vizn3r/warhammer40k-lore huggingface dataset:
Ancestral Warding Stave - Ancestral Warding Stave: An Ancestral Warding Stave, also called an Ancestral Ward Stave, is a form of barrier-tech employed by the Grimnyr of the Leagues of Votann to unleash the power of their psychic disciplines. Barrier-tech is the name given to the advanced technology of the Leagues of Votann that allows those Kin cloned with a psychoactive cloneskein, such as the Grimnyr and the Embyr, to access and manipulate the psychic energies of the Immaterium.These devices come to life only at these psychoactive Kin's touch, emitting a soft thrum of power and glimmering with cold witchlight. It is through the careful use of barrier-tech devices like these that the Grimnyr and the Embyr manipulate the energies of the Warp to produce manifestations similar to those conjured into realspace by true psykers without facing the same risk of insanity, loss of control of their powers or Daemonic possession.The stave can also be used as a potent melee weapon in its own right.
Ancient - Ancient: An Ancient, also known as a Standard Bearer, is a hand-picked Veteran of a Space Marine Chapter who is chosen to bear the sacred battle standards of a Chapter or one of its individual companies and is usually part of a Chapter or company Honour Guard. These battle standards are possibly the most revered of all a Chapter's artefacts.Each standard has proudly flown over hundreds of battlefields and every battle-brother will understand the exact nuance and reference that has been woven into their lavish designs.The Standard Bearers are chosen specifically for their bravery and steadfastness. They are also a more than capable warrior who is not to be discounted when assessing the Chapter's fighting strength.The title of "Ancient" is reserved for the standard bearers of the Codex Astartes-compliant Chapters and is considered one of the most prestigious and senior ranks within most Space Marine Chapters.An Ancient is sworn to carry the standard forward, not to dishonour or lose it, and to die defending it if necessary.Among the formations of the Primaris Space Marines, a Standard Bearer for a company or the entire Chapter is known as a "Primaris Ancient."
Ancient - History: A Standard Bearer is an honourific that heralds back to the bygone Legion Standard Bearers of the ancient Legiones Astartes. These specially chosen individuals were consummate warriors, chosen for the honour of carrying one of the Legion's great standards, making them a rallying point on the battlefield for the Legion's troops.These chosen Space Marines were members of Legion Command Squads, and had access to the finest wargear available to the Space Marine Legion's rank-and-file and embodied the Legion's honour in war.In the late 41st Millennium, Ancients continue to uphold the honour of their ancient predecessors as members of a Chapter or company Honour Guard. Chapter Banners are the most sacred artefacts belonging to a Chapter. These banners are very ancient and are only ever carried into battle by the appropriately named Chapter's Ancient. These individuals carry the battle-flag of the Chapter or company in which they serve.Each standard is an ancient relic, steeped in history and heavy with the glories of the Chapter. An Ancient serves within the Command Squads that accompany the high-ranking Space Marine officers on the field of battle. A Chapter Ancient is recognised by a skull and Imperial Laurel honour worn on their right shoulder plate.The banner carried by an Ancient is as individual as the Chapter itself and there are few rules to govern its design. The Codex Astartes limits its comment on the Chapter Banner to simply saying that the standard should carry the colours and icon of the Chapter and should display such honours as the Chapter Masters deems worthy.Venerable Chapters usually possess several Chapter banners, although only one will be in use at any given time. The specific design varies greatly from banner to banner, but all will evoke one of the Chapter's greatest triumphs or some other key moment from its long history.Though a Chapter may own multiple banners, one, and only one, will be in use at any given time. This battle standard will have been consecrated by the Chapter's senior Chaplain and dedicated to the heroes of the Chapter's past, present and future.In battle the banner is used to inspire the Space Marines to superhuman feats of martial prowess and woe betide the enemy that threatens this holiest of relics. Eventually these banners age or are damaged beyond repair and they will then be retired to grace the great hall of a Chapter's fortress-monastery.Furthermore, new Chapter banners may be fabricated to mark great victories or to honour mighty heroes who have fallen in battle. For a Chapter with a long history like a First Founding Chapter, there will be dozens of these venerable and venerated flags in the great hall, each one carefully preserved and honoured by the Space Marines.
Ancient - Chapter Ancient: One battle-brother amongst the Chapter's honour guard may have the distinction of carrying the banner of their Chapter into battle. This is a sacred task, one borne with immense dignity and gravitas.Whether providing a rallying point to the warriors fighting around him, or racing to defiantly plant the standard upon a contested elevation and in doing so claim the battlefield for his Chapter, the Ancient serves to inspire all around him.
Ancient - Company Ancient: One of the most common specialists found fighting alongside company Veterans in a Command Squad is the Company Ancient. These warriors carry the revered battle-flag of the company in which they serve.Each standard is an ancient relic, steeped in history and heavy with the glories of the Chapter, and every Space Marine, from the most inexperienced recruit to the hoariest veteran, fights all the harder in its august presence.The Company Ancient is trusted never to let his banner out of his grip while he still draws breath -- to do otherwise is to invite the most terrible and shameful dishonour.
Ancient - Bladeguard Ancient: Bladeguard Ancients are Veteran Primaris Space Marines drawn from the elite 1st Company's Bladeguard Veteran Squads who bear the honour of carrying their Chapter's precious standards into battle. The most revered of these incorporate the remains of fallen heroes of the Chapter; in their presence, battle-brothers are inspired to emulate the legendary deeds of these paragons of old.
Ancient - Wargear: A Firstborn Astartes Ancient is armed as follows:Power ArmourPower SwordFrag GrenadesKrak GrenadesA Firstborn Astartes Ancient in Terminator Armour is armed as follows:Indomitus Pattern Terminator ArmourStorm BolterPower FistCarrying the Space Marines' ancient banners is a most vital task. Important symbols of the Chapter's might, Space Marines will gladly die to preserve them. This makes Ancients frequent targets. However, when they are clad in Terminator Armour, they are near-impervious to enemy fire, ensuring the standard always flies proud.A Primaris Ancient is armed as follows:Mark X Tacticus Power ArmourBolt PistolMark II Cawl Pattern Bolt RifleFrag GrenadesKrak GrenadesA Bladeguard Ancient is armed as follows:Mark X Tacticus Power ArmourHeavy Bolt PistolFrag GrenadesKrak Grenades
Ancient - Sources: Chapter Approved: Second Book of the Astronomican (2001), "Ultramarines Special Characters - Ancient Helveticus, Bearer of the Battle Standard of Macragge," by Andy Chambers, pp. 120-121Codex Adeptus Astartes - Space Marines (8th Edition), pp. 66-67, 151Codex: Angels of Death (2nd Edition), pp. 44, 53Codex: Black Templars (4th Edition), pg. 19Codex: Space Marines (5th Edition), pp. 23, 55Codex: Space Marines (6th Edition), pg. 22Codex: Space Marines (8th Edition) (Revised Codex), pp. 63, 126, 128Codex: Space Marines (9th Edition), pp. 146-148Codex: Ultramarines (2nd Edition), pp. 25, 28, 32, 73Insignium Astartes: The Uniforms & Regalia of the Space Marines, pg. 19, 21-25The Horus Heresy: Betrayal - Part One (Forge World Series) by Alan Bligh, pg. 192White Dwarf 263 (US), "Index Astartes - First Founding: Warriors of Ultramar - The Ultramarines Space Marine Chapter", pp. 18-25White Dwarf 256 (UK), ""Ultramarines Special Characters - Ancient Helveticus, Bearer of the Battle Standard of Macragge," by Andy Chambers, pp. 88-89White Dwarf 312 (UK), "Righteous Victories" by Graham McNeill, pg. 18Betrayer (Novel) by Aaron Dembski-BowdenThe Ultramarines Omnibus, Nightbringer, by Graham McNeill, pp. 29, 204Dark Apostle (Novel) by Anthony ReynoldsDark Disciple (Novel) by Anthony ReynoldsDark Creed (Novel) by Anthony ReynoldsCourage and Honour (Novel) by Graham McNeillWarhammer 40,000: Compendium (1st Edition), "Index Astartes - Codex Imperialis," pg. 137Warhammer 40,000: Rulebook (6th Edition), pg. 394Word Bearers Omnibus (Novel) "Tormented" by Anthony ReynoldsForge World Online Store - Imperial Fists CommandForge World Online Store - Mk II Command SetForge World Online Store - Mk IV Command SetForge World Online Store - Sons of Horus Legion Command
Andar Scarion - Andar Scarion: Andar Scarion is a member of the Astral Claws Chapter who was seconded to the Jericho Reach to serve in the elite xenos-hunting Deathwatch. His arrival at the time was the cause of much controversy due to his Chapter's questionable actions in the solar decades before the outbreak of the Badab War in the early 9th century of the 41st Millennium.Nevertheless, Scarion was allowed to commence his Long Vigil with the Deathwatch and served for over five solar decades with honour, achieving the rank of watch captain.
Andar Scarion - History: A member of the Astral Claws Chapter, Andar Scarion's arrival at Watch Fortress Erioch in 782.M41 was met with controversy. His Chapter's actions in recent solar decades had caused a significant amount of unrest amongst some in the Imperium. Most recently was when the Astral Claws stepped in and brutally crushed a failed coup attempt on the Hive World of Badab Primaris in 718.M41, and his Chapter Master Lufgt Huron took upon himself the mantle of planetary governor, claiming the inhabited worlds in proximity to the hospitable region of the void around the Badab System as his Chapter's feudal demesne. Nonetheless, after much deliberation, Scarion was permitted to commence his Long Vigil, and for forty-five Terran years he served the Deathwatch with honour, achieving the rank of watch captain more than fifteen solar years ago.Like his illustrious Chapter Master, Scarion is a proud and ruthless warrior with a keen grasp of strategy and military politics. Scarion has proven to be a valuable asset in liaising with the Achilus Crusade's Imperial officers, as he is more than capable of navigating the invariably complex political landscape of the crusade. This has not prevented him from taking to the field, however, and on many occasions Scarion has had cause to clad himself in his war-plate and take up bolter and Lightning Claw against the enemies of Mankind.In recent years, Scarion has moved frequently between the Fortress Worlds of Spite and Wrath, working tirelessly to manage the growing madness of Lord Commander Sebiascor Ebongrave and trying to keep it from influencing the Deathwatch's missions within the Canis Salient. In spite of his responsibilities, Scarion has managed to keep a careful watch over a half-dozen Deathwatch kill-teams operating within the salient, often taking up his customary arms and joining them in the field when opportunity permits or necessity dictates.Scarion is a harsh commander at the best of times and the difficulties of the Achilus Crusade's political landscape cause him continual stress. While his pride does not allow him to voice discontent about his circumstances, he expects the kill-teams under his command to perform to the most exacting of standards and does not tolerate laxity, weakness or failure.As is common to many of his Chapter, Scarion regards non-Astartes with a mixture of scorn and pity, holding that the transhuman Astartes ideal is fundamentally superior to the frailty of common Humanity. He masks this well when political necessity requires it, but discards the façade when amongst other Astartes, seeing little issue with collateral damage amongst mortal Human allies whom he regards as utterly expendable. This has caused considerable ill-will between him and Deathwatch battle-brothers more inclined towards benevolence towards those they protect, particularly among those of the Blood Angels, Salamanders and Space Wolves Chapters.
Andar Scarion - Wargear: Tiger's Claw - The Tiger's Claw is a relic Lightning Claw.Bolter
Andras Millward - Andras Millward: Andras Millward is an author for Games Workshop's Black Library imprint.
Andras Millward - Warhammer 40,000: Unthinking Justice (Short Story) (1999, collected in Into the Maelstrom (Anthology) and Let the Galaxy Burn (Anthology))
Andreas Carnhide - Andreas Carnhide: General Andreas Carnhide was a senior Imperial military commander who served under both Warmasters Slaydo and Macaroth during the Sabbat Worlds Crusade. Carnhide successfully re-took the rear echelon supply world of Lyubov in 778.M41, which had been lost due to the incompetence of Lord Militant Cybon. Despite a victory against the odds, Carnhide embarrassed the more politically powerful Cybon, who took his vengeance by orchestrating a whispering campaign against Carnhide at Crusade High Command.Carnhide was accused of wavering and indecision, with his peers casting doubts on his strength of character and even his ability to command. Carnhide retired from active duty in the Crusade in disgust and eighteen months later he committed suicide in despair at the damage to his reputation.
Andreas Carnhide - History: Andreas Carnhide was a veteran Imperial Guard commander with a prestigious and long military career that pre-dated the start of the Crusade in the Sabbat Worlds. After serving under the Warmaster Slaydo during the Khulan War (752-754.M41), Carnhide had ascended to become one of the Warmaster's chosen on his High Command at the beginning of hostilities in the Crusade. Prior to the Lyubov Campaign, Carnhide's service during the Crusade remained unglamorous, as circumstances often found him commanding deployment garrisons or forces in transit. After the death of Slaydo in 765.M41, like many of his contemporaries, Carnhide found himself fallen out of favour with the new Warmaster, Macaroth. With nothing to prove in terms of loyalty and ability, many veteran commanders such as Carnhide found themselves relegated to the onerous chores associated with the Crusade's newly established "Second Front" Command.General Carnhide was not selected for the job of liberating Lyubov on merit but rather as a result of circumstance. Lord Militant Cybon tasked the only senior officer he felt he could spare to the campaign, as the Khan Group was overstretched and beset by three significant conflicts. Though he was given command of a sizable liberation army of Imperial Guard units, they were an ad hoc formation comprised of disparate units who had not served together operationally. Many of these units had seen significant service on the front for an excessive amount of time and desperately needed to be either retired or reconstituted with fresh troops. Cybon more than likely intended for Carnhide's taskforce to be used only as a stopgap measure intended to keep the enemy busy on Lyubov until such time as the Lord Militant could eventually claim victory for himself. Cybon greatly misunderstood the threat the Crusade's forces faced on Lyubov, which would eventually prove to be a far greater danger than anyone had suspected.
Andreas Carnhide - Lyubov War (778.M41): The world of Lyubov was considered a strategically useful location on one of the main jump routes towards the Crusade's front mid-wat through its third decade and was also believed to be a primary source of fuel, munitions and other consumables for the Chaos forces within the Khan Group. Lord Militant Cybon charged General Andreas Carnhide with the retaking of Lyubov in late 777.M41.From the very beginning of the campaign, Carnhide had numerous obstacles arrayed against him. He was given a poorly supplied and equipped ad hoc force of mixed units and still managed to achieve what was thought to be an unlikely victory. Carnhide was a genius at understanding how to use the disparate parts of his command coherently and his command allowed them to function at their best. He knew how to play to the strengths of the various organisations under his command and make them an asset, bringing out the best in his troops through respect for their opinions and initiative, even as the Forces of Chaos often did the opposite.General Carnhide should have achieved glory and honour in light of this great Imperial victory, but alas, it was not to be. Though he would achieve his assigned objective and drive the Chaos forces from Lyubov, ending their threat to the advancement of the Crusade's front across the Sabbat Worlds Sector, General Carnhide was accused of wavering and indecision, with his peers casting doubts on his strength of character and even his ability to command, largely as an act of political vengeance orchestrated by Cybon when it became clear that he had badly misjudged the situation on Lyubov.Lord Militant Cybon even had the gall to berate Carnhide for allowing elements under his command, "to do as they will," which of course was the tactical flexibility that had allowed Carnhide to claim the victory in the first place. Carnhide was deeply wounded by this criticism. He eventually went on to publish his own account of the action at Lyubov and retired from the Crusade and Imperial military service altogether. Eighteen months later he committed suicide, dying from a self-inflicted gunshot wound to the head.
Andy Chambers - Andy Chambers: Andy Chambers was an author and game designer for Games Workshop. He worked extensively on various Warhammer 40,000 rulebooks and sourcebooks, and also authored at least one fiction novel set in the same universe.In 2003, he joined Mongoose Publishing as the lead designer of the company's development team for the Starship Troopers tabletop miniatures game.Chambers was also the Creative Director for Starcraft II at Blizzard Entertainment.
Andy Chambers - Deathwatch: The Alien Hunters (Short Story) (Collected in Xenos Hunters (Anthology) and Deathwatch (Anthology))
Andy Chambers - Path of the Dark Eldar: Path of the Dark Eldar (Omnibus) (2015, ISBN 1-84970-835-5) collects the following:The Treasures of Biel-Tanigh (Short Story)Midnight on the Street of Knives (Short Story) (Also collected in There is Only War (Anthology))Path of the Renegade (2012, ISBN 1-84970-136-9)Path of the Incubus (2013, ISBN 1-84970-299-3)Bellathonis and the Shadow King (Short Story) (2013)Path of the Archon (2014, ISBN 1-84970-591-7)The Masque of Vyle (2013, ISBN 1-84970-936-X)
Andy Chambers - Necromunda: Survival Instinct (2005, ISBN 1-84416-188-9)
Andy Chambers - Others: Ancient History (Short Story) (2001, collected in Dark Imperium (Anthology) and Let the Galaxy Burn (Anthology))Deus ex Mechanicus (Short Story) (2002, collected in Words of Blood (Anthology), There is Only War (Anthology), and Let the Galaxy Burn (Anthology))
Andy Hoare - Andy Hoare: Andy Hoare is an author for Games Workshop's Black Library imprint.
Andy Hoare - Imperial Guard: Commissar (2013, ISBN 1-84970-616-6)
Andy Hoare - Rogue Trader: Rogue Trader: The Omnibus (2018, ISBN 1-78496-681-9) collects the following:Rogue Star (2006, ISBN 1-84416-375-X)Star of Damocles (2007, ISBN 1-84416-478-0)Savage Scars (2011, ISBN 1-84416-564-7)Cold Trade (Short Story) (Also collected in There is Only War (Anthology))Ambition Knows No Bounds (Short Story) (Also collected in Fear the Alien (Anthology))
Andy Hoare - Space Marine Battles: Hunt for Voldorius (2010, ISBN 1-84416-514-0)Warriors of the Imperium (with Sarah Cawkwell, 2014, ISBN 1-84970-742-1)
Andy Hoare - Others: The Long War (Short Story) (Collected in Treacheries of the Space Marines (Anthology))Hunter/Prey (Short Story) (Collected in What Price Victory (Anthology))The 13th Black Crusade (Background Book) (2004, ISBN 1-84416-099-8)
Andy Smillie - Andy Smillie: Andy Smillie is an author for Games Workshop's Black Library imprint.
Andy Smillie - Flesh Tearers: Trial By Blood (Anthology) (2014, ISBN 978-1-84970-928-6) collects the following:Know Thyself (Short Story)Blood in the Machine (Short Story)From the Blood (Short Story)Beneath the Flesh (Short Story) (Also collected in There is Only War (Anthology))Torturer's Thirst (Short Story)Death's Shepherd (Short Story)Immortalis (Short Story)The Quickening (Short Story)Astorath the Grim: Redeemer of the Lost (Short Story)Gabriel Seth: The Flesh Tearer (Short Story)
Andy Smillie - The Horus Heresy: Sins of the Father (Short Story) (Collected in Sons of Wrath (Novella), Death and Defiance (Anthology), and Eye of Terra (Anthology))The Herald of Sanguinius (Short Story) (Collected in Eye of Terra (Anthology), 2014)Virtues of the Sons (Short Story) (Collected in Death and Defiance (Anthology)) and War Without End (Anthology))
Andy Smillie - Space Marine Battles: Flesh Tearers (Anthology) (2016, ISBN 1-78496-154-X) collects the following:Flesh of Cretacia (Novella) (2012, ISBN 1-84970-452-X)Sons of Wrath (Novella) (2014, ISBN 1-84970-948-3)Trial By Blood (Anthology) (2014, ISBN 978-1-84970-928-6)
Andy Smillie - Space Wolves: Deathwolf (Short Story) (collected in Sons of Russ (Anthology), 2012)
Andy Smillie - Others: Debt of Blood (Short Story) (Collected in Sons of Wrath)
Angel's Tears - Angel's Tears: The Angel's Tears, often called the "Broken Blade," or "Dead Hand," were members of the First Sphere of the ancient Blood Angels Legion during the Great Crusade and Horus Heresy eras.They were the most commonly seen of the Orders of the First Sphere and were specialists in the use of weapons of mass destruction. The warriors of the Angel's Tears served the same dark role in combat that other Space Marine Legions referred to as Destroyers.Each individual warrior of this Order bore the rank and title of "Erelim," and served as Sanguinius' wrath set forth by his will to scour away those he decreed unworthy of being saved.The Angel's Tears do not exist in the Blood Angels Chapter of the late 41st Millennium.
Angel's Tears - Role: The Angel's Tears, who were also sometimes called the "Silver Masks," and the "Hands of Justice," took to the field of war only at the direct command of Sanguinius himself, serving as his agents on those rare occasions when the Great Angel deemed an enemy worthy only of annihilation.Armed with weapons best suited to the swift culling of those unworthy of a place in the Emperor's bright new Imperium, they descended upon the foe suddenly and unannounced, faces concealed in the silver death-masks of their Order and oaths of retribution on their lips.As with the other Orders of the First Sphere of the Blood Angels, the Angel's Tears surrendered their names and identities for the term of their service, taking one of the ritual names that identified them as a true Angel of Death, a bringer of destruction and a remorseless killer.Such ritual trappings stem from the teachings of Sanguinius himself, owing their origins to neither Terra nor Baal, a product of his own wisdom. They served to insulate his warriors from the horrific deaths they caused, for when a member of the Erelim put aside his mask and returned to the ranks of the Legion under his old name, he bore no lingering taint for the slaughter and destruction caused by the Erelim whose mantle he bore.
Angel's Tears - Unit Composition: 4-9 Erelim1 Arch-Erelim (Sergeant)
Angel's Tears - Wargear: Power ArmourArtificer Armour (Arch-Erelim only)Chainsword or Combat BladeFrag GrenadesKrak GrenadesRad Grenades2 Volkite SerpentaJump PackMelta BombsAngel's Tears Grenade Launcher (As replacement for 1 Volkite Serpenta)Heavy Flamer As replacement for 1 Volkite Serpenta)Iliastus Pattern Assault Cannon and suspensor web (As replacement for 1 Volkite Serpenta)Rotor Cannon (As replacement for 1 Volkite Serpenta)Heavy Chainsword (As replacement for 1 Volkite Serpenta or as replacement for Chainsword/Combat Blade of Arch-Erelim)Power Weapon (Any type) (As replacement for Chainsword/Combat Blade of Arch-Erelim)Power Fist (As replacement for Chainsword/Combat Blade of Arch-Erelim)1 Lightning Claw (As replacement for Chainsword/Combat Blade of Arch-Erelim)Thunder Hammer (As replacement for Chainsword/Combat Blade of Arch-Erelim)Plasma Pistol (As replacement for either or both of Arch-Erelim's Volkite Serpentas)
Angel's Tears - Notable Angel's Tears: Hanziel - Hanziel was the Commander of the Order of Angel's Tears during the last years of the Great Crusade. He took part in the Battle of Signus Prime, but it is not known if Hanziel survived to see the Blood Angels' victory over that world's daemon hordes.
Angel's Tears Grenade Launcher - Angel's Tears Grenade Launcher: The Angel's Tears Grenade Launcher is a special type of Grenade Launcher used during the Great Crusade and Horus Heresy by the Blood Angels Legion warriors who were members of the Order of the First Sphere known as the Angel's Tears.
Angel's Tears Grenade Launcher - History: A weapon spawned from the Unification Wars and the terror of Old Night, the Rad Grenade fired by the Angels' Tears Grenade Launcher proved well-suited to the Angel's Tears' role as purgers of sin.For while its deadly blast of radioactively-contaminated fragments eradicates the foes of the Blood Angels, it leaves the worlds they corrupted intact, waiting only for the time that they may be declared pure once again and worthy of hosting true servants of the Emperor once more.
Angel Exterminatus - Angel Exterminatus: The Angel Exterminatus is the High Gothic name for an immeasurably powerful creature of Aeldari Mythology. In the Aeldari Lexicon it is called Maelsaha'eil Atherakhia, although no survivor of the Asuryani craftworlds would dare to say its name aloud, which means "beautiful eagle from hell that brings the end of all things."The Angel Exterminatus plays an important role in the myth cycle of the House of Eldanesh, the Aeldari's greatest mythical hero and seems to have strong ties through its name and role to the god Kaela Mensha Khaine, who Imperial xenologists believe to be some sort of physical manifestation -- an Avatar -- of the god's wrath.Though having vanished from the face of the universe long before the rise of the Imperium of Mankind, it is known that in the early 31st Millennium, two of the Traitor primarchs -- Fulgrim of the Emperor's Children and Perturabo of the Iron Warriors -- coveted the Angel Exterminatus' power and tried to unleash it against the Loyalist followers of the Emperor of Mankind. This attempt, however, was spoiled by the valiant actions of the Shattered Legions survivors of the Iron Hands' Strike Cruiser Sisypheum.
Angel Exterminatus - Horus Heresy: Many Terran millennia later, the legend of the Angel Exterminatus was used by Fulgrim, the Primarch of the Emperor's Children Legion, to convince his brother Primarch Perturabo of the Iron Warriors Legion to journey with him to the Crone World of Iydris in the Eye of Terror. There, Fulgrim promised they would resurrect the Angel Exterminatus as a weapon to use against the Loyalist forces.In truth, the Angel Exterminatus was not on the world. The entire journey was simply a ruse on the part of Fulgrim to steal his brother's life force and use it as the final component he needed to achieve elevation to the rank of Daemon Prince in the service of his patron Chaos God Slaanesh.
Angel Exterminatus (Novel) - Angel Exterminatus (Novel): Angel Exterminatus is the twenty-third volume in the Horus Heresy series of novels.
Angel Exterminatus (Novel) - Synopsis: Angel Exterminatus follows the Primarch of the Iron Warriors, Perturabo -- master of siegecraft, and the Executioner of Olympia. Long has he lived in the shadow of his more favoured Primarch brothers, frustrated by the mundane and ignominious duties which regularly fall to his Legion.When Fulgrim offers him the chance to lead an expedition in search of an ancient and destructive xenos weapon, the Iron Warriors and the Emperor's Children unite and venture deep into the heart of the great star maelstrom that haunts Perturabo's dreams.Pursued by vengeful survivors from Isstvan V and the revenants of a dead Aeldari world, they must work quickly if they are to unleash the devastating power of the Angel Exterminatus!
Angel Guard - Angel Guard: The Angel Guard is a Codex Astartes-compliant Loyalist Space Marine Chapter of unknown Founding and genetic origin.
Angel Guard - Chapter Colours: The Angel Guard Chapter wears emerald-green power armour. The Aquila or Imperialis on the chest is silver.The white squad tactical specialty symbol -- battleline, close support, fire support, Veteran or command -- is indicated on the right shoulder plate.A red High Gothic numeral centred in the middle of the squad specialty symbol indicates squad number.The colour of the trim on the shoulder plates indicates company number in accordance with Codex Astartes-approved heraldry -- i.e. white (1st Company), yellow (2nd Company), red (3rd Company), etc.
Angel Guard - Chapter Badge: The Angel Guard's Chapter badge is a set of white wings elevated on a field of emerald-green.A small red livery shield is centred upon it. The heraldry upon the shield consists of a white, twelve-pointed Iron Halo icon.
Angelis - Angelis: The Dead World of Angelis is an ancient Necron Tomb World that later became known to its Ork population as Gorkamorka.Named Angelis on the star charts of the Imperium of Man, the barren world was being surveyed by the Adeptus Mechanicus Explorator vessel Eternal Vigilance in 344–345.M35 when an Ork-inhabited Space Hulk crashed into it, creating a massive canyon dubbed "Da Skid" by the Orks, and irradiating the landscape of the surrounding area.The affected area included the base station of the Imperial survey team who had been investigating the planet's complex of Necrontyr pyramid structures and attempting to determine the reason for the apparent lack of any living organisms on the world, right down to the cellular level. This lack of a biosphere suggested that the world's biosphere had been eradicated by artificial means.The surviving Orks set about building a new starship to leave the planet and rejoin their WAAAGH!. Unfortunately for the Orks, rivalries broke out over which Ork god the ship resembled, and the construction process slowed dramatically as the two different greenskin religious factions fought for resources and territory. The vessel was eventually destroyed in the fighting.After the destruction of the great ship, both sides decided to band together and name the vessel Gorkamorka, meaning that it could look like either of the Ork gods, Gork and Mork. As Orks have a somewhat limited vocabulary, this also became the new greenskin name for the planet.
Angelis - History: Angelis was once a Dead World located on the edge of the northeastern fringe of the Ultima Segmentum which orbited a small binary star known as XCV-103. In 344-345.M35, the planet was being surveyed by an Imperial vessel known as Eternal Vigilance.Led by Chief Orbologist Luteus Vox, the Imperial Explorator team had been sent to explore the alien ruins that lay under its barren surface. They had discovered a series of complex pyramid structures and were determined to discover the reason for the apprarent razing of the world's once thriving biosphere by an unknown xenos force.Initial findings indicated that some of these structures may have been originally built by a mysterious undying mechanical race later known to the Imperium as the Necrons. But then a harbinger of doom plummeted onto this parched, barren world from the depths of space, when the planet was impacted by a gigantic vessel, a space hulk.This vessel was manned by Orks, the most savage and barbaric species in the galaxy. The immense impact took just an instant to wipe the presence of Man from the face of the world. The shock wave created as the prow of the massive vessel struck the surface threw millions of tons of desert rock into the air and the explosive power of the impact was enough to shatter nearby stones into powder.A pall of radiation and dust was cast over the world that would not settle for ten standard years. The climate and topography of Angelis was irrevocably shattered and remade into a new and even more savage form.Nothing was ever heard from the Imperial expedition sent to the world again. Though the Imperium's astropaths probed far into the void, their efforts came to naught. The search eventually ended and further attempts to reach the planet were abandoned in the face of Warp Storms that engulfed the region and proved impenetrable to the voidships of the Emperor.There was no monument raised to the crew who travelled so far across the galaxy and whose fate remains a mystery to this day. They passed beyond the knowledge of Mankind, and the only record of their expedition was a brief entry in the files of the Administratum, a file whose final entry is stamped: "All Contact Lost - Present Status Unknown."
Angelis - From the Ashes: When the space hulk crashed into the planet it carved a massive canyon into the surface which the surviving Orks would dub "Da Skid." The massive vessel was inhabited by an Ork tribe on their way to take part in a galactic war of conquest, or WAAAGH!, as Orks call these violent migrations.The crash killed almost all the Orks on board, but a few survived together with other Orkoid creatures such as Gretchin and the tiny animalistic Squigs. Others probably succumbed to the fires and the billowing clouds of radiation that leaked out from the space hulk's towering bulk. But the Orks were naturally resistant to radiation, physical damage and set backs of all kinds, and promptly set about the business of surviving.The Orks who survived the crash developed a culture which is in many ways unique amongst their own kind. Possibly the high levels of radiation leaking from the wreckage of their space hulk had something to do with this, mutating the subtle genetic strands of Orkoid cells that had been engineered long before to transmit knowledge from generation to generation.Finding themselves stranded upon a hostile and barren world, the Orks appeared to have turned to their scientists, known as Mekboyz, for their salvation. They Mekboyz decreed that they would build a new spacecraft from the wreckage of the old space hulk that would take them away from this world and return to the stars. The new vessel would carry them back to the WAAAGH! so that they could rejoin their greenskinned brothers in glorious galactic conquest.From that beginning long ago the Orks have grown and prospered. The construction of the new vessel continued unabated for standard year upon year. The expanding population of Orks scurried over the planet's surface in search of raw materials. With the passing generations one Mekboy succeeded another, and the number of Mekboyz grew from just a few to tens and then hundreds.Over the years, Mekboyz evolved new ideas which they incorporated into the structure, sometimes dismantling older parts of the edifice to construct new parts, only to have their own work rebuilt or ignored by their successors. With so many Mekboyz working on the craft, some began to develop radically different ideas about how it should work, what its function was, and even what is was they were actually building.
Angelis - Mektown: In time, the original purpose of the massive project was lost to the Mekboyz. As the mechanical bulk grew bigger and bigger, its structure became increasingly confused and diverse. Discord reigned and positions became so entrenched that Mekboyz holding contrary views refused to speak to each other.Soon the existence of space itself was openly questioned, and even the true origin of the hulk's wreckage and their own past was forgotten. Amongst all this anarchy of activity the Orks retained one clear thought -- that they were building their salvation. One day the machine would awake and carry them away from here and back to the WAAAGH! This was certain and no Ork would stop to question the validity or the importance of that single obvious fact.Soon the work took on a shape and size of its own as the primeval instincts amongst the Ork population was stirred. Above the huts and workshops that the Orks called "Mektown," the bulging outer shell towered like a massive torso. The structure took on a life of its own, as the Orks came to believe that the structure was none other than a god.What had probably started off as an accidental resemblance soon became a deliberate part of the design, and all the Orks soon began referring to this creation as "Gork" or "Mork" after the two fierce gods of all Orkdom.As far as the Orks were concerned a wonderous thing had happened, for the gods themselves had come to save them and take them back to the WAAAGH! Or at least one of them had. And that, it seems, was the source of much of the trouble that followed.
Angelis - Schism: Soon a crisis developed, stemming from the view amongst some Mekboyz that the god they had built was Gork whilst others took the view that the god was Mork. These two factions became known as Gorkers and Morkers, and the dispute soon spread to every Ork in Mektown, not just the Mekboyz.Arguments developed into running battles, and battles into a war that raged through Mektown and the Skid. As the two factions continued their internecine conflict, both sides sought to undo the work of the other, and soon battle raged within the structure itself.Where the two factions met they tore into each other with zealous savagery. During the fighting an Ork shell was put through a fuel tank, and before anyone could do anything to stop it, the gigantic structure was blazing from top to bottom.This disaster finally brought the Mekboyz to their senses, and they called an immediate halt to the hostilities which still raged all over Mektown.
Angelis - Birth of Gorkamorka: The Gorkers and Morkers reached an uneasy settlement in the interests of Mektown. They swore that never again would any similar argument stand in the way of their return to the WAAAGH! They agreed to accept their differences, and to share the effort of construction between them, reserving any question of the god's identity until the big day when he was ready to take them back in person.Meanwhile, in the interests of general harmony, the god would be referred to as Gorkamorka without implication that he was either Gork or Mork, but could equally well be either or both. The dispute was not ended by any means, and the Gorker and Morker Mekboyz became, if anything, even more entrenched in their opposing viewpoints.Likewise, the vast majority of the Orks accepted the hazy logic with exaggerated enthusiasm, and the two factions simply kept bashing each other while they were out of sight of Mektown. Nonetheless the majority of Orks present on the world now know the towering pile of machinery only as Gorkamorka.The world of Angelis was no more, as the Ork planet also took on the name Gorkamorka. It is a sad fact that Orks have never been known for their imagination...or an extensive vocabulary.
Angelis - Strange Burrowers: Despite the tectonic shifts and horrendous irradiation stemming from the space hulk's crash, Human life was not wholly eradicated on Angelis' surface. Those Imperial Humans that were on the ground surveying the xenos ruins were literally buried alive in the catacombs honeycombing the plateau where they worked. Struggling to survive, they quickly devolved into a feral state as every waking moment was turned to the pursuit of immediate survival, and none had the time to maintain the few technological items they managed to salvage.Space and food soon became a premium as well, and the survivors split into opposing warbands, almost slaughtering each other to the last person. However, during their explorations, one of the Human factions, a tribal group known as the "Junkers," chanced upon a chamber containing dormant Necron Warriors.How these Humans managed to reawaken and lead these xenos monstrosities is unknown, but thanks to the overwhelming might of the Necrons, the Junkers quickly vanquished all other Human groups, imposed peace by force of arms and dedicated the whole of their species to the common goal of survival.Soon the Humans reached the surface once again, and established first contact with the Orks that had started to proliferate on the surface of the world. Unimpressed by the scrawny creatures they called "Diggas" ("burrowing pests" in the Ork language), the Orks attempted to enslave them, but the Junkers retaliated by unleashing the Necrons upon the Orks, slaughtering them so utterly they now refuse to approach the Digga warrens they call Drekgar Morgruk Dreksnigslag, which can be translated as "The place where one can't escape Death" in Low Gothic.An uneasy peace between the Orks and Diggas ensued, where the former trade weapons and vehicles to the latter in exchange for anything the Meks can use to build Gorkamorka. The Diggas, impressed by the Ork's technology and lifestyle now seek to emulate them in all things, including ferocious battles for salvage rights of the debris from the space hulk crash.
Angelis - Bitter Survivors: The Diggas were not the only Humans to survive the space hulk's arrival. Despite the catastrophic re-entry and crash landing, part of the crew from the Eternal Vigilance managed to survive. However, unlike the Diggas, they had no protection against the horrendous radiation output of the space hulk and their bodies started to mutate.Believing these mutations were a punishment for their over-reliance on technology, the "Muties" adapted their culture to follow a creed of respect for nature, and dedicated themselves to using technology only where nature did not offer an alternative. They rebuilt the ruins of the Eternal Vigilance as their settlement of Etervigila (according to the part of the vessel's name they still could read), an almost self-sufficient wonder mixing natural growth and technology.However, keeping the more advanced technological systems of Etervigila functioning requires constant maintenance, and the Muties were soon forced to scour the desert for possible spare parts.This brought them into conflict with the Orks and Diggas, both on the practical as well as spiritual level, as the Muties see the Orks' and Diggas' reverence for technology as an affront to their beliefs that must be exterminated.
Angelis - Worker's Revolution: Since space on Gorkamorka might not be sufficient for all the Orks when their new god will finally awaken, the Mekboyz have determined that only an Ork with a "tag" can get off Gorkamorka and join the great WAAAGH! led by Gorkamorka when the long-awaited day of his birth into the material universe in the form of his new technological body arrives.However, the Meks passed a law stating that Gretchin cannot have tags, automatically stranding them on the planet. This understandably upset the Gretchin, leading to a strike, paralyzing Mektown for days. Eventually, the leaders of each community agreed to a meeting to resolve the issue.Unsurprisingly the Orks had no intention of acquiescing to the demands of lowly Grots and a massacre ensued. Despite their best efforts the Grots were beaten back, retreating to Skid Row. There they formed "Da Kommittee," a group of Gretchin who lead the rag-tag "revolushun."They campaign for equal rights between Orks and Grots, attack Ork mobs, steal from Mektown, and generally cause as much havoc as possible. While many Orks regard this as hilarious, a number of Ork mobs have sallied out to try and purge Skid Row of the rebel Grots and have never been seen again.
Angels Apocrypha - Angels Apocrypha: The Angels Apocrypha were a warband of Chaos Space Marines of unknown origin or Founding. Little else is known about this particular warband in official Imperial records. Recently, they took part in the Cholercaust Blood Crusade in the 41st Millennium.
Angels Apocrypha - Notable Campaigns: Cholercaust Blood Crusade (Unknown Date.M41) - The Angels Apocrypha joined the massive Khornate force known as the Cholercaust which followed the path of the Keeler Comet and brought war and ruin to the worlds in its path. The Cholercaust Blood Crusade was finally stopped by a small coalition of Imperial forces on the Cemetery World of Certus-Minor. The Angels Apocrypha and other Traitor Marines took to the field under the command of Chaos Lord Umbragg of the World Eaters and participated in the final attack on Obsequa City. The Cholercaust suffered a total defeat and all in its ranks were slain, including the Angels Apocrypha, by the mysterious Legion of the Damned.
Angels Apocrypha - Chapter Appearance: The Angels Apocrypha all possess exceedingly pale skin and are nearly identical to each other in physical appearance. In battle they have displayed the ability to move at superhuman speed that is unusual even for Heretic Astartes. They are afflicted with a great thirst for blood, which leaves their Power Armour continuously covered in crimson filth.
Angels Apocrypha - Chapter Colours: The Angels Apocrypha warband's colours are not currently recorded in Imperial records.
Angels Apocrypha - Chapter Badge: The Angels Apocrypha warband's badge is not currently recorded in Imperial records.
Angels Encarmine - Angels Encarmine: The Angels Encarmine is a Second Founding Successor Chapter of the Blood Angels. Of all the Chapters of the Sanguinary Brotherhood, the Angels Encarmine are considered by their fellow successors as the most aloof, displaying an unusually contemptuous disregard for the weak.Indeed, their arrogance surpasses that of the Blood Angels themselves. It is said by the Blood Angels' archivists that no Chapter of the Adeptus Astartes is as active as the Angels Encarmine. The Angels Encarmine's previous Chapter Master or "Castellan," Zargo, could not rest at peace and so forever sought opportunities to lead his brothers on campaign. As a result, the Angels Encarmine are rarely at full strength, their numbers worn down by the attrition of constant warfare. This issue is compounded by the fact that Chapter's Death Company is always worryingly large.What the Angels Encarmine lack in numerical strength, however, is more than compensated for in fervour. They have never once denied a request for assistance by other Imperial forces, and have won the approbation of other Chapter Masters and planetary governors alike for their selfless heroism.For all their glorious victories, it is worrying to note that the Angels Encarmine rarely take to the field in a major engagement without their Death Company numbering at least thirty battle-brothers. This observation implies an increasing instability in the Chapter's gene-seed, and an inability to control their spiritual fury within.