vizn3r/warhammer40k-lore huggingface dataset:
Herald of Tzeentch - Fateskimmer: Those Tzeentch Heralds that acquire a Burning Chariot of Tzeentch -- usually through trickery -- are known as Fateskimmers.These Daemons will swoop and dive across the battlefield, cackling madly as they unleash fearsome sorceries from their lofty perches before smashing their bizarre contraption into the enemy lines.The most cautious and controlling of the Fateskimmers lurk upon the battle's edge, moving along the back lines of their host and yelling orders amidst the madness and change-fire. There have been several instances of Fateskimmers leading entire formations of Burning Chariots to war.
Herald of Tzeentch - Fluxmaster: The title of Fluxmaster is borne by those Heralds who ride a Disc of Tzeentch, so named because as they fly across the battlefields at great speed, reality reshapes itself in their wake.They are often used as messengers and outriders within the Scintillating Legions, and will frequently use their speed to dash into cover before unleashing their psychic powers to hurl changebolts to smite the foe, the energies of change rapidly mutating their enemies' bodies uncontrollably into hideous new forms.Some will lead packs of Screamers in charges on the enemy's flanks, while others take charge of groups of Horrors, using their speed and advantageous position to better augment and direct their charges or confound their foes.
Herald of Tzeentch - Notable Heralds of Tzeentch: Changeling - The Changeling, also known as the "Trickster of Tzeentch," is a Daemonic Horror of Tzeentch who epitomises the Lord of Change's love of sowing discord and distrust, and his perverse sense of humour. Tzeentch long ago bestowed upon the Changeling a doppelganger's ability to assume any shape, from that of the tiniest insect to the largest Greater Daemon. The Changeling carries out practical jokes in both the Realm of Chaos and realspace, always intended to bring about the constant change so beloved of his patron. The only shapes that the Changeling cannot assume is that of Tzeentch and his own, for he has long forgotten his original form, and desperately seeks to regain this knowledge through any means necessary..Slithertwyst - Slithertwyst led an army of Daemons in the Battle of Nurades fought on the Hive World of Nurades in an ambush of the Space Wolves Great Company under the command of Harald Deathwolf. Slythertwyst was ultimately slain by the Space Wolves when the ancient Wulfen dramatically intervened in the battle to save their comrades.
Heralds of Despair - Heralds of Despair: The Heralds of Despair is a warband or vectorium of Heretic Astartes of the Death Guard Traitor Legion. The Heralds of Despair revel in prolonged sieges, and are obsessively methodical in their approach to warfare. After heavy bombardments and the severing of supply lines, they will seal an enemy force inside a fortress and watch as rot and hopelessness take hold of the inhabitants.
Heralds of Despair - Warband Colours: The Heralds of Despair's power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite in bright green with pale copper trim. The Heralds of Despair's Chaos Space Marines, like those of the Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Heralds of Despair - Warband Badge: The Heralds of Despair's warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the rest of the Death Guard.
Heralds of Despair - Sources: Codex Heretic Astartes - Death Guard (8th Edition), pp. 17Dark Imperium (Game), Death Guard Booklet, "Death Guard Vectoriums," pg. 13
Heralds of the Siege (Anthology) - Heralds of the Siege (Anthology): The Burden of Loyalty is the forty-eighth volume in The Horus Heresy series of novels and is an anthology. The Burden of Loyalty was released in October 2018 as a hardback which included a full-art hardcover.
Heralds of the Siege (Anthology) - Synopsis: As the darkness of the war slowly consumes the galaxy, those who still serve the Throne are faced with a struggle for their survival and the continued existence of everything they hold dear. With the threat of the Warmaster Horus' fleet looming ever closer to Terra, it will fall to such heroes to halt the tide, but the enemies arrayed against them are powerful and the burden of loyalty is great...
Heralds of the Siege (Anthology) - Contents: Heralds of the Siege contains the following 6 short stories, and 2 novellas:Dark Compliance and Now Peals Midnight  by John FrenchThe Painted Count and Duty Waits by Guy HaleyDreams of Unity by Nick KymeChildren of Sicarus by Anthony ReynoldsMyriad and The Ember Wolves by Rob SandersExocytosis by James SwallowThe Grey Raven, Valerius and The Board is Set by Gav ThorpeBlackshield, The Last Son of Prospero, The Soul, Severed and Magisterium by Chris Wraight
Heralds of Ultramar - Heralds of Ultramar: The Heralds of Ultramar is a Loyalist Codex Astartes-compliant Space Marine Chapter likely derived from Ultramarines gene-seed. Its exact Founding date is unknown. Almost nothing else is known about it in Imperial records at present.
Heralds of Ultramar - Chapter Colours: The Heralds of Ultramar's appearance is nearly identical to that of their likely progenitors, the Ultramarines. The Chapter's Power Armour is also blue. The Aquila or Imperialis on the chest guard is yellow. The white squad specialty symbol on the right shoulder guard designates operational specialty -- Tactical, Devastator, Assault or Veteran. A black Roman numeral is stenciled in the centre of it, indicating squad number. The colour of the shoulder plate trim indicates company number in accordance with the dictates of the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), Green (4th Company), etc.
Heralds of Ultramar - Chapter Badge: The Heralds of Ultramar's Chapter badge is a yellow starburst with twelve or five points depending on the source, superimposed over a pair of ebon wings (displayed and elevated) on a field of blue.
Heralds of Ultramar - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet), pg. 51Insignium Astartes, pg. 58
Heralds of Vengeance - Heralds of Vengeance: The Heralds of Vengeance is a Loyalist Space Marine Chapter of unknown Founding and origin. Almost nothing is known about this Chapter in current Imperial records.
Heralds of Vengeance - Chapter Colours: The Heralds of Vengeance primarily wear red Power Armour with yellow trim on the shoulder plates, and a white helm with green eye lenses. The white squad specialty symbol (Tactical, Assault, Devastator or Veteran) is indicated on the right shoulder guard. A black Low Gothic numeral centred on the squad specialty symbol designates the Astartes' squad number. The colour of the Aquila or Imperialis on the chest guard indicates company number in accordance to the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), Green (4th Company), etc.
Heralds of Vengeance - Chapter Badge: The Heralds of Vengeance's Chapter badge is a white scythe, facing diagonally, with the blade pointed upwards with a small white skull sitting below the blade, on a field of red.
Heralds of Vengeance - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet), pg. 52Codex: Space Marines (4th Edition), "Heralds of Vengeance Space Marines", pg. 80
Herda - Herda: Herdas are highly-skilled Feral Ork Trappas who decide to capture and train Squigs and Squiggoths for their own use. They use the Squigs to attack enemies with their sharp teeth, foul natures and overwhelming numbers.
Heresy - Heresy: Heresy is defined in the Warhammer 40,000 universe as an opinion, act or promulgation of an ideological doctrine that contradicts the beliefs, theology and the commandments of the Imperial Cult of the God-Emperor of Mankind and the laws of the Imperium of Man.Since the Imperial Cult serves as the state religion of the Human realm, the Emperor is not just the secular ruler of the Imperium but also the one, true god of Mankind. To take up arms against Him or His faithful agents is more than simple treason, it is a religious heresy.Thus all enemies of the Imperium can also be deemed "Heretics." Of course this is not always the case, as the Adeptus Ministorum seldom marks people as Heretics for trying to throw off the yoke of Imperial rule or killing an Imperial Guardsman.Such individuals are simply mundane rebels or criminals and, though their deeds may ultimately hide the taint of the true heresy of the Renegade or Traitor, they are usually dealt with by more conventional forces.
Heresy - Dealing With Heresy: Inquisition Acolytes often find themselves presented with the question of whether or not someone or something is heretical. However, by the time the agents of the Inquisition have become involved, there is a good chance that something foul is afoot.In any case, they must still try and identify the true Heretics from the simple malcontents. It is taught by the Inquisition that there are three stages to the identification and eradication of heresy. These are suspicion, investigation and purging.
Heresy - Suspicion: Often the only clue an Acolyte has to the presence of heresy is through his or her instincts. The Ecclesiarchy and the Inquisition both encourage investigators to follow these feelings, believing it is the divine will of the Emperor guiding them to His enemies.This, combined with the broad powers of a secret police organisation like the Inquisition, means that few people are safe from scrutiny when it comes to the rooting out of heretical behaviour.Acolytes are taught that no one and nothing should be above their suspicion, which can lead to them becoming extremely paranoid, another "virtue" encouraged by the Inquisition.
Heresy - Investigation: Once a target has been identified, the next step is to begin an investigation. In many cases, especially within the ranks of the Inquisition, the gathering of evidence is secondary to identifying guilty parties. Such clues are more to help lead the investigator to their quarry rather than prove anything in particular once they get there.Because it is vital the Heretics be discovered and uprooted, the most important aspect of many investigations becomes stealth. Quite often, even the hint of Acolytes nosing around sends cultists underground, vanishing into the general populace and becoming practically impossible to find.As a result, the Inquisition especially advocates striking against Heretics as soon as possible, even when there is only the most circumstantial of evidence. In the end, any number of innocent deaths is acceptable if it means a true Heretic is found and destroyed, preventing the death, corruption or damnation of tens of millions more.
Heresy - Purging: Once the heresy has been unmasked the next step is to eradicate it. This can be harder than it seems, as, like weeds, many heretical cults can appear to be destroyed only to spring up once more. The teaching of the Ecclesiarchy and the Inquisition on this matter is clear: the Emperor rewards thoroughness.If there is the slightest suspicion of involvement in the heresy, they must be purged. Sometimes the heresy has consumed an entire hive city or continent, and the Ecclesiarchy cannot be so discerning as to single out individuals.At this point, the Imperium shows no mercy and offers no quarter, leading to the destruction of entire cities or even worlds through military conflict, atomic fire or Virus Bomb. Better a dead world than one that does not bow to the Emperor -- or worse, serves His enemies and the enemies of all Mankind.
Heresy - Excommunicate Traitoris: The term Excommunicate Traitoris is a High Gothic bureaucratic designation that represents the highest form of Imperial reproach against an Imperial citizen, world or organisation that has committed extreme acts of heresy against the Imperium, including mutation, rebellion against Imperial rule and corruption by Chaos.It is the ultimate form of censure: a Traitor so designated is officially banished from the Imperium on pain of death and cast from the light of the benevolence of the Emperor. There is no graver fate for those that serve the Imperium.When an individual or organisation is declared Excommunicate Traitoris by either the High Lords of Terra or an Inquisitor of the Holy Ordos of the Inquisition, the accused is struck from the annals of Imperial history.Their names are deleted from the scrolls of honour in the Hall of Heroes in the Imperial Palace and wiped from the memories of the Librarium Terra's databases and other Imperial archives by the Deletion Teams of the Administratum's Historical Revision Unit.If the accused is an individual Astartes or an entire Chapter of Space Marines, the gene-seed stores from that Chapter held by the Adeptus Mechanicus will be destroyed and if any of the Heretic Astartes are slain, their bodies will be incinerated so that their blood will no longer taint Mankind.However, if an accused Heretic confesses their sins against the Emperor and repents their misdeeds, their deaths are quick and clean. But more often than not, the accused Traitors flee for their lives, usually towards the hell-storms of the great Warp rifts such as the one in the Segmentum Obscurus known as the Eye of Terror or the Malestrom in the Segmentum Ultima.With no sanctuary to be found within the realms of Humanity, they will be forever hunted for the rest of their days or executed on sight by any and all loyal servants of the Imperium.
Heresy - Edict of Obliteration: An Edict of Obliteration, also known as a Damnatio Memoriae in High Gothic, is a frequent component of major political or religious changes within the Imperium. The term encompasses the more specific destruction of images of a member of the Imperial elite after their death or overthrow.The result of an Edict of Obliteration is to have the offending individual effectively erased from Imperial history. The purpose of an Edict of Obliteration is to preserve the honour of the Emperor by removing every trace of the aforementioned Persona non Grata who damaged Humanity from the life of the Imperium, as if he or she had never existed.In a galaxy-spanning empire that stresses fealty and loyalty to the Emperor in return for advancement, acclaim and spiritual salvation for its elites, this is perhaps one of the most severe punishments. This is especially true for those Imperial adepta that directly serve the Emperor, such as the Ecclesiarchy, the Inquisition, and the members of the Imperial military forces like the Adeptus Astartes, the Navis Imperialis and the Astra Militarum.
Heresy - Exterminatus: The order of Exterminatus is a death knell for a world, a last resort for the direst of situations. It calls for the complete eradication of all life on an Imperial planet. Such a command can only come from the highest ranks of the Imperium -- a Space Marine Chapter Master, Lord High Admiral of the Imperial Navy, Lord Commander of the Astra Militarum or an Inquisitor.It is a grim measure, and the orders unleashing such catastrophic destruction are only issued when the threat is determined to be a possible or actual extinction-level event so prevalent on the affected planet that no other acceptable solution or redemption can be envisioned or attempted.It has been used to combat planet-wide heresy, rampant, uncontrollable mutation or disease, to prevent the opening or widening of Warp rifts, or when xenos are so entrenched that the resources of the affected world (population included) are beyond salvation.
Heresy - Examples of Heresy: Worshiping other gods besides the Emperor, who is the one, true god of Mankind, especially the Chaos Gods. This does not include the Machine God who is worshiped by the Adeptus Mechanicus as a facet of the Emperor in the form of the Omnissiah and whose religious and political autonomy is protected by the ancient Treaty of Mars signed in the late 30th Millennium. Nor does this include the Adeptus Astartes, as the various Chapters have different views on the Emperor's so-called "divinity," and usually venerate the Emperor not as a divine being, but rather as the pinnacle of Humanity to have ever come into existence.Practicing witchcraft, sorcery or making any other use of unsanctioned psychic powers.Treason or rebellion against the rightful rule of the Imperium and its Emperor.The usurpation of power within the Imperial adepta from the rightful agents of the Emperor. See the Horus Heresy and the Reign of Blood for the most infamous examples of this type of heresy.The use of alien technology or any other technology not approved by the Adeptus Mechanicus. However, the Mechanicus is legally entitled to confiscate all alien technology or rediscovered archeotech for research and development purposes.Employing Warp-based weaponry and entities, such as in the use of Daemon Weapons, Daemonhosts and the summoning of daemons.
Heresy - Heretical Cults: Heresy can be a contagious thing in itself, and when it spreads, a cult is often formed from those that subscribe to it. In other cases, a powerful or charismatic leader will often draw a coterie of devoted disciples and followers into forming a heretical cult, and by the same token, deviants and like-minded individuals often join together for mutual support and protection.Cults exist in the main for very good reasons, the most obvious being secrecy -- the protection and greater resources of the larger group allows it to better organise and conceal itself from prying eyes, rivals, and outside threats. The second is power, as the strength of a cult's membership united is often far greater than what an individual would possess.This is a truth that remains constant on many levels, from pooled finances to sustaining and reinforcing the loyalty and adherence of its members. Isolation, after all, promotes cohesion in-and-of-itself, whilst division will destroy a cult as easily as any Witch Hunter's purge.Heretical cults often share several common attributes despite their many doctrinal differences. Most seek to conceal themselves behind the disguise of a more benign (or at least accepted) front organisation, or remain completely hidden from the authorities in order to avoid discovery. Cults also often favour a particular milieu in which to operate and recruit fresh members, which is often determined by the cult's own nature.For example, a cult centred on fermenting rebellion amongst mutant labourers will confine itself to the shatters and barrens where the mutants dwell, recruiting from the disaffected and outcasts among their numbers. Meanwhile a malefic conspiracy of Daemon-worship among the depraved nobility will often limit itself to the salons and private estates of the elite for its haunts and recruiting grounds.Many cults also share similar organisational structures despite their differing goals and natures. Each has its own strengths and weaknesses, and in many cases, the structure may involve many minor differences in practice and effect. While a particular cult may favour one structure over another, it will often include other structural elements as well.
Heresy - Charismatic Cults: Charismatic cults are the simplest in structure, as their organisation is based around the authority of a single figure -- the cult's leader. Personal authority is usually the norm in these cults and is maintained by the leader's force of character, natural charisma, oratory skills, or simple personal power.Cults led by a single powerful figure such as a witch or sorcerer are often of this type, although any place where malcontent or religious schism breeds can throw up a charismatic leader. This individual will exploit the weaknesses of others for their own personal power or gratification, or the fulfilment of their own apocalyptic vision.
Heresy - Mystery Cults and Secret Societies: Mystery cults are centred, as their name implies, on secrets. These secrets may concern a hidden network of power, a cache of forbidden lore, access to ancient prophecies, or other esoteric truths and important information. These secrets are held by a select group, forming an inner circle or oligarchy (often with several sub-tiers of rank), and are the foundation of their power and authority.The cult's members must submit to this group's leadership and direction if they are also to gain access to the hidden secrets, and perhaps one day wield the cult's power for themselves. Many mystical cults, religious sects, and those focused on occult lore follow this pattern, as do a surprising number of institutions who hide their inner workings with elaborate ritual and labyrinthine secrecy.Within the Imperium, arguably the largest single mystery cult is actually the Cult Mechanicus. The Priesthood of Mars hides its secrets well, even from its own numbers.
Heresy - Cellular Cults: Perhaps the most efficient structure for a cult carrying out activities that risk regular exposure and persecution is the "cellular structure." This kind of cult's structure breaks down its membership into a series of small sub-groups, the cult's cells.Cells, which range from a handful of individuals up to perhaps hundreds of members, are each devoted to carrying out a particular specialisation or a certain task or goal. Other than the select few, or an individual, who control the cell, none of the cell's other members has any direct contact with the wider cult or even other cultists outside of his immediate circle and cell.This structure has the profound advantage that if any of its rank-and-file are captured or compromised, they may betray nothing that does not concern their own immediate cell, keeping the wider cult safe and its dealings and purposes secret.Indeed, this shell game may be carried further, with a particular cell's leadership forming the rank-and-file of another, smaller cell senior in authority, and that cell's leadership part of another and so on.This can prove a phenomenally hard structure to successfully track and destroy and by its nature is highly adept at covert and independent operations. Many of the most dangerous cults and heretical groups who are sufficiently well-organised operate a cell structure or at least organise their field agents into cells for this reason, as does, ironically enough, the Inquisition itself.
Heretek - Heretek: Heretek is the name given by the Adeptus Mechanicus to those tech-priests who turn their backs on the teachings and strictures of the Cult Mechanicus in pursuit of usually dark and forbidden technologies linked to the power of the Warp and the Ruinous Powers of Chaos. Hereteks value the pursuit of knowledge, of any knowledge, at all costs, regardless of the consequences to themselves or to others and even at the peril of their own souls.Many Hereteks are loosely connected to the Dark Mechanicum, those members of the ancient Priesthood of Mars who turned their backs upon the Emperor of Mankind during the Horus Heresy and the Schism of Mars and swore to serve the Warmaster Horus and the Dark Gods in return for technological advancements denied them by the Emperor for the safety of Mankind.Others, however, pursue the dark path of tech-heresy completely on their own, forging their own roads to damnation independent of any direct connection to Chaos or the Dark Mechanicum, though still wholly in violation of the orthodox strictures of the Cult of the Machine God.Hereteks discovered or captured by the Mechanicus are either executed outright or have all of their cybernetic implants painfully removed and their organic remains transformed into a mindless servitor as penance for their tech-heresy.
Heretek - History: Before the start of the Great Crusade, in 739.M30 the Emperor signed a defining agreement with the Cult Mechanicum, the Treaty of Mars, ensuring their much-needed collaboration to prosecute the unification of Mankind.Having witnessed the corruption and revolt of the Men of Iron millennia earlier during the Age of Technology, the Emperor forbade the ancient Mechanicum, as part of the agreement, to pursue certain theories and avenues of technology like artificial general intelligence that could easily be corrupted by the power of Chaos.Over two standard centuries later, in the depths of the darkest hours of the Horus Heresy, the Space Marine Legions turned against each other. Yet, they were not the only adepta within the newborn Imperium of Man at that time to be torn apart by civil strife. The Mechanicum, the tech-priests of Mars and keepers of the secrets of Human technology, dissolved into their own civil war that is known to Imperial historitors as the Schism of Mars.The Renegade tech-priests, bitter about the interference of the Emperor in their sovereignty and the limitations placed upon their research by the Treaty of Mars, sided with the Warmaster Horus, unleashing dark technologies and dabbling in tech-heresy, before finally being driven from Mars by the resurgent Loyalists after the end of the Horus Heresy.When the Heresy ended in a pyrrhic triumph for the Imperium at the Siege of Terra, the Renegade tech-priests fled Imperial space during the campaigns of the Great Scouring into the Eye of Terror alongside the Traitor Legions and into other far corners of the galaxy. There they became the first Hereteks of the Dark Mechanicum, corrupted tech-priests enthralled to the Warp and heretical technologies long-forbidden to the servants of the Machine God.As these technophiles embraced their new masters and the powers of the Warp, they ignored all of the strictures that the Mechanicum had chosen to embrace, largely out of a concern for the safety of Mankind from certain dangerous and corruptive technologies which had previously presented great threats to the Human race's continued existence.Consequently, the Hereteks' research often extended specifically towards areas that were forbidden to Loyalist tech-priests. These include the development of artificial general intelligence, the genetics and physiology of the psyker, technology that made use of or manipulated the psychic energies of the Immaterium, and investigations and reverse-engineering of a wide array of xenos technologies.
Heretek - Hereteks in the Galaxy: Hereteks come from any place in the galaxy where the Adeptus Mechanicus operates. Some of the most common origins for Hereteks include the following:Forge Worlds - As the primary worlds of the Priesthood of Mars, the majority of Hereteks begin their careers within the hierarchy of the Adeptus Mechanicus on the Forge Worlds of the Imperium. Though the adepts of these worlds work to apply the Cult Mechanicus' dogma in all that they do, there are those tech-priests who always rebel against such constraints upon their thought. A Heretek who hailed from a Forge World may well have succumbed to the lure of Chaos while researching sequestered knowledge from the dark days of the Horus Heresy and the schism in the ancient Mechanicum, or even forbidden research from the Age of Technology. Such Hereteks likely to focus on finding forbidden artefacts and the knowledge required, expand upon the sanctioned research which led to their banishment.Explorator Fleets - Adeptus Mechanicus Explorator fleets travel deep into the remaining unexplored regions of the galaxy seeking out lost knowledge, particularly Standard Template Construct (STC) databases from the time of the Age of Technology. Explorator magi are already predisposed to curiosity and easily tempted into exploring forbidden secrets. Chaos-corrupted or xenos technology often holds an unhealthy fascination for them and it is easy for one of their number to discover something that can begin their march to damnation. Hereteks who follow this path are likely to be dominated by their curiosity for all the wonders that the galaxy holds.Forgotten Worlds - There are worlds across the galaxy, such as the War World of Zayth in the frontier region of the Koronus Expanse or worlds in the Jericho Reach, where the local strain of Mankind has been out of contact with the Imperium for many standard millennia, and the local Mechanicus representatives have been corrupted by innovation and unrestricted thought. Such experimentation may lead entire planets of these technological devotees along the path of Chaos. Individuals who hold these free-thinking beliefs might also beseech the Ruinous Powers for protection when their heretical ways are discovered by the Imperium and persecuted.Hell-Forges - There are Forge Worlds in the galaxy that have fallen to Chaos, becoming feudal bastions dominated by the pursuit of forbidden knowledge and the development of dark technologies. A Heretek from these Forge Worlds will be uninfluenced by the stifling strictures of the Adeptus Mechanicus and will hold radical beliefs on the nature of the Machine God and its relationship with Chaos. They are likely to be the most terrifying of Hereteks, to the point that many are no longer even recognisable as Human. Their research may be completely esoteric or it might be so focused on the pursuit of the individual paths of the Chaos Gods that any who made use of it would be overwhelmed by sheer corruption.
Heretic Tomes (Brand) - Heretic Tomes (Brand): Heretic Tomes is a brand name of the publisher Black Library, itself a subsidiary of Games Workshop. Books printed under the Heretic Tomes label are considered to no longer reflect the state of the current universe of Warhammer 40,000 and are thus no longer canonical.  The brand was introduced in January 2010.Currently, only three books are known to have been printed under this brand name.Space Marine by Ian WatsonPawns of Chaos by Brian CraigFarseer by William King
Herisor - Herisor: Herisor was a Frontier World rich with promethium found within the Jericho Reach.For this reason, the Achilus Crusade established an outpost early on in the formation of the Orpheus Salient.Herisor was the first Imperial world to fall to the Tyranids of Hive Fleet Dagon.
Herisor - History: In 814.M41 a barely coherent message from a patrol group above Herisor that claimed that the Tyranids had arrived reached the Achilus Crusade command.An uncommonly large Deathwatch taskforce was assembled, fighting to cleanse the planet of the Tyranid menace yet reporting devastating initial losses due in large part to attacks from Harridans and associated Gargoyles.While the smaller xenos flyers distracted ground troops with swooping attacks and strafing runs, the Harridans crippled Imperial aircraft, thereby preventing effective air transport of ground troops.It is well known throughout the crusade's Orpheus Salient that less than half of the Space Marines who fought on Herisor survived. Many of those who fell in these battles lost their lives to Tyranid Harridans.
Herisor - Genestealers: In the final years of the 41st Millennium, it was reported by Battle-Brother Aelianus that a Genestealer horde was threatening to overrun a Deathwatch-held position on the southern landmass of Herisor.Aelianus reported that four Tactical Squads, each in a Rhino, were despatched from orbit in two Thunderhawk gunships to support Space Marine forces on the ground.The drop went off without difficulty. As they entered the atmosphere, the squad prepped for disembarking. At 3500 metres to target, their paired Thunderhawk, the Acanthus, experienced a mid-air collision with a flying xenos, which Brother Martinus identified as a Harridan. The Acanthus plummeted to the ground and exploded.The Kill-team later confirmed that none aboard survived.Aelianus' Thunderhawk, the Eligius, began to veer and jink rapidly. He assumed their pilot was engaging in evasive manoeuvres. Soon after, he heard the ship's Heavy Bolters open fire, and through the gun port periscope, he could see at least two Harridans flying nearby.At about 1000 metres to the target, his pilot pulled up suddenly. Aelianus felt an impact, and the Eligius went into a spinning dive. He saw the other Rhino tear free from the Thunderhawk's grapple arms and fly away. Moments later, they hit the ground sideways, crashing and sliding for a few hundred metres.Only three of Aelianus' ten-man squad survived the crash, including himself, Brother Lucianus, and Brother Marinus, who was badly injured in the crash. They spent several solar minutes extricating themselves from the wreckage.They emerged to find themselves about 1.5 kilometres from their drop target. About 150 metres from the wreckage lay the injured body of the Harridan that must have hit them. It was writhing in its death throes, its left wing and shoulder a devastated ruin.Aelianus' team had just enough time to confirm that the pilots of the Eligius were dead before the Genestealers attacked. They took cover in the wreckage and thereby managed to hold off the Genestealers for several solar minutes with sustained bolter fire. The Genestealers attacked relentlessly, and Lucianus fell.Marinus shot the Genestealer who killed Lucianus but was in turn slain by yet another Genestealer. Falling back further into the wreckage, Aelianus was able to gun down the remaining three Genestealers.
Heritor Asphodel - Heritor Asphodel: Heritor Asphodel was a Magister of the Forces of Chaos commanded by Archon Nadzybar during the Sabbat Worlds Crusade. Asphodel was slain on the world of Verghast in the later stages of the Crusade by Colonel-Commissar Ibram Gaunt and the troops of his Tanith First and Only Imperial Guard regiment.
Hermetic Blades - Hermetic Blades: The Hermetic Blades, more formally known as the Grand Order of Hermetic Blades, are a Heretic Astartes thrallband dedicated to the Chaos God Tzeentch, that was originally formed by members of the Thousand Sons Traitor Legion who were exiled by their Primarch Magnus the Red for aiding in the disastrous sorcerous ritual called the Rubric of Ahriman.They believe it is their role to guide mortal souls into the afterlife, in the manner of the ancient psychopomp spirits they once worshipped on the Thousand Sons' lost Legion homeworld of Prospero. The warband now seeks to send mortals on to the afterlife they so relish using the most harrowing methods they can devise.As a sub-sect of the Thousand Sons' Cult of Mutation, the Grand Order of the Hermetic Blades view flesh as a twisted cage that imprisons the soul. Their numerous close-combat warriors are charged with taking battlefield captives who are brought back to the Planet of the Sorcerers, there to be used in gruesome soul-flaying experiments.
Hermetic Blades - Warband Colours: The Grand Order of Hermetic Blades warband's colours are light blue with golden trim.
Hermetic Blades - Warband Badge: The Grand Order of Hermetic Blades warband's badge is a stylised ebon-coloured sigil of the Cult of Mutation centred on a field of light blue and burnished in gold.
Hermetic Blades - Sources: Codex Heretic Astartes - Thousand Sons (8th Edition), pg. 21War Zone Fenris: Wrath of Magnus (7th Edition), pp. 134-135
Hernkyn Pioneer - Hernkyn Pioneer: A Hernkyn Pioneer is a Hernkyn of the Leagues of Votann who rides an anti-gravitic, Magna-Coil skimmer bike into combat and often serves with others of their kind as an Oathband's scouting and reconnaissance force.Hernkyn Pioneers skim across alien worlds and scout enemy positions, riding on their Magna-Coil Grav Bikes. Fast, resilient and possessed of formidable firepower, these far-ranging bands of warriors often strike at the foe from unexpected quarters, or send back intelligence on enemy movements to their Oathband's kâhl.
Hernkyn Pioneer - Unit Composition: 3-6 Hernkyn Pioneers
Hernkyn Pioneer - Wargear: Magna-Coil Grav BikeVoid ArmourBolt RevolverBolt ShotgunMagna-Coil Autocannon (Magna-Coil Bike-mounted)Gravitic Concussion GrenadesHYLas Rotary Cannon (One out of every three Hernkyn Pioneers can add this rear-mounted weapon to their bikes)Ion Beamer (One out of every three Hernkyn Pioneers can add this rear-mounted weapon to their bikes)Rollbar SearchlightMultiwave Comms ArrayPan Spectral Scanner
Hernkyn Pioneer - Notable Hernkyn: Simmka Farstryd - Hyvôk's Kindred is a Hold World of the Leagues of Votann. Its people were once saved from destruction by the famed Hernkyn adventurer Sîmmka Farstryd and in thanks, a unique void suit called the Wayfarer's Grace was crafted for her.
Hernkyn Yaegir - Hernkyn Yaegir: The Hernkyn Yaegir are Hernkyn of the Leagues of Votann who serve as elite infantry teams that aid the rest of their brethren in claiming sites of strategic or material interest when they are especially well-defended by hostile forces.
Hernkyn Yaegir - Role: While all Hernkyn are the Kin who serve as the Leagues of Votann's explorers, rangers, scouts, prospectors and pioneers who look for wealth and settlement opportunities across the galaxy, Hernkyn Yaegir act as the Hernkyn's elite infantry teams who are trained for the most dangerous missions. They are typically deployed when Hernkyn Pioneers discover a site of value that is defended by significant forces hostile to the Kin.Besides acting as the Hernkyn's primary combat forces, Hernkyn Yaegirs are also highly-capable infiltrators and agents capable of unleashing discord behind enemy lines. To avoid unnecessary and bloody campaigns, Yaegirs will sometimes instigate civil or inter-species wars in targeted regions. When the smoke clears and the din of battle fades, the Kin of the Leagues of Votann will arrive to claim the spoils from the ruins. Yaegirs have few scruples in how they go about achieving this outcome, and will even employ dishonorable terror, raiding, and pirate tactics if deemed necessary.Operating far beyond the fringes of Leagues of Votann territory in the galactic core, Hernkyn Yaegirs wear specialised and highly adaptable suits of void armour that are tailored for the individual wearer's needs. They are always well-equipped for a variety of tactical roles, but prefer short-range bolt weaponry due to their tendency to undertake clandestine sabotage missions in often urban environments.Yaegirs must be flexible and adaptable to face unexpected tactical situations, and often operate behind enemy lines for extended periods of time. If facing imminent death, the neural makeup of individual Hernkyn Yaegir is stored in a Legacy Vault left behind where they fell to one day be recovered by other Hernkyn and then uploaded into their home league's Ancestor Core.
Hernkyn Yaegir - Hernkyn Yaegir Unit Types: Theyn - The theyns of Hernkyn Yaegir teams are grizzled veterans of many conflicts who serve as commanding officers for the Yaegir teams. They are usually equipped with a Bolt Revolver, Bolt Shotgun, and a Plasma Knife.Bladekyn - The Bladekyn are the Yaegir's close combat and stealth infiltration specialists who are equipped with Plasma Knives.Bombast - A Bombast serves to draw attention away from their fellow Yaegir and force the enemy into reckless action. To this end they are equipped with attention-grabbing twin Wroughtlock Revolvers that produce particularly loud reports when they are fired.Gunner - A Yaegir Gunner is the team's heavy weapons specialist who is equipped with a Bolt Revolver and an APM Launcher. These weapons can recalibrate the chemical nature of their missile's warhead, enabling widespread anti-infantry destruction with a large shrapnel spread or an armour-piercing capability as required by the tactical situation or the nature of the target.Ironbraek - Yaegir Ironbraeks are master sappers, diggers, and explosives experts who specialise in breaching static defences and laying traps. They are usually equipped with a Bolt Revolver, an entrenching tool, and HY-Pex Mines, a type of high-yield penetrative explosive mine perfect for ripping open fortress walls and vehicle armour alike.Riflekyn - Riflekyn are the Yaegir's sniper units who are equipped with a Magna-Coil Sniper Rifle and a Weaverwërke Cloak that can camouflage them from most detection, allowing them to provide their team with a critical overwatch from enemy assault during delicate operations.Tracker - Yaegir Trackers are Kin hunters capable of tracking the energy signatures of any target with their Pan Spectral Scanner. Trackers are also equipped with a SiNR Handbow and throwing hatchets for engagement with the enemy.Warrior - A warrior is the basic Hernkyn Yaegir elite infantryman equipped with a Bolt Revolver, a Bolt Shotgun, and a Plasma Knife. Warriors can be organic Kin or the robotic Ironkin.
Hernkyn Yaegir - Notable Hernkyn Yaegir Units: Need's Gaârd - Need's Gaârd was a team of Hernkyn Yaegirs of the Farsail of Thryk Kindred of the Trans-Hyperian Alliance. They were commanded by Theyn Hâvyr Starseeker during the conflict on the Forge World of Bheta-Decima in which they fought to reclaim a Legacy Vault from the troops of the Cadian Neo-917th Regiment of the Astra Militarum which had been corrupted by the Genestealer Cult known as the Cult of the Chittering Verse. The Kin had arrived on the world after their Quicksilver-class Scout Ship Vektrônn's Eye was shot down and crashed into the cult's subterranean headquarters, known as the Deeprealm.
Hernkyn Yaegir - Notable Hernkyn Yaegir: Theyn Hâvyr Starseeker - A theyn of the Farsail of Thryk Kindred of the Trans-Hyperian Alliance, Hâvyr Starseeker commands the Hernkyn Yaegir force known as Need's Gaârd that was engaged in seeking to recover a Legacy Vault after crashing into the citadel of the Genestealer Cult known as the Cult of the Chittering Verse on the Forge World of Bheta-Decima. He is a warrior with vast experience over many solar decades of military service to his Kindred who has spent an unusual amount of that time with the Hernkyn Yaegirs. He is renowned among them for his long experience, wisdom, and the successful exploits he has commanded.
Hernkyn Yaegir - Sources: Kill Team: Termination (Specialist Game), pp. 24-29, 60-64
Herodor - Herodor: HerodorSabbat Worlds SectorImperialSaint SabbatSabbat Worlds CrusadeForces of ChaosHerodor was a world sacred to the Ecclesiarchy because during Saint Sabbat's original Crusade to conquer the Sabbat Worlds in the Emperor's name she had paused on the planet to cleanse her wounds in the River Civitas. As such, that same river remained a place of pilgrimage for many believers in the Imperial Cult.During the Sabbat Worlds Crusade, Herodor was once more attacked by the Chaos troops led by Magister Enok Innokenti, mostly members of the Blood Pact but also with the aid of nine Chaos Champions. The Chaos forces had come to Herodor because of the rumour that a reincarnated Saint Sabbat was marshalling Imperial forces on the planet. In the battle which ensued, the Saint did apparently appear to lead the Imperial forces to eventual victory.During the climatic Battle of the Old Hive, the Saint killed Innokenti in single combat and then led a Imperial counterattack supported by surviving Planetary Defence Force, Astra Militarum and irregular pilgrim troops until the Imperial reinforcements that were recently redeployed from the world of Morlond came to relieve the Loyalist forces.This was a significant victory for the Sabbat Worlds Crusade as a whole as it helped not only stall but demoralise and scatter the Chaos forces led by Innokenti and helped open a second front for the Crusade to face the Chaos forces.
Heroes of the Space Marines - Heroes of the Space Marines: Heroes of the Space Marines is an anthology of short stories, published by Games Workshop's Black Library imprint in May 2009 and written by a host of recognisable Warhammer 40,000 authors, edited by Nick Kyme and Lindsey Priestley. It features a prequel story to the Salamanders Series by Nick Kyme, a tie-in to the new Imperial Fists series by Chris Robertson, and new Deathwatch and Night Lords stories, and more. The stories are as follows:"The Skull Harvest" by Graham McNeill"Gauntlet Run" by Chris Roberson"Renegades" by Gav Thorpe"Honour Among Friends" by Dylan Owen"Fires of War" by Nick Kyme"The Labyrinth" by Richard Ford"Headhunted" by Steve Parker"And They Shall Know No Fear..." by Darren Cox"Nightfall" by Peter Fehervari"One Hate" by Aaron Dembski-Bowden
Heroes of the Space Marines - Other Space Marines Anthologies: Victories of the Space Marines, edited by Christian Dunn (2010)Legends of the Space Marines, edited by Christian Dunn (2011)Treacheries of the Space Marines, edited by Christian Dunn (2012)
Hetaeron Guard Squad - Hetaeron Guard Squad: A Hetaeron Guard Squad is a part of the elite inner circle of the Adeptus Custodes, also known as the Hetaeron Guard or the Companions of the Emperor. The Hetaeron Guard serve as the Emperor's closest protectors, aides and in ancient times, confidants, leaving His side rarely save for the most dire of circumstances.Since ancient times there have been only 300 of these elite Custodians that serve as the personal guard of the Emperor. They are charged with maintaining the vigil over the Emperor's Sanctum Imperialis chambers within the Imperial Palace at all times and are privileged to always be in His physical presence.Only now, with the destruction of the Fortress World of Cadia by Abaddon the Despoiler during the 13th Black Crusade, and the unleashing of the galaxy-wide Warp rift known as the Cicatrix Maledictum, have the Custodians been charged with the unthinkable -- to leave His side and strike against those who would see the Master of Mankind dead.Unlike their fellow Custodes, the Companions remain within the Inner Palace, continuing to perform their sacred duties as sentinels.
Hetaeron Guard Squad - Adeptus Custodes Hetaeron Guard Squad Composition: 3-10 Hetaeron Guard
Hetaeron Guard Squad - Wargear: Guardian SpearMisericordiaCustodes ArmourRefractor FieldPlasma GrenadesKrak Grenades
Hetaeron Guard Squad - Optional Wargear: Melta BombsArae-ShrikesTeleportation TransponderSentinel WarbladeSolerite Power GauntletSolerite Power TalonPyrithite SpearAdrasite SpearParagon BladeOne member of the Hetaeron Guard Squad may exchange their Guardian Spear for one of the following:Magisterium Vexilla and a Master-Crafted Power WeaponMagisterium Vexilla and Sentinel WarbladeMagisterium Vexilla and Praesidium Shield
Hethgard - Hethgard: Hethgard is a Fortress World with three moons that serves as the primary command centre for the Achilus Crusade's Orpheus Salient in the Jericho Reach.It has survived battles against the forces of Chaos, Human separatists, and Ork Freebooters, yet is now under assault by Hive Fleet Dagon.No servant of the Emperor has ever set foot upon Hethgard and felt anything but awe at the scale of what Mankind has created there. The fortresses of Hethgard are a monument to warfare, a testament to the toil and labour of millions and the blood that millions more will shed in defence of the Imperium.Hethgard exists for one purpose: to defend the rimward flank of the Achilus Crusade's advance, to prevent the enemies of Humanity from reaching the Well of Night and the Jericho-Maw Warp Gate within it.To that end, it has been remade as a world fortified, with every square kilometre of its surface and many hundreds of metres below ground devoted to the protection of its defenders and the repulsion of an invading force.Designed by a coterie of Divisio Tactica siege engineers and Adeptus Mechanicus artisans, Hethgard's fortifications have been carefully arranged to allow for the swift and effective detection and destruction of invaders, its structure devised by ancient strategic lore, arcane formulae, and the results of intensive prognostication.Hethgard has held off several attacks over the solar decades of the Achilus Crusade, its defenders overcoming all those who have sought to oust them from the world's fortresses.However, now Hethgard's garrisons are confronted with a foe unlike any they have previously encountered -- Hive Fleet Dagon is poised to overwhelm the world, and Hethgard's precision-designed defences are pitted against an enemy that seems to be without number and entirely uncaring of the horrific casualties that Hethgard's guns cause.
Hethgard - Climate: Hethgard's planetary climate is arid with high temperatures and a dense legacy smog/smoke cloud layer caused by now-dormant volcanoes, which maintains the high surface temperatures, typically between 28 and 35 degrees Celsius.The planet has no surface water, though many subterranean reservoirs exist. Much of the landscape is dominated by artificial structures in the form of abandoned mines and quarries, and extensive fortifications.Beneath the surface exist tens of thousands of kilometres of tunnels and caverns, most of which are of Imperial origin, with a minority being the remnants of mines created during the sector's "Age of Shadow" after the Imperium abandoned the region.
Hethgard - Key Locations: The following are a number of significant locations on Hethgard, still holding out against the continued onslaught of the Tyranids.