vizn3r/warhammer40k-lore huggingface dataset:
Smoke Launcher - Smoke Launcher: A Smoke Launcher is wargear that is commonly found on many human vehicles belonging to the Imperium and the Forces of Chaos, and can even be found in use by Tyranid Genestealers that are hidden on Imperial worlds. Smoke Launchers are small multi-barrelled grenade launchers that are mounted externally to the front of vehicles, either on the vehicle's hull or turret.The launcher tubes are loaded with smoke charges and when fired produce a non-lethal, self-defence smoke obscurant in multiple directions around the vehicle. The weapon conceals the vehicle behind an obscuring wall of dense smoke and is useful for protection from enemy threat surveillance, target acquisition, and some weapon guidance systems. This tactic is especially effective when a vehicle is caught out in the open, and can be used to cover a retreat, allow infantry to disembark from the vehicle, or to prepare to retaliate.Smoke Launchers, like the Searchlight, are a common piece of vehicle wargear and in many cases are included as part of the default loadout of a vehicle, due to their usefulness and their low cost to produce and maintain.
Smoke Launcher - Sources: Warhammer 40,000: Wargear (4th Edition), pg. 36Codex: Astra Militarum (6th Edition)Codex: Adepta Sororitas (6th Edition)Codex: Space Marines (7th Edition)Codex: Genestealer Cults (7th Edition)
Snagrod - Snagrod: The Ork Warlord Snagrod, also known as the "Arch-arsonist of Charadon," united the warring Ork factions bordering the Loki Sector and launched the largest WAAAGH! the Peryton 163 Cluster had seen since the Great Crusade, attacking the isolated Imperial Agri-world of Badlanding in mid-989.M41.Imperial forces noted that although Snagrod was an Ork, the warlord showed incredible tactical savvy by utilising Imperial tactics. One such tactic would be the elimination of his enemies' ability to communicate outside their star system by killing the astropaths who would send the telepathic call for help.It was this particular strategy that allowed Snagrod's WAAAGH! to go undetected until the invasion of the planet of Badlanding, when Imperial Commissar Alhaus Baldur was able to send a desperate plea for help to the Crimson Fists Space Marines Chapter's homeworld of Rynn's World in the midst of a last stand.Confident that he had the world in his grasp, Snagrod put out incessant, ranting vox broadcasts, boasting that his next conquest would be Rynn's World itself, which lay only a few solar weeks Warp travel from Badlanding. Chapter Master Pedro Kantor dispatched the 3rd Company of the Crimson Fists under Captain Ashor Drakken to Badlanding to stall the Ork WAAAGH! and determine its strength.The endeavour turned sour when a brash Scout Marine sniper failed in an assassination attempt against Snagrod. The Ork forces were immediately alerted to the 3rd Company's presence and in the ensuing battle, Captain Ashor was killed by Snagrod and only twenty-eight out of eighty-four Space Marines were able to return to Rynn's World.When WAAAGH! Snagrod hit Rynn's World, it was with a force unparalleled by any other Ork invasion since the assaults on the Hive World of Armageddon.To his advantage, a malfunctioning plasma missile from the Space Marines' surface-to-space planetary defence system impacted the Crimson Fists' fortress-monastery in the opening stages of the invasion. The conflict became drawn out and even more costly as province by province, the Orks maimed citizens and raped the beauty of the planet.At the climax of the conflict, Snagrod issued a challenge to Chapter Master Pedro Kantor at New Rynn Spaceport. Although the Chapter Master was able to destroy a shielding device that protected the warlord and deliver an incredible amount of punishment, Snagrod escaped at the last moment.The Ork invasion proved costly. All of the planet's cities were destroyed with the exception of New Rynn City, the capital and seat of the world's government, before the planet was brought back under Imperial control by the Crimson Fists years later.Many of the worlds of the Loki Sector captured by WAAAGH! Snagrod, including Badlanding, are still lost to the Emperor, remaining in Ork hands to this day.
Snakebites - Snakebites: The Snakebites are a well-known "klan" of Orks. The Snakebites are considered to be a backward klan by many of the more technologically-advanced klanz and tribes of Orks, for they still follow the old ways of the Ork race and often remain Feral Orks in culture and attitude even after they gain access to more advanced technology.As a result of their rugged lifestyle, the Snakebites are usually weather-beaten and as tough as an old boot. They are experts in the field of breeding Orkoid creatures and their Grots and Squigs are the fiercest among all the Greenskin tribes.The Snakebites' klan name and emblem comes from a tribal rite of passage that requires the young aspirant to full membership in the klan to goad an extremely poisonous serpent into biting him, then sucking out the venom to prove his resilience.Orks of the Snakebites klan thus build up a powerful immunity to natural poisons and keep various species of snakes and toxarachnids as pets.They always carry a selection of venomous beasts with them when they migrate to a new world in case the local varieties of snake prove disappointingly benign.
Snakebites - History: Within the wider Ork "kultur," the Snakebites klan is seen as a pack of backwards throwbacks, which speaks volumes about their behaviour and klan customs.Scorning complicated matters like making their own guns or vehicles, the klan put their faith in things they can trust; a good bit of sharpened bone, a heavy stick or a nice keen-edged Choppa.In battle they will daub themselves with mud and crude war-paint, hanging the claws and teeth of beasts they have killed around their necks and wearing poorly cured skins.As a result of their rugged lifestyle, a Snakebite's appearance is weather-beaten and they are tough as old boots. The Snakebites are known for their thick, leathery hides and their uncouth practices (even to Orky eyes).Among their many curious traditions, the one that stands out the most to other Orks and gives the klan their name is the tradition of using live, venomous creatures in their coming of age ritual.This strange rite of passage involves a young Ork baiting an extremely venomous serpent into biting him, then sucking the venom out of the wound to prove his toughness.Through this ritual, and subsequent bites received when handling venomous creatures, the Snakebites build up a natural immunity to all but the most potent venoms.In fact, Snakebites are never without a lethal serpent, arachnid, or other small beast about their person when moving from planet to planet, just in case the world to which they are travelling has a disappointing paucity of venomous fauna. As far as a Snakebite Ork is concerned, snakes make the best pets –- obviously, the more aggressive the better.Along with their known proclivity for venomous snake handling, the Snakebites have a reputation as the finest breeders of Grots and Squigs among all the klanz. Their Runtherdz breed the fiercest, toughest, and most easily biddable stock, and their sprawling, pungent menageries are a credit to the art of breeding.Indeed, so great is their prowess at breeding that only the Snakebites possess the skill and knowledge to breed, and mix the special feed for, the terrible Squiggoth. These massive Squiggoths and ferocious Grots come in extremely handy in battle, as the Snakebites favour a fast, savage, frontal assault backed up with Grots armed with all manner of crude melee weapons.These swarming tactics serve the Snakebites surprisingly well against more technologically-advanced foes, and many an Astra Militarum squad has met its end beneath a massive avalanche of frenzied Orks, snapping, hissing Squigs, and frantically slashing Grots.
Snakebites - Notable Campaigns: WAAAGH! Hruk (855.M41) - The noted Snakebites Warboss Hruk Teefsplinta enslaved the entire population of his old stomping grounds, the binary system of Corva. Forcing his captives to build him spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie, Hruk set off for the core worlds of the Imperium. He conquered the nine Shrine Worlds of Marlisanct and used the system's Basilica Imperator Majoris as a breeding pen to house his Squiggoths.
Snakebites - Klan Beliefs: The Snakebites are toughened by the strange initiation rites of their klan. By being bitten by poisonous snakes and sucking out the venom straight away, they become tougher over time.Of all the Ork klanz, the Snakebites remain closest to the wild, uncivilised state of their Feral Ork ancestors. Although they use and understand technology as well as any other Orks, their natural inclination leads them to shun much that is technologically sophisticated in favour of familiar ways.The Snakebites are also known to be a wandering klan that rarely settles in one place for long. They only stay on a planet long enough to get into a fight and then they're off again.Imperial scholars have speculated that this klan may be the last remnants of the original ancient Ork "kultur" before they made contact with the rest of the galaxy.
Snakebites - Wyrm-Killa Tribe: When WAAAGH! Bork rampaged out of the Ghoul Stars and into the Eastern Fringe, the Wyrm-Killa tribe came with them. Festooned with alien trophies and covered in scars, this Snakebite tribe earned their name killing Tyranids.Runtherdz tell tales of how the tribe were hunting through the jungles of some remote world when they came across a great fleshy spore encased in glistening amber. Dragging it back to the Ork fleet, they cracked it open and hundreds of clawed, serpentine Tyranids spilled out.The Snakebites hunted the creatures, taking great pleasure in the fact that they seemed to grow rapidly, and no sooner had you bashed one than another one appeared from a vent or drain.Before long the Ork Kill Kroozer was infested, and most of the other klanz on board were killed, with only the Snakebites surviving in the weird Tyranid jungle their ship had become. By the time the infested Kroozer drifted into a star system, the Snakebites had finally killed most of the Tyranids on board, having learnt the best ways to crack them open and smash them up.Covered in Tyranid trophies and using alien claws and talons as weapons, they joined up with other Orks, calling themselves the "Wyrm-Killa" tribe. Having had so much fun hunting the Tyranids in space, the tribe had kept some alive and released them on the first world they came to.While the rest of the Orks bashed the Human inhabitants the Wyrm-Killas made sure the Tyranids had time to multiply, so they would make good hunting. By the time the Orks had torn apart the Humans they found themselves overrun by Tyranids, and gleefully turned their attentions to this new foe.Since then the Wyrm-Killas have spread Tyranids to dozens of other worlds so they can have a good fight wherever they go.
Snakebites - Snakebites Tactics: Snakebites often drive their Orkoid beasts to war before them, counting on overwhelming their enemies with Squigs and even Squiggoths so that their Boyz can reach the foe.Their Runtherdz work tirelessly to keep these creatures and the klan's Grots in line on the battlefield. In times of war, the Grots are given crude weapons and herded into battle, often manning the batteries of Big Gunz and accompanying the tribe's Weirdboyz.Ironically, the more sophisticated weapons that fall into the hands of the Snakebites usually find their way into the hands of their Grots, as the runts of the klan are left to figure out how they work.The Orks, meanwhile, gather into especially large and surly mobs, whose lack of Shootas is more than made up for by their assortment of heavy, blunt objects.Snakebites are extremely tough, and rely on their innate resilience and the distraction of countless charging Orks, Squigs, and Grots to keep their adversaries from cutting them down with fire as they close to melee.Once they arrive in close quarters, the sheer savagery of the Snakebites usually carries the day.
Snakebites - Klan Colours: Snakebites prefer muted earth tones for their liveries, with an emphasis on greens and browns with dusty yellow and white highlights. Orks of this klan are covered in swirling red tattoos, like coiled snakes.They are also known to cultivate Hair Squigs so they can decorate themselves with extravagant crests and topknots. Other common features are wolfskin headgear and wolf pelts, which add to their wild and primitive appearance.One of the most distinctive elements of their dress are their snake belts, which are fastened with metal buckles in the form of a snake. Some even go so far as to wear live poisonous snakes around their waist to show how tough they are.
Snakebites - Klan Totem: The Snakebites' klan sigil is a venomous serpent, typically green on a yellow banner, and they like to festoon themselves in venomous serpents, hides, and furs as they trundle exuberantly into battle.
Snakebites - Sources: Codex: Orks (3rd Edition), pg. 23Codex: Orks (4th Edition), pp. 14, 29Codex: Orks (7th Edition), pp. 29, 43-45, 69-70, 81Only War: Enemies of the Imperium (RPG), pp. 64-65Waaagh! Ghazghkull: A Codex Ork Supplement (7th Edition), pp. 13, 90, 105White Dwarf 290 (UK) "Chapter Approved: Ork Clanz," by Andy Chambers & Andy HoareWhite Dwarf 349 (UK), "Clan Loyalties," by Phil Kelly, pg. 28Waargh! Da Orks (1st Edition)
Snare Weapons - Snare Weapons: Snare Weapons are a class of nonlethal Imperial weapons used by the Sisters of Silence and agents of the Inquisition that discharge rapidly hardening fibro-plastic nets to capture prey and entangle and debilitate their foes, particularly psykers that they are hunting for to add to the Great Tithe.While they are most often used on acquisition missions, to immobilise key targets prior to capture, Snare Weapons also see occasional use on the battlefield. There the sisters and Inquisitors alike use them to deny key ground to more heavily armed foes that the Silent Sisterhood or the Inquisition agent is otherwise ill-equipped to counter.
Snare Weapons - Snare Gun: The Snare Gun is a weapon very similar to a Webber, which fires either a thin cable that serves as a snare or a stream of fibro-plastic that spreads out to form a net that can entangle and capture a target rather than kill them.The Snare Gun is a simple, yet effective weapon, which fires a spool of thin adamantium cable, ending in a snare, to lasso a foe, or a stream of fibro-plastic that rapidly forms an entangling net. The entangled victim can then be reeled in, alive and (relatively) unharmed.Should the quarry become too much for the user to restrain, the spool has a quick release to allow the user to retain the weapon. This gun is often utilised by those who wish to capture a target alive but cannot access more sophisticated weapons (such as Webbers).
Snare Weapons - Snare Cannon: A Snare Cannon is a larger and more powerful variant of the Snare Gun that has greater range. It also unleashes a fibro-plastic net that is stronger than its smaller counterpart and able to haul in more massive and stronger prey.
Snazzgun - Snazzgun: A Snazzgun is either a ballistic or directed energy weapon favoured by the most ostentatious and obnoxious of Orks, known as Flash Gitz. Snazzguns vary as much in design as shootas, but all are lethal in the extreme.Many Flash Gitz hard-wire their Snazzguns to their primitive bioniks, incorporating a variety of barrels, scopes and targeting arrays into their cybernetics to maximise their Snazzgun's effectiveness -- not that this necessarily makes them any better shots, but it does make them feel bigger and cleverer as they are shooting.An individual Snazzgun shoots either bolts of energy or ballistic rounds, but not both. A Snazzgun, just like a shoota, is inherently inaccurate and can do variable damage, as the velocity of its shots (if the weapon is of the ballistic variety) can vary, even if the Flash Git is equipped with a Gitfinda or Targeting Squig to aid his accuracy.
Snazzgun - Sources: Codex: Orks (4th Edition), pp. 89-90Dark Heresy: Creatures Anathema (RPG), pg. 102'Ere We Go: Orks in Warhammer 40,000 (1st Edition), pg. 154Gorkamorka: Da Roolz (Specialty Game), pp. 54-55Imperial Armour Volume Eight Raid on Kastorel-Novem, pp. 114-119 Warhammer 40,000 Dawn of War: Dark Crusade (PC Game)
Snikrot - Snikrot: Snikrot, also called Boss Snikrot and Snikrot the Stalker, is a vicious and skilled Ork Kommando who leads the company of Ork special forces known as the Red Skull Kommandoz within the equatorial jungles of the Imperial Hive World of Armageddon. The infamous Ork Hunters of the Armageddon Astra Militarum are afraid of one Ork and one Ork alone. In the dark nights of the steaming equatorial jungles between the sub-continents of Armageddon Prime and Secundus, these grizzled veterans whisper tales of Boss Snikrot. They tell of a killer who slips through the jungle like a ghost, who can pass through throttlevine groves without disturbing a single leaf. They tell of a savage hunter who lives for slaughter, whose eyes blaze with malice. Finally, they tell of his victims, left to bleed to death with their eyes torn out and their scalps ripped free from their skulls.Snikrot and his Red Skull Kommandoz have become a bane upon the world of Armageddon, striking from the shadows time and again always where the defenders least expect them. No matter how elaborate Snikrot's schemes become, his ladz are equal to the task, and the Boss has vowed that even if the mighty Warlord Ghazghkull Thraka has given up on conquering Armageddon, he never will.
Snikrot - Wargear: Mork's Teeth - Snikrot carries a pair of massive knives he calls Mork's Teeth. Their blackened blades are as long as a man's arm. Mork's Teeth are consecrated to the Ork God Mork and have been bathed in the blood of over a hundred dead human defenders of Armageddon.Stikbomz - Snikrot also makes use of Stikbomz (Ork grenades) in ranged combat or to make a hasty escape.
Sniper Drone Team - Firesight Marksman: Although Sniper Drones are equipped with impressive artificial intelligence, it is the Firesight Marksman, a shas'la, who is the brains behind the operation. Ensconced in cover far from the front lines of battle, a Firesight Marksman will scan the battlefield using his targeting platform, his advanced optical sights helping him to select prime targets.All Firesight Marksmen who work with Sniper Drones are Fire Warrior officers of the rank of shas'la who have experience in the elimination of high-priority targets through long-range sniping. T'au Firesight Marksmen are always equipped with a support targeting platform that incorporates numerous technologies to aid them in their role of directing their Sniper Drones.The platform incorporates a Marker Light, which the marksman can use to feed targeting information to nearby T'au forces to make their firepower more accurate and effective, and a Drone Controller so that the marksman can guide and direct his drones' deadly firepower more effectively using his targeting platform to seek out the most vulnerable quarry.The Marker Light is especially important, as it allows the marksman to support nearby comrades or to launch Seeker Missiles, although some marksmen prefer to keep themselves out of the line of fire and exposing only their drones to incoming shots. All Firesight Marksmen are also armed with a Pulse Pistol for basic personal defence, in case a foe attempts to close in on them.A single marksman can command up to nine Sniper Drones, but when fielding that many, it is common to have up to two additional marksmen as part of the team.Should all marksmen on the team be slain however, Sniper Drones possess sufficient artificial intelligence to continue the fight, and Earth Caste engineers have been amazed to arrive upon a battlefield many hours after its conclusion to find the Sniper Drones still hovering on duty, their sniping rifles still seeking new targets.
Sniper Drone Team - Ordo Xenos Departmento Analyticus Technical Specifications: The technical specifications for this T'au unit have not been obtained or released by the Ordo Xenos.
Sniper Rifle - Sniper Rifle: A Sniper Rifle is a high-powered and highly accurate projectile or directed energy weapon that is used to attack distant foes and lightly armoured targets at extreme ranges with unerring accuracy. Capable of firing powerful shots with lethal precision, sniper rifles can fell even the sturdiest enemy.Small sniper teams or even lone snipers can stop advancing troops in their tracks, holding them up for hours while other military assets are called up to deal with them. Sniper Rifles are commonly used by Imperial forces such as Space Marine Scouts who utilise these deadly weapon on missions where disruption of enemy forces is paramount.
Sniper Rifle - Space Marine Variant: Space Marine Scouts are perhaps the most well known Imperial troops who utilise the deadly Sniper Rifle. Scout Squads are the vanguard of a Space Marine force, infiltrating behind enemy lines and sowing disruption and securing vital strongpoints.These masters of stealth and reconnaissance utilise a unique model of Sniper Rifle, an Astartes-pattern weapon that boasts a powerful telescopic sight and fires a solid projectile round which allows the wielder to fire at enemy weak points and distant foes with deadly and extreme accuracy.Astartes M40/A1 Pattern Sniper Rifle - The Codex Astartes states that a Space Marine must be schooled in every aspect of war, and this includes the use of weapon he may not necessarily go on to use as a fully-fledged Space Marine. The Sniper Rifle is such a weapon, and its use fits the tactical role of the Scout. The rifle fires a small dart made from a deadly neuro-toxin chemical. The liquid chemical is frozen into a dart or sliver within the gun before it is fired. Unerring accuracy is afforded by a low power beam of invisible laser-light which drives and guides the chemical dart to its target. If the target is armoured, the beam automatically pulses when the rifle is fired, punching a tiny hole which allows the toxic dart to penetrate.Mark III Shrike Pattern Bolt Sniper Rifle - The primary armament of Vanguard Marine Eliminator Squads is the Mark III Shrike Pattern Bolt Sniper Rifle. The optical sights of this weapon can be tailored for any situation, from thermoscopic vision to precision Auspex scans that can penetrate several metres through solid matter. Once marked, there is nowhere for an Eliminator's prey to hide, and no amount of protective armour that can stop the killing shot. The Bolt Sniper Rifle can be outfitted with special ammunition to deal with different tactical situations, including Hyperfrag rounds, Executioner rounds, and Mortis bolts.
Sniper Rifle - Deathwatch Variants: Those Space Marines that are seconded to the Deathwatch, the Chamber Militant of the Inquisition's Ordo Xenos, often make use of a highly specialised Sniper Rifle pattern known as the Mark IX Ultra Pattern sniper rifle. Just over 2 metres in length and weighing close to 50 kilograms, the massive Mark IX Ultra is as intimidating as it is effective.The Mark IX is a heavy needler sniper rifle used by the Deathwatch for long-range anti-personnel and anti-materiel work. With its long barrel and powerful scope, the Mark IX allows a Deathwatch sharpshooter to engage targets with incredible accuracy at very long ranges.The Mark IX is a highly-respected and revered weapon, and it is often selected as the weapon of choice for Space Marine snipers in many Deathwatch Kill-teams. Each Mark IX has the following integral systems:Tailor Made - Each Mark IX is tailored to fit the Battle-Brother to which it has been assigned. The weapon’s stock and hand guard are matched to the owner’s size and shooting stance, making carrying, pointing, and shooting the Sniper Rifle as easy and natural as pointing a finger. While this increases the Sniper Rifle’s accuracy, the custom furniture makes it uncomfortable and nearly impossible for anyone else to use it without serious modification. The Mark IX is also fitted with a special security system programmed with the owner’s genetic code. This system, composed of a sensor pad in the weapon's stock, makes contact with a matching pad in the palm of the glove or gauntlet worn on the Space Marine’s shooting hand. The Space Marine’s genetic data is then transferred to the weapon’s Cogitator and analysed. If the Cogitator array senses the genetic pattern of the proper owner, the Sniper Rifle operates as normal. If anyone else attempts to use the weapon, the Cogitator will disable the firing mechanism. This renders the Sniper Rifle unusable until the assigned owner picks it up again.30x Scope - This powerful telescopic sight allows the sharpshooter to engage enemies at extremely long range. Telescopic sights magnify the target’s image, making it easy to see. This is especially useful for long-range shots that need to hit a very specific target location.Suppressor - This combination silencer and flash concealer reduces both muzzle flash and the signature report of a needle weapon.Highly Accurate - With its long barrel, integral recoil compensators, and under-barrel bipod, the Mark IX is an incredibly accurate and well-balanced weapon. Its turbo-chem needle ammunition is highly accurate and utterly deadly to its victim.
Sniper Rifle - Astra Militarum Variants: Space Marines are not the only ones to make use of these precision instruments of death, as there are many different Sniper Rifles utilised by the marksmen of the Astra Militarum. Some regiments prefer to use Needle Sniper Rifles that fire small darts made from deadly neuro-toxins.This exotic weapon is highly prized by snipers, as the Needle Rifle offers the perfect combination of range, stealth, and deadliness. The only argument against the use of these exquisite weapons is that they are ineffective against heavily armoured targets.Others make use of the "Long-Las," a variant of the humble Lasgun with a reinforced barrel and overcharged power cells known as "Hot Shots." Favoured by Imperial Guard and Scout Marine snipers, the Long-Las is a specially modified version of the standard Lasgun for added range and accuracy. As its name implies, a Long-Las also has a much longer barrel than a Lasgun, both to increase range and prevent overheating.This can make a Long-Las up to twice as long as a standard Lasgun, making it unwieldy in close quarters. The most infamous snipers amongst Imperial Guard regiments are Abhuman Ratlings, who use these highly accurate weapons to snipe enemy commanders and tank crews with contemptuous ease, and who are often deeply amused at the panic and confusion they unleash.Less advanced than the standard military needle sniper rifle, the Absolution Pattern Sniper Rifle is a solid projectile weapon and is more easily obtainable and very effective against lightly armoured targets. Complete with a tripod brace, silencer, and telescopic sight, in the hands of a skilled marksman it can quickly crush insurrections, put down rebellious natives, or quash labour revolts. The integral noise baffles built into the rifle make it very quiet.
Sniper Rifle - Officio Assassinorum Variant: The Exitus Rifle is the signature weapon of the Vindicare Temple of the Officio Assassinorum. This rifle is amongst the finest examples of Imperial weaponsmithing. Hand-crafted by a Magos-Artisan of the Adeptus Mechanicus, each Exitus rifle is part of a matched set -- both pistol and rifle customised to the specifications of the individual Assassin.The Exitus weapons contain sophisticated Machine Spirits and utilise ammunition constructed from special heavy-gravity alloys to penetrate nearly all forms of known protection. All Exitus weapons incorporate a silencer and a selector switch. The Exitus Rifle has a built-in telescopic sight.
Sniper Rifle - Exitus Ammunition: All Exitus ammunition (including all special rounds) contain miniaturised Cogitator targeting-spirits that make them nearly impossible to avoid. Exitus rounds can also be programmed to self-destruct. The rounds are disintegrated, consumed as if destroyed by a virus, and leave no trace behind.
Sniper Rifle - Special Exitus Ammunition: Vindicare Assassins are normally issued a set of special ammunition when sent on an assignment. These unusual shells are very rare, each extremely difficult and time-consuming to craft. Therefore, the Assassin is usually given a single shell of each type. Occasionally, other special rounds (such as the hyphosphus incendiaries) are issued in their place. The ammunition described below may only be utilised by the Exitus Rifle and the Exitus Pistol:Shield-breaker Round - This round is specially-treated with a psychically-charged imprint, and contains a complex circuit of anti-phase technology that is little understood even by the Tech-priests of the Mechanicus.Hellfire Round - The Hellfire Round has devastating effects on organic matter -- its core is filled with a vial of mutagenic acid. Thousands of armour-piercing micro-needles inject the target with this acid upon impact, eating away flesh and metal alike with horrific speed.Turbo-penetrator Round - The Turbo-penetrator Round is a hypervelocity, Adamantine-jacketed bullet surrounding a special magno-sealed flux needle. These special rounds are renowned for their ability to pierce nearly any armour, and the hypervelocity shell wreaks havoc upon any target, often by the secondary effects of its phasing passage through the target’s molecular structure.
Sniper Rifle - Xenos Sniper Weapons: Xenos species also use sniper weapons to great effect. Aeldari Rangers use their trusty Long Rifles to take out vulnerable targets at extreme distances while remaining hidden. The T'au use teams of semi-autonomous Sniper Drones to take down their targets at long range while T'au Pathfinders possess technologically advanced Rail Rifles that make excellent sniper weapons.
Sniper Rifle - Silencer Sniper Rifle: Genestealer Cult Sanctuses often make use of Sniper Rifles when they want to kill at a distance. For this task, they utilise a marksman Silencer Sniper Rifle converted to fire needler rounds. Each toxin dart carried by the Sanctus is filled with an alchemical serum brewed by their gene-sect's Biophagus. Engineered from a pure sample of Genestealer blood, this mind-affecting poison can render its target a drooling imbecile in solar seconds.
Sniper Rifle - Jackal Sniper Rifle: The Jackal Sniper Rifle is the weapon favoured by Genestealer Cult Jackal Alphuses. So accurate and focused are these fourth generation Neophyte Hybrids upon their task that some members of the Ordo Xenos have even compared them to Imperial Assassins.
Sniper Rifle - Sources: Codex: Space Marines (8th Edition) (Revised Codex), pp. 74-75, 150Codex: Blood Angels (5th Edition), pg. 58Codex: Dark Angels (4th Edition), pg. 29Codex: Genestealer Cults (8th Edition), pp. 48, 58-59, 104Codex: Imperial Guard (5th Edition), pp. 43, 69Codex: Space Marines (5th Edition), pg. 66Dark Heresy: Ascension (RPG), pp. 139, 147-148Deathwatch: First Founding (RPG), pg. 61Deathwatch: Rites of Battle (RPG), pp. 138-139Rogue Trader: Into the Storm (RPG), pg. 111Rogue Trader: Core Rulebook (RPG), pg. 130
Snope's World - Snope's World: Snope's World is a Hive World that was once one of the most prominent planets within the Askellon Sector of the Segmentum Obscurus, and it is said that, at the height of its power, its influence stretched well past the distant spires of the Pellucid Tower.Now, however, it is little more than a poisonous swamp, its towering spires gradually falling into ruin as its rulers squabble over the last scraps of wealth like starving canids. Even more distressing is the evidence that the planet's once lucrative trade routes are becoming weaker every Terran year, and many now fear Snope's World's imminent isolation, its seething masses falling on each other as their last vital links with the rest of the galaxy are severed.
Snope's World - History: According to legend, Snope's World was originally a beautiful world of pristine, flower-filled forests and glittering emerald seas teeming with life. Strangely, it was also one of the few worlds left uninhabited during the Askellon Sector's founding, though it is believed that the first sector lords were aware of both its presence and splendour prior to its disappearance into the maelstrom of the Pandaemonium many millennia ago.The man credited with its discovery is the Rogue Trader Lord Drazitine, fourth scion of the Hadaeko Dynasty, and heir to that failing legacy. Drazitine's fortune had been in perpetual decline since the loss of a frigate that passed through the tumultuous wake of a dying star during Warp transit. Legend says that the insane and anguished wails of the doomed vessel's occupants, including those of his wife and sole heir, echoed from every vox on his flagship as he helplessly watched the Immaterium swallow the vessel.Believing that luck and the Emperor had forsaken him, Drazitine sank into despair, his fortune wasting away as his ships aimlessly plied the void. Then one night, as the grief-stricken lord stared out an observation blister into the riotous confusion of the Sea of Souls, a figure swathed in pious robes of shimmering starlight appeared before him, revealing to him a virgin world that would forever secure his family's legacy. Though Drazitine never explicitly revealed the figure's name, Askellian scholars believe it to have been Saint Coronia the Iridescent, and have subsequently added this apparition to her other miraculous deeds.The saga of Drazitine's epic voyage has since passed into myth and legend, and after Terran years of trials, tribulations, and catastrophes, the remains of his battered convoy finally arrived within the distant Askellon Sector. Upon re-emergence into realspace, the great Warp storm Pandaemonium inexplicably parted before the weary vessels, thus granting passage to a region of space that had hitherto remained unexplored for many standard millennia. Afterwards, the fleet soon discovered an emerald globe in orbit around a bright and vigorous star, and Drazitine's ships quickly took up high anchor as the Rogue Trader himself led the first shuttles down to its idyllic surface.Following this discovery, the great technological leviathans of the Imperium quickly arrived to strip Snope's World of its mineral resources, and standard centuries of mining eventually replaced the verdant jungles with chemical bogs and squalid swamps. Meanwhile, massive trawlers, each the size of a small city, dredged the river beds and tropical coasts for rare silicates, or probed the ocean depths in order to plunder the vast reserves of raw promethium waiting beneath the waves.Most of the indigenous species did not survive, their teeming multitudes replaced with unnatural mutations and hardy predators better able to endure the resulting environmental pollution and deadly acid rain. After many Terran centuries of unchecked exploitation, though, the planet's resources have begun to decline, and with them the legacy that Drazitine had bequeathed to his successors.
Snope's World - Lure of the Occult: Across the many worlds that Humanity has claimed, worship of great historical figures is extremely widespread. Snope's World is no exception to this, as there are many here for whom the name Drazitine is held in particular reverence. Within the great Hive Saturna, faith in the Cult of the Iridescent Saint or pledges to the devout Children of Coronia are also particularly prevalent, though similar shrines often appear in the many cathedrals across the planet.The denizens of Snope's World are also notorious for their intensely superstitious customs, a practice that the frequent wars of propaganda among the noble houses only exacerbates. Yet interspersed with these harmless beliefs are other, darker traditions that involve macabre and gruesome offerings in exchange for protection from the myriad dangers believed to lurk in the dark, polluted depths. Occult beliefs are natural extensions of such activities, for it is often only a small leap from simple charms and wards to more dangerous paths of corruption and power.The sheer variety of occult activity on Scope's World is almost beyond comprehension, as the numerous factors and conflicting motives for the activities of these groups have spawned countless expressions of blasphemy over the years. Cults infatuated with various Dark Saints are often popular warrens for recidivists and other malcontents with deviant political ambitions. Meanwhile, other groups such as the Cult of the Deceiver, the Society of the Celestial Façade, and the Enclave of Obscure Erudition run the gamut from eccentric social gatherings to dangerous heretical cabals that threaten the very foundations of Imperial rule.Even more alarming is the rise of innumerable cults dedicated to the power of the great Warp storm Pandaemonium, such as the Disciples of Disorder, Pathos de Tenumbrae, Tempestial Brotherhood, and Chosen of the Storm. Many are consumed with the insane goal of enticing the swirling maelstrom to engulf their world in an unstoppable tide of unrestrained madness.The Inquisition and other servants of the Emperor have destroyed countless such cults among the increasingly disheartened populace of the world, yet for every Heretic that faces judgement, another arises, a pawn of the baleful shadow the storm casts across the minds of those it chooses.
Snope's World - The Dregs: Though most of Snope's World's mineral resources were exhausted long ago, the planet's downtrodden multitudes continue to toil day and night within the surviving manufactoria, which provide the bulk of the income for the various noble houses that cling desperately to their precarious positions of power.The most powerful of these houses maintain scattered ties with the rest of the Askellon Sector, their ancient merchant pacts and mandatory trade accords supplying the majority of the ores and other raw materials needed to continue production. Most hive cities specialise in various luxury voidship components, including magnificent fractal viewing blisters and ornate void-shielded observation bays, in addition to any necessary industrial and military manufacturing.However, there are still a few houses among Snope's World's nobility that continue to claw futilely at the remains of their hereditary holdings, in order to extract the last dregs of mineral wealth. The most common of these efforts involve the collection of industrial runoff from the vacant mineshafts below for reprocessing, or the employment of vast hordes of conscripts to seek out any remaining deposits beneath the scarred and toxic surface.However, this steady proliferation of increasingly desperate mining tactics has had a profound impact on the structural integrity of many hives in recent solar decades, and instances of collapse among the outlying districts are now appallingly frequent occurrences. Yet such matters are of little importance to the members of the Saturnal Court, even as their ruthless exploitation threatens to destroy the remaining foundations of their ill-gotten power.By contrast, life outside these decrepit hives is an incredibly desperate affair, with far-lung communes struggling to scratch out a living amidst exhausted claims, and huge worker caravans migrating across the poisoned landscape in search of work within the isolated labour hives that still stand. Employment within these rickety, corroded structures is far from ideal, however, and countless battles and massacres frequently erupt over jobs so hazardous that a constant stream of workers is required just to maintain the estimated production quotas.
Snotling - Sources: Codex: Orks (4th Edition), pp. 7, 35Waaargh: Orks (1st Edition), pg. 4Rogue Trader: The Koronus Bestiary (RPG), pg. 83
Sojutsu Pattern Voidbike - Sojutsu Pattern Voidbike: The Sojutsu Pattern Voidbike is an early prototype Imperial Jetbike that predates the more common Scimitar Jetbike in common use with the Legiones Astartes during the Great Crusade and Horus Heresy eras.During initial trials its thrusters were capable of providing sufficient thrust to grant the bike limited periods of true flight, and even some manoeuvrability in deep space, and it was classed by the Logisticae Imperialis as an ultralight fighter craft instead of a Jetbike.The Sojutsu Voidbike was the favoured mount of the White Scars Legion's Primarch Jaghatai Khan.
Sokar Pattern Stormbird - Sokar Pattern Stormbird: The Sokar Pattern Stormbird is a super-heavy, dedicated Adeptus Astartes attack lander and is one of the many variants of the Stormbird that dates back to the Great Crusade and Horus Heresy eras. It served as a high-durability orbital assault craft and as a mobile bastion or firebase that could land a Space Marine strike force and withstand heavy ground fire while its cargo of troops and war machines disembarked to press the attack.The Sokar Pattern design features all-round gun turrets and dense composite armour plating comparable to that of a main battle tank and is further protected by Void Shield generators which can be extended to protect disembarking troops and war machines. Multiple thruster units ensure that even if several engines are damaged, the Sokar will remain airworthy.
Sokar Pattern Stormbird - History: The Sokar Pattern Stormbird was developed from the various Warhawk and Nephoros-class Stormbird assault transports utilised by the Yndonesic Bloc during the Unification Wars on Terra, and were later adapted by the Emperor for His early Space Marine Legions. The Sokar Pattern itself was one of the later patterns of Imperial spacecraft developed during the Great Crusade and was used as the design precursor to the smaller, more widely produced Thunderhawk Gunship. It was conceived as a specialised, high-durability orbital assault craft -- almost a mobile bastion and firebase -- which could land a Space Marine strike force and withstand heavy ground fire while its passengers forced a landing zone.To this end, the Sokar's design features all-around gun turrets and particularly dense composite armour plating comparable to a main battle tank. It is further protected by Void Shield generators which it can extend to protect disembarking troops and war machines. Multiple thruster units ensure that even if several engines are damaged, the Sokar is a power if somewhat ungainly flyer. The howl these huge engines make is quite distinctive, even over the din of battle, and along with the bloodshed that followed its appearance it has earned the Sokar the informal name of the "Death Bird" among the Imperialis Auxilia.
Sokar Pattern Stormbird - In the 41st Millennium: All but a legend by the final years of the 41st Millennium, no new examples of the Stormbird or any of its many variants have been constructed in almost a millennia, for much of the technology that allows such a behemoth to function is no longer understood. With armour as thick as the largest of the Imperium's main battle tanks and the craft mounting an array of Void Shield generators, the Sokar is all but impervious to ground fire short of silo-mounted defence lasers and can unleash a significant battery of defensive weaponry.
Sokar Pattern Stormbird - Armament: The Sokar Pattern Stormbird's standard armament includes five ball turret-mounted twin-linked Lascannons, two on each side of the spacecraft, and three hull-mounted twin-linked Heavy Bolters. The twin-linked Lascannons can be replaced with Quad Heavy Bolters depending on the needs of a particular mission. The craft also carries up to six Dreadstrike Missiles under its wings, which can be replaced with either a single Macro-bomb Cluster payload or an advanced targeting sensor array that enables the Sokar to serve as a targeting relay for orbital strike craft, allowing precise strikes from the edge of space in close support of assault operations. It is also equipped with particularly dense armoured ceramite plating, and is further protected by a series of Void Shield generators which it can extend to protect disembarking troops and war machines.
Sokar Pattern Stormbird - Unit Composition: 1 Relic Sokar Pattern Stormbird (41st Millennium Only)1 Legion Sokar Pattern Stormbird (31st Millennium Only)
Sokar Pattern Stormbird - Wargear: A standard Sokar Pattern Stormbird is armed and equipped with:4 twin-linked Lascannons2 twin-linked Heavy Bolters (Wing-mounted)1 twin-linked Heavy Bolters (Rear Hull-mounted)Hellstrike Battery (Hellstrike Missiles)Armoured Ceramite PlatingMachine Spirit2 Void Shields
Sokar Pattern Stormbird - Horus Heresy Wargear: During the Great Crusade and Horus Heresy eras, the Sokar Pattern Stormbirds of the Legiones Astartes featured different weapons loadout options than those few still found during the 41st Millennium.A standard Legion Sokar-pattern Stormbird is armed and equipped with:4 twin-linked Lascannons2 twin-linked Heavy Bolters (Wing-mounted)1 twin-linked Heavy Bolters (Rear Hull-mounted)6 Dreadstrike MissilesArmoured Ceramite PlatingMachine Spirit (artificial intelligence)2 Void ShieldsA Legion Sokar Pattern Stormbird may replace all six of its Dreadstrike Missiles with the following:Macro-bomb Cluster PayloadA Legion Sokar Pattern Stormbird may replace any of its ball turret-mounted twin-linked Lascannons for the following:Quad Heavy BoltersA Legion Sokar Pattern Stormbird may be upgraded with the following abilities:Orbital Strike - The Sokar carries additional wing-mounted ordnance of prodigious firepower in addition to its defensive turrets, and can also be equipped to serve as a targeting relay for orbital strike craft, allowing shatteringly precise strikes from the edge of space in close support of its assault operations.
Sokar Pattern Stormbird - Transport Capacity: The Sokar Pattern Stormbird has a cavernous transport bay that can hold up to 50 Space Marines at a time. The spacecraft can alternatively carry up to 5 Dreadnoughts of any type; Jump Pack-equipped infantry; Rapier batteries; Space Marine Assault Bikes or Jetbikes; a Rhino armoured transport; or a mixed force of all of the above. Infantry carried by the Sokar could disembark from either the sides of the craft, or the large rear ramp, all of which were protected by the vehicle's turrets.
Sokar Pattern Stormbird - Adeptus Mechanicus Technical Specifications: Sokar-pattern StormbirdTypeSuper-Heavy Assault Transport and LanderOperational CeilingN/A (Void Capable)Vehicle NameSokar StormbirdMax SpeedUnknownForge World of OriginUnknownRangeUnknownKnown PatternsUnknownMain Armament6 Wing-mounted Dreadstrike MissilesCrewPilot, Co-Pilot, 4 Turret GunnersSecondary Armament4 Turret-mounted twin-linked Lascannons and 3 hull-Mounted twin-linked Heavy BoltersPowerplant4 x Combination Rocket / Air-Breathing Afterburning TurbofansMain Ammunition6 MissilesWeightUnknownSecondary AmmunitionUnlimited, 3,000 Rounds (Approx.)LengthUnknownArmourWingspanUnknownSuperstructure180 millimetres (Approx.)HeightUnknownHull150 millimetres (Approx.)Transport Capacity50 Space Marines or up to 5 Dreadnoughts, 10 Jump Pack Infantry, 10 Space Marine Bikes Access Points2 Side Doors, 1 Rear Ramp
Sokar Pattern Stormbird - Sources: Imperial Armour Index: Forces of the Adeptus Astartes (8th Edition), pg. 40The Horus Heresy - Book Five: Tempest (Forge World Series) by Alan Bligh, pg. 217The Horus Heresy - Book Seven: Inferno (Forge World Series) by Alan Bligh, pp. 20-21, 34-35, 39, 98-99, 190, 196-197, 232The Horus Heresy: Legiones Astartes - Age of Darkness Army List pg. 92Horus Rising (Novel) by Dan AbnettFalse Gods (Novel) by Graham McNeillDark Disciple (Novel) By Anthony ReynoldsGarro: Oath of Moment (Audio) by James SwallowGarro: Legion of One (Audio) by James SwallowI Am Slaughter - Book One: The Beast Arises Series (Novel) by Dan AbnettForge World - Space Marine Sokar-pattern StormbirdForge World - Stormbird & Imperialis Landing PadForge World - Stormbird & Betrayal at CalthForge World - Downloads: Sokar Pattern Stormbird Rules