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Titan (Moon) - Notable Locations: Apex Cronus Bastion - This mighty space station, which is the size of a small moon, orbits Titan and is considered one of the most formidable star fortresses in the Imperium. It is rumoured to surpass even the Imperial Fists Chapter's mighty warship Phalanx in firepower.Archivum Titanis - This is where the battlefield reports of the actions conducted by the Grey Knights all across the galaxy are stored within the shelves of the Archivum.Augurium - The silver pinnacle that contains the mirrored chamber known as the Augurium lies at the top of the fortress-monastery's tallest tower. Within its mirrored walls, the Grey Knights' Prognosticar go about their rituals and meditations. In function, the Prognosticators are responsible for tracking the unholy spoor of daemons through the roiling tides of the Immaterium to wherever they emerge or are summoned into Imperial space. Such is the secretive nature of the Grey Knights' duty and so duplicitous are the foes they face that they cannot rely upon other servants of the Emperor to guide them to their prey. In most cases, by the time a Planetary Governor sends out a panicked astropathic cry for aid and the presence of daemonic forces is both detected and verified, it will be too late. Instead, the Grey Knights rely upon their Prognosticars to alert them to daemonic incursion, often solar months or standard years before these events occur, allowing them to appear before aid is called for and close the tears in reality before they can widen and flood realspace with Warp energy –- the lifeblood of the Daemon. Prognosticars are Grey Knights especially gifted in reading the ebb and flow of the Warp. Ensconced in the Silver Pinnacle, the central tower of the Citadel of Titan, this handful of Battle-Brothers spend their lives untangling the strands of fate and looking into the future of the Chapter. The mirrored chamber of the Prognosticars, known as the Augurium, reflects the thoughts of the Grey Knights back upon themselves. Each Battle-Brother must then sift through images from the past, present and future, looking for meaning, and the writhing black coils of daemonic entropy that reveal where the veil between worlds will be torn and daemonic forces gather.Broadsword Station - The sky above Titan glitters in the dark with dozens of orbital defence platforms, warships and void-fortresses. Among these vast, drifting structures can be found Broadsword Station, berth of the Grey Knights Chapter fleet, and launching point for the Chapter's forays into the wider galaxy. Hanging in synchronous orbit above the fortress-monastery, the station's huge Macrobatteries and torpedo arrays form the Grey Knights' first line of defence against attack. The guns of the station can even be angled to point down onto Titan should the unthinkable ever happen and the citadel fall, or, worse yet, its daemonic prisoners escape their sorcerous containment. At any one time, there are dozens of Strike Cruisers gathered around Broadsword Station, undergoing repairs or preparations for missions. The Grey Knights' alliance with the Adeptus Mechanicus, as well as their favoured position alongside the Inquisition, ensures that their vessels are among the finest the Imperium can create, and few other voidships match them for speed. The station also acts as a training facility for those Chapter Serfs and specialist Servitors destined to act as crew on the Grey Knights' ancient starships. Unlike the lumbering battleships of the Imperial Navy, with their corridors and bilges packed with press-ganged ratings, the vessels of the Grey Knights boast expert crewmen. The Grey Knights are also blessed with patronage of their own Navigator House of the Navis Nobilite. By millennia-old accords these Navigators guide the Chapter's voidships through the Warp, often enshrined on a vessel from birth to death to keep the secrets of where they have gone and what horrors they have seen.Chamber of Purity - A deep chamber that lies amongst the roots of Mount Anarch, this is the oldest part of the citadel of the Grey Knights. It is here that the Purifiers, the noblest of the Grey Knights, are quartered, and few outsiders are permitted within. The Purifiers are those Grey Knights whose very being is anathema to Daemons, their psychic presence not just unpalatable to creatures of the Warp, but actively harmful. No more than a few dozen in number, the Purifiers maintain the Chambers of Purity, keeping its daemonic relics and restless spirits from stirring to life. It is here that the most twisted trophies of the Grey Knights are locked away, those profane objects too dangerous to study or hang in the Hall of Champions. Books, blades and bones held immobile in gilded stasis caskets fill niches all around the chamber, the ancient technology and the powerful psychic will of the Purifiers keeping the daemonic artefacts dormant. The Iron Grimoire, a sacred tome penned by Malcador the Sigillite and kept safe by the Supreme Grand Master, tells of another reason for the existence of the Chambers of Purity. It hints at a great evil imprisoned under the citadel, something buried there by the Emperor during the unification of the Sol System; something that could not be killed. For this reason the Chambers of Purity must always be guarded by at least one Purifier, lest this evil awaken from its millennia-long slumber.Terminus Decree - The Terminus Decree is a set of ancient instructions written upon millennia-old parchment and sealed within a mysterious artefact of the Grey Knights Chapter. This artefact goes unrecorded in all the libraries of the Imperium, for it has been kept secret from all but the Supreme Grand Masters of that Chapter. It is said that the Terminus Decree contains the final secret of the Chapter, a secret so great that it could destroy the foundations of the Imperium -- or provide salvation in its darkest hour. Deep within the Chambers of Purity, within the Grey Knights fortress-monastery on Titan, locked away in the chamber said to hold the tomb of Malcador the Sigillite himself, rests a simple wooden box, embellished with a golden seal. Within this box is the ancient parchment that contains the instructions known only as the Terminus Decree. Only a Supreme Grand Master of the Grey Knights knows how to open the box, and he will do so only when all hope for the future of humanity seems lost. The Terminus Decree is the ultimate sanction of the Grey Knights, a secret so vast it could bring the Imperium to its knees, or save it in its darkest hour. The exact nature of the document is unknown, and the only clue to its contents lies in the box's golden seal. It is whispered that it is the exact match of another seal, found only in one place in all the Imperium of Man's many scattered worlds: within the Imperial Palace, upon the Emperor's Golden Throne.Chamber of Trials - The Chamber of Trials is a forbidding keep set alongside the main bulk of the citadel where the Grey Knights train their Aspirants. It is from the Chamber of Trials that the Gatherers set out across the galaxy in search of new recruits for the Chapter. The Gatherers are Grey Knights whose great age or severe injuries no longer permit them to undertake the primary work of the Chapter, but whose keen senses and minds can still detect an Aspirant hero from amongst the common rabble of humanity. The Chamber of Trials is where Aspirants arrive and their training begins -- if they survive.Cloister of Sorrows - The Cloister of Sorrows was a place of contemplation -- open to Titan's sky, its atmosphere contained within invisible electromagnetic fields so that the great eye of the galaxy could look down upon the Grey Knights. The Emperor was a part of that gaze, always examining the soul of every one of His servants.Dead Fields - Beneath the Grey Knights' fortress proper lies a cool, damp crypt called the Dead Fields. It is here that every Grey Knight wishes to finally reside, in the hallowed halls of the glorious dead. When a Grey Knight falls in battle, and his body can be recovered, his brothers will carry him back to Titan. His body will then be carefully prepared for burial, his gene-seed removed and his flesh washed of the taint and filth of war. Specially blessed Servitors will then paint the 666 words of sanctity upon the body of the dead Space Marine, until he is covered in fine script from head to toe. He will then be encased in his burial armour, a suit of silvered plate mail, and his hands wrapped around a heavy steel sword inscribed with his deeds. His matchless arms and armour –- suit of Aegis Armour, Nemesis Force Weapon and Storm Bolter -- are taken back to the Chapter's armoury for future generations of Grey Knights, though they will always bear his name; tiny spidery scrawl coils around grips and barrels documenting hundreds of names almost invisible to the naked eye. So armed and armoured, the Grey Knight will be carried out to the Dead Fields, accompanied by a handful of his brothers and dozens of Chapter Serfs chanting prayers for his departed soul. The Dead Fields are a vast frozen tomb at the foot of Mount Anarch, beneath the large Temple of the Emperor, its chambers and alcoves carved from the cold, dead rock of Titan. The dead Grey Knight is sealed in this icy grave beside thousands of his fallen kin, where he will rest as long as the citadel stands. Often when a Grey Knight perishes his body will be lost to the Chapter, torn asunder by Daemons or incinerated in the baleful fires of the Warp. In these cases the Grey Knight's burial armour will be interred in his place, the empty silver suit grasping a blade bearing the Space Marine's name. As a final tribute to those members of the Chapter that have given their lives in the defence of the Imperium, the names of the dead are carved ceremoniously into a great basalt wall in the heart of the fortress. Among these names are some of the Imperium's greatest heroes, who died in the most horrific circumstances imaginable battling the Forces of Chaos. And like all other matters in regard to the Grey Knights, they will remain almost completely unknown to the rest of the Imperium because of the official policy of denying the existence of Chaos and its daemonic agents to the human-settled galaxy at large.Deimos - The war needs of the Grey Knights call for a constant supply of ammunition and ordnance. Long ago the Chapter made alliance with the Adeptus Mechanicus and as part of their bargain were gifted with the Forge World of Deimos, known as the Steel Forge. Formerly one of the moons of Mars, the planetoid was dragged across the system to hang in the sky above Titan, its mass mined and converted until it was more star fort than celestial body. The Tech-priests and Servitors of Deimos serve the Grey Knights alone, crafting everything from Bolters and bolt shells to Stormravens and Land Raiders. Only the Nemesis Force Weaponry is created in the citadel by the Grey Knights themselves; all other materiel for the Chapter is ferried down from Deimos in an endless stream of heavily guarded transports. Servitors oversee the packing and transportation of everything destined for Titan, loading consignments in utmost secrecy to ensure that no one, not even the Tech-magi of Deimos, know the extent of the Grey Knights' arsenal. The same Servitors are then mind-wiped before their return to Deimos, lest the enemies of the Imperium were ever to dissect their shrivelled brains.Fallen Dagger Hall - The Fallen Dagger Hall is a chamber that serves as a place for close combat training for the Chapter's Neophytes, conducting drills and sometimes as an informal meeting place with Inquisitorial representatives of the Ordo Malleus. This chamber was so-named because Grand Master Kolgano, centuries earlier, challenged the Grey Knights under his command to an unarmoured dagger duel and promised his jewel-encrusted suit of Terminator Armour to anyone who could beat him. Kolgano is long gone, buried unbeaten with his dagger deep in the heart of Titan's catacombs, but the hall remained lofty and echoing.Hall of Champions - The huge central chamber of the citadel is known as the Hall of Champions, a place where the Grey Knights gather to celebrate their victories and hang their trophies where the entire Chapter can gaze upon them. Statues of ancient heroes and glorious Grand Masters look down upon all who enter the hall, their silent, stone stares speaking of great heroism and impressive victories. Ten thousand years of triumphs and trials against Daemonkind are recorded on the walls of the chamber, spelled out in torn, bloody banners, rune-encrusted skulls and the fragments of shattered swords. Each statue, artefact and icon represents a terrible campaign or Imperial Crusade, often still stained with the gore of those creatures that were banished and those that died in the banishing. Paladins, the Chapter's greatest warriors, frequent the Hall of Champions more than any other members of the Grey Knights. These great and glorious warriors gather here to honour their ancestors and their peers, relating deeds past and present in solemn rituals dedicated to the Emperor. It is considered right and just that the new generation of heroes should stand to account under the stony gaze of the old. During these ceremonies Battle-Brothers will speak to the statues of the champions, offering up oaths and binding vows to prove themselves worthy. On rare occasions these acts of devotion seem to elicit a response; the chamber darkens and torches gutter as if caught in a sudden wind, and the shadows playing across the faces of the statues bring the carvings to life. What a Battle-Brother sees in those cold stone faces is for him alone to know. The Hall of Champions is not just a place to honour heroes past, but also heroes present. When the Grey Knights defeat a great foe or mark an important event in their history this is where they will congregate. Over the centuries the hall has echoed countless times to the sounds of Grey Knight Battle-Brothers reflecting on their victories. After cleansing the daemonic Forge World of Cebrum II and slaying its Daemon Magi, the Grey Knights gathered in the hall, hanging the thirteen twisted iron masks of the Magi on the wall to mark their triumph. When the Grey Knights sealed the void well on Capulos, ending the 1,001 solar days of night, they brought back a fragment of the jade capstone used to close the breach as a symbol of their victory. Perhaps one of the greatest trophies of the Hall of Champions is the skull of Iremn'ath. The Daemon Rajah of Nalu, Iremn'ath was one of the few creatures to penetrate the outer circles of the Ibb worldmaze. Fear of the Daemon reaching the sacred Heart of Ibb prompted the Grey Knights into a long and costly battle to vanquish the Daemon. For a solar year an entire Brotherhood (company) of the Chapter hunted Iremn'ath's minions through the labyrinthine streets of Ibb, vanquishing his lieutenants and casting down the cults raised in his name. When at last the Grey Knights defeated the Daemon Prince, they bound his spirit to his skull. Since that day Iremn'ath has hung on the wall of the Hall of Champions, bound with wards and glyphs as scores of acolytes endlessly chant the spells that keep the Daemon imprisoned. From his vantage point upon the wall, Iremn'ath is forced to watch the triumphs of his foes and their victory rituals while he seethes with hatred and silently howls within a prison of bone and sorcery.Mandulian Chapel - This chapel consisted of a long gallery with a dizzyingly high ceiling, thick with columns and with statues in niches running along the walls. To reach the huge, three-panelled altar at the front of the chapel, a Grey Knight had to walk past the unwavering stone eyes of hundreds of Imperial heroes. Some of them were legends, some had been forgotten, and they represented every part of the web of different civilian and military organisations that kept the galaxy-spanning Imperium of Man together. Closest to the altar was the statue of Grand Master Mandulis himself, who had died a thousand standard years before the late 41st Millennium -- his figure carved into one of the pillars as if he were holding up the chapel's ceiling -- a clear symbolic message that Mandulis, like every Grey Knight, kept the Imperium from collapsing.Sanctum Sanctorum - Deep in the heart of the citadel lies the Sanctum Sanctorum. Behind triple-sealed portals, bound with forgotten science and Warp-magicks, the Sanctum keeps safe the Grey Knights' many psychic secrets. The towering shelves of time-worn tomes, crumbling scrolls and fragmented data crystals are tended to by the Chapter's Librarians; each of these honoured Battle-Brothers oversees a different section of the Sanctum, and specialises in a different part of the Grey Knights' history or lore. Assisting the Librarians are queues of shuffling hunchbacked Servitors -- their lobotomised brains wiped and reprogrammed at the end and start of each day. The Sanctum contains every secret of the Warp known to the Grey Knights, a galaxy of forbidden knowledge painstakingly gathered over thousands of standard years. Not even the data vaults of the Scholastica Psykana on Holy Terra can rival the archives held in the Sanctum. They contain the carefully guarded knowledge of how to fashion Nemesis Force Weapons -- an ancient technology said to have been created by the Emperor Himself specifically for the Grey Knights, and a secret the Chapter has kept safe since the time of the Horus Heresy. It is even rumoured that the Grey Knights have other writings of the Emperor, tomes that still bear words written in His hand, detailing what Humanity has learnt of the Warp and what was lost during the Dark Age of Technology.Librarium Daemonica - Perhaps the most important chamber within the Sanctum Sanctorum is the Librarium Daemonica. The room contains the names of every Daemon encountered by the Grey Knights and everything the Chapter knows about the Dark Gods and their agents. For this knowledge ever to leave Titan would be a disaster of unimaginable proportions. If the enemies of the Grey Knights were even to learn of the room's existence, it could spell doom for the Chapter. To protect such a valuable place, the room lies in the very centre of the Sanctum, encased with adamantium walls, floor and ceiling metres thick and bound with esoteric wards and layers of Void Shielding. A single passage leads into the chamber, its length barred by three doors. The first is a hulking blast door heavy enough to resist a continual barrage of Melta fire, and sealed with a cipher-lock with almost infinite combinations. The second portal is a spatial displacement field, an artefact of ancient science that bends space back upon itself. A foe trying to breach the field will find his weapons turned back upon him, and no matter how fast he runs he will end up where he started. The final door is a magickal vortex, proof against Daemons and psykers both. A being even weakly connected to the Warp that tries to cross the vortex without speaking the right words of power will have their soul ripped away. Before each of these doors a Grey Knight Librarian kneels in meditative silence, resting his arms upon the pommel of his blade until someone draws near, at which point he will rise to his feet, ready to strike. A trespasser has but a moment to speak the secret words that will send the Librarian back to his vigil, or his life is forfeit. The Guardian Librarians are specially chosen for their single-minded dedication and know not to trust the appearance of any that come before them, whether or not they wear the guise of a Grey Knight or even the face of a dear brother.Vault of Labyrinths - In one corner of the Sanctum Sanctorum lies a stasis vault, a time-sealed prison from which there can be no escape. Within the vault lie scores upon scores of Tesseract Labyrinths, fist-sized cubes of an alien design recovered from what are now recognised as unawakened Necron Tomb Worlds across the galaxy that are capable of imprisoning beings of pure energy, amongst whose ranks Daemons can be counted. Over the millennia, the Grey Knights have succeeded in sealing a few dozen Daemons within the extradimensional chambers of the Chapter's Tesseract Labyrinths, thus weakening the daemonic threat by a miniscule degree.Warp Nexus - The Warp Nexus is a star-shaped chamber that lies at the heart of the Grey Knights' fortress-monastery. The very air within throbs with shackled power. Fuelled by the ceaseless chants and prayers of two hundred Chapter serfs, it was the mandalas and pentagramic sigils of the Warp Nexus that maintained Titan and the Chapter fortress amongst the turbulent tides of the Immaterium during their time of preparation after the Horus Heresy. In the ten millennia since, much effort has gone into maintaining the Warp Nexus. In part, this is simply because it is one of the few tangible artefacts left behind by Malcador the Sigillite. This is underpinned by the more practical goal of attempting to realign the Warp Nexus' power once again, ensuring Titan has an unassailable refuge in the Empyrean should it be required.
Titan Legions (List) - Titan Legions (List): The Titan Legions (also known as Titan Orders) of the Adeptus Mechanicus' Collegia Titanica are the individual units that deploy the great Titan combat walkers which are the greatest war machines available to the armed forces of the Imperium of Man. The Titan Legions have proud histories, as the origins of some stretch back to the Age of Strife and the colonisation of the first Forge Worlds of the Cult Mechanicus, before the time of the Unification Wars and the Great Crusade that created the Imperium.The nigh-unstoppable, towering mechanical behemoths known as "Titans" are the pinnacle of the Adeptus Mechanicus' superior technological knowledge and the prime example of the Imperium's military might.Manufactured on the Mechanicus' Forge Worlds, these embodiments of the Omnissiah stalk the battlefields of the Imperium, utilising arcane technology and terrible weaponry to unleash their apocalyptic fury upon the Emperor of Mankind's foes.These great war machines are revered as much for their long service and past deeds as they are for the superior firepower they can unleash upon the enemies of Mankind.
Titan Legions (List) - Notable Loyalist Titan Legions: CyclopeansFiresword LegionImperial EaglesImperial Fists (Titan Legion)Legio AbsolutiumLegio AdamantusLegio Aeris AestusLegio Agravides ("Battle Scourges")Legio Amaranth ("Night Spiders")Legio AnnihilatorLegio Arconis ("Iron Kings")Legio Astorum ("Warp Runners")Legio Astraman ("Morning Stars")Legio Atarus ("Firebrands")Legio AtroxLegio BombastorLegio CastigatraLegio CastigatumLegio Confindo ("Sun Cleavers")Legio CrucisLegio Crucius ("Warmongers")Legio DebellatorLegio DecimataLegio Defensor ("Nova Guard")Legio Destructor ("Beasts of Steel")Legio DominatusLegio ExcruciataLegio Ferrax ("Iron Wolves")Legio Ferocastrum ("The Holdfasts")Legio FerroxusLegio Fortidus ("Dauntless")Legio FortisLegio FortitudisLegio FulminariLegio GigantesLegio GladiusLegio Gryphonicus ("War Griffons")Legio Honorum ("Death Bolts")Legio Ignatum ("Fire Wasps")Legio Ignis ("Fire Kings")Legio InterfectraLegio IntrafexLegio InvictaLegio Invigilata ("Emperor's Guard")Legio KaurthosLegio LacrimaeLegio Lysanda ("Sentinels of the Edge")Legio MaledictisLegio Manus FlameausLegio Metalica ("Iron Skulls")Legio Mortis MetallumLegio Naesseas ("Deep Dwellers")Legio Nivalis ("Ice Giants")Legio Oberon ("Death Bolts II")Legio OfficiumLegio Ordo Canis ("Head Hunters")Legio Osedax ("Cockatrices")Legio Pallidus Mor ("Pale Riders")Legio PerenniaLegio Praesagius ("True Messengers")Legio Praesidium VortexLegio PraetorLegio SiriusLegio Solaria ("Imperial Hunters")Legio Tempestus ("Stormlords")Legio TeneriiLegio ThanatarisLegio UltimaLegio Venator ("Iron Spiders")Legio Victorum ("Foe Slayers")Legio VindictusLegio XerxesLegio Xestobiax ("The Iron Vigil")Ordo Sinister ("Nightmare Titans")
Titan Legions (List) - Notable Traitor Titan Legions: Adamant FuryBurning StarsFestering DeathForsaken ReaversIronclastRiotous HostSilver ScythesSuns of DamnationLegio AbhorraxLegio AbominatorLegio Argentum ("Dread Lances")Legio Audax ("Ember Wolves")Legio CovenentiaLegio Damicium ("Unbroken Lords")Legio Damnatus ("Warped Dogs")Legio Damnosus ("Lords of Ruin")Legio Excruciatus ("Helldogs")Legio FrostreaverLegio Fureans ("Tiger Eyes")Legio Interfector ("Murder Lords")Legio Krytos ("God Breakers")Legio Kulisaetai ("Gatekeepers")Legio Kydianos ("Death Cry")Legio Lacrymea ("Harbingers of Grief")Legio Laniaskara ("Impalers")Legio Magna ("Flaming Skulls")Legio Metallum ArmaturumLegio MorbusLegio Mordaxis ("Deathdealers")Legio Mortis ("Death's Heads")Legio OnerusLegio PestisLegio PhasmaLegio ProditorLegio SerpentesLegio Suturvora ("Fire Masters")Legio Tempestor ("Stormlords")Legio UliconLegio UlriconLegio UrsaLegio VendetticaLegio Vulcanum I ("Dark Fire")Legio Vulcanum II ("Lords of Ruin")Legio Vulpa ("Death Stalkers")Legio Vulturum ("Gore Crows")Legio VulturusLegio Xestobiax ("Iron Vigil")
Titan Legions (List) - Notable Blackshield Titan Legions: Legio Tritonis ("Dark Tide")Blood Hounds of GryrutCleansing FlameHounds of NightProtectorate of Unsubdued SteelPretermitted BrotherhoodLords of Valour
Titan Power Ram - Titan Power Ram: A Titan Power Ram is a Titan-grade melee weapon that is an electro-hydraulic battering ram often carried by siege Titans. Taking the form of a large, piston-driven buttress capped with a large Imperial eagle's head, its hardened adamantium beak is equally dangerous against both enemy Titans and buildings.The Power Ram delivers a high-velocity strike using an eagle-headed ram that is capable of punching through the thickest armour plate and inflicting major internal damage on another Titan-class opponent. A single hit can be enough to send an enemy Titan crashing to the ground.
Titan Power Saw - Titan Power Saw: A Titan Power Saw is a Titan-grade, melee Power Weapon in the form of a massive, Titan-sized, motorised buzz saw that is capable of ripping through the toughest armour plating of its Titan-scale opponents. The Titan Power Saw is a simple variant on the standard Titan-grade chainfist used by many Titan Orders. Its whirling, adamantium-tipped blades can slice through armour, weapons and power cables to cripple opposing Titans.
Titan Weapons - Titan Weapons: Titan Weapons are a family of massive-sized weapons carried by Titans, any one of several classes of massive, crewed, robotic bipedal combat walkers fielded by the Titan Legions of the Adeptus Mechanicus' Collegia Titanica or by the forces of Chaos' Dark Mechanicum.Titan weapons are designed differently to weapons used on vehicles or by the standard Astra Militarum infantry squad, only scaled up to a much larger scale.They are designed to last, to sustain massive amounts of damage that would destroy most ordinary armoured vehicle-mounted weapons, and continue to keep working.The firepower of a Titan's weapons is related to the size and power output of its plasma reactor.
Titan Weapons - Weapon Configurations: Titans can carry a mixture of weapons into battle. This is known as a weapon configuration. Titans are designed so that weapons can be equipped to suit the mission it has to accomplish.The size of the hull determines how many weapon locations or "hard points" the Titan will have, as well as its speed. Larger hulls can carry more weapons, but are slower due to their increased weight.The categories of weapons which may be fitted depend on the hard points; for example, the hard points on a Warhound-class Titan cannot mount very heavy weapons or missile mounts.All Titan weaponry is interchangeable, and a weapon can, for example, be taken off a Warlord-class Titan and mounted straight onto a Warhound. However, a weapon's effectiveness will change according to the size of Titan it is fitted to.Considering the awesome arsenal available to a Titan Legion, selecting the most appropriate weapon combination is of the utmost importance, whether they are hunting down enemy Titans or annihilating enemy infantry formations and tanks. With a Titan war maniple this choice take on a further dimension, as each Titan in the maniple can be tailored to specific roles which can enhance the others' strengths and cover up their deficiencies.There are only three basic possibilities for a Titan weapons configuration -- these are the Heavy Support Titan, Close Support Titan and Assault Titan varieties. A Heavy Support Titan is mostly armed with long-range weapons, and perhaps some kind of one-shot missile system like a Vortex Missile. It will also mount at least one "Titan-killing" weapon, such as a Warp Missile, Plasma Destructor or Volcano Cannon.A Close Support Titan is best armed with shorter-ranged weapons such as Laser Blasters, Gatling Blasters, Plasma Blastguns or Turbo-Laser Destructors.An Assault Titan bears the shortest-ranged weapons, such as Vulcan Mega Bolters, Inferno Guns and Melta Cannon and as its name suggest is designed for assaulting enemy positions.A common tactic for a Titan war maniple is to include a mix of a Heavy Support Titan, a Close Support Titan and an Assault Titan. This is a flexible formation which allows the maniple to act and react, no matter what the enemy army consists of.However, some Imperial tacticians have found this mix of Titans to be a bit half-hearted and reactionary. The Titans can cope with many things, but performing a decisive action on the battlefield becomes a much harder task.All Titan maniples contain at least one weapon which can destroy buildings, such as a Quake Cannon or Multiple Rocket Launcher or Apocalypse Missile Launcher. This enable the maniple to open up lines of sight to enemy Titans and tanks, and deny cover to the opposing infantry troops on the ground.The power and size limitations of a Warhound Titan greatly reduces the number of possible weapon variations. Warhounds are typically used in two roles when not acting as scouts or outriders.Their speed allows them to hit deep into enemy territory to capture objectives and push back opposing infantry and light armoured vehicles.Alternatively, their greater manoeuvrability allow them to make excellent Titan hunters, stalking the larger and more unwieldy Titans of an enemy force. This allows the Warhounds to fire upon the thinner armour of a Titan's sides and flank, attacking from an unexpected quarter and spreading fear and confusion.A Warhound "Hunter" detachment is fairly widespread throughout the Titan Legions. The Hunter detachment is outfitted for Titan-hunting, allowing the Warhounds to stalk and destroy opponents many times their size and bearing up to twice their combined firepower.The Plasma Blast Gun and Turbo-Laser Destructors of the detachment are powerful enough to damage any Gargant or Battle Titan, especially if firing upon the side or rear armour of the target. The Vulcan Mega Bolter is ideal for cutting into enemy troops, either as protection against a mass infantry assault or after the detachment's primary mission is achieved.The Warhounds do not rely on their armour and void shields to protect them, instead they try to remain in cover and stay out of their target's weapon arcs.Individual Titans can also be used as a Titan hunter-killer in a similar way to Warhound detachments. Warlord-class Titans are on the whole too slow for this task, but against Ork Gargants, which are even slower than Warlords, they can be quite effective.A Warlord mounting a Warp Missile, Volcano Cannon, Gatling Blaster and a close combat weapon can deal out quite a lot of punishment. Against Aeldari and Chaos Titans, which are faster, and in the case of the Aeldari, highly manoeuvrable, a Reaver-class Titan is probably more suitable.When fighting against the Aeldari, a Multiple Rocket Launcher, Apocalypse Missile Launcher or Barrage Missile is essential, as these weapons can be used to destroy a Phantom or Warlock Titan's holo-field wings, leaving it very vulnerable to attacks from other weapons.The Quake Cannon is also very useful Titan hunting weapons. Its power to destroy buildings denies the target the option to getting under cover.
Titan Weapons - Titan Weapon Types: Carapace - Some Titans carry weapons high up on their carapace -- usually long range support weapons possessing the firepower to level a hab-block in moments.Concussive - Some munitions produce a concussive blast that can cause even the largest Titan to stagger.Draining - Draining weapons put a great strain on the plasma reactor of the Titan that fires them. Before attacking with a draining weapon, the Titan's reactor much be pushed. A unit that does not have a plasma reactor cannot use a draining weapon.Firestorm - Firestorm weapons unleash gouts of blazing Promethium or some other volatile fuel.Fusion - Fusion weapons generate beams of incredible heat which cause even the thickest amrour to run like wax at close quarters.Limited - Some weapons are so enormous or power-hungry that a Titan can only carry enough ammunition for a few shots.Maximal Fire - Some weapons, especially plasma weaponry, can draw additional power from the Titan's reactor to increase their destructive potential.Melee - Titans are sometimes fitted with massive Titan-scale claws, fists or chainblades, allowing the god-engine's princeps to take matters into their own hands at close quarters.Ordnance - Ordnance weapons fire high calibre explosive shells which can cause significant damage to an unshielded target.Paired - Sometimes, a Titan will carry a pair of weapons, slaved to fire together at the same target.Quake - Quake weapons strike their targets with such force that the very ground ruptures and shakes.Rapid - Rapid weapons spit an overpowering stream of shots, saturating the target with weapons fire.Rending - Rending weapons have the potential to cause horrific damage if they strike true.Shieldbane - These weapons are capable of tearing clean through even the larger void shields.Voidbreaker - Although Voidbreaker weapons are unlikely to cause any physical damage to a target, this does not matter -- their purpose is the disruption of Void Shields, pure and simple.Vortex - Vortex Weapons must use a bewildering technology to open an unstable warp rift at the target point.Warp - Warp weapons, most famously Warp Missiles, are fired in realspace but translate to the Warp for the majority of their flight, only returning to reality as they reach their target, thus avoiding any potential obstacles along the way.
Titan Weapons - Titan Armament: The weaponry carried by Titans is usually dedicated to certain tasks based on the tactical and strategic conditions.Some weapons are designed for targeting high-priority and well-armoured enemies, such as fortresses or armoured divisions, whilst others are particularly effective against legions of troops or laying down devastating artillery barrages.Titan weapons are divided into two rough categories, Scout Titan and Battle Titan weaponry.
Titan Weapons - Scout Titan Weaponry: Scout Titan Weapons are weapons normally fitted to light Titans such as the Warhound. Rarely found on the largest Titans, and usually of short range, these are designed to destroy light to medium vehicles quickly, and to deal effectively with huge masses of infantry.Inferno Cannon - An upgraded version of the flamers mounted on vehicles, the triple-barrel Inferno Cannon is immensely devastating in close quarters against infantry and light vehicles, even those hiding in cover.Plasma Blastgun - The lightest plasma-based Titan weapon, and one of the most powerful that can be mounted on the Warhound Scout Titan. Although it possesses a relatively slow rate of fire, and is of only medium ranged, the Plasma Blastgun can badly damage well-armoured vehicles, Scout Titans, and devastate infantry squads by the means of having two different modes of operation, depending upon the nature of the target: a slower, more focused full-power blast, or more rapid but less powerful shots.Turbo-Laser Destructor - The Turbo-Laser Destructor is a Titan-scale laser weapon, mainly used for anti-tank/anti-Titan support. It is very destructive compared to most vehicle and infantry-level laser weapons. More powerful than the Plasma Blastgun, as well as having a moderately longer range, this weapon is well-suited for sublimating small or heavily armored infantry units just as easily as it can pierce the thick, iron hides of all types of armoured vehicles. Although it can be fitted on a Scout Titan, the Turbo-Laser Destructor is more commonly found on the larger Battle Titans, who are much better prepared to deal with the constant threat of armoured vehicles.Vulcan Mega Bolter - The Vulcan Mega Bolter is a Titan-scale Bolter weapon, comprised of two large-calibre Gatling gun-style assemblies. Projecting a withering volley of firepower, it is able to tear through infantry and light vehicles with ease.
Titan Weapons - Battle Titan Weaponry: Battle Titan weapons have more destructive and longer-ranged weapons than Scout Titans, which are commonly mounted on Reaver and Warlord Titans. Most are designed to destroy other Titans, engage enemy detachments, or bring devastation to fortifications.Blood Cannon - The Blood Cannon is a fell weapon utilised by Chaos Battle Titans dedicated to the Blood God Khorne. It fires lava-like daemon blood which flows over and around cover, and through chinks in an opponent's armour, melting circuitry, vital components and anything alive.Titan Close Combat Weapon - This encompasses an entire category of weapons that employ a Titan's prodigious strength and size to smash and tear apart the enemy. They are horrendously effective against enemy Titans and war engines -- if the Titan can get close enough to use them. They can only be mounted on the Titan's arms; this rules out the Warhound. In Epic 40,000, close combat weapons include the Powerfist, Laser Burner and Chainfist.Gatling Blaster - The Gatling Blaster is a larger projectile weapon commonly found on Battle Titans. It is a rapid-fire weapon like the Vulcan Mega-Bolter, but instead fires 150 millimetre shells, powerful enough to inflict damage upon super-heavy targets.Hellstorm Cannon - The Hellstorm Cannon is a huge, five-barrelled, directed-energy weapon that can completely decimate an entire city (perhaps even more) in just one cataclysmic salvo. In addition, the central structural hub around which the weapon barrels are mounted can itself be converted to mount a Gatling Blaster. A Hellstorm Cannon, detached from a long-destroyed Emperor Titan, can be seen lying on its side in near the city of Ironworks Bay (or Victory Bay, as it was later named by Lord-Militant Lukas Alexander) on the planet Kronus during the Dark Crusade. A trench large enough to move an armoured company through has been carved out of the earth in front of the cannon from its final firing.Melta Cannon - The Melta Cannon is an upsized Melta (fusion) Weapon mounted on Warlord Titans. Notably short-ranged, but incredibly effective at penetrating armour and destroying Titans.Multiple Rocket Launcher - The Multiple Rocket Launcher is a long-range artillery weapon which unleashes heavy barrages to suppress and devastate enemies. And because it is mounted on a Titan, it is much less vulnerable to air and fast attacks than dedicated artillery companies.Quake Cannon - The Quake Cannon is a very, very large artillery piece that is larger and more powerful than any other artillery weapon ever developed by the Imperium of Man.Belicosa Volcano Cannon - During the Great Crusade and Horus Heresy eras, the Belicosa Pattern Volcano Cannon was one of the most potent directed energy weapons produced by the forges of the ancient Mechanicum, short of the continent-razing guns mounted on the warships of the Imperialis Armada. It is a weapon so fearsome that only the plasma reactor of a mighty Mars Pattern Warlord-class Titan can feed its ravenous appetite for power and make possible the destruction of the most terrible foes of Mankind.Volcano Cannon - The Volcano Cannon is one of the most powerful ground vehicle-mounted Laser Weapons in the Imperium's arsenal. Developed long ago during the Dark Age of Technology, the "Volcano" Cannon (so named, it is generally thought, given its tendency to turn rock and stone into spraying magma where it strikes) is an apocalyptically powerful laser weapon designed to level the most reinforced fortification and deal fatal blows to the most colossal of enemy war machines. It is powered directly from the Titan's plasma reactor. The Volcano Cannon has extreme range and is very effective at penetrating armour, making it useful primarily against war engines and other Titans. The Volcano Cannon is a favoured weapon of the Warlord and certain Reaver pattern Titans.Sunfury Pattern Plasma Annihilator - A weapon of terrifying and indiscriminate power, the Sunfury Plasma Annihilator is capable of incinerating entire cityscapes and rendering the strongest armour into steaming vapour. Developed from designs intended for the broadside batteries of void warships, plasma annihilators such as the Sunfury are able to be mounted only on the largest of the Imperium's war machines, such as Battle Titans, as both the reactor-strength required to charge them and the motive power to wield them demand nothing less.Plasma Annihilator - The Plasma Annihilator is the largest and heaviest plasma weapon ever built by the Imperium. The Plasma Annihilator can demolish any fortification with ease, can destroy other Titans and can slaughter infantry in mass numbers because of its immense size and power. It takes enormous amounts of energy directly from the Titan's reactor and takes a long time to cool down.Missile Pod - Warlord Titans can carry a Missile Pod on one shoulder hard-point. While Warmonger and Imperator-class Emperor Titans can also carry them, this is rare.Apocalypse Missile Launcher - The Apocalypse Missile Launcher is the equivalent of the Multiple Rocket Launcher, however it is more commonly mounted on the carapace of a Warlord Titan than the Multiple Missile Launcher.Vortex Missile Launcher - The Vortex Missile Launcher fires a missile that creates a Warp vortex (a controlled black hole leading into the Immaterium, an alternate dimension inimical to all matter), which destroys tanks and infantry instantly. The vortex that is created either collapses on itself, or it can also drift across the battlefield, causing massive damage to foes (and friends) even if the missile does not hit its target. Super-heavy vehicles and bio-constructs are too large to be sucked wholesale into Warp vortices, but still take massive damage. The same arcane technology is used in the man-portable Vortex Grenades.Warp Missile Launcher - Titan Warp Missile Launchers fire missiles that ignore Void Shields before they strike their target by phasing into the Immaterium, which makes them very effective in Titan versus Titan engagements.
Titan Weapons - Specialised Titan Weaponry: Over the long centuries before the 41st Millennium, the Adeptus Mechanicus developed a large number of other weapons and add-ons for their Titans.Most of these weapons are only effective in a given situation or for a given task, hence they are seldom made part of a Titan's standard payload.
Titan Weapons - Close Combat Weapons: Arioch Power Claw - Colossal weapons designed to allow the Warlord-class Titan both to shatter fortifications as well as engage war machines of their own kind in brutal hand-to-hand combat, Titan power claws are immeasurably strong and durable, able to rend metres-thick steel and granite as a predatory beast rends the flesh of its prey. Many carry additional in-built secondary weapons, such as mega-bolter cannon, to deal with lesser threats such as swarming infantry and fast moving attack craft beyond the Titan's reach.Battle Claw - The Battle Claw is a close combat weapon most commonly seen on Chaos Titans. Its huge hydraulic pincers can grip and twist Titan arms and weapons, or sheer through metal as they powerfully snap shut.Chaos Titan Tails - The degenerate Chaos Titans have mutated as a result of constant exposure to Warp energies to become a hellish mixture of daemonic flesh and metal. Some of these monstrous creations, such as the notorious Banelord-class Titan, carry weapons mounted on long, sinuous tails, using them to crush and gouge their enemies.Doomfist - The Doomfist is a deadly hand-to-hand combat weapon normally utilised by a Banelord-class Titan. It combines the close combat abilities of a Titan grade Chainfist and a Power Fist. In addition it is armed with a pair of Melta Cannons which provide a powerful ranged attack. In battle, the Doomfist can either be used in close combat or as a ranged weapon, never both at the same time.Energy Whip - This close combat weapon is used exclusively by Chaos Titans. The triple whip lashes against the target causing light damage but also acts as a conductor for a massive electrical jolt intended to burn out circuitry and control systems in the opposing Titan. A successful hit with an Energy Whip automatically inflicts psychic shock in addition to any other damage done. The Energy Whip is also effective against buildings.Hell Claw - The Chaos Subjugator-class Titan possesses graceful arms that are tipped with Hell Claws, massive pincers that are used to rip armour to shreds and punch through the tough shells of enemy Titans.Mangler - A massive battle claw utilised by Chaos-corrupted Imperator Titans, which can sweep aside battle tanks and flay enemy Titans to twisted metal.Power Fist - Titan-sized Power Fists are massive versions of the standard infantry Power Fist used by Imperial troops. They encompass an entire category of weapons that employ a Titan's prodigious strength and size to smash and tear apart the enemy. They are horrendously effective against enemy Titans and other war engines -- if the Titan can get close enough to use them. They can only be mounted on the Titan's arms. Their immense size also rules out their use by smaller Warhound -class Scout Titans, and are largely ineffective on the massive Imperator-class Battle Titans unless wielded against a Titan of a similar size. This close combat weapon is commonly used by Reaver-class Battle Titans.Titan Power Ram - This weapon is an electro-hydraulic battering ram often carried by siege Titans. Taking the form of a large piston-driven buttress capped with a large Imperial eagle's head, it's hardened adamantium beak is equally dangerous against both Titans and buildings. The Power Ram delivers a high-velocity strike capable of punching through the thickest armour and inflicting major damage.Titan Power Saw - The Titan Power Saw is a simple variant on the standard Chainfist used by many Titan orders. Its whirling adamantium-tipped blades can slice through armour, weapons and power cables to cripple opposing Titans.Titan Chainfist- Similar in concept to the chainfists wielded by Terminators, only on a more massive scale, the Titan Chainfist takes the form of a large chainsaw attachment. Thanks to the available power from the Titan's massive plasma reactor, Titan-grade chainfists are also equipped with a secondary Melta Array, to soften up the target while cutting through it.Turbo Battering Ram - A gigantic piston powered by electromagnetic coils, the Turbo Battering Ram is a siege weapon designed to hammer buildings and fortifications into rubble. Although it is much less efficient as a close quarters weapon than the standard Titan-grade melee weapons due to its ungainly bulk, it has the advantage of being able to trip or bowl over an enemy Titan with a well-placed blow, effectively taking the enemy God-Machine out of the fight without damaging it too much.Titan Wrecker - The Titan Wrecker is a gargantuan wrecking ball connected to a heavily reinforced chain and attached to a Titan's arm hardpoint. It is sheathed in a power field to ensure maximum destruction. As destructive as it is unsubtle, this massive siege weapon can turn the most strongly fortified building into rubble in a matter of moments. The Wrecker has never been favoured as a close quarters Titan weapon, for it is far too awkward and unbalancing to wield efficiently against a moving opponent, but should it connect, its tremendous power means nothing can withstand its destructive impact.
Titan Weapons - Specialised Weapons: Carapace Landing Pad - Some Battle Titans transform one of their carapace weapon hardpoints into a small landing pad. This structure is used for two purposes. Its primary function is as a launch point for assault troops embarked on the Titan. Protected by the Titan's void shields, assault troops can be brought within jump range before they attack. The reduction of casualties from defensive fire to a minimum makes this a favoured method of assaulting heavily-defended positions. Its secondary function is to act as a landing pad for Land Speeders. A Carapace Landing Pad can carry up to four infantry squads and two Land Speeders. The Carapace Landing Pad is also utilised for a small VTOL (Vertical Take Off and Landing) aircraft, similar to a Land Speeder. This small aircraft is directly linked to its parent Titan's Mind Impulse Unit, granting the Titan's princeps an extra set of eyes and ears that can provide invaluable information without having to risk a Scout Titan to obtain it.Carapace Mounted Multi-Lasers - Warlord-class Titans in built-up areas are sometimes fitted with Multi-Lasers replacing the rear banner mounting points. These act to cover the Titan's blind spots against infantry assault.Corvus Assault Pod - As a further extension of the theory behind landing pad launched assaults, the Corvus Assault Pod, or Corvus Module, was developed as an alternative arm mount for Titans. In essence, the pod is a boarding torpedo fitted to a Battle Titan's arm. When a building needs to be claimed relatively intact, a Titan fitted with a Corvus Assault Pod is the perfect tool for the job. The pod is designed to allow the Titan to carry a single detachment of troops right up to a building, and once the objective is reached, the Titan can ram the Corvus Pod through the building's outer wall, creating an entry point, and disgorge Mechanicus Skitarii warriors directly amongst the defenders via a drop-down ramp. The pod can carry up to four infantry squads.Centre Line Weapon Mounts - A common Warlord-class Titan variant is the replacement of the head of the Titan with a Deathstrike centre line Macrocannon mount. The Titan's crew reside in a carapace-mounted fire control tower or platform fitted with a relay. Deathstrike-variant Warlords are used for long-range fire support and bombardment duties.Deathstrike Cannon - The Deathstrike Cannon is a starship-grade Macrocannon fitted on a Warlord-class Battle Titan. A rarely-fielded conversion, it requires the whole head of the Warlord to be removed, and the cockpit to be installed on the top of the Titan's carapace instead. One of the Titan's carapace hard points is then fitted with an advanced fire control system tower. This configuration opens two additional hard points that can be used to mount additional Titan-grade weapons. The cannon's recoil is so powerful that it needs to be mounted along the centre line of the Warlord Titan. Despite the severe limitations this imposes on the Warlord, the Deathstrike Cannon's colossal range and power makes it a useful artillery weapon, able to obliterate fortifications or harass an enemy's rear lines and staging areas at extreme long range.Devotional Bell - A Devotional Bell structure is always carried by the Custodian Titan of a Titan Legion. Built from valuable and sacred Terran metals and annointed with a drop of the Emperor's blood, the bell acts as a mobile shrine for the Imperial Cult and a rallying point on the battlefield. The presence of a Custodian Titan in a battle is a complete anathema to daemonic intrusions into the material universe as it directly extends the Emperor's will and spirit to His mortal followers.Fire Control Centre - A Fire Control Centre is a battery of sensors, Vox-casters and MIU boosters fitted to a Titan's carapace hardpoint. It allows the Titan's princeps to better coordinate fire between multiple Titans, and even other Imperial forces if required. Since most Titans are ferociously independent, this is a rarely used form of tech-arcana, and is only fielded when the whole of a Titan Legion must be deployed to obliterate a truly mighty opponent.Hellstrike Cannon - The Hellstrike Cannon fires a massive shell that is loaded with a highly corrosive and inflammable mixture that is known appropriately as "hellfire." The shells are set to explode in mid-air just above the target, so that it splatters in as wide an area as possible with the deadly hellfire mixture. As the hellfire saturates the area it ignores cover, making it particularly potent against infantry in wooded areas or buildings. This fell weapon is wielded by Chaos Titans.Natrix Shock Lance - Based upon the Ursus Claw, the Natrix Shock Lance was designed as a more aggressive and less hazardous alternative to its parent. Modified with an oversized electromagnet powered by the Titan's reactor, the Natrix Shock Lance can deliver a pulse capable of temporarily overloading the target's systems, leaving it vulnerable to larger Titans.Psi-Pulse - The Chaos Subjugator-class Titan carries a strange array of weaponry, the most potent of which are the Psi-Pulse generators. These are studded with gems and enclose a honeycomb of membranes which resonate to the power of the Warp. The Subjugator uses its own link to the Warp to channel raw psychic power through the generators, creating a psi-pulse capable of punching through the thickest armour. Loping along the flanks of the battlefield, the Subjugator uses its psi-pulse to pick off enemy artillery before it can fire.Rubble Claws - Rubble Claws are auxiliary units clamped over the standard Warlord's feet to give it extra traction in treacherous terrain. Plus, due to its broader size, the Titan's feet can crush more enemy vehicles and infantry when making a stomping attack. Unfortunately, the extra weight of Rubble Claws degrades a Titan's performance somewhat as Titans wearing them aren't nearly as manoeuvrable as their unencumbered counterparts. Therefore, it is unable to make any charging attacks. The restrictions placed on a Titan's manoeuvrability means Rubble Claws are usually only fitted to Titans fighting in sieges and built-up areas.Siege Hammer - A Siege Hammer is a form of siege weaponry used by the Adeptus Mechanicus robots of the Legio Cybernetica and the Titans of the Collegia Titanica. These weapons, while differently sized depending on whether they are deployed on an Imperial robot or a Titan, are capable of pounding down enemy fortifications in order to create a breach for the entry of assault forces.Sinistramanus Tenebrae - The Sinistramanus Tenebrae, literally translated as "the Left Hand of Darkness", is a unique and nightmarishly powerful weapon mounted upon the left arm of every Warlord-Sinister Psi-Titan. It is a hybrid of strange technologies melded together by the Emperor's own hand and it is believed it is He alone that knows its true origins. When activated, the Sinistramanus Tenebrae requires the unified minds of the bound psykers aboard the Psi-Titan to focus its power, lest its destructive energies are let slip of their control.Titan Heads - The head of a Titan houses the princeps and moderati who control it. In the event of catastrophic damage the head of the Titan can be ejected to carry the Titan's crew to safety. All Titans carry a Heavy Bolter for anti-personnel work but there are a wide range of variant heads used by different Orders, some mounting heavier weapons or fitted with various devices such as a heavy weapon, a close combat weapon or a Corvus Assault Pod.Tormentor - The Chaos Questor-class Scout Titan possesses graceful arms that spread from its carapace, each tipped each tipped with a rapid-firing cannon called a Tormentor.Trident - The Trident is a Titan-grade melee weapon used by some Warlord-class Titans that originally served to bring rebellious Titans under control, but can prove extremely effective against an unsuspecting hostile Titan. It is a low-velocity barbed spear attached to a massive chain or cable that is in turn connected to one of the Titan's weapon hardpoints. It is thrown at a rebellious god-engine's legs. Slow enough to ignore Void Shields, it will hammer deep into the leg, and the Titan who threw it will then move backwards and rotate at speed in the hope of tripping the rebellious machine, taking it out of a fight without damaging it irrevocably. Once prone on the ground, the rebellious Titan can be accessed and deactived with much less risk, for it will not be able to rise or bring its armament to bear.Ursus Claws - Developed for use on the voidships of the World Eaters Legion, smaller scale variants of these barbaric weapons were used to great effect by the Titans of the Legio Audax. They were effectively giant spears that could be fired from one Titan to penetrate the hull of another Titan and capture it intact. Although the Ember Wolves were the most infamous users of Ursus Claws, both Loyalist and Traitor Titan Legions adopted their use as the Horus Heresy progressed, recognising the benefit of capturing opposing god-engines to replenish their mounting casualties.
Titan Weapons - Light Support Weapons: Barrage Missile - The Barrage Missile is a one-shot support weapon developed for Titans by the Divisio Investigatus. It has a multiple warhead configuration intended mainly for depleting void shields but also useful for an area effect against light targets.Blind Missile - The Blind Missile is a one-shot support weapon. When it explodes, it scatters Blind Grenades over a wide area. Blind Grenades unleash a sophisticated smokescreen, combining dense smoke with broad-spectrum electromagnetic interference. None of a Titan's detection and targeting systems will operate through a cloud of Blind smoke.Demolisher Missile - The Demolisher is a one-shot, armour-piercing missile sometimes carried by Titans for dealing with heavily-armoured targets. It has an adamantium tip to carve through the target's armour before the Melta warhead detonates to complete the act of destruction.Harpoon Missile - A Harpoon Missile is a Titan-grade missile. This one-shot weapon takes the form of a wire-guided missile whose barbed head becomes lodged in an opponent Titan's body. Electrical surges produced by the missile short out the enemy Titan's systems and guidance controls. Moreover, control of the Titan successfully struck by the missile passes from the target to the Harpoon Missile's origin Titan along the embedded wire.Havoc Missile Rack - A weapon commonly wielded by a Banelord Titan, the Havoc Missile Rack is loaded with six deadly Havoc Missiles. One or more missiles can be fired in a deadly salvo that roars towards the target at ground level to avoid enemy fire, exploding to cover a wide area in death and destruction. These missiles are fired individually, so it's up to the Banelord whether or not it fires all or none of its missiles.Haywire Missile - A Haywire Missile is a one-shot weapon that releases a massive burst of electrostatic and radioactive pulse waves when they explode, designed to disrupt the target's electrical control system.Mine Dispenser Missile - Mine Dispenser Missiles (MDMs) are one-shot weapons that scatter small cluster mines over a wide area.Stasis Missile - The Stasis Missile is a one-shot weapon that carries a Stasis Field Generator (SFG) as its warhead. The SFG is a highly-sophisticated device which creates an area where time literally stands still. Anything caught within the stasis field is frozen in place and unable to do anything -- but Titans outside the field cannot fire into it.Vortex Missile - Vortex Missiles are one-shot weapons that create a seething mass of Warp energy known as a Vortex Field when they explode. This area is quite destructive, even for a machine as tough as a Titan. The drawback of this weapon is that if the Vortex Missile is destroyed before it can be used, it explodes, creating a Vortex Field centered on the unfortunate Titan that was carrying it.Warp Missile - A Warp Missile is a one-shot weapon that travels through Warpspace, the strange, chaotic dimension used by Imperial starships to span immense distances in space. The missile enters the Immaterium when it is fired, and is programmed to re-enter normal space on the other side of the target's Void Shields. It may sometimes materialise inside the target itself.
Titan Weapons - Sources: Adeptus Titanicus (1st Edition)Codex: Titanicus (2nd Edition), pp. 24-25, 29-30, 32-33Adeptus Titanicus - The Horus Heresy: Rulebook (Specialty Game), "Titanic Weaponry," pp. 38-39Adeptus Titanicus - The Horus Heresy: Shadow and Iron (Specialty Game), Appendix II: New Weapons, pp. 93-94Imperial Armour, pp. 22-23, 37Imperial Armour Apocalypse II, pg. 38Imperial Armour Apocalypse, pp. 6, 124Imperial Armour - Apocalypse Second Edition, pg. 20 Imperial Armour Volume One - Imperial Guard and Imperial Navy, pg. 91-99Imperial Armour Volume Three - The Taros Campaign, pp. 251-254Imperial Armour Volume Four - The Anphelion Project, pp. 110-112Imperial Armour Volume Six - The Siege of Vraks - Part Two, pp. 118-119Imperial Armour Volume Seven - The Siege of Vraks - Part Three, pp. 161-163The Horus Heresy - Book Three: Extermination (Forge World Series) by Alan Bligh, pg. 342Titan II: Vivaporious (Graphic Novel) by Dan Abnett, pg. 8Warhammer 40,000 Compendium (1st Edition), "Imperial Robots", pp. 96-112Warhammer 40,000: Apocalypse (6th Edition) (Digital Edition), pg. 363Warhammer 40,000: Apocalypse (4th Edition), pp. 114, 124-125Warhammer 40,000 Munitorum - Quake Cannon (Digital Edition) pp. 84-89Warhammer 40,000: Munitorum - Volcano Cannons (Digital Edition)Warhammer 40,000 Munitorum - Vulcan Mega Bolters (Digital Edition)Warhammer 40,000 Munitorum Volume I, "Vulcan Mega Bolters" (Digital Edition)White Dwarf 133 (UK), "Space Marine - New Warlord Titan Weapons & Equipment," by Andy Chambers, Roger Gerrish & Karl Tebbutt, pp. 47-52White Dwarf 142 (UK), "Titan Weapons - Imperial Titan Weapons: Chaos Energy Whip, Chaos Titan Tails", pp. 48-51White Dwarf 180 (UK), "Fists of Death," pp. 27-36Mechanicum (Novel) by Dan AbnettTitanicus (Novel) by Dan AbnettPriest of Mars (Novel) by Graham McNeillForge World - Warlord Titan Lucius-Alpha Pattern Warlord HeadForge World - Mars-Alpha Pattern Warlord Titan HeadForge World - Mars-Pattern Warlord Titan Apocalypse Missile LauncherForge World - Mars Pattern Warlord Titan Laser BlasterForge World - Warbringer-Nemesis Titan with Quake CannonForge World - Mars Pattern Walord Titan Belicosa Volcano CannonForge World - Warlord Titan Sunfury Plasma AnnihilatorForge World - Warlord Titan Macro-Gatling BlasterForge World - Warlord Titan Arioch Power ClawForge World - Titan: Reaver Titan ChainsfistForge World - Titan: Reaver Titan Power FistForge World - Titan: Chaos Reaver Titan Power ClawForge World - Warlord Titan Belicosa Volcano CannonForge World - Titan: Sunfury Plasma AnnihilatorForge World - Titan: Reaver Titan Gatling BlasterForge World - Titan: Lucius Pattern Mega BolterForge World - Titan: Mars Pattern Vulcan Mega BolterForge World - Titan: Chaos Warhound Vulcan Mega BolterForge World - Titan: Mars Pattern Inferno CannonForge World - Titan: Reaver Titan Laser BlasterForge World - Mars Pattern Warhound Titan Turbo LaserForge World - Titan: Reaver Titan Melta CannonForge World - Titan: Mars Pattern Plasma BlastgunForge World - Titan: Chaos Warhound Titan Plasma BlastgunForge World - Titan: Mars Pattern Turbo LaserForge World - Titan: Reaver Titan Volcano CannonForge World - Titan: Reaver Titan Apocalypse Missile LauncherForge World - Titan: Chaos Reaver Titan Apocalypse Missile LauncherAll4Wargames - Titan: Lucius Pattern Plasma BlastgunAll4Wargames - Titan: Lucius Pattern Turbo LaserWarhammer Community - The Horus Heresy Weekender 2019 Live Blog (02 Feb 2019)Warhammer 40,000 - Dawn of War: Dark Crusade (PC Game)
Titan Wrecker - Titan Wrecker: A Titan Wrecker is a Titan-grade antifortification and melee weapon that takes the form of a gargantuan, Titan-sized wrecking ball connected to a heavily reinforced chain and attached to a Titan's arm hardpoint. It is sheathed in a power field to ensure maximum destruction.As destructive as it is unsubtle, this massive siege weapon can turn the most strongly fortified building into rubble in a matter of moments. The Wrecker has never been favoured as a close quarters Titan weapon, for it is far too awkward and unbalancing to wield efficiently against a moving opponent, but should it connect, its tremendous power means nothing can withstand its destructive impact.
Titandeath (Novel) - Titandeath (Novel): Titandeath is the fifty-third volume in the The Horus Heresy series of novels.
Titandeath (Novel) - Synopsis: Horus' armada gathers, and he has defeated all enemies sent against him, even the Emperor's own executioner. One barrier remains before he can strike for Terra and lay waste to the Emperor's dream. The Beta-Garmon System occupies the most direct and only viable route to the Sol System and Terra. To break it, Horus assembles a war host of incredible proportions and Titans in untold numbers. To lose here is to lose the war and Horus has no intention of turning back.But the Imperium understands the importance of Beta-Garmon too. A massive army is arrayed, comprised of near numberless Imperial Army cohorts and a mustering of Titans to challenge even the martial might of the Warmaster. Titans fight against Titans as the god-machines of Loyalists and Traitors alike go to war. This conflict will be like no other before it, a world-ending battle that will determine the next phase of the war.
Titanicus (Novel) - Titanicus (Novel): Titanicus is a spin-off novel from the popular Gaunt's Ghosts series by Dan Abnett. Titanicus was first published in 2008.
Titanicus (Novel) - Synopsis: When the vital Forge World of Orestes comes under attack by a legion of Chaos Titans, the planet is forced to appeal for help. The Titans of Legio Invicta, although fresh from combat and in desperate need of refit and repair, respond, committing their own force of war engines to the battle. As the God-machines stride to war, the world trembles, for the devastation they unleash could destroy the very world they have pledged to save.
Titansword - Titansword: The Titansword is a relic Nemesis Force Weapon always wielded by the Supreme Grand Master of the Grey Knights Chapter of Space Marines which also serves as his badge of office.It is currently in the possession of Supreme Grand Master Kaldor Draigo, who remains trapped in the Realm of Chaos.
Titansword - History: A relic of the earliest days of the Imperium, the Titansword has been entrusted to the Supreme Grand Master of the Grey Knights since records began.Stories of this Nemesis Force Sword give it many names: Mind's Edge, Foebane and Lifedrinker to name a few.Legends say the Emperor forged the blade for a favoured general during the Unification Wars on Terra, teaching him how to use his mind to trigger its terrible powers.During the Great Crusade it then passed into the hands of His champions, spilling alien blood on a hundred worlds as Mankind reclaimed the stars.When Malcador the Sigillite took the first eight Grey Knights to Titan just before the start of the Siege of Terra during the Horus Heresy, one of the relics he carried with him was rumoured to be the ancient Force Sword.Along with His pure genetic legacy and psychic power, it was one of the Emperor's gifts to the newly founded Chapter.Renamed the Titansword by Janus, the first Supreme Grand Master, the blade must be psychically attuned to each new master. Only once it is keyed to the mind of the wielder can its true killing power be called upon.The Titansword is more than a mere weapon -- it is the badge of office of the Supreme Grand Master, a potent symbol of the Chapter's sacred duty and the Emperor's fury given form.Every lord of the Chapter has been the warden of this blade, and though many have used other weapons in battle, the Titansword's keen blade has slain more foul Daemons than any other.
Tithe Grade - Tithe Grade: The Tithe Grade, also called the Imperial Tithe, and the Great Tithe, is a bureaucratic designation of the Adeptus Terra that determines the amount of raw materials, strategic resources, manufactured goods and/or soldiers an Imperial world must supply to the Adeptus Administratum as taxes or tithes to keep the Imperium of Man's interstellar government, military and economy functioning.The tithe also legally includes in its purview each world's requirement to fill the ranks of the Astra Militarum or provide Human psykers to the Black Ships of the Adeptus Astra Telepathica who will be transported to Terra where it will be decided whether they should be trained as Sanctioned Psykers or offered up as sacrifices to the Emperor to power the Astronomican.The size and nature of the Imperial Tithe depends on the type of world it is applied to, as a large Hive World like Necromunda will be expected to provide a much larger tithe than a pre-industrial Feudal World. A tithe can be any type of resource native to the world: food, weapons, minerals, manufactured goods, soldiers, psykers, etc.Space Marine Chapter Homeworlds and Forge Worlds do not normally provide tithes to the Imperium since their resources are to be used to maintain the Space Marine Chapter that controls them or to provide manufactured military goods and vehicles to the Imperium, respectively, so both are given the tithe grade Aptus Non. Agri-world tithes generally refer to what percentage of the planet's food production must be supplied to the Imperium.Also called "Terra's Due" or the "Grand Harvest," the Imperial Tithe is a complicated contract worked out according to each planet's ability to pay. A great many branches of the Adeptus Administratum are involved in the process, and different organisations might be tasked with sacred duties such as assessing tithe rates, measuring collections, and monitoring any fluctuations.It is the duty of each planetary governor, also called an Imperial Commander, to ensure the Imperial Tithe is paid. Such ministrations can be tyrannically enforced, but as long as all tithe responsibilities are met and enemies of the Imperium are rejected, a planetary governor may rule their planet in any fashion they see fit with little or no interference from Terra. In return for this fealty, the planetary governor can call upon the Adeptus Terra in times of need to request aid.Over the long centuries, many planets have established their own unique customs and traditions for how they supply their tithes. For instance, Vostroya, a manufacturing planet, supplies every firstborn son to service in the Astra Militarum, while the four planets of the Nepstrum System take volunteers from the established family-holds for the Imperial Navy and press-gang the remaining numbers from the worker class.Failure to deliver the Imperial Tithe is met harshly. Even the slightest breach in protocol will often result in the execution of the planetary governor and a swift and thorough regime change.Despite the number of adepta tracking planetary tithes, sometimes it takes time for discrepancies to surface and be acted upon. This is inevitable given the difficulties of interstellar space travel and communications, to say nothing of the vast bureaucracy within each of the many organisations that make up the Adeptus Administratum.Once tithe anomalies are spotted, however, the Imperium moves with brutal finality. None can say how many worlds' rulers are unfairly replaced due to minor accounting errors, but the Imperium is at war, battling not for planets or even star systems, but for the survival of the Human race itself. The selfishness of the few will not be tolerated in the drive to stave off the extermination of Mankind.
Tithe Grade - The Emperor's Gift: Every planet in the Imperium owes loyalty and gives tithe to the Emperor. Whether this is collected once every solar cycle or once every one hundred standard years, it is the first and most important responsibility that the Emperor demands of His subjects.Because of the importance of a planet's tithe, it has on many worlds become a sacred day known as the "Emperor's Gift." On this day when millions of tonnes of ore, precious metals or foodstuff are borne skyward, citizens look up and give thanks to their contribution to the great work that is the Imperium.It is also on this day that a world offers up newly-raised Astra Militarum regiments, fresh-faced soldiers who leave their world forever to serve the Emperor among the stars.These men and women spend the day of the Gift enjoying themselves and are refused very little by those they leave behind. In some places across the galaxy, it is considered good luck to serve such soldiers before they depart. The Gift is also a time of fierce pride amongst citizens towards their world, making it dangerous to be an off-worlder, for slandering the name of the planet during the time of the Gift is almost guaranteed to start a fight.Some have speculated that it was, in fact, not the Ecclesiarchy but the Administratum that sanctioned this holiday. After all, how else could you hope to strip a planet of its wealth and leave it feeling so good?
Tithe Grade - Raising the Tithe: Every world within the Imperium is ruled over by a planetary governor. Whether such men and women inherit their title by blood or are awarded it for some great service in the Emperor's name, their responsibilities are the same. These governors are afforded absolute authority to rule their realm precisely as they see fit. In return, however, each governor is beholden to the wider Imperium, expected to ensure that a set of key responsibilities are fulfilled without fail.Each governor is responsible for the day-to-day defence of his or her own realm, for the Astra Militarum cannot be deployed to handle every brush-fire war, piratical raid and minor incursion. To combat such threats, governors are expected to raise, train and equip their own Planetary Defence Forces and cadre of local Enforcers to safeguard their holdings.Fortifications must be raised, manned and maintained, the skies must be watched, and the populace must be carefully monitored lest the outer dark creep into the hearts and minds of loyal Imperial citizens.Perhaps most importantly, there is the Imperial Tithe. Based upon archaic criteria assessed by Administratum and Departmento Munitorum officials, each world capable of doing so must provide one tenth of its total military force to fight for the Astra Militarum. It is an offence punishable by death for a governor to supply substandard soldiery when the tithe is exacted, or to provide insufficient numbers. Furthermore, it is a capital offence should these soldiers lack proper uniforms, sufficient training, or appropriate levels of genetic purity.For these reasons, though some worlds recruit by caste, population density, geography or even lottery, most governors are given to pouring their best troops into such regimental foundings. This is less out of a sense of altruism or duty than it is an ongoing effort of self-preservation.Nonetheless, on many worlds it is a matter of some honour to be chosen for this duty. Indeed, it is not uncommon for lives to be lost in the fierce competitions that the tithe often spurs. In a few rare cases, such as the Bardellan Wars of Proving or the Charon's Cluster Schism, localised wars can even be triggered in the lead-up to the month of tithing.Planetary authorities are normally quick to crush such counter-productive disputes, fearful of the concurrent waste of tithe-grade manpower and the apparent loss of political control in front of Munitorum officials.In times of great peril, the Departmento Munitorum is permitted to call upon governors to raise quantities of forces substantially above their normal tithe. Such measures can see entire cities or continents all but emptied, or key societal strata removed en masse.When the Imperium demands its pound of flesh it is not within a governor's rights to refuse, and each knows that next time it could so easily be his world that requires the protection of the wider Imperium. Only through compliance with the tithe can such security be guaranteed, for only worlds of proven loyalty may rely upon receiving Imperial aid when their own defences prove insufficient.Isolated worlds will not long survive alone in a harsh galaxy, and the Munitorum's most economical recourse to punish rebellion is often simply to cut a world loose from the Emperor's protection.
Tithe Grade - The Culling: In addition to military manpower, there is one more all-important part of the Imperial Tithe imposed upon every world colonised by Humanity. It is Imperial law that each Human-settled planet must keep its population free of unsanctioned psykers, though, depending on the world and the abilities they manifest, they are also known as "witches," "cultists," "mutants," "precognistics," "mindmovers," "telepaths," "pyrocasters," "projectors," "sunderers" and more.As in all aspects of Imperial governance, how this tithe is met is up to each planetary governor and therefore methods vary widely. Many choose harsh repression -- planet-wide witch-hunts, in which the undesired individuals are labelled as contagious Heretics that are dangerous to know or harbour, leaving them nowhere to hide.Other planetary governments employ even less savoury approaches. Regardless of method, when the Black Ships of the Adeptus Astra Telepathica arrive, attended by the psychic Nulls of the fierce but mute Sisters of Silence, a planet must yield up its psykers for collection so they might be assessed and dealt their fate on Terra.
Tithe Grade - Tithe Grades: The make-up of a given world's tithe payments, regardless of the size of those payments as indicated by the Tithe Grade, is determined by the section of the Administratum responsible for the overall governance of that world's sector and sub-sector of space.The known Imperial Administratum Tithe Grades are listed as follows, from highest (most tithe required) to lowest (least tithe required):Exactis Extremis - The most demanding Tithe GradeExactis ParticularExactis MedianExactis PrimaExactis SecundusExactis TertiusDecuma ExtremisDecuma ParticularDecuma PrimaDecuma SecundusDecuma TertiusSolutio ExtremisSolutio ParticularSolutio PrimaSolutio SecundusSolutio TertiusAdeptus Non or Aptus Non - No tithe required due to past events like an Exterminatus rendering the world lifeless and unproductive or because the world already provides an important service to the Imperium, such as serving as a Space Marine Chapter Homeworld or Adeptus Mechanicus Forge World.
Tliensic D'raque - Tliensic D'raque: Tliensic D'raque is the archon of the Dark Eldar Kabal of the Wraithkind. When D'raque sought to create a realm within the Webway separate from the larger Dark City of Commorragh to escape the control of Commorragh's dictatorial ruling overlord, Asdrubael Vect, Vect unleashed an unusual punishment upon D'raque and his entire kabal.
Tliensic D'raque - History: Once the rulers of the pleasure city Aur-Ilithain, one of the satellite realms of Commorragh within the Labyrinth Dimension of the Webway, the Wraithkind were extremely powerful until their archon, the Daemon-courting monomaniac Lord Tliensic D'raque, attempted to close his dark paradise off from the rest of Commorragh. By destroying the single hyperspatial bridge that led from the heart of the Dark City to the Cyclops Gate of Aur-Ilithain, D'raque announced his intention to secede from the rule of the Dark City's dictatorial overlord, Asdrubael Vect, the archon of the Kabal of the Black Heart.The very next night six secret portals suddenly opened across Aur-Ilithain, and thousands of shadow-creatures spiralled through, chanting in an eldritch tongue. Before the next dawn, Vect's ethereal allies had plunged the pleasure city and its denizens into a half-real state slightly out of phase with the rest of the Webway. The Wraithkind were forever altered, changed into night-shrouded fiends similar to Mandrakes that can only feed upon the pain and despair of others when they step out of the Webway into the material world. When they do so, the venting of their frustrations upon the "lesser races" of the galaxy is truly shocking to behold.
To Speak as One (Short Story) - To Speak as One (Short Story): To Speak as One by Guy Haley is a Warhammer 40,000 short story published in 2019 and collected in the anthology Nexus & Other Stories.
To Speak as One (Short Story) - Synopsis: The Adeptus Mechanicus are the mysterious and insular tech-savants of the Imperium of Man. Obsessed with the sanctity and preservation of the machine, theirs is a dogma of stagnation. But there is one among them who still pursues innovation: Archmagos Dominus Belisarius Cawl.Cawl sends his most trusted acolytes to an Inquisitorial fortress to acquire a xenos specimen. But when the Inquisition refuse to hand over their prisoner, the agents of Cawl are forced to take drastic action.
Toholk - Toholk: Toholk, also now known as Toholk the Blinded, is the Necron Arch-Cryptek of the Maynarkh Dynasty, and is a being of diabolical ingenuity whose particular genius lent itself to the creation of vast amounts of war machinery for his bellicose dynasty. Indeed, his designs and schematics were even distributed by the Triarch across the Necron dynasties in the past, in order to aid the Necron legions in their campaigns against the Old Ones during the War in Heaven.The Canoptek Tomb Sentinel is one such creation of his, and was one of the last he designed before the Necron race underwent the Great Sleep. Even before his transformation into a cold machine-existence, Toholk was without care for the lives his creations took, or indeed the use to which they were put -- only that each invention was a greater triumph of destruction than the last.This maxim was pushed to the extent of him testing new weapons and war machines first-hand on the battlefield as well as on captive subjects. Toholk's hubris made him many enemies both amongst rival Crypteks and among the Necron Lords of the Maynarkh Royal Court, who were jealous of his fame and notoriety. Despite this, he has survived many plots and assassination attempts made against him and prefers to trap his would-be murderers in Hyperphase Prison Matrices for later disposal or use in further weapons testing.
Toholk - History: After the fall of the Old Ones eons ago at the end of the War in Heaven, Toholk became even more disconnected from reality and shifted his research to the paths of Chronomancy, becoming obsessed with the intricacies of cause and effect, and dreamed insanely of the destruction of time himself. His masters, however, punished him for straying from the fulfilment of their desires and his "lack of foresight," and shackled and subjected him to the most grievous tortures imaginable, leaving his android form blinded and broken, and hardwiring control parameters into his mind forcing him to obey and preventing him from properly repairing his own body in punishment.The conflict between the Maynarkh mind-shackles and his own obsessive compulsions within his consciousness has further splintered the Chronomancer's mind, but this has not stopped him from creating what he considers his greatest work -- a temporal prediction and celestial scanning engine he calls the Smoking Mirror, which has served the Maynarkh Dynasty well during their recent conquests in the Orpheus Sector during the Orphean War. Toholk's process of continual refinement of this chronomantic device, however, has a far darker goal than even the cold machine intellects of the Necron Overlords of Maynarkh can guess at...Toholk now views the world through a shifting veil of temporal energy fields and the twisting skein of dimensional membranes, and can transmit his visions to the Necrons around him during battle to aid them in combat. Also, as the Arch-Cryptek of the Maynarkh Dynasty, Toholk's skill and experience in fashioning and augmenting weapons and machineries of war is unequalled.Within those devices and eternal engines he particularly favours, he has implanted temporal regenerative systems -- works of arcane science that are capable of preternatural feats of repair, with time itself seeming to reverse and restore near-wrecked war machines to a pristine state of function.
Toholk - Wargear: Necrodermis - Like all Necrons, Toholk's body is built from the self-repairing living necrodermis metal, granting him the unholy resilience common to his kind.Aeonstave - Utilised by Crypteks that are masters of Chronomancy, the crystalline sapphire head of an Aeonstave generates a kind of low-level stasis field that contains a massive chronal charge. With each blow from the Aeonstave, the energies unleashed will encapsulate and trap the Cryptek's enemy in a bubble of slow-time.Timesplinter Cloak - The most accomplished of Chronomancers can weave together disparate strands of time, forming an unassailable shield against any attack that does not originate from the time stream corresponding to the precise moment of impact.Transdimensional Beamer - Toholk always carries a Transdimensional Beamer as a sidearm. This Necron weapon was originally designed as a convenient method of banishing unwanted debris, machinery and failed experiments from Tomb Worlds and battlefields into a pocket dimension outside of the normal space-time continuum. However, a Transdimensional Beamer can be used just as easily to exile and banish foes to a long and horrifying death from starvation in the same extra-dimensional space.
Toil - Toil: Toil is currently a Dead World that was once a Forge World of the Adeptus Mechanicus. In 400.M32, the Daemon Primarch Perturabo made a pact with Nurgle that saw him pervert the eight rituals of daemonic possession and turn them against the Forge World of Toil.That planet was conquered not by Perturabo's Iron Warriors, but also by the tech-priests' own machines, their trusted manufactoria and war engines becoming nightmarish cybernetic horrors that were as much daemonic flesh as metal, having become massive Daemon Engines.Waddling amongst the machine-beasts were plump, diminutive Daemons of Nurgle that cackled in viral scrap code and glowed with baleful electrical energy.Even as the guns of the Forge World's defenders focused on larger targets, these "Glitchlings" ran wild, and the assault on Toil marked their first recorded appearance to the Imperium.The Glitchlings' disruptive electrostatic aura caused cogitators, electro-lumens and Machine Spirits (artificial intelligences) to falter or go haywire. In their moment of greatest need, Toil's defenders found their weapons stuttered and flickering as the machine plague took its toll.The world eventually fell to Perturabo, its Daemon Engines producing new war materiel to further his ambitions before all life on Toil was ultimately consumed, transforming the once-thriving Forge World into a Dead World.
Tollguard - Tollguard: TollguardvectoriumDeath GuardTraitor LegionIts commander is the Chaos Lord Gothax the Morose, who is the overseer of the fortress-factory on the Plague Planet known as the Peal Yard where the tocsins of misery used by the Legion's Noxious Blightbringers are forged by Daemonic smiths.The Tollguard aid in the Peal Yard's defence and keep a watchful eye on its forge Daemons.
Tollguard - Notable Tollguard: Gothax the Morose - Gothax is a Chaos Lord of the Death Guard Traitor Legion and the commander of its Tollguard warband. He is famed within the Legion for going into battle with a retinue of seven Noxious Blightbringers.
Tollguard - Warband Colours: The Tollguard's power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite, though its colours are unknown.The Tollguard's Chaos Space Marines, like those of their fellow Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Tollguard - Warband Badge: The Tollguard's warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the rest of the Death Guard.
Tomb Blade - Tomb Blade: A Tomb Blade is an anti-gravitic Necron combination void fighter and Jetbike which uses dimensional repulsor units to operate in both the void and the atmosphere of a world. It can unleash powerful firepower upon enemy voidships, vehicles and ground forces as they corkscrew wildly through the ether. Often deployed as part of a vanguard force, the Tomb Blade's deadly speed and unpredictable nature make it a dangerous foe.
Tomb Blade - Role: The Tomb Blade was originally designed as a void fighter by the Necrons during the final days of the War in Heaven. As a Necron's robotic body is immune to the hazards of interplanetary space, traditional pressure-sealed and canopied voidcraft were unnecessary from the very outset of the Necron's rule over the galaxy. Acting in swarms that were dozens or even hundreds strong, Tomb Blades would swarm over enemy capital ships, overwhelming armour and weapon systems with pinpoint waves of Gauss and Tesla fire. So successfully did the voidcraft perform in its primary environment that modified versions soon appeared in planetside battles -- one of the few occasions in which the hidebound traditions of the Necron military were adapted to better exploit emergent opportunity.The Tomb Blade has a curious motion for an aircraft of its design, eschewing the arrow-straight attack vectors of other Jetbikes and fighter craft. The Tomb Blade's reactionless dimensional repulsor engines ensure that gravity, momentum and the other physical forces of normal space-time have little purchase upon its frame, allowing it to be propelled in a way that has no care for the confines of momentum or inertia. As a result, the craft often corkscrews across the battlefield rather than taking a more direct approach, and constantly changes vector and altitude in a manner fit to boggle the enemy's aim. No flesh and blood pilot could ever hope to contend with such an anarchic approach without succumbing to blackouts and nausea, but such hazards have no hold over undying machines.Despite appearances to the contrary, the attack patterns performed by Tomb Blades are strictly controlled by a series of hyper-fractal equations. Indeed, they have to be, for the hardwired Necron Warrior alone would make for a truly dreadful pilot. To compensate for this, attack patterns are entirely pre-programmed and the pilot cannot alter them once in flight, though it can switch between different tactical packages in order to adapt to fresh objectives. The pre-programmed nature of a Tomb Blade's flight means that it is therefore theoretically possible to predict the flightpath it will take, but only a genius-level intellect could divine that there was a pattern at all. Even if said genius could isolate and identify the particular set of equations in use, no conventional targeting computer could ever hope to process the data fast enough to be of any use. Thus, a Tomb Blade is just as difficult a quarry as the most accomplished of all mortal-piloted aircraft, even though its pilot's actual skill is immensely inferior to the best pilots of the other starfaring races.Tomb Blades often operate far ahead of the main Necron army, striking at lightly-defended positions, supply convoys and other targets of opportunity. Though the planetside variants of the aircraft do not mount the heavier starship-busting weaponry of the voidfighter variants, the twin-linked Tesla Carbines and Gauss Blasters can prove just as devastating when employed against advancing infantry. Such is the Tomb Blade's unpredictable advance that the piercing whine of its dimensional repulsors is often the only clue to its approach. At that point, astute enemies dive for any cover they find. The others disintegrate as the air around them explodes in a blaze of unstable and potent viridian energy.
Tomb Blade - Notable Formations: Ghost Strider Phalanx – Ghost Strider Phalanxes are employed when the Necrons need to capture ground swiftly. They are most effective when fighting at full strength, where the overlapping layers of their Ghost Arks' Quantum Shielding reinforce one another in a quantum zone. Should a powerful attack be detected, the Ghost Ark's abnegation protocols seize control of one of its Tomb Blade escorts and hurl it spiralling into the path of the shot, preserving the valuable Ghost Ark from the enemy's wrath. The formation is invariably guided by a "Walker in the Ether" -- a Ghost Ark helmsman who can see pocket dimensions as clearly as he can the physical world. With suitable preparation, the Walker can breach these pocket dimensions, allowing the forces under his command to bypass any foes that stand in their path and cross the battlefield to wherever they are needed. A Ghost Strider Phalanx typically consists of one to three Ghost Arks with embarked Necron Warriors squads, and one to three Tomb Blade units.
Tomb Blade - Armament: All Necron Tomb Blades are also programmed with reanimation protocols, which allow them to repair themselves even when critically damaged. Necrodermis, the living metal that makes up Tomb Blades and all other Necron units and vehicles, enables this capacity due to its remarkable inherent regenerative properties. A Tomb Blade can be armed with any one of the following as their primary weapon:Twin-linked Tesla Carbines – Tesla Carbines unleash bolts of living lightning that crackles from foe to foe after hitting its target, charring flesh and melting armour. Tesla bolts feed off the energy released by the destruction they cause, thus making their lightning more furious with every fresh arc.Twin-linked Gauss Blasters – The same weapon as that wielded most commonly by Necron Immortals, Gauss Blasters make for a reliable weapon that is easily capable of laying waste to enemy infantry through the molecular disassembling beams they deliver; reducing flesh, armour and bone to their constituent atoms.Particle Beamers – Particle Beamers emit streams of miniscule anti-matter particles that detonate on contact with matter. They are incredibly reliable, needing only enough energy to maintain the containment field that prevents their anti-matter from detonating within the weapon's mechanisms. Particle Beamers are capable of causing small high-strength blasts amongst their target that will wound all but the hardiest of infantry.A Tomb Blade may be also be equipped with any of the following:Shadowloom – A Shadowloom is a Scarab-sized generator which can project an aura of darkness around the Tomb Blade, providing mobile cover within which the craft can disguise its approach and throw off the aim of enemies.Nebuloscope – Nebuloscopes are arcane devices which allow a Tomb Blade pilot to track his prey through seven different dimensions, allowing for far more accurate shots.Shield Vanes – Many Tomb Blades are equipped with additional armour panels called Shield Vanes, which increase their craft's durability by a small amount.
Tomb Blade - Ordo Xenos Departmento Analyticus Technical Specifications: The technical specifications for this Necron unit have not been obtained or released by the Ordo Xenos.
Tomb Blade - Sources: Apocalypse: War Zone Damnos, pg. 58Black Crusade: The Tome of Fate (RPG), pg. 115Codex: Necrons (5th Edition), pp. 42, 81-82Codex: Necrons (7th Edition) (Digital Edition), pp. 44, 169Shield of Baal: Exterminatus (Campaign Supplement) (Digital Edition), pg. 171
Tomb Citadel - Tomb Citadel: A Tomb Citadel is a Necron defensive structure, a near-impregnable fortification designed to stand equally against the ravages of eternity, hostile action and deadly environments.Tomb Citadels often stand on the outermost borders of a wider tomb complex as watchtowers and outposts against attack, and indeed are often the mere tip of a Tomb World's iceberg, with the fathomless depths of the Necrons' stasis crypts, Canoptek construct foundries and endless silent galleries extending far below them.These Tomb Citadels are more than inert relics of the forgotten past, however, and are near-living war machines in their own right.Imperial battle reports record these brutal structures as rising from the earth and even appearing as if from nowhere in the midst of a Necron assault as a foothold for invading forces which, if not quickly destroyed, will form a beachhead from which the dread undying legions will pour forth.
Tomb Citadel - History: It was during the Defence of Amarah during the Orphean War that the existence of Necron Tomb Citadels were first definitively documented by the Imperium of Man, most notably when the brave troops of the Death Korps of Krieg sacrificed themselves to destroy one such massive complex.For it was in the rubble of the New Vassburg hive on the world of Amarah that something alien had manifested in the darkness. There, in the wreckage that had been strewn hours previously, a step-pyramid of strangely-angled green-black stone, riven with veins of pulsing emerald light, now rose up into the night, drawing bolt after bolt of lightning from the troubled skies above to strike its apex and causing it to burn with glimmering ghost fire.Around this pyramid had formed lesser citadels of the same maleficent stone, these being studded with arcane weapons emplacements and strange battlements connected to the main structure by angular trenches filled with glowing fog. Around the pyramid complex the skeletal figures of Necrons moved in tireless patrol and tides of Canoptek Scarabs and other constructs swarmed in and out, dragging a multitude of corpses and wreckage fragments with them to feed the pyramid’s hunger.Against this stronghold of the enemy Marshal Venner of the Astra Militarum's Death Korps of Krieg ranged his forces for attack, even as intelligence came in from forward observers of alien stars being seen in the rent-open storm above the pyramid through which blasted flares of emerald energy that surged up from its apex with deafening reports.As they moved into position, each of the men of the Death Korps assault brigade knelt in silent ordered ranks, crouching in the rubble and waiting for the call to battle as alien, viridian lightning flashed and flickered in the shrouded night.Between the ruins in which the Death Korps marshalled and the Necron defences lay was a rough kilometre of open ground, blasted flat and scorched, marking the killing zone they would have to cross to reach their objective. The signal was given at last and the Death Korps rose as one and began to advance across slowly, evenly gathering pace as they left the rubble and entered the blasted ground.Immediately the curving arcs of Sentry Pylons materialised on the walls of the citadels and turned to track the advancing human army, arcs of power visibly flaring along the strange Necron battlements. Then the killing began. Howling beams of emerald energy blasted great swathes of men from existence, while Tesla Cannons spat volleys of lightning that left anything they touched as burning cinders.Hundreds fell in the first few moments but the Death Korps line did not waver in its advance and now, from deep in the ruins behind them, their own guns spoke. Impassively, forward artillery observers had noted the range and disposition of the Necrons' heavy weapons and marked them for destruction.Venner had ordered that no munitions were to be spared, no cannon left in reserve, and the Death Korps' Basilisks and Praetors answered his call with a furious bombardment, sending tonnes of shells into the air to fall like deadly rain on their targets.Instantly the pyramid and its sub-citadels were wreathed in a mantle of flame as hundreds of shells burst against the structure. The pyramid flickered for a moment like a miracle on the horizon before becoming solid once again, one of its outlying obelisk towers blasted to fragments in a stream of arcing lightning.Soon, as the bombardment lashed out again, great chunks of black masonry were torn free from the structure and an eerie howl cut across the battlefield, clearly audible over the thunder of the shellfire.The Necron firepower was quickly redirected upwards, sweeping the skies and blasting apart the shells before they could reach their target, and in the respite the Death Korps pressed their advantage, surging forwards while Venner's tank companies held back until now, when they roared forth from the rubble at flank speed through the Death Korps lines towards their objective.As the Imperial troops closed to a few hundred metres, the ground before the citadels burst open, disgorging murderous Canoptek constructs directly into the oncoming Death Korps troops. The huge articulated bodies of the Canoptek Tomb Stalkers rose up and tore through the lines, whilst hundreds of smaller Canoptek Scarabs dragged men down, stripping the flesh from their bones.They were met with Bayonet and Lasgun, Flamer and Frag Grenade, and the Death Korps flowed like a tide around the killing machines whilst the tank companies entered range and opened fire with their Battle Cannons into the ranks of the shambling Necron Warriors that were beginning to stream from the citadels.On the left flank, a squadron of Macharius Omega plasma tanks unleashed blasts like miniature suns towards the defence pylons, heedless of their overheating cannons in their determination to strip the citadel of its defences.While on the right, Centaur carriers sped forth through a storm of Gauss Weapons fire, which blasted scores of them to shrapnel, in order to deploy their Quad Launchers as close as possible to the enemy. Thousands fell, tanks erupted into fire and a blizzard of shells was hurled against the black pyramid which began to break and crack, smoke billowing and actinic lightning playing sickly across its splintering surface.Behind the Imperial lines the companies of Krieg troops left behind to defend the artillery position found themselves beset and in a desparate battle to stave off twisted, blade-handed Flayed Ones that came for them from the shadows, just as Necron attack craft shrieked from the skies to strafe them into oblivion.The squadrons of Imperial Lightnings and Avengers that tore through the night to intercept the lethal Night Scythes were few, but bravely they dove straight into the heart of the enemy squadrons, their weapons blazing in the darkness, each pilot commending their soul to the Emperor and knowing that this would be their final battle.The die was cast, the battle was held in balance and there could be no holding back. Already tens of thousands lay dead on the blasted plain before him, but Venner did not falter in ordering forth the second wave. Raising his sword high and leading the charge himself across the deadly ground, the Death Korps filled the battlefield like a living tide of steel and fire, and crushed the remaining Canoptek constructs that barred their path, trampling the scattered scarabs into the earth.The Death Korps reached the outer citadels of the pyramid complex just as their own shellfire began at last to falter, but for the Necrons it was too late, the enemy was already upon them, the Human soldiers swarming like ants across the alien fortifications. Surrounded, Necron Warriors were brought down in murderous crossfires and the machine creatures were driven back and destroyed one by one, as for every Krieg Guardsman the Necrons slaughtered, a dozen more took their place.Everywhere across the structure Breacher Charges were slammed into place and Melta Bombs were hurled into energy conduits and cracks in the armoured edifice. The violent detonation of the black pyramid blinded onlookers five kilometres distant and carved an ash-white crater out of the wasteland that was clearly visible to vessels in orbit above the battle-savaged world.
Tomb Citadel - Anatomy of a Tomb Citadel: All Necron Tomb Citadels include a Tomb Ziggurat as part of their structure, its faces rising high above the surface of the citadel. Contained within one of the forward faces is an Eternity Gate, a dark portal that is capable of transporting Necron troops to the battlefield from elsewhere in the galaxy.Its shimmering energy field is nothing less than a captive wormhole bound into the very heart of the Monolith. With a simple mental command, the Tomb World's command algorithms can transform the Eternity Gate into a portal of exile, and those that fail to resist its pull are sucked out of reality entirely, banished forever to an extra-dimensional prison from which there can be no escape.Alternatively, the Necrons can use the Eternity Gate as a form of dimensional corridor, pulling squads of Necron troops from elsewhere on the battlefield, orbiting starships or even far-distant Tomb Worlds and deploying them to the Tomb Citadel’s location. It can also significantly boost the regenerative processes of the Necron squads that move through its transportation matrix.Each Tomb Ziggurat also incorporates a scarab hive similar to those possessed by Canoptek Spyders, which allows the structure to expend some of its energy to create Canoptek Scarab swarms. However, there is a small chance that the Citadel will drain excess energy in the production of a swarm and overload the scarab hive, leaving it inoperative until it can be repaired.Those Canoptek Scarabs that are produced will often be sent to affect repairs under the direction of the Tomb World’s main command algorithms, but can just as easily be sent to repel enemies that threaten to assault the Tomb Citadel.The Tomb Ziggurat itself is no mere inert structure however, but is also an energised dock to which a Necron Monolith or Gauss Pylon can teleport. Doing so allows the docked war machine to harness the Tomb Citadel's immense power supplies, empowering its weapon systems to a degree that, when unleashed, will annihilate anything their firepower touches.However, should the Tomb Ziggurat be destroyed by enemy fire, the docked construct will suffer dangerous energy feedback from the structure’s detonation and is likely to be severely damaged, if not destroyed outright.All Tomb Citadels also mount a Power Crucible upon their surface. Each of these large power generators and storage devices generates a defensive power field around the Tomb Citadel to protect Necron units defending it, and also amplifies nearby Necrons’ abilities for regeneration and reconstruction.Some Tomb Citadels have also been upgraded with up to two static automated gun-emplacements, which can be either twin-linked Tesla Destructors or twin-linked Gauss Exterminators.
Tomb Citadel - Tomb Fortress: As a Necron Tomb World recovers from the millennia it has spent dormant, hidden from the eyes of younger races, its various bastions and redoubts will begin to return to their former glory. Power crucibles will once again blaze with light and ziggurat portals will re-ignite, allowing the recently re-awoken warriors of the world's controlling Necron Dynasty to stand ready to repel any who would dare disturb the rise of their Necron Overlords.A Necron Tomb Fortress is one of the larger types of redoubts that can be found on those worlds once claimed by the sprawling empires of the Necron Dynasties and forms a defensive position that, when occupied by its undying masters, can resist all but the most overwhelming of attacks by the pitiful armies of the Necrons' enemies.On Eyrinyral, a world the Asuryani had long laid claim to as one of their so-called Maiden Worlds, dozens of Tomb Fortresses were suddenly revealed, lost amongst the tangled roots of ancient and towering jungle trees, as the Necron Sekhmat Dynasty woke and laid claim to their ancient domains. The Asuryani of Eyrinyral rallied quickly and moved to assault the newly awoken dynasty, hoping to overwhelm their ancient foe before they fully awoke.Their assault broke upon the Tomb Fortresses that had arisen, but the few defending Necron Warriors that had awoken were rebuilt time and time again by the resurrection amplifiers of the fortresses, while each Eldar warrior who fell was irreplaceable.Within a few solar months the Asuryani were driven from Eyrinyral as the Sekhmat Dynasty's ancient armies spilled from the Eternity Gates within the fortresses on the surface; butchering those who would dare dispute their masters’ claim to the world.On other worlds, these huge fortifications have been recorded simply appearing from nowhere; phasing into existence on worlds that have never known the Necrons’ influence, before disgorging a horde of silent metal killers from the gates mounted within their ziggurat towers. The appearance of such a mighty fortress upon a world is a promise of death for all who dwell there, as that world is now claimed as the domain of one of the many Necron Dynasties once again stretching forth their power into the galaxy.A Tomb Fortress is a large type of Necron defensive structure, and essentially consists of two smaller Tomb Citadels directly adjacent to each other to create an indomitable fortress.
Tomb Citadel - City of the Dead: The Imperial Adeptus Mechanicus survey team who first encountered one of these defensive structures named it a "City of the Dead," so grand was its design. Coming across the deserted Necron facility on an isolated world to the galactic south, the survey team did not realise its true nature; believing it to be a small self-contained xenos colony of ancient design.However, beneath its sprawling surface fortifications they found kilometres of silent, steel corridors and echoing chambers that could have held thousands of people. They came across no sign of those who might have built such a grand structure, but within solar hours members of the team began to vanish. Only once they had found the mangled bodies of the missing Explorators did they realise the danger they were in, but by then it was too late.The metal corridors and vaults began to fill with light, and the high towers shimmered as pyramidal war machines appeared atop their peaks, beams of crackling energy swatting the fleeing Adeptus Mechanicus shuttles from the sky. Astra Militarum units, assigned to investigate the team's disappearance, found an immense fortress protected by flashing wards of gauss energy, hordes of silent metal guardians and batteries of terrible weapons waiting for them; few returned to warn their masters of the fate of the Adeptus Mechanicus survey team.Since that incident, standing orders within the Astra Militarum call for the deployment of orbital strikes as the only possible counter to the appearance of these Necron monstrosities.A Tomb Fortress is a supremely massive and sprawling fortification piece, and consists of four smaller Tomb Citadels directly adjacent to each other. In this formation, the individual Tomb Citadels can network their power and amplify their abilities.With this additional power, a City of the Dead is able to project a defensive barrier formed of flickering green gauss energy -- a Gauss Bisector Field. Any trespasser or assaulting enemy foolish enough to step through the barrier is swiftly reduced to smoking chunks of flesh.Docked Monoliths may also use the City of the Dead's power grid to overload their Particle Whip weapon systems, combining their fire to form an apocalyptic barrage of energy capable of annihilating anything it hits.
Tomb Citadel - Sources: Imperial Armour Apocalypse (2013), pp. 84-89Imperial Armour Volume Twelve - The Fall of Orpheus, pp. 16, 20-21, 47, 50, 128-129
Tomb World - Tomb World: A Tomb World is one of the worlds across the Milky Way Galaxy where the ancient and terrible xenos known as the Necrons chose to go into hibernation over 60 million standard years ago, deep beneath its surface in their specially prepared catacombs and tombs.Many Tomb Worlds are now settled planets of the Imperium of Man and their status as a Necron Tomb World remains unknown until the Necrons beneath its surface begin to awaken, much to the detriment of all life on the world. An unknown number of these planets exist across the galaxy in the 41st Millennium.Some Tomb Worlds were once the settled worlds of the ancient Necrontyr species that eventually became the cybernetic Necrons after their enslavement by the C'tan, and Necrontyr ruins are sometimes found on or beneath the surfaces of such worlds. Many Necron Tomb Worlds are now Dead Worlds, largely lifeless and barren deserts.Whether this is a result of the Necrons having cleansed all life from the world millions of years before during one of their foul "red harvests" or whether such climates were the preferred homeworlds of the Necrontyr civilisation, is unknown.Many of these worlds are often the sites of archeological expeditions carried out by Adeptus Mechanicus Explorator teams looking to uncover ancient xenos or STC technologies or Rogue Trader expeditions hoping to turn a profit from what they discover.Many of these exploratory teams are never heard from again once they begin to explore Necrontyr ruins that inevitably lead them to the tombs of the dormant Necrons that lie beneath the sands.The Necrons' underground tombs are generally quite large and cavernous, containing repair facilities that are manned by Canoptek Scarab robots that repair the Necrons that were critically damaged in recent battles.They have stasis units, in which the dormant Necrons hibernate. They also usually have a large room in which either the Necron Lord or Necron Overlord that commands the Tomb World (occasionally called a Platinum Lord or a Tomb Lord) sleep in a massive and ornate black stone sarcophagus.For many of the galaxy's myriad intelligent species, the re-emergent Necrons are but one terror amongst many in the darkness between the stars. Even within the Imperium of Man, the Necrons are only dimly understood, with just a handful of individuals aware of the true scale of the threat they represent to Mankind's dominion over the galaxy.
Tomb World - Types of Tomb Worlds: There is no such thing as a "typical" Necron Tomb World. Each answers only to the will of its noble ruler, and thus his proclivities define everything from its grand campaigns to trivialities such as architectural styles and forms of address between noble ranks. Nevertheless, there is one common cause that binds all Tomb Worlds: the rebuilding of the Necron dynasties of old, and the return of the Necrons to their rightful place of supremacy over the whole of the ignorant galaxy.The Tomb Worlds listed below represent no more than a handful of the many millions spread throughout the galaxy. Each revived world has its own idiosyncracies, and the number is ever growing.Who can say how many far-flung outposts of Humanity have their foundations set upon a planet long ago claimed by an immeasurably older civilisation, its inhabitants blissfully unaware of the slumbering horror at their planet's core. In these days of the Necrons' awakening, no world in the galaxy can truly rest easy...
Tomb World - Crownworlds: Just as Necron society is rigidly hierarchical, so too are its Tomb Worlds. The most important are the Crownworlds, oldest and proudest of all the Necron-held planets and the sites from which their dynasties and planetary clusters are governed.Crownworlds were once hubs of galactic power in the ancient days of Necron might, buttressed by tithe and tribute sent from elsewhere within the territory of their ruling dynasties.With access to such great resource-wealth, Crownworlds were able to construct the most reliable stasis-crypts for their inhabitants.As a result, Crownworld inhabitants that have weathered the slumbering millennia, without falling afoul of external circumstances, have done so in excellent condition -- though this only dampens the tragedy for the Necron race when a Crownworld is lost to galactic calamity.
Tomb World - Coreworlds: Next in importance for any Necron Dynasty are the Coreworlds, planets which together form the heart of a dynasty's interstellar territory.The rulers of Coreworlds would inevitably be the close kin to the regent of their dynasty's Crownworld, ensuring a bond of dynastic loyalty endured between the often diverse planets.Though neither so majestic nor so mighty as Crownworlds, the Coreworlds were great powers to be reckoned with in their heyday and, barring disaster, are so again in the late 41st Millennium.
Tomb World - Fringeworlds: Finally, Necron Fringeworlds are planets of tertiary importance to their ruling dynasty, not viewed as being of high-enough status to be numbered amongst a dynasty's Coreworlds.Fringeworlds were often poor or distant colonies of a dynasty, able to contribute to the wider realm only in terms of manual labour or as a location for penal institutions.Some Fringeworlds will once have counted amongst the Coreworlds of a different dynasty, but have since been conquered or otherwise subsumed into the dominion of their current ruler, thus descending in status.
Tomb World - Tomb World Activation: Hibernating deep within the hearts of their Tomb Worlds, the Necrons have been dormant for more than 60 million standard years. Scattered Necron raiding parties heralded the undying race's awakening to full activity once more in the late 41st Millennium, but now as their thirsty Star Gods, the C'tan, rise to a hungry wakefulness for life energy, the dreaded Necrontyr have returned to claim the galaxy for their own.Every Necron Tomb World has been constructed to accord to a complex template that was devised by the Necrontyr at the height of their civilisation. Utilising physical principles and technology that have not been rediscovered by any other intelligent species since they began their long sleep, the Necrons created immense subterranean warehouses to store their race for the millions of years they would spend inactive.Using their mastery of advanced interdimensional geometry, the Necrons built massive chambers that could house tens of thousands of their kind in a space seemingly larger on the inside than without. Deep beneath these pyramidal structures, the Necrons stored their horrific weaponry and erected powerful temporal stabilisers that would shield these warriors and their savage weapons from the ravages of time much like a stasis field.Each Tomb World, once it has been reactivated, awakens its sleepers in a rigid and predictable algorithmic sequence that is as inevitable as the dying of the stars. First, the Tomb World releases swarms of robotic Canoptek Scarab and Canoptek Spyder constructs to attend to the rudimentary needs of the stasis tombs.Soon after the Necron Warriors are reawakened and begin reconnaissance patrols of the region of the world surrounding their tombs. Using the information gained by these Necron Warriors' scouting missions, the Tomb World's automated systems assess the current circumstances that dominate its environment.According to ancient, pre-determined algorithms, the stasis tombs then bring on-line other Necron machineries and weapons as the circumstances warrant. The Necron Lord or Lords present on the Tomb World are encoded with this information and the data necessary to form artificial personalities so that when they awaken they can embody the singular purpose of the Tomb World and make independent decisions.A large population centre of one of the galaxy's younger races, usually Mankind, may have been settled unwittingly on what is actually a Necron Tomb World. When this situation is encountered, the Tomb World's encoded programming reacts extremely aggressively to defend its hibernating charges.These Tomb Worlds are the ones that have activated the most rapidly during the current awakening of the Necrons and are now hives of activity for the undying race. As their automated systems delve ever deeper into their existing archives of data and storehouses of units and weapons, the Tomb Worlds whose areas of influence have been "invaded" by the younger races are gearing up to begin what will eventually become a full-scale retaliatory action against the Imperium of Man and any other organised force that stands in the Necrons' way.This is a programmed behaviour pattern that Imperial savants have dubbed "the Harvest". When it comes to pass, it will be a genocidal-level event on a par with the War in Heaven against the Old Ones millions of years ago.
Tomb World - Nodal Command: Necron Tomb Worlds appear to have no permanent organisation or command structure, nor is the interaction of the various forces altogether clear to the savants of the Imperium. The Necrons' form of warfare could best be described as a continuous process of causality, as each battle, campaign and Harvest produces preordained responses from the controlling program of the Tomb World.This evolving structure is made possible by a system similar to that used in the most complex assemblies of the Adeptus Mechanicus, which is known as Nodal Command. Nodal Command organisation allocates a strict hierarchy to all of the elements within it. This system grants greater operational and decision-making capacity to certain "nodes" whilst slaving the rest of the system to these nodes' autonomous command decisions.Necron Overlords and Necron Lords form the nodes of the command structure, allowing each lord an allocated hierarchical value at any given time. Though the Adeptus Mechanicus can only guess at how this Nodal Command system truly operates, they have determined that there are at least four levels of hierarchy within the Nodal Command, which the Tech-priests have designated Bronze, Silver, Gold and Platinum levels, in ascending order of command priority.The Nodal Command system is also a communications structure and forms the basis for how intelligence information is gathered and orders issued to the necessary Necron units. The system is often likened to the ancient flow charts once used to design Cogitator algorithms during the Dark Age of Technology.The decisions taken by a higher-level Necron Lord (such as a Gold-level), give a single, quick response. All relevant data and orders are then automatically disseminated to any subservient lords -- the Silver- and Bronze-level lords slaved to the Gold-level commander. In situations where speed is less important than processing all of the relevant information, decision-making defers across several Bronze - or Silver-level lords, and can even devolve down to the individual Necron Warriors at specific times during combat.This system allows for a great deal of coordination when required, but also still leaves room for independent action by distant combat groups should the need arise. A Platinum-level Necron Lord, also known as a Necron Overlord, has not yet been encountered by Imperial forces. Savant speculation indicates that this level of Necron Lord would command massive Necron fleets intended to harvest entire swathes of the galaxy. Such a Necron force might prove unstoppable.
Tomb World - Escalation: After multiple encounters with the Necrons, it has become obvious to Imperial savants that as a conflict worsens, a Tomb World will temporarily withdraw its existing forces from combat before releasing a new, more potent army led by an extended Nodal Command.Essentially, the more a foe escalates its response to Necron forces, the more devastating will become the Necron offensive. In most situations, only a few Necron Warriors and specialist support units like Destroyers or Wraiths are deployed to defeat an emerging threat.But as resistance grows, so does the strength of the forces that will be released by the Tomb World's autonomic systems to the Nodal Command structure for use by the commanding Necron Lord or Lords.Combat escalation with the Necrons of a specific Tomb World will grow in this exponential fashion until the forces that are capable of being deployed by the Necrons represent a level of destructive power that can surpass that of any other enemy Mankind has ever faced, including the Tyranids and the forces of Chaos. Seemingly endless ranks of Necron Warriors will be transported into combat by armadas of newly-awakened Monoliths, while Immortals and Destroyers by the hundreds will be released in relentless waves against enemy troops.Scores of horrific Flayed Ones and Wraiths will terrorise civilian populations and destroy morale behind the front lines. It is believed by many Imperial savants that some Tomb Worlds still maintain a wide variety of units more powerful and destructive than the massed phalanxes of Necron Warriors and Monoliths that have been encountered by the defenders of the Imperium to date.All that is required for these unseen units to be committed to the fight is for the combat to escalate to a level that has not yet been attained. The mind reels from imagining what kinds of horrific machines the Necrons may yet unleash upon an unsuspecting galaxy when this unknown line is finally crossed in the not-too-distant future.The Dead Worlds that have been found close to many present Tomb Worlds scoured of all life are perhaps testaments to the true fate of those who oppose the undying Necrons.
Tomb World - Tomb World Nodal Command Stages: Primary Awakeners - The first elements activated by a Tomb World's autonomic systems once the outside environment has been judged to be receptive to the hibernating Necrons' awakening are the Tomb Spyders. These robotic custodians begin the initial tasks of opening and performing basic maintenance to the Necron stasis tombs. Imbued with the powers of Necron resurrection, the Tomb Spyders activate the Tomb World's initial reconnaissance forces, known as Raiders. Meanwhile, the second group of Primary Awakeners, the smaller robotic constructs called Scarabs, secure the interior of the stasis tombs. In massive swarms numbering in the thousands, Scarabs seek out intruders and carry out any remaining essential maintenance on the stasis tombs' defence systems.Raider Force - Made up of a small number of Necron Warriors and Scarabs, the Raider forces emerge into the outside environment with complete autonomy to carry out their mission as they see fit within the limits of their programming. The Raiders' purpose is to scout the surface of the Tomb World and any nearby star systems, seeking data on the location and status of the galaxy's other intelligent races. The destruction of a Raider force will produce one of two outcomes: the Tomb World may despatch a second Raider force to determine what happened to the first or the Tomb World may proceed immediately to the second stage of activation if a threat has been identified.Reserve Command - After the initial data gathered by the Raiders has been received by the Tomb World, the command of all Raider forces is subsumed under the Nodal Command of a Necron Lord, usually one tasked with a Silver-level of priority. When required, the Reserve Command will enter combat led by this Necron Lord, who also serves as a reserve commander who can take control of any already-deployed Necron forces should their primary Necron Lord be destroyed or incapacitated.Necron Line Formations - The majority of the units that make up a Necron field army are placed under this extension of the Nodal Command. Led by up to 4 Bronze-level Necron Lords, the Line Formations are made up of a wide variety of Necron fighting units. Ground forces are organised into units called phalanxes, which are made up of a core of Necron Warriors transported by Monoliths and supported by secondary fire support units like Destroyers, Immortals and so on. These phalanxes are often accompanied by units comprised of more specialised Necron troop types known as cohorts. The Necron Lords of the Line Formations serve as a battlefield command circuit that is able to pass data between themselves, upload data to the Platinum-level Necron Overlord or call upon the Reserve Command for reinforcements or a more in-depth analysis of tactical information. Each Tomb World may have dozens of full Line Formations, which are activated as needed by Tomb Spyders and inserted into or removed from the Nodal Command as the flow of combat dictates.Priority Command - Three Gold-level Necron Lords form the highest Necron command structure yet encountered by the forces of the Imperium on the battlefield. These Necron Lords are responsible for all strategic decision-making and can override the command and communications of Bronze or Silver-level Necron Lords. They are also capable of committing and commanding the most powerful Necron units known to exist to combat, including the Pariahs, larger war machines like Tomb Stalkers, aerial forces and starships.Platinum-level Commander - No Platinum-level Necron Lord, known as a Necron Overlord, has yet been encountered by the Imperium and their existence has only so far been hypothesized from observing the actions of the Gold-level Necron Lords. It is still speculation amongst the few Imperial savants who have been trusted with data about the Necrons whether the Platinum-level Nodal Command is still hidden on a Tomb World or might perhaps even be the Tomb World itself. The Adeptus Mechanicus' Tech-priests, however, are quite confident that the Platinum-level Necron Overlord is not the C'tan, who do not interact with the Nodal Command structure in any obvious way.
Tomb World - Select List of Tomb Worlds: A select list of known Tomb Worlds in the galaxy is delineated below:Planet NameSegmentumSectorSub-SectorSystemPopulationAffiliationAmontep IIUnknownUnknownUnknownUnknownUnknownImperium of Man / Adeptus MechanicusAnkekhUnknownUnknownUnknownUnknownUnknownNecronBellicasUltima SegmentumUnknownUnknownUnknownUnknownImperium of ManCardrimUnknownUnknownUnknownUnknownUnknownImperium of ManCarnacUnknownUnknownUnknownUnknownUnknownNecron, formerly ExoditeCthelmaxUltima SegmentumUnknownUnknownUnknownNoneImperium of ManDamnosUltima SegmentumUnknownUnknownUnknownUnknownNecronDrazakGhoul StarsUnknownUnknownDrazak SystemPopulation of Necron Flayed OnesNecronFordrisUnknownUnknownUnknownUnknownUnknownUnknownGehennaUnknownUnknownUnknownUnknownUnknownNecron (Silent King)GhedenUltima SegmentumUnknownUnknownUnknownUnknownUnknownGidrimUltima SegmentumUnknownUnknownUnknownUnknownUnknownGorkamorka (Angelis)Segmentum UltimaUnknownUnknownUnknownOrksOrksHollow SunSegmentum UltimaJericho ReachUnknownUnknownUnknownNecronsInteritus PrimeUnknownUnknownUnknownUnknownUnknownNoneKaurava IIIUltima SegmentumLithesh SectorUnknownKaurava SystemUnknownImperium of ManKavardiaUltima SegmentumUnknownUnknownUnknownUnknownNoneKronusUltima SegmentumLithesh SectorUnknownUnknownUnknownImperium of Man, Tau EmpireLorn VUltima SegmentumUnknownUnknownLorn SystemNoneImperium of ManMandragoraUltima SegmentumUnknownUnknownUnknownUnknownUnknownMoebiusUltima SegmentumUnknownUnknownUnknownUnknownUnknownMorrigarUnknownUnknownUnknownUnknownUnknownUnknownNagatharUnknownUnknownUnknownUnknownUnknownNoneNuncSegmentum UltimaJericho ReachUnknownUnknownUnknownNecronsNaogeddonUltima SegmentumSegmentum ObscurusUnknownUnknownUnknownNoneNymidaeUnknownUnknownUnknownUnknownUnknownUnknownPavonisUltima SegmentumUnknownUnknownPavonis System300,000,000Imperium of ManPhaethon IVUnknownUnknownUnknownPhaethon SystemUnknownImperium of ManPyrrhiaUnknownUnknownUnknownUnknownUnknownUnknownRahe's ParadiseUnknownUnknownUnknownUnknownNone (Exterminatus eliminated the population)Imperium of ManRheelasSegmentum UltimaJericho ReachArkalas ClusterUnknownUnknownImperium of ManSagacitySegmentum UltimaJericho ReachUnknownUnknownUnknownImperium of ManSanctuary 101UnknownUnknownUnknownUnknownUnknownImperium of ManSarkonSegmentum ObscurusUnknownUnknownUnknownUnknownUnknownSeidonUltima SegmentumUnknownUnknownUnknownUnknownUnknownSelaacaSegmentum PacificusVeiled RegionUnknownSelaaca SystemHuman population harvested by NecronsNecron (formerly Selaacan Empire)ShemnochUnknownUnknownUnknownUnknownUnknownUnknownSilva TenebrisSegmentum UltimaEastern FringeAmissus SolarisUnknownHuman colony exterminated by NecronsNoneSimia OrichalcaeUnknownUnknownUnknownSimia Orichalcae SystemUnknownImperium of ManSkapulaSegmentum UltimaJericho ReachUnknownSkapula SystemUnknownUnknownSomonorUnknownUnknownUnknownUnknownUnknownUnknownSovereignSegmentum UltimaJericho ReachUnknownUnknownUnknownContested between Chaos and Necron forces.SuranasUnknownUnknownUnknownUnknownUnknownUnknownThanatosUltima SegmentumUnknownUnknownUnknownUnknownUnknownTrakonnUltima SegmentumUnknownUnknownUnknownUnknownUnknownTrantisSegmentum TempestusUnknownUnknownUnknownUnknownUnknownZantragoraUltima SegmentumUnknownUnknownUnknownUnknownUnknownZapennecSegmentum PacificusUnknownUnknownUnknownUnknownUnknownZykorakUnknownUnknownUnknownUnknownUnknownUnknown
Tome Keepers - Tome Keepers: The Tome Keepers are a Loyalist Space Marine Chapter and successor of the Ultramarines, raised during the 4th Founding shortly after 546.M32. They call the Desert World of Istrouma in the Segmentum Pacificus home.With tactical precision and fearless resolve do the Tome Keepers wage war on the enemies of the Imperium. They fight not just with sacred bolter and honoured blade, but with the accumulated knowledge of aeons etched in their minds, for they believe that only through truth and understanding can they finally defeat Humanity's many foes.Every battle is meticulously planned, every foe tactically analysed and every ally carefully scrutinised to ensure that victory is achieved in the most efficient manner possible.Then, when the battle is won and the fallen counted, all is recorded once again, the better to serve the Tome Keepers in their next war.
Tome Keepers - Chapter History: The origins of the Tome Keepers harken back to the tumultuous middle centuries of the 32nd Millennium, following the disastrous events of the War of the Beast, when the Imperium was nearly brought to its knees by the largest Ork WAAAGH! seen by Mankind since the Ullanor Crusade during the Great Crusade.Soon after the great conflict with the xenos ended in 546.M32, following a period of mandatory gene-tithing by the surviving Chapters of the Adeptus Astartes to help rebuild the stores of gene-seed kept by the Adeptus Mechanicus, the 4th Founding was raised.For nearly a standard century, the Imperium had descended into a period of anarchy and infighting. The newly created Chapters of this Founding were raised to help restore order to an Imperium rife with civil upheaval and insurrection. Gene-seed was taken out of cryo-storage and new samples received from all of the extant Chapters. It was from the Ultramarines' gene-stock that Chapter 281 -- later to be known as the Tome Keepers -- was born.As with most newly-created Chapters, officers and specialists were requisitioned from the parent Chapter. Captain Caelus Viator, formerly of the Ultramarines 2nd Company, was elevated to the rank of Chapter Master and oversaw the creation and training of four hundred battle-brothers over the following two solar decades.The new Chapter's training ground would be that of Dornak IV, a barren Death World in the Segmentum Solar. The aspirants were subjected to standard years of harsh physical training, psycho-indoctrination, genetic alteration and painful surgical enhancements before they were ready to become transhuman warriors of the Adeptus Astartes. Several hundred passed the gruelling tests. Many thousands did not.As Viator's forces came to battlefield readiness, the Chapter's assets were also assigned. Battle barges and strike cruisers arrived from far Macragge, along with armoured vehicles, aircraft, Drop Pods, Dreadnought chassis and twenty venerated suits of Tactical Dreadnought Armour.Accompanying these war assets were thousands of Chapter serfs -- logisticians, tech-savants, ship crews, medicae personnel, fabricators, artificers, artisans, requisitioners, architects, servitors and countless others. Supplies were accumulated from planetary tithes, ammunition was allocated, litanies were recited, and Machine Spirits were appeased.In the year 567.M32, Chapter 281 was declared ready to serve the Emperor.
Tome Keepers - Finding a Home: Assigned to watch over the Segmentum Pacificus and the Warp routes towards Terra from the galactic west, the starships of the fledgling Chapter headed for the Sol System's Mandeville Point and made the Warp translation to the little-known Caracros Sub-sector of the Macharius Alpha Sector without incident. This region of space was sparsely populated according to Imperial records, but teemed with alien life forms, from Aeldari Corsairs and Hrud infestations to marauding warbands of Orks.Yet there was one planetary system, right at the heart of the Caracros Sub-sector, that they all seemed to avoid. It was in this system, designated GB 6-77, that the Chapter decided to make its home. Four of the system's eight planets were inhabitable. They made planetfall on the Desert World named Istrouma. The planet was wracked by constant tectonic upheaval due to its erratic orbit and bathed in the deadly radiation of the system's nearby white dwarf star.Due to their world being constantly irradiated by the light of the nearby star the Human inhabitants of this harsh, desolate world live shorter-than-average lifespans, dying early of radiation-induced illnesses. To preserve their history and culture the people of this world became obsessed with meticulously recording every facet of their short lives in great tomes for future generations, as they did not have the benefits of having elders among their population to teach their young.In this way, they were able to salvage their combined knowledge and experience and ensured the continuation of their society.
Tome Keepers - Sky Warriors and Chroniclers: What the Space Marines discovered when they landed was a world that had been forgotten by the Imperium, a mere footnote in a galaxy of a billion worlds. Yet the Istrouman people welcomed the Space Marines with open arms, for they recognised them as the sky warriors of old and as great heroes of Humanity.Chapter Master Caelus Viator and his retinue were treated as honoured guests and led to Niveneh, the world's principal city, where they were received with dignity and awe by the governing planetary council. The Space Marines were told the long history of Istrouma and how its people travelled from ancient Terra millennia ago, and they were shown many great artefacts wrought by the planet's artisans.The Astartes were told of the great tragedy that had befallen the people of Istrouma and how over thousands of Terran years, their life expectancy had fallen drastically as their technology declined, and the planet's inhabitants rarely lived past the age of thirty standard years.Children became apprentices at a young age, working with members of their family in their chosen craft. Skills were taught quickly, and everything was chronicled in personal journals so that future generations could pick up where their forebears left off. The artefacts previously shown to Viator and his officers so proudly took on new meaning -- they had not been crafted by a single person, but by scores of artisans over many short lifetimes.Yet the Istroumans did not begrudge their short lives, for they knew -- as they explained to Viator and his warriors -- that though their own books may close, their legends would live on through their words. Death, they said, was to be embraced, not feared.The Space Marines were taken beneath the city of Niveneh where they bore witness to a vast library that was almost a city in its own right. Entire streets and thoroughfares were dedicated to millions upon millions of books, dataslates and cogitator information terminals. Upon those shelves lay the history of aeons. The contents of the library would shape the Chapter's future for millennia to come.
Tome Keepers - Tome Keepers: Caelus Viator believed that Istrouma and its inhabitants had great promise. He saw that the people of Istrouma were hardy and resourceful, and their accumulated knowledge was almost beyond comprehension. To the tactically minded Viator, the collection of strategic monographs in the library were reason enough to forge Istrouma into a Chapter Planet.With the blessings of the planetary council, orbital landers descended from the clouds, and construction began on a vast Chapter fortress-monastery atop the Zaatos Mountains at the planet's inhospitable northern pole.To honour the event, the Istroumans presented Viator with one of their greatest possessions -- a stasis-sealed volume known as the White Book. Viator returned the honour in the naming of his Chapter. Chapter 281 and its warriors would henceforth be known as the "Tome Keepers."
Tome Keepers - First Recruits: Istrouma proved to be a wise choice for the Tome Keepers' homeworld. The planetary system was rich with natural resources, and its four habitable planets provided a large number of recruits. Many families put their sons forward for what became known by the Chapter as the "Trial of Pages" in the hope that they would become sky warriors, thereby bringing great honour to their family name.The young hopefuls competed in trials of strength and endurance, before being taken far into the rad deserts to test their survival skills. They fought each other in specially constructed arenas, watched closely by the Master of Recruits. Many did not survive.As the surviving aspirants became neophytes, they began the organ implantation process required to become Space Marines. Yet after the eighteenth gene-seed implant -- the Progenoid Glands -- were implanted, the Chapter's Apothecaries noticed that it had a curious psychological side effect.The previously short-lived Istroumans were now virtually immortal once they had become Space Marines, and many struggled with the dichotomy, feeling they were being denied their rightful place among their departed ancestors. This feeling was echoed by many of the Istrouman people, who began to see the Space Marines not as the glorious warriors they imagined, but as pariahs.Some of the new Tome Keepers tended towards recklessness, seeing themselves as dead men walking, having already outlived their natural lifespans. Many more became sullen and introspective. Yet within all of them was instilled a fearlessness of death and a mutual acceptance of mortality's impermanence that surpassed even that of their own people.
Tome Keepers - Chroniclers Reborn: With careful psycho-indoctrination, the new recruits learned to harness their grim resolve, yet something still rankled within them. Many used their few solar minutes of personal time each day to write journals -- a persistent hangover from their former lives that the Chaplains, later called "Orators" by the Chapter, seemed unable to quell.As the neophytes became fully fledged battle-brothers, they began to note down observations on their foes, devising new tactics and strategies for their destruction. Chapter Master Caelus Viator watched with interest. Though the Codex Astartes promoted adherence, it also encouraged innovation.Had not their Primarch Roboute Guilliman praised the pursuit and acquisition of knowledge? As the Chapter grew to full fighting strength, Viator called for his battle-brothers to embrace the traditions of Istrouma. Battle-brothers were encouraged to develop new skills and further their understanding of their myriad foes. Many books were written. And, over the following millennia, many books were closed.
Tome Keepers - Time of Ending: The dying years of the 41st Millennium were a trying time for the Tome Keepers. Two centuries of war with the Necron Thokt Dynasty had already taken their toll on the Chapter when the Great Rift sundered the galaxy.The Chapter, reduced to just over two hundred battle-brothers, was facing annihilation. During one particularly dismal year, the recruitment Trial of Pages yielded disappointing results, producing just a single, successful aspirant. This was considered a sign of ill-omen by the Chapter.
Tome Keepers - Era Indomitus: Following the Fall of Cadia during the 13th Black Crusade and the subsequent formation of the Cicatrix Maledictum, the Chapter was beset on all sides by a myriad of foes. Cast adrift in a veritable sea of enemies, the Chapter was hammered even more to the point that they were whittled down to only two hundred combat-ready Firstborn Space Marines remaining.Fortunately, the badly depleted Chapter received their salvation in the most unlikely of forms. Primarch Roboute Guilliman was reborn during the Era Indomitus, and in his wake came the Primaris Space Marines -- a new hope against the encroaching darkness.An Indomitus Crusade Torchbearers task force was eventually sent to reinforce the battered Chapter. These representatives of the newly instilled lord commander of the Imperium and Imperial Regent delivered a profound gift in the form of a company of existing Primaris Marine Greyshields as well as the technology for the Tome Keepers to start making their own Primaris Marines.The Tome Keepers, for so long vilified by the Adeptus Ministorum as impious and insufficiently dedicated to their duty following the events of the Sanctimonia Conflict (see below) and shunned by other Imperial organisations as a result, suddenly found their ranks bolstered. Too many books had been closed over the course of the last two centuries. Now, many new ones were being opened...Following the rebuilding of their Chapter with newly inducted Greyshields drawn from the Ultima Founding and newly-created Primaris Space Marines raised from their own ranks, the Tome Keepers are nearly back up to half their original strength.Ready to take the light of the Emperor to the wider galaxy rife with unimaginable horrors, the Tome Keepers pledged two full battle companies to the service of the Indomitus Crusade. The 2nd Company joined Battle Group Oberon of Fleet Tertius as it swung past Avernia and into the Segmentum Pacificus. Chaos uprisings were rife in this region of space but were easily quashed by the huge armada. The battle group headed north to relieve the beleaguered naval base at Hydraphur.The Tome Keepers' 3rd Company ("Godbreakers") joined Battle Group Kallides of Fleet Primus in the Nephilim Sector, now more commonly known to Imperial forces as the Pariah Nexus.
Tome Keepers - Pariah Crusade: Under the command of Captain Nasiem bal Tergu, the 3rd Company arrived at Argovon in the Argovon System within the Pariah Nexus to aid the Pariah Crusade. They joined forces with the Navroni 43rd and Samlech 109th Astra Militarum regiments in order to eradicate a Genestealer Cult uprising that has taken over one of the planet's primary industrial sectors.The cult's Genestealer Patriarch was slain by the Tome Keepers, ending the year-long conflict and establishing Argovon as a staging post for further Imperial military actions in the system.The majority of the 3rd Company quickly redeployed to Foronika. The planet was sparsely populated but rich in noctilith deposits, making it a valuable strategic resource for both the Adeptus Mechanicus and the Necrons. Alongside Knights from House Boros, the Tome Keepers succeeded in driving the Necrons back from one of the largest blackstone deposits. The planet was far from secure, however.Meanwhile, a second force under the command of Lieutenant Gadatas bal Nurval deployed to Hishrea -- the sixth and outermost planet in the Argovon System. The Tome Keepers, along with other Imperial forces, were tasked with the destruction of a pair of Dolmen Gates, which were being used by the Necrons to bring reinforcements into the system. Though the approach to the gates was carefully scouted, the Imperial advance was caught entirely unawares when Necron pylons erupted from the ground and began tearing through their ranks.Only the intervention of the Tome Keepers and Obsidian Jaguars prevented a wholesale massacre. The Dolmen Gates were finally destroyed after two solar months of gruelling warfare, but the victory proved a pyrrhic one. A Necron tomb fleet soon arrived in-system, forcing a full-scale Imperial retreat from Hishrea. The war in the Pariah Nexus would grind on.
Tome Keepers - Notable Campaigns: The Tome Keepers have fought in many notable conflicts, their honour rolls full of great victories. Countless worlds have been liberated and billions of lives saved by their selfless actions.Yet powerful enemies have also been made.
Tome Keepers - M32 - The Founding: War of the Beast (544-546.M32) - The War of the Beast almost saw the downfall of the Imperium. Though an Imperial victory was eventually forthcoming, the cost in lives and resources was colossal. Frustrated by the actions of the High Lords of Terra, Grand Master of Assassins Drakan Vangorich had the majority of them assassinated, leaving him virtually the sole ruler of the Imperium. With the support of Maximus Thane -- lord commander of the Imperium -- Vangorich sanctioned the creation of a new Founding of Space Marines. The decree was passed in 546.M32 and shortly afterwards the Chapters of the Fourth Founding were raised.Chapter 281 (546-567.M32) - The Adeptus Mechanicus oversaw the creation of four hundred battle-brothers using Ultramarines gene-stock. Captain Caelus Viator, formerly of the Ultramarines 2nd Company, was given command of the fledgling Chapter 281. Over the following two solar decades, Viator trained his new recruits while the Chapter's assets were mustered.New Frontiers (567.M32) - The Chapter established a homeworld on the planet of Istrouma in the Segmentum Pacificus. The Chapter was named the "Tome Keepers" by its Astartes following the presentation to them of an extremely rare stasis-protected manuscript called the White Book by the people of their new homeworld.Stellar Anomaly (Unknown Date.M32) - An alien construct was found surrounding the white dwarf star of the Istrouman System. It couldn't be destroyed, yet neither did it seem to pose any threat. The Tome Keepers used its airless corridors to practice void combat routines.
Tome Keepers - M33-M34 - The Xenowars: Valuable Lessons (Unknown Date.M33) - Following a series of raids by Craftworld Aeldari from Biel-Tan, the Tome Keepers joined an Imperial Crusade into the Segmentum Tempestus to hunt down and destroy their craftworld. They battled the elusive aliens across a dozen star systems and were dragged into conflicts with several other alien races in the process. After becoming embroiled in a three-year-long war with a nascent Ork Empire, the Imperial forces abandoned the hunt for Biel-Tan and disbanded. The Tome Keepers made detailed notes on their foes, vowing never again to be tricked by the elusive aliens.Detonation of 56-Kappa Munita (228.M34) - The munitions world of 56-Kappa Munita was the scene for the first large-scale martial engagement of the Tome Keepers Chapter in 228.M34. The planet sat just outside the predicted path of WAAAGH! Gobrok, which had already smashed through two sub-sectors. By conducting a series of fleet-based actions, the Tome Keepers were able to lure Gobrok's ramshackle starships towards 56-Kappa Munita and then engaged the Orks on the planet's surface. Though vastly outnumbered, the Tome Keepers fought only on their own terms, ambushing exposed columns, making fighting retreats and always occupying the higher ground. Growing evermore enraged at his evasive foe, the Warlord Gobrok conducted an all-out attack on the planet's city-sized munitions storage facility into which he had seen the Tome Keepers retreat. It was exactly what the Tome Keepers expected. Having already evacuated the facility's workers, they detonated the explosives they'd planted and blew Gobrok -- and the majority of his WAAAGH! -- to pieces.First Amplification (Unknown Date.M34) - On the lightning-wreathed world of Jagh, Librarian Artax discovered that he could psychically transmit the voices of others, enabling the company's Orator to be heard over the planet's violent electric storms. All future Librarians were taught this ability upon their induction into the Tome Keepers' Librarius.Massacre in Black Gulch (Unknown Date.M34) - On the dark moon of Faenor, a squad of Tome Keepers were assailed by a foe that appeared to be made of shadows. As they were picked off one by one and dragged into the darkness, the two surviving battle-brothers entered the phosphor mines of Black Gulch, drawing their enemy in with them. Trapped in the darkness, they ignited the phosphor dust, revealing a nest of Drukhari Mandrakes. Though almost blinded, the Space Marines finally overcame the aliens, who had nowhere to hide in the searing light.
Tome Keepers - M35 - An Imperium Divided: Nova Terra Interregnum (M35-M36) - The Ur-council of Nova Terra denounced the High Lords of Terra and claimed rule of the Segmentum Pacificus, plunging the Imperium into civil war. The Tome Keepers were among the Chapters sent to quell the rebellion, which lasted over nine hundred standard years. During this time, great injustices were wrought upon the civilian populations of the Imperium, both by Renegade forces and the Ecclesiarchal armies that were supposedly sworn to protect them. Though they prosecuted their wars efficiently and pragmatically, the Tome Keepers were left disillusioned by the conflict.
Tome Keepers - M37-M39 - Censure: Sanctimonia Conflict (291.M37) - In 291.M37, the Ecclesiarchal world of Sanctimonia was overrun by the forces of Chaos. Within solar months, the entire sector was ablaze with the taint of Chaos. The Tome Keepers responded to the astropathic pleas for help and -- along with a Black Templars Crusade, two convents of Adepta Sororitas Sisters of Battle and eight Astra Militarum regiments -- began a campaign of cleansing the fallen worlds. The first signs of discord amongst the allied force occurred on the Hive World of Gleb when Canoness Sophira -- a vehement witch-hater from the Order of the Argent Shroud -- baulked at the presence of the Tome Keepers' Chief Librarian Eshuh and his retinue of Librarians. Her distrust of the psykers led to a much higher casualty rate than expected, particularly when telepathic communications from Eshuh were ignored by the Ecclesiarchal forces. Less than a standard year later, on the Shrine World of Bespax, the Tome Keepers under the command of Captain Saduq were forced to destroy the Mausoleum Divinito -- a vast crypt containing the bodies of over three hundred Imperial martyrs -- when a Warp portal was opened inside it by a conclave of demagogues. Incensed by the unholy act of desecration, the Adeptus Ministorum were further enraged when Saduq pointed out that the entombed had already been martyred once and that a second time would do them no further harm. On the Civilised World of Happenstance, the Tome Keepers were to join three Dephon Astra Militarum regiments in a combined assault on a Heretic-held city. The Astra Militarum -- who were accompanied by Simonius Faulke, Cardinal Palatine of Sanctimonia -- were to engage the enemy defences while the Tome Keepers conducted a Drop Pod assault on their command position. When the city came in sight, however, Faulke ordered the Astra Militarum to advance immediately and slaughter the enemy in the Emperor's name. He disregarded the battle plan devised by the Tome Keepers, deeming their prudence and caution to be a lack of faith in the Emperor's protection and divine guidance. The Dephon regiments were almost wiped out as they launched their attack, and the Tome Keepers were forced to abort their own mission to extract them. The Tome Keepers decried Faulke's disregard for Human life. In turn, Faulke accused them of dereliction of duty. The final blow came when the Tome Keepers joined the assault on Sanctimonia. As they assailed the holy capital city, the Black Templars and Adepta Sororitas made no distinction between Heretic forces and civilians, deeming that a solar decade spent on a Chaos-held world would be enough to taint even the strongest minds. Though their actions proved to be prudent in the aftermath, the Tome Keepers would not forgive their allies for what they saw as wanton butchery and the slaughter of potential innocents. The Tome Keepers departed Sanctimonia on difficult terms with both the Black Templars and the Ecclesiarchy. Though the Adeptus Astartes are not bound by Ecclesiarchal law, nor required to follow its teachings, the Tome Keepers nevertheless found themselves unfairly vilified by other Imperial organisations in the wake of the campaign.Activation (Unknown Date.M37) - A stellar flare from the Tome Keepers' home star of GB 6-77 lit up the night sky of Istrouma for almost a solar hour. Unseen in the glare, the alien construct surrounding the star contracted briefly, then returned to its normal size.Bellrath Crusade (182-435.M38) - The Tome Keepers joined the Imperial Crusade to liberate the Laanath Rifts. Once again, poor relations with the Adeptus Ministorum led to internal conflict, which subsequently drew the searching eye of the Ordo Hereticus. Frustrated with their supposed allies, the Tome Keepers chose to fight solely alongside the Sons of Medusa against the alien race known as the Hellgrammite.
Tome Keepers - M41 - Time of Ending: A Diamond in the Rough (Unknown Date.M41) - The Trial of Pages yielded disappointing results, producing just a single aspirant. The boy was named Nasiem of House Tergu.Awakening of Salax (748.M41) - In 748.M41, the astropathic choir on Istrouma received a scrambled message from the Adeptus Mechanicus Mining World of Salax on the outskirts of the Hyrakii Deeps. Suspecting an Ork invasion, a Tome Keepers task force arrived at Salax only to find the entire planet scoured of Human life. More troubling was that there were no tell-tale signs of Ork activity. Making planetfall near the mining facility, the Tome Keepers discovered signs of battle, but none like they had ever recorded before. Whole segments of the Mechanicus Research Station appeared to have been shorn off, the bare metal shining in the sun. Discarded tools, weapons and equipment lay everywhere, neatly bisected. Of the tech-priests there was no sign. As Chapter serfs began documenting the scene, Captain Ilunae led the task force into the heart of the mountain beneath the facility. As they approached the bottom of the access tunnels, a swarm of metallic creatures burst from the darkness to engulf the Space Marines. They were soon joined by far larger constructs that materialised through solid rock, their bladed limbs slicing easily through the power armour of Ilunae's troops. Despite the sudden assault, the Tome Keepers dispatched their foes and pushed on into the tunnel. What they found inside was not a series of caverns, but a Necron tomb complex, the walls lined with row upon row of stasis crypts. Necron Immortals were the first to awaken. Facing an unknown enemy, Ilunae shouted "Third Hephax" over the vox -- a battle cant that every Tome Keeper present knew by rote. As the Tactical Marines advanced fearlessly towards the enemy, bolters blazing, the company's Assault Marines skirted the flanks to come upon the enemy from behind. Chainswords screamed and shuddered as they smashed into the metal warriors, while power weapons sliced through the Necrons far more easily. As Ilunae joined the fighting, his Devastator Marines planted Melta Bombs around the complex before leading the retreat. The Tome Keepers fell back to the surface in good order as the Necron complex detonated. And so did the Tome Keepers record their first engagement with the Necrons of the Thokt Dynasty -- the beginning of a war that would last over two hundred standard years.Constantinus Iconoclasm (746-759.M41) - The Tome Keepers were dispatched to Nova Terra once again, where they joined the Iron Knights Chapter in the pacification of a rebellion led by the Renegade Constantinus, formerly of the Sons of Guilliman Chapter. So great was the former Space Marine's heresy that the entire sector was eventually plunged into open war for thirteen standard years.War in the Hyrakii Deeps (Unknown Date.M41) - Having eradicated the Orks in the Hyrakii Deeps, the Necrons of the Thokt Dynasty began attacking Imperial worlds. The Tome Keepers' 3rd, 4th and 9th Companies joined the Skitarii Legions of Stygies VIII and the Titans of the Legio Honorum in defending them. During this time, the Chapter suffered great losses, including several strike cruisers and a large number of armoured vehicles. Despite repeated requests for aid, the Tome Keepers and Stygians were left to prosecute the war on their own. The Necrons, relentless in their pursuit of reconquest, continued the expansion of their empire to this day.13th Black Crusade (ca. 999.M41) - Abaddon launched his 13th Black Crusade. Chapter Master Saargon bal Zakir led every warrior he could spare from his depleted Chapter towards the Eye of Terror in a bid to aid the Imperial forces. His fleet of ships arrived too late to join the war around Cadia, but aided in the defence of Chinchare and Agripinaa. More than one hundred battle-brothers and almost a score of battle tanks were lost defending the Forge World of Agripinaa, while those fighting on Chinchare were virtually wiped out by Daemons of Nurgle. Though these losses were a severe blow to the Chapter, many more worlds would have fallen without the Tome Keepers' intervention.Birth of the Great Rift (ca. 999.M41) - As the Noctis Aeterna following the birth of the Great Rift plunged the galaxy into darkness, the Somnolent Seers of Istrouma began to record the strange dreams experienced by the planets' inhabitants. Thousands of disturbing accounts were recorded before the Librarians of the Tome Keepers realised the peril and intervened. The dream diaries were gathered up and burned, though it is rumoured that some were saved from the flames. As the pyres burned away to ash, a great scar -- the Cicatrix Maledictum -- could be seen splitting the galaxy.Night of a Thousand Rebellions (999.M41) - Whole swathes of the Segmentum Pacificus fell to insurrection as Chaos Cults sprang up on scores of key worlds. Captain Aneser led the Tome Keepers' under-strength 5th Company to Kaillic VI, which had been taken over by the Slaaneshi Pleasure Cult of Vorlak the Everblind. A swift Drop Pod assault by the Tome Keepers made short work of the cult hierarchy, but the battle was far from over. Guided by the scent of ecstatic death, Daemonettes and Fiends of Slaanesh glid through the gossamer-thin veil between worlds and assailed the Tome Keepers forces. Though the Warp rift was sealed and the Daemons banished, over forty Tome Keepers were slain, Captain Aneser among them.A Light in Dark Times (ca. 999.M41) - Rumours reached the Tome Keepers that Roboute Guilliman -- primarch of the Ultramarines and their ancestral primogenitor -- had been reborn on Macragge. Chapter Master Saargon sought confirmation from Holy Terra, but no answer was forthcoming.Torchbearers (ca. 999.M41) - A small fleet of Imperial starships serving as a Torchbearers force of the Indomitus Crusade under the command of Shield-Captain Jasek of the Adeptus Custodes arrived at Istrouma. Jasek demanded to meet with the Chapter Master, but Captain Abonidas, the Tome Keepers' Master of Recruits, welcomed the visitors in Saargon's stead. Upon arrival at the fortress-monastery, Jasek proclaimed that the Chapter was to be reinforced and that a tribute of new gene-seed was to be received. The meeting lasted less than one solar hour. Jasek departed, leaving behind one hundred and twenty Primaris Space Marines drawn from the Greyshields, a batch of newly modified gene-seed and a host of medicae and Adeptus Mechanicus technical staff so that the Tome Keepers could begin to raise their own forces of Primaris Marines.The Great Reordering (ca. 999.M41) - Upon his return to Istrouma, Chapter Master Saargon welcomed the new battle-brothers with open arms, though he found the lack of information surrounding their arrival curious. The Chapter was reorganised to accommodate the new Greyshield battle-brothers. The majority of the Chapter's existing Firstborn warriors were elevated to the 1st and 2nd Companies, with the 3rd and 4th Companies taking the bulk of the Primaris Marine draftees. The Chapter's Apothecaries trialed the new Primaris gene-seed on the first batch of novitiates before offering existing battle-brothers the chance to cross the Rubicon Primaris and ascend to the new status. They volunteered to do so unanimously but, fearful of losing many of the Chapter's Veterans to the unknown process, Chapter Master Saargon ordered caution. The newly promoted Captain Nasiem bal Tergu was the first to undergo the dangerous procedure and the first ascended Primaris Marine of the Chapter.
Tome Keepers - M41-M42 - Era Indomitus: Indomitus Crusade (ca. 999.M41 - ca. 111.M42) - Two companies of the Tome Keepers were assigned to serve in the Indomitus Crusade. The 2nd Company joined Battle Group Oberon of Fleet Tertius as it swung past Avernia and into the Segmentum Pacificus. Chaos uprisings were rife in this region of space but were easily quashed by the huge armada. The battle group headed north to relieve the beleaguered naval base at Hydraphur. The Tome Keepers' 3rd Company ("Godbreakers") joined Task Force XI of Battle Group Kallides of the Indomitus Crusade Fleet Primus. Battle Group Kallides fought against the Necrons located in the foreboding region of the galaxy designated the Pariah Nexus.Argovon Campaign (Unknown Date.M42) - This campaign of the Pariah Crusade was fought in the Argovon System within the Pariah Nexus region. The Imperial forces faced the Necron Szarekhan and Oruskh Dynasties. The campaign was spearheaded by High Field Marshal Janred Remko Hynflagger and his Task Force XI. Under the command of Captain Nasiem bal Tergu, the 3rd Company arrived at Argovon in the Argovon System within the Pariah Nexus. They joined forces with the Navroni 43rd and Samlech 109th Astra Militarum regiments in order to eradicate a Genestealer Cult uprising that had taken over one of the planet's primary industrial sectors. The cult's Genestealer Patriarch was slain by the Tome Keepers, ending the year-long conflict and establishing Argovon as a staging post for further Imperial military actions in the system. The majority of the 3rd Company quickly redeployed to Foronika. The planet was sparsely populated but rich in noctilith deposits, making it a valuable strategic resource for both the Adeptus Mechanicus and the Necrons. Alongside Knights from House Boros, the Tome Keepers succeeded in driving the Necrons back from one of the largest blackstone deposits. The planet was far from secure, however. Meanwhile, a second Tome Keepers force under the command of Lieutenant Gadatas bal Nurval deployed to Hishrea -- the sixth and outermost planet in the Argovon System. The Tome Keepers, along with other Imperial forces, were tasked with the destruction of a pair of Dolmen Gates, which were being used by the Necrons to bring reinforcements into the system. Though the approach to the gates was carefully scouted, the Imperial advance was caught entirely unawares when Necron pylons erupted from the ground and began tearing through their ranks. Only the intervention of the Tome Keepers and Obsidian Jaguars prevented a wholesale massacre. The Dolmen Gates were finally destroyed after two solar months of gruelling warfare, but the victory proved a pyrrhic one. A Necron tomb fleet soon arrived in-system, forcing a full-scale Imperial retreat from Hishrea. The war in the Pariah Nexus would grind on.
Tome Keepers - Chapter Homeworld: The Tome Keepers' Chapter homeworld of Istrouma exists in a state of perpetual suffering. Scoured by baleful ionising energy from the system's white dwarf star, the planet's surface is heavily irradiated, save for a single large continent that survives on the dark side of the world away from the star's harsh glare.In addition, the planet's erratic orbit around its star and the gravitic pull of its two moons create tectonic upheaval that alternatively birth new mountain ranges or regularly tear open the crust of the planet to reveal seas of molten lava.Istrouma is sparsely inhabited by Imperial standards. Small colonies of miners exist out in the barren wilderness and deep beneath the mountain ranges, but the majority of the world's population lives on the one, easily inhabitable continent.The planetary capital is the city of Niveneh, beneath which can be found the vast libraries of the Istrouman people. The fortress-monastery of the Tome Keepers is located near Istrouma's northern pole atop the Zaatos Mountains. It is heavily shielded to protect it from the ambient radiation.The inhabitants of Istrouma live very short lifespans due to the planet's harsh conditions and the high levels of ambient ionising radiation, rarely living beyond the age of thirty standard years. Though the people of this world once had longer lifespans in ages past, over the millennia their technological level and thus their average life spans had declined. In effect, progress in their society is painfully slow due to people dying at young ages before they can reach their full potential.This high mortality rate forces the Istroumans to learn their chosen crafts quickly so that they can contribute to society before they expire, and there is precious little time to pass on that knowledge from master to apprentice, from one generation to the next.For this reason, in place of oral traditions and effective mentorship, the people of this world maintain written records of everything. When death claims an Istrouman, these detailed records enable their successor to continue where they left off, if only for a few short standard years before they too must pass on the torch to the next scientist, artisan or strategist in line.Each Istrouman records their deeds for posterity in their own personal or family book, essentially like a journal. This, combined with their life's work and their quest to record every bit of knowledge possible, creates a colossal amount of information worthy of filling many libraries. Once full, these completed tomes are then stored beneath the surface of the planet's capital within Istrouma's great archives.When the Ultramarines Successor Chapter designated number 281 first landed upon Istrouma's surface in 567.M32, they were welcomed as heroes of legend. After being informed of the tragedy that had stricken the Istroumans' civilisation as their technology had declined and their greatly shortened lifespan, the Chapter was moved beyond words.The Space Marines were further honoured with the stewardship of the Istrouman people's most revered possession -- the vast libraries they maintained beneath the surface of the planet's capital city. This vast library was almost a city in its own right, and it contained millions upon millions of books, dataslates and cogitator information terminals. Upon those shelves lay the history of aeons.The Astartes graciously accepted this most profound gift and swore a solemn oath to protect it forevermore. Taking the name "Tome Keepers," they have proudly borne their Chapter name ever since.
Tome Keepers - GB 6-77: GB 6-77 is the designation given to the white dwarf star that is in close proximity to the Tome Keepers' homeworld of Istrouma. It has been observed by Imperial savants that some kind of unidentified alien technology surrounds the white dwarf star.There sits around this star an anomaly of artificial design. Much like the Ring of Iron of Mars, the anomaly takes the form of a giant continuous band that surrounds the star at the celestial equator. It orbits at a distance of approximately five thousand kilometres.Based on the diameter of the star, the ring is estimated to be around eighty thousand kilometres in circumference. It rotates at the same speed as the star, though due to a lack of defining features, it appears static in long-range scans.Short-range scans reveal the ring to have apertures on its outer face and protrusions on its inner face. The protrusions take the shape of truncated square pyramids and appear to have no function. The apertures open when approached by small craft.The interior of the ring is void-sealed but lacks any kind of atmosphere, necessitating void suits be worn at all times. It is heat-shielded, suggesting some kind of power source is still operational, though there are no indications where the power source may be. There are no windows.The interior, like the exterior, is devoid of features, though there are what appear to be control panels with crystalline viewing screens at regular intervals along the section that was explored by the Tome Keepers.The panels do not activate when touched. The walls, like the entire station, are made of an unidentifiable metal alloy. Samples could not be taken as the metal appears to be impervious to both tools and weapons.Attempted destruction of the anomaly has proven impossible both from the interior and the exterior. Reprisals have not been forthcoming as a result of investigations by the Adeptus Mechanicus.The Tome Keepers have long used the construct's airless corridors to practice void combat routines.At some point in the 37th Millennium, a stellar flare from GB 6-77 lit up the night sky of Istrouma for almost a solar hour. Unseen in the glare, the alien construct surrounding the star contracted briefly, then returned to its normal size.For all intents and purposes, the anomaly appears to do nothing. It has been classified Xeno-Ignosis. The Tome Keepers monitor the anomaly in perpetuity.
Tome Keepers - Pre-Era Indomitus: Before the opening of the Great Rift, like all Successor Chapters that hail from the proud lineage of Roboute Guilliman, the Tome Keepers were also strict adherents to their primarch's greatest work -- the Codex Astartes.Upon their inception the Chapter was split into the Codex-mandated 10 companies, each 100 battle-brothers strong and led by a captain.The 1st Company consisted of battle-hardened Veterans and was, invariably, the most powerful and skilled within the Chapter. It was also the only company capable of fielding warriors clad in deadly Terminator Armour.The 2nd through 5th Companies were the Chapter's Battle Companies and these were composed of a mix of Tactical, Assault and Devastator Squads. Each Battle Company was a self-sufficient battlefield unit, capable of meeting any threat and defeating it. These companies formed the backbone of the Chapter and bore the brunt of the fighting.The 6th through 9th Companies were the Reserve Companies of the Chapter and each one comprised squads of a particular type of Firstborn Astartes.The 6th and 7th Companies were Tactical Companies, the 8th Company was the Assault Company and the 9th Company was the Devastator Company.The 10th Company was made up of Scout Marines who were the Chapter's newest recruits. These divisions were decided upon ten thousand years ago by Roboute Guilliman and served the Chapter well in the years before the opening of the Cicatrix Maledictum.
Tome Keepers - Post-Era Indomitus: After the integration of the Primaris Marines into their ranks following the start of the Era Indomitus, the Chapter steadily began to rebuild their depleted numbers to nominal strength.The original Firstborn Tome Keepers consisting of the Chapter's remaining Veterans left their existing companies and merged into the 1st and 2nd Companies. Essentially, the Veteran Company and first Battle Company is now made up almost entirely of the Chapter's Firstborn battle-brothers.The 3rd Company is comprised of a few squads of original Firstborn Tome Keepers, with the rest of its ranks being made up of newly acquired Greyshields, Primaris Marines raised during the Ultima Founding. The 4th Company took the remaining Greyshields and the first of the newly created Primaris Tome Keepers.By 014.M42, the 1st through 5th Companies were back to full strength, boosted by new Primaris recruits. The 6th Company contained only thirty or so battle-brothers, who were normally seconded to other companies.The 7th Company is currently empty, as is the 8th Reserve Close Support Company, while the 9th Reserve Fire Support Company is close to being full, having taken on all the new recruits from the 10th Scout Company (after being promoted to full battle-brother status, a Space Marine normally serves in a fire support squad before joining a battleline or close support unit).The Scout Company is full to overflowing with neophytes at various stages of training in an attempt to rebuild the Chapter's strength.
Tome Keepers - Somnolent Seers: The Somnolent Seers are a sect of Istrouman prophets who use dreams as a form of psychic divination. Though their short lifespans prevent the seers from becoming formidable psykers, their aptitude for harnessing the Warp has ensured that many of the Chapter's Librarians have been drawn from their ranks over the millennia.The most notable household is House Mahru.
Tome Keepers - Triumvirate of Truth: The Librarians of the Tome Keepers are, like those of other Chapters, well-versed in psychic disciplines, from pyromancy and geokinesis to divination and technomancy. Yet the vast majority of Tome Keepers Librarians specialise in telepathy, using their minds to send vital battlefield communications, inspire their allies and confuse their foes.One telepathic discipline the Tome Keepers Librarians have developed is the ability to psychically boost and empower the voice of another, enabling them to inspire and embolden their battle-brothers across great distances and to heightened effect.It is because of this ability -- known as "Amplification" -- that a company's Ancient, Orator (Chaplain) and Librarian will often congregate together on the battlefield.As the Orator reads from the Ancient's weighty tome, the Librarian will imbue his words of wisdom and knowledge with psychic energy before sending them booming directly into the minds of the company's battle-brothers, driving them to greater acts of courage.
Tome Keepers - Unique Nomenclature: Orator - The Tome Keepers refer to their Chaplains as "Orators."Page - The Tome Keepers refer to their neophytes as "pages."
Tome Keepers - 3rd Company ("Godbreakers") Order of Battle: The 3rd Company of the Tome Keepers is known as the "Godbreakers" and has gained much fame as part of Battle Group Kallides of the Indomitus Crusade Fleet Primus.Its current strength is known to include the following order of battle.
Tome Keepers - Company Command: Captain Nasiem bal Tergu, Keeper of the KeyLieutenant Gadatas bal NurvalLieutenant Sanduq bal KudanaCompany Ancient Kae bal Zhune
Tome Keepers - Specialists: Orator SephaxEpistolary LykandosApothecary Kelam bal NureemTechmarine Rabash bal Raetut
Tome Keepers - Squads: Squad Taulza: Battleline/Tactical SquadSquad Ishlar: BattlelineSquad Harzeem: BattlelineSquad Gaudas: Battleline/Led by GreyshieldsSquad Urizu: BattlelineSquad Burias: Close SupportSquad Kadur: Close SupportSquad Agurn: Fire SupportSquad Jagurth: Fire Support/Led by GreyshieldsSquad Lornax: Vanguard Marines, led by Greyshields and seconded from 10th CompanySquad Marut: Vanguard Marines, seconded from 10th CompanySquad Darius: Firstborn Veteran Marines, seconded from 1st Company
Tome Keepers - Company Dreadnoughts: Venerable Dreadnought DhumatIronclad Dreadnought KasaadRedemptor Dreadnought NadinusurRedemptor Dreadnought Inevah
Tome Keepers - Company Armoury: 2 Predators2 Vindicators2 Repulsors1 Repulsor Executioner6 Impulsors2 Rhinos1 Land Raider3 Land Speeders2 Stormtalon Gunships2 Stormhawk Interceptors
Tome Keepers - Company Fleet: Strike Cruiser Hariwok2 Gladius-class frigates
Tome Keepers - Trial of Pages: The selection process for Tome Keepers aspirants is known as the "Trial of Pages." Held on Istrouma on the first day of every calendar month, aspirants are gathered from across the system and brought to the planetary capital of Niveneh, where they are pitted against each other in trials of strength, endurance and survival.Only the most determined have any chance of becoming sky warriors and only the very best aspirants are chosen by the Chapter's Master of Recruits and High Orator (Master of Sanctity).Successful aspirants are known as "pages" until they complete their training, whereupon they become full battle-brothers.
Tome Keepers - Chapter Combat Doctrine: Where other Chapters may rely on aggression or overwhelming firepower to secure victory, the Tome Keepers place a heavy emphasis on clinical battlefield discipline, relying on superior tactics and an understanding of the enemy's capabilities. Alongside their everyday tactical training, battle-brothers are required to conduct in-depth studies on the enemies they will face, to analyse all of the Tome Keepers' major engagements and to become proficient in the Chapter's battle cant.With this knowledge, a battle-brother will know what strategy is being employed and his role within it in just a few short words.Each battle-brother is also encouraged to keep a journal of his own battlefield observations and learnings, thereby furthering the knowledge of the Chapter as a whole and enabling the constant development and employment of new tactics and strategies.
Tome Keepers - Chapter Beliefs: The Tome Keepers' Chapter cult places strong emphasis on the cultural traditions of Istrouma while upholding the teachings that science and reason should prevail over superstition and blind faith. As a whole, the Chapter's warriors are scholars almost as much as warriors. They are considered to be thoughtful, measured, and somewhat humanitarian and compassionate by Imperial standards and will often put civilian lives before their own.The Tome Keepers are a Chapter that is fixated on history. They are comprised of warriors who are also archivists, scribes and librarians charged with maintaining repositories of books and information. The exact reason for this obssession with obtaining and recording knowledge is not well known to those outside the Chapter.However, it has been noted by Imperial scholars that the Tome Keepers possess a higher than usual number of Librarians within their ranks. This could be due to their homeworld's proximity to the nearby white dwarf star, whose radiation could be the cause for so many of the Istroumans suffering genetic mutation and the creation of psykers.Due to the sacred oath the Chapter swore to protect Istrouma's most sacred texts stored within their world's massive library, combined with the short lifespans of the planet's population, the Tome Keepers feel obligated to uphold the traditions of their homeworld.Therefore, every Tome Keeper battle-brother keeps his own account of his deeds and day-to-day activities recorded within their own books for posterity. It is not uncommon for these warriors to carry a copy of these books into battle (as books are not particularly suited to the rigours of war), therefore these symbolic versions of the original are firmly secured on their belts or kept amongst their personal effects.They are updated after each battle, the battle-brother noting down observations on the foe or tactics and strategies that worked particularly well. In this way, the Chapter is able to continue the cultural practices of their homeworld while accumulating vast amounts of knowledge and information on the galaxy's many threats.However, the constant recording of everything they see and experience is often a point of contention between the Chapter and those they often serve alongside, since the Tome Keepers have a tendency to see and record things that others might not want them to. These tomes are unusually uncensored within their own ranks, which in effect strengthens these Space Marines' morality compared to more bellicose Chapters. However, such unsolicited observations could easily see the Chapter come into conflict with other Imperial institutions such as the Inquisition and the Ecclesiarchy if they are not more careful.As of yet, the Chapter has managed to avoid such contentious entanglements. However, it has been noted that in the past, when the Chapter has gone into battle alongside another Chapter of the Adeptus Astartes, they have almost come to blows over a difference of opinion or something done by the other Chapter that they shouldn't have observed.Due to the augmented lifespan of the Tome Keepers, this has also become a source of conflict with the local people of their homeworld, whose culture is shaped by the shortness of their lives. Rather than revering the Space Marines as demigods, they view their Astartes masters as untouchables -- unnatural outcasts whose genetic enhancements upset the normal cycle of life and death. Even the Tome Keepers themselves are conflicted between their duty to serve and their natural place among the deceased.Dreadnoughts are highly venerated by the Tome Keepers, for they have endured hundreds, if not thousands, of standard years of warfare, thereby accumulating vast knowledge and battlefield experience. Though formidable fighting machines in their own right, the Chapter's Dreadnoughts will often offer tactical or strategic advice to the strike force they are fighting alongside and, in some cases, have even led task forces where their field of expertise is of particular relevance.For the Istrouman-born Tome Keepers, Dreadnoughts hold a special significance, for they see them as the ideal balance between death and duty. Upon interment in a Dreadnought's sarcophagus, the battle-brother's book is closed, signifying their passing and enabling their soul to take its rightful place in death alongside their ancestors. Yet through ancient technology and a Dreadnought chassis, their mortal remains continue to fulfil their duty to the Chapter. It is an idealised fate that many Tome Keepers aspire to.
Tome Keepers - Closing of the Book: The Tome Keepers have adopted several traditions from Istrouma, including the "Closing of the Book" ceremony. When a battle-brother is slain, their personal tome is retrieved by an Apothecary along with their Progenoid Glands.Following the engagement, one of the warrior's peers will write the final chapter in their tome, detailing their heroic death. A ceremony -- officiated by the company Orator -- is then held to celebrate the deeds of the fallen battle-brother.During this ritual, his book is ceremonially closed and wrapped in red ribbon, signifying his sacrifice. In time, the journals of the fallen are all returned to Istrouma and the library of Niveneh.
Tome Keepers - Purity Seals: Like most Loyalist Space Marines, the Tome Keepers often adorn their armour with purity seals to show they are not tainted by Chaos. In addition, each battle-brother is permitted to add a strip of parchment to a purity seal inscribed with the names of those who have died fighting alongside him.It is said that when Chapter Master Sabium finally fell in battle, his purity seals had over eight hundred names recorded on them, every one written by his hand.