task. His keen affinity with the wolves of Fenris combined with his natural skill as a hunter allows him to track his prey from miles away. Harald coordinates his forces to strike where and when the enemy is weakest, driving them into his chosen attack site before launching the perfect ambush. Like a true wolf, the Deathwolves will often use stealth and cunning over brute force in their approach to the hunt. The Deathwolves are an eclectic force, making the best use of the warriors available to them. Through instinct and ruthless training, they are able to counter any enemy. They possess a broad variety of infantry, supported by fast and hard-hitting units of Fenrisian Wolves and Thunderwolf Cavalry. From battle-hungry Blood Claws to grizzled Long Fangs and veteran Wolf Scouts, the Deathwolves have an answer for every challenge they face.Each Space Wolves Great Company is usually named after its Wolf Lord. When a Wolf Lord is slain, a successor is elected by the members of the old Lord's Wolf Guard, and the Great Company takes on his name instead. As this is considered a great honour beyond measure, each Wolf Lord strives harder than ever to live up to the heroic example set by his predecessor. Leading a Great Company of up to 250 Space Wolves Astartes, the character of each Great Company's lord influences his warriors. Harald Deathwolf's Great Company is swelled with packs of wolves, and many of his chambers in The Fang are given over to dens and lairs. Wherever the Wolf Lord goes, loping packs of wolves will follow, always skulking in his shadow or lying at his feet.Harald rides to war atop his Thunderwolf, Icetooth, and is usually accompanied by howling packs of Fenrisian Wolves. It is his closeness with these beasts that gives Harald an almost spiritual hold over his battle-brothers; one that is reflected in many of his Great Company's customs. Whether by design or by accident, many of the loners of the Fenrisian tribes who are chosen to become Space Wolves are found in Harald Deathwolf's company. In these outsiders he sees himself reflected, and he knows how to get the most from his sometimes truculent warriors.