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Bolter Ammunition - Standard Bolts: In bolts, a tiny amount of conventional explosive charge is utilised alongside rocket propellant. This charge is just strong enough to force the bolt out of the barrel and ignite its propellant.The rocket-propellant is carefully fused to ignite just after leaving the barrel, alleviating any possibility of pressure build-up.The bolt then accelerates away towards the target under its own power. Standard Bolter ammunition is designed to penetrate the target and then detonate, causing immense damage and leaving little opportunity for survival.The standard Bolt Round consists of:A solid-fuel rocket propellant baseAn outer casing containing conventional chargeGyrostabiliserMass-reactive fuse. Has a split-second timer to delay detonation upon impact until after the shot penetrates the target.Hardened diamantine penetrating tip. This allows for the bolt to penetrate most armour before detonation.Main Explosive ChargeDense metallic core. This is a very dense material, adding weight and thus momentum to the round when in flight. This aids in the bolt's penetration of the target.
Bolter Ammunition - Hellfire Rounds: Hellfire Rounds have devastating results on organic matter, as the rounds were developed to combat the Tyranids. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into the target upon the shattering of the vial, pumping the acid into the foe.Hellfire Rounds house a crystalline reservoir of tailored bio-corrosives that douse their targets in voracious bio-acids that are particularly good at dissolving Tyranid chitin and other xenos from the inside out.They were originally developed to be fired as single specialised rounds by a Heavy Bolter with an area of effect, but have also been downsized for standard calibre bolters, where they function as direct-impact penetrators instead.
Bolter Ammunition - Stalker Silenced Rounds: Stalker Silenced Shells are Bolter Rounds that possess low sound signatures, intended to be used for covert combat and sniping. These rounds are best used in conjunction with an M40 Targeting System and an extended barrel on a Stalker-pattern Bolter, to produce an effective sniping weapon system.A solidified mercury slug replaces the mass-reactive warhead for lethality at subsonic projectile speeds. A gas cartridge also replaces both the propellant base and main charge for silent firing.
Bolter Ammunition - Inferno Bolt Rounds: Inferno Bolts are designed to immolate their targets and destroy them with superheated chemical fire. The dense core of the standard bolt is replaced with an oxy-phosphorous gel, derived from promethium.It should be noted that despite having the same name, Imperial Inferno Bolt rounds are unrelated to the Inferno Bolts used by the Chaos Space Marines of the Thousand Sons Traitor Legion, which are actually psychically-bound slugs that release arcane energies upon impact. These energies react explosively with a living target, but not against psychic Blanks or inanimate objects.
Bolter Ammunition - Ulysses Bolts: Ulysses Bolts are bolts which contain a tracking device. Fired into large objects, this type of bolt will accurately report the target's relative position to a hand-held tracking device.
Bolter Ammunition - Metal Storm Frag Rounds: Metal Storm Frag Rounds are best used against multiple lightly-armoured targets. They detonate before impact and spray shrapnel, shredding their victims.A proximity detonator replaces the mass-reactive cap of the bolt, and the diamantine tip and dense metallic core are replaced with an increased charge and fragmentation casing. They are similar to flak rounds and are used against large clusters of enemies.
Bolter Ammunition - Kraken Penetrator Rounds (Kraken Bolts): Kraken Penetrator Rounds, also called Kraken Bolts, are powerful armour-piercing rounds. The dense metallic core is replaced by a solid adamantium core and uses a heavier main detonator charge.Kraken Bolts utilise their adamantium core to provide them with additional weight and stopping power and also possess an improved propellant to penetrate the thickest xenos hides.Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These rounds are effective against heavily-armoured infantry, xenos monstrosities and lightly-armoured vehicles.Internal DetailsThe main charge is increased to enable a larger explosion.The standard dense metallic core is replaced by a core of pure adamantium to optimise the penetration of reinforced armour.
Bolter Ammunition - Psybolts: Psybolts are used by the Inquisition, primarily the Ordo Malleus and the daemon-hunting Space Marines of the Grey Knights.Psybolts are psychically-charged, ritually-inscribed silver-tipped bolts fired by the weapon known as a Psycannon. The negative psychic charge and anti-daemonic ritual inscription on every Psycannon bolt allows them to pass through any defensive shielding, whether it is created by direct psychic energies or generated by manipulation of the Warp, technology employed by Void Shields or Conversion Fields.Bolt Pistols and standard Bolters can also fire down-sized versions of the Psycannon's ammunition. These psybolts are less effective than the standard Psycannon's bolts, but more powerful than the same-sized bolts of a non-psychically charged weapon.When fired, each bolt can be imbued with a portion of a Grey Knight's innate psychic power, causing it to glow with an eerie blue light and strike home with significantly greater force than an ordinary bolt of its type.Psybolts are difficult to produce and incredibly wearing on a Bolter's inner mechanisms.But psybolts provide the Grey Knights with a relatively straightforward method of enhancing the power of standard pattern weaponry without resorting to the need to extensively retrofit the weapon itself.
Bolter Ammunition - Banestrike Bolt Rounds: These mysterious variant bolt shells, believed to have been designed in secret within the armouries of the Alpha Legion long before the outbreak of the Horus Heresy, had it seems a sole purpose; to breach the Ceramite Power Armour of Space Marines.Used openly for the first time at the Drop Site Massacre on Istvaan V in 006.M31, their dense explosive cores and firing stresses reduced their range and swiftly degraded the firing weapon, but their effect against the betrayed Loyalist Legions were devastating.Fortunately for the Loyalists, supplies of these difficult to manufacture munitions were limited, and only the Alpha Legion and the Sons of Horus were able to field them in substantial numbers beyond that incident of brutal treachery during the Heresy. These shells were primarily utilised by the Legion Seeker Squads of the Alpha Legion or the Reaver Attack Squads of the Sons of Horus.
Bolter Ammunition - Bloodshard Bolt Rounds: Bloodshard Shells are large, bolt-shaped shells intended to be fired only by the Angelus Pattern Bolter used by the Sanguinary Guard of the Blood Angels Chapter and their Successor Chapters. Each Bloodshard contains a payload of razor-filament that can shred most known forms of armour upon impact.
Bolter Ammunition - Dragonfire Bolt Rounds: Dragonfire Bolts are hollow-shelled bolts used by Sternguard Veterans and the Deathwatch that unleash a gout of superheated, volatile gas that explodes moments later.Dragonfire Bolts are highly pressurised hollow shells that contain a violently combustible, super-heated gas that explode to saturate foes in cover. Designed to detonate in pyrotechnic air bursts, these bolts make a mockery of cover and slaughter large masses of lightly armoured foes en masse.The use of Dragonfire Bolts can eliminate the value of cover for enemy troops as any targets struck receive full damage even when partially protected by cover.
Bolter Ammunition - Scorpius Bolts: During the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millennia, Scorpius Bolts were individually hand-crafted by the Techmarines of a Space Marine Legion's armoury.These specialised shells utilised a two-stage warhead which contained a micro-guidance system and a needle-like sabot dart which vaporised when striking an armoured target, providing enhanced armour penetration effects.Scorpius Bolts were rare and temperamental munitions which were hand loaded into a Bolter for firing.
Bolter Ammunition - Seeker Bolts: Seeker Bolts are unique, hand-crafted rounds created by Chaplain Boreas of the Dark Angels Chapter. Each bolt contains a miniaturised Cogitator that detects the infrared heat signature of a target and then steers the bolt unerringly towards it.
Bolter Ammunition - Shrapnel Bolts: Shrapnel Bolts were modified Heavy Bolter rounds utilised exclusively by the Iron Warriors Legion during the Great Crusade and Horus Heresy eras. This speciality ammunition was utilised as a potent anti-personnel weapon and is believed to be the precursor to the Metal Storm Frag Rounds (see above) developed in later millennia.The mass-reactive cap and diamantine tip of Shrapnel Bolts are replaced with a blunt percussive trigger plate, and the dense metallic core is substituted with an additional explosive flechette cluster. The trigger plate in the tip caused the bolt to explode on impact, spraying the target and nearby area with a directed blast of shrapnel from the flechette cluster.This ammunition was available as an option for all units in the Iron Warriors Legion equipped with Heavy Bolters, twin-linked Heavy Bolters or Quad Heavy Bolters.
Bolter Ammunition - Tempest Bolts: Seething with barely-constrained voltaic wrath, Tempest Bolts detonate in a crackle of coruscating electrical energy that worms its way into every delicate system of enemy war engines.These heavier rounds, however, lack range compared to standard bolt shells. Produced only on Mars, Tempest Bolts were designed to be particularly effective at incapacitating machines and other electronic devices.Such bolts are highly effective against targets like combat robots and cyborgs whose bodies are now more machine than organic tissue.
Bolter Ammunition - Vengeance Rounds: As their name suggests, Vengeance Rounds were developed for use against the Heretic Astartes of the Traitor Legions. Vengeance Rounds employ unstable flux core technology that makes them hazardous to use, but incredibly effective against heavily armoured targets, whether Chaos Space Marines or xenos alike.They are equivalent to the ancient Banestrike rounds developed and utilised by the Alpha Legion against the Loyalist Space Marine Legions during the Drop Site Massacre on Isstvan V.
Bolter Ammunition - Antiphasic Shells: Utilised by Deathwatch Kill-teams, these precious rounds were developed using an unknown technology to help prevent Necrons from "phasing out" and returning to their Tomb complexes. In this way Imperial forces can ensure that even their undying foes stay dead.
Bolter Ammunition - Stable Flux-Core Bolts: In 992.M41, an ancient datacache was unearthed upon the Jungle World of Johan's Eden. The Adeptus Mechanicus descended upon the world, only to find the planet's modest populace slain by Necron Canoptek constructs.Several Mechanicus Battle Congregations launched a simultaneous attack. Eight standard years of war followed before the Cult Mechanicus recovered the datacache. Three intact STC designs were recovered as a result -- one for self-heating cookpots, one for parchment autoquills, and one for stable flux-core bolt rounds that can melt ceramite as if it were wax just like Vengeance Rounds, but without the danger implicit in their use.
Bolter Ammunition - Implosion Rounds: The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimally small amount of antimatter; this creates a violently decompressing vacuum when exposed to matter.Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round's force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim's body from the inside out -- enough to debilitate even a Space Marine.
Bolter Ammunition - Witch Bolts: Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with Warp-reductive compounds that disrupt a creature's connection to the Warp and can prove to be a potent weapon against psychic opponents.
Bolter Ammunition - Hyperfrag Rounds: Hyperfrag rounds are used only in the Mark III Shrike Pattern Bolt Sniper Rifle used by Eliminator Squads. Hyperfrag rounds detonate in a shower of shrapnel, sending out a cloud of lacerating shards that devastates closely-packed infantry.
Bolter Ammunition - Executioner Rounds: Executioner rounds are used only in the Mark III Shrike Pattern Sniper Bolt Rifle used by Eliminator Squads.Executioner rounds are sophisticated self-guiding missiles slaved to a miniaturised cogitator that can seek their target behind cover, even changing direction mid-flight with tiny bursts of ballistic propellant.
Bolter Ammunition - Mortis Bolts: Mortis bolts are used only in the Mark III Shrike Pattern Bolt Sniper Rifle used by Eliminator Squads. Mortis bolts spew self-replicating mutagenic toxins into the flesh of the target, causing the rapid and complete collapse of all vital biological systems while making for a horrifying spectacle in the bargain.
Bolter Ammunition - Derevenant Shells: Developed by Deathwatch survivors from Fort Volossia, these bolts contain a cyclic temporal core found to disrupt Necron reanimation long enough for their remains to vanish entirely, removing them from the fight.
Bolter Ammunition - Helspears: Many are the entities -- xenos and otherwise -- that hide behind the Warp's corrupting power. Sheathed in a proscribed material, these bolts can pierce their hellish psychic defences.
Bolter Ammunition - Thermic Pentrator Rounds: Supplemented by thermic acceleration, these bolts are released at hyper-velocities that result in near-instant hits, increasing their accuracy and armour-penetration capabilities.
Bolter Ammunition - Inertial Fusion Bolts: A series of micro vacuum wells collapse on detonation of this bolt. Like a crushing fist, they violently implode and cause horrendous, gaping craters in whatever they penetrate. This is particularly useful against xenos who possess regenerative capabilities or of a particularly large size.
Bolter Ammunition - Witchseeker Bolts: With the metal casings forged from the blades of fallen Battle-Brothers and blessed by the devout priests of the Adeptus Ministorum, these bolt rounds used as relics by the Black Templars Chapter have an unerring talent for finding their way to the heart of the witch.
Bolter Ammunition - Bolter Magazines: As well as the different types of ammunition available for the weapon, there have also been several different types of magazines. The standard magazine for the Bolter is the Sickle Magazine.Sickle Magazine - The standard-issue magazine, seen on most Bolter patterns. The magazine's shape is slightly curved to allow rounds to stack more neatly, thus taking up less space for a higher capacity magazine. Carries 20 to 30 bolts.Straight Magazine - A straight version of the sickle magazine. Holds less ammunition (only 10 to 20 bolts), but is easier to load in more intense situations.Drum Magazine - Drum magazines are a relatively rare sight in the 41st Millennium. This is due to their unreliability; drum magazines have an unfortunate tendency to jam. However, drums can carry 40, 60 or even 100 bolts, negating the need to reload as often. Despite the frequent jamming, they still brook some favour with local Hive Gangs or planetary defence militia. They are also frequently seen on Storm Bolters or in brutal assaults, where running empty in a firefight can mean certain death.Belt Feed - Some Imperial troops forgo using magazines at all, preferring to feed the bolts directly into the firing chamber using a linked belt. Because the belt is exposed to the elements, it is frequently clogged with dirt or dust. This can, like the Drum Mag, lead to jamming, and is rarely used within the Imperium, although it is very commonly used by the Chaos Space Marines. Note that Space Marine Heavy Bolters have the ammunition belt protected by a tough, flexible feed chute; while the servants of the Ruinous Powers sometimes use a box magazine to house their ammunition belts.Duplus X - This type of magazine is quite popular amongst local planetary law enforcement or hive city gangs. It involves two standard Sickle Magazines which are attached together by some means, usually a band of cloth or tape (similar to the "ready-mags" of ancient Terra). This means when the weapon has to be reloaded, the user can simply flip the magazines around and insert the loaded magazine. This type is rarely produced.
Boltstorm Gauntlet - Boltstorm Gauntlet: The Boltstorm Gauntlet is a Power Fist that incorporates a bolter and is used by the Primaris Space Marines, combining a potent melee weapon with the capacity for excellent ranged damage.The Boltstorm Gauntlet is a favoured piece of wargear for Primaris Space Marine captains, other officers and Aggressors. It also bears a strong resemblance to the Hand of Dominion, Primarch Roboute Guilliman's own relic weapon.
Boltstorm Gauntlet - Auto Boltstorm Gauntlet: An Auto Boltstorm Gauntlet is a Boltstorm Gauntlet that has been outfitted with a high-capacity, drum-shaped, rotary magazine. However, this increased rate of fire comes at the cost of range compared to the standard Boltstorm Gauntlet.
Boltstorm Gauntlet - Sources: Warhammer Community - Warhammerfest Live BlogCodex Supplement: Deathwatch (9th Edition), pg. 53
Bombard - Bombard: The Bombard is a powerful Imperial mobile artillery piece that mounts a Heavy Siege Mortar on a Leman Russ tank chassis. It is amongst the most powerful and largest artillery pieces in use by the heavy artillery and siege artillery companies of the Imperial Guard. The Bombard should not be confused with the Colossus Siege Tank which is similar in appearance, but uses a smaller mortar cannon known as a Colossus Siege Mortar and is instead mounted on the less robust Chimera chassis.
Bombard - Tactical Role: Unlike most other Imperial artillery pieces, the Bombard Heavy Siege Mortar is built upon the larger and more robust Leman Russ battle tank chassis rather than the more commonly employed but less load-bearing Chimera chassis. Even then, the Leman Russ chassis has been heavily modified to accommodate the massive weight of the Siege Mortar. Despite these modifications, a Bombard still moves very slowly compared with other Imperial tracked vehicles. Though the tank's engine and tracks provide the Bombard with limited mobility, its extremely slow speed means that it cannot be considered a true self-propelled artillery piece because it cannot fire while moving.A Bombard is normally crewed by only a single driver. The rest of the Bombard's gunners follow in standard armoured transport vehicles like Chimeras and Centaurs and work outside the Bombard's cramped interior. Most of a Bombard's gunnery crew are occupied with loading the Siege Mortar's ammunition, whilst the gunner aims the weapon at its target. Loading a Bombard is a very time-consuming process, as each shell is far too heavy for a man to lift on his own. As such, the Bombard actually incorporates a small crane into its mechanisms to move shells into its breach.As the Bombard lacks mobility and requires such a herculean effort to reload, it is not normally deployed along the Imperial front-lines. Due to these limitations, Bombards are only deployed for the sustained bombardment of completely static targets such as an enemy fortification or enemy-held urban area. Once deployed, a Bombard battery will remain in place and will pound its target without remorse. Launching its huge shells over long distances, the pounding shells of a Bombard battery can quickly reduce enemy walls and fortifications to rubble.The Bombard includes other features such as a large recoil spade that wedges into the ground and helps to absorb the massive gun's powerful recoil and stop it from rolling backwards with each shot. Since the Bombard is not designed as a front-line unit, it is not equipped with any weapons for self-defence, but might be fitted with a pintle-mounted weapon for crew defence in case Imperial lines were suddenly overrun.Many other Imperial vehicles are required to support the deployment of a battery of Bombards, such as a Chimera or Centaur that serve as the Bombard's crew transports. Trojans will be used to tow large trailers filled with Bombard ammunition, while Sentinel Powerlifters will be used to load supplies for the battery. Salamander Scout vehicles may be on hand to serve the needs of the battery's forward observer teams and an Atlus recovery vehicle may be present to help move a Bombard if one of the massive guns should become bogged down or has burnt out its engine. An Imperial Guard siege artillery company is essentially a small army in its own right.
Bombard - Known Users of the Bombard: The Imperial Guard - The Bombard is one of the heaviest artillery pieces deployed by the Imperial Guard and it is used by countless different regiments during sieges and as a heavy support tank for other units.17th Tallarn Regiment - The 17th Tallarn Regiment used six Bombards during the Taros Campaign against the Tau on the Mining World of Taros, all six were lost during the Imperial retreat from that world.Iron Warriors Traitor Legion - The Chaos Space Marines of Iron Warriors warbands often use the Bombard and many other kinds of siege artillery during their assaults on heavily fortified targets.
Bombard - Armament and Ammunition: The Bombard's only weapon is the massive Heavy Siege Mortar, which is a much larger variant of the Heavy Mortar Cannon. Although the weapon is similar in appearance to the Colossus Siege Mortar used by the Colossus Siege Tank it is actually much larger and heavier, meaning it is unable to be mounted on the standard Chimera chassis. While the Bombard carries no other weapons it can be outfitted with a Pintle-mounted Heavy Stubber or Storm Bolter and a Hunter-Killer Missile Launcher. The tank can also accept the following enhancements: camouflage netting, extra armour plating, rough terrain modifications, track guards, a searchlight, and smoke launchers. As a last line of defence the Bombard's crew is armed with standard Imperial Guard weapons such as the Lasgun and Laspistol to fend off enemy attackers.The Heavy Siege Mortar carried on the Bombard is able to use several types of ammunition, including but not limited to, the following:High Explosive Shells - High Explosive Rounds are the standard shells used by most Heavy Mortar weapons in the Imperium. These shells are more than capable of destroying infantry units and even vehicles through their sheer explosive force. The High Explosive Shells fired by the Bombard are some of the largest used and are capable of creating a huge blast radius where they land, destroying anything caught within.Siege Shells - Siege Shells are used against enemy structures and fortifications. They are fused to explode after impact, causing damage to the building's foundation. As with any shells fired from the Bombard's mighty weapon they are able to do damage in much larger radius than the more common sized shells.
Bombard - The Taros Campaign: During the Taros Campaign against the Tau Empire, which had seized control of the arid Imperial Mining World of Taros in the Ultima Segmentum, the 17th Tallarn Desert Raiders Regiment made heavy use of Bombards. The 17th Tallarn possessed a heavy artillery company that had 6 Bombards in its order of battle. These heavy guns were intended to be kept in reserve for the final Imperial siege of the planetary capital city of Tarokeen. They were ultimately deployed and used to the regiment's assault on the Phyyra Heights, where they bombarded the Tau positions in the hills. It is not known how effective the Bombards' fire proved to be against the Tau Kroot mercenaries who held that position. All 6 Bombards were abandoned by the 17th Tallarn when the regiment was ultimately forced to retreat following the failure of the Imperium to retake the world for the Emperor.
Bombard - Adeptus Mechanicus Technical Specifications: Bombard Heavy Siege MortarVehicle Name:BombardMain Armament:Heavy Siege MortarForge World of Origin:Stygies VIIISecondary Armament:N/AKnown Patterns:II - XVIITraverse:0 degreesCrew:1 Driver (Rest of Crew are Transported Separately)Elevation:10 to 70 degreesPowerplant:HL270 v12 Multi-fuelMain Ammunition:Ammunition is Carried SeparatelyWeight:71 TonnesSecondary Ammunition:N/ALength:7.7 metresArmour:Width:4.8 metresHeight:4.7 metresSuperstructure:100 millimetresGround Clearance:0.45 metresHull:150 millimetresMax Speed On-Road:24 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:12 kilometres per hourVehicle Designation:0427-941-0349-BO61Transport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/A
Bombard - Also See: Imperial Guard Vehicles
Bombard - Sources: Imperial Armour Volume Three - The Taros Campaign, pp. 229-231Imperial Armour Volume Five - The Siege of the Vraks - Part One, pg. 143Imperial Armour Volume Six - The Siege of the Vraks - Part Two, pp. 104-105Imperial Armour Volume Seven - The Siege of the Vraks - Part Three, pp. 21, 135-136, 186-187Imperial Armour Volume One - Imperial Guard (Second Edition), pp. 157, 161-162, 173-174, 264, 267Imperial Armour Update 2006, pp. 3
Bombardment Cannon - Bombardment Cannon: A Bombardment Cannon is a type of ballistic starship weapon found almost exclusively is use on the warships of the Adeptus Astartes, including battle barges and strike cruisers. A Bombardment Cannon is comprised of a turret-mounted electromagnetic linear accelerator that fires Magma Bomb plasma-based warheads at a higher velocity than standard Torpedoes.The Bombardment Cannon, as the name implies, is primarily intended for use in orbital bombardments of planetary surfaces in support of initial Astartes drop assaults. In this way, an Astartes vessel can bombard the targeted region of the planet with Magma Bombs to soften the enemy resistance for the Drop Pods or Thunderhawk gunships containing Space Marines that will immediately follow.A Bombardment Cannon can also be used as a ship-to-ship weapon in void battles to great effect, where the great destructive force of the Magma Bomb warheads can render even the strongest armour plating irrelevant and destroy an enemy voidship in short order with only a few salvoes.
Bonded Exoskeleton - Bonded Exoskeleton: A Bonded Exoskeleton is a Tyranid Biomorph that increases the defensive potential of the minions of the Great Devourer. Only found on larger Tyranid organisms, a Bonded Exoskeleton is formed when every bone-like plate and chitinous segment of a bio-form's exoskeleton is grown and fused together to form a tough and virtually inpenetrable sheathing which offers a similar level of protection to the ceramite used by Imperial Space Marines in their Power Armour. The most common Tyranid bioforms evolved to have Bonded Exoskeletons are Hive Tyrants, Tyrant Guard, Tervigons, Tyranid Primes, Carnifexes, Trygons and Mawlocs.
Bone Knives - Bone Knives: The Bone Knives is a Loyalist Space Marine Chapter of unknown Founding and genetic origin.
Bone Knives - Notable Campaigns: Nusquam Fundimentibus Campaign (ca. 941.M41) - At the request of Inquisitor Amberley Vail of the Ordo Xenos, the Bone Knives deployed a strike cruiser in support of an Imperial relief expedition to reinforce the Valhallan 597th and Nusquan 1st Astra Militarum regiments against a Tyranid outbreak on Nusquam Fundimentibus. However the strike cruiser did not arrive until just after Ciaphas Cain, regimental commissar to the 597th, and his aide Ferik Jurgen detonated the geothermal power station of the capital city Primadelving, causing a volcanic eruption that incinerated a Hive Ship fragment at the city's core and ending the threat to the Damocles Gulf. A Bone Knives Thunderhawk gunship subsequently rescued Cain and Jurgen from the Ice World's surface and ferried them to safety.
Bone Knives - Chapter Organisation: The Bone Knives routinely arm their mortal Chapter serfs, as they frequently find themselves close to or at the front lines while providing logistical support to the Chapter's Astartes.
Bone Knives - Chapter Colours: The Bone Knives Chapter wears magenta power armour.
Bone Knives - Chapter Badge: The Bone Knives' Chapter badge is not listed in current Imperial records.
Bonesinger - Bonesinger: A Bonesinger serves as a psychic engineer and craftsman for the Craftworld Aeldari, the Asuryani. The Bonesingers are the builders and maintainers of all Aeldari weapons, tools and even the Craftworlds themselves. These powerful xenos psykers are gifted in the arts of construction using the solidified power of the Warp. They use their telepathic ability to summon or psychically generate the solidified substance of the Immaterium the Aeldari call Wraithbone, which they construct into buildings or tools and use to repair the Aeldari's vehicles, weapons and armour.Like all of their kind, the Bonesingers are following one of the many Asuryani Paths that determines their current focus and purpose in life. The Bonesinger's Path, the Path of Shaping, is closely related to both the Path of the Artisan and the Path of the Seer. During his or her time on the Path of Shaping, the Bonesinger is tasked with the construction and maintenance of Craftworld structures, weapons and machinery.They do this through the psychic manipulation of Wraithbone, summoning this material into being from the raw energy of the Warp, then shaping and moulding it into various items, with the typical Aeldari concern that the item be aesthetically pleasing as well as functional. While Wraithbone is capable of naturally repairing itself over time, the process can be greatly enhanced by the psychic abilities of a Bonesinger. Bonesingers of the Il-Kaithe Craftworld are said to be the most skilled of the Aeldari Bonesingers, able to practice their art even in the heat of battle.
Bonesinger - Sources: Codex: Craftworld Eldar (3rd Edition)Codex: Eldar (4th Edition), pg. 13Dawn of War (PC Game)Path of the Seer (Novel) by Gav Thorpe
Book of Lorgar - Book of Lorgar: The Book of Lorgar was said to be a tome penned by the Primarch of the Word Bearers Space Marine Legion, Lorgar himself, following his dealings with the old priesthoods of the Dark Gods and their corrupt masters.The tome was written following Lorgar's introduction to Chaos by his First Chaplain Erebus after the Word Bearers helped the Luna Wolves bring the world of Davin into Imperial Compliance during the Great Crusade. The Book of Lorgar was bound in the flayed skin of Loyalist Legionaries who had died during the Istvaan III Atrocity, and though Lorgar considered the gesture decadent, he believed the symbolism in such things was important to those who might become faithful servants of the Dark Gods.It is rumoured that Lorgar wrote another version of the Book of Lorgar as well. This is the version he shared with his brother Primarchs. This was his writing in its purest form, his true philosophy down in ink. It was not the teachings of Erebus nor Kor Phaeron, which were the mere recitals or dictations of the Chaos Gods themselves.This other version was the true Book of Lorgar, the scripture that was penned to inform the Word Bearers Legion about the truths of Creation for millennia to come. Lorgar called it the Testamentum Veritas (in Low Gothic, "Testament of Truth"). During the Horus Heresy it was known that Argel Tal, the first of the elite Word Bearers Possessed Chaos Space Marines known as the Gal Vorbak and Lorgar's most favoured son, was gifted a copy of this version of his Primarch's true testament in a great skinbound tome secured to his waist by a bronze chain.The Astartes of Lorgar's XVIIth Legion, the Word Bearers, held this text as sacred, in spite of the concern this caused for others, including the Emperor of Mankind, who believed that all human religion and mysticism must be suppressed by the pure scientific rationalism of the Imperial Truth.The Word Bearers' First Chaplain Erebus, who later became one of the Legion's Dark Apostles after the start of the Heresy, bore tattoos upon his shaven scalp said to depict long passages from the book, that he might terrify his foes with the strength of his conviction in Chaos.Whilst attempting to decode these tattoos and text from the book itself, Imperial Iterator Kyril Sindermann inadvertently summoned a Lesser Daemon from the Warp which destroyed many of the Librarium archives aboard the Warmaster Horus' flagship the Vengeful Spirit before it was banished to the Immaterium once more through a miracle of faith performed by the future Imperial Saint Euphrati Keeler.
Book of Magnus - Book of Magnus: The Book of Magnus, also referred to as the Book of the Thousand Sons, is a massive tome containing the collected knowledge of psychic sorcery as dictated by Magnus the Red, the primarch of the Thousand Sons Legion, during the Great Crusade in the late 30th and early 31st Millennia.It is one of the most complete treatises on psykers, witchcraft and sorcery in the galaxy, a compilation of all the knowledge and experiments gathered by Magnus during the conquests the Thousand Sons made for the Imperium during the Great Crusade. This esoteric tome was copied down from the primarch's own words by the Remembrancer Mahavastu Kallimakus, a meticulous recorder of data and a fastidious observer of details.Kallimakus had recorded much about the earliest days of the Great Crusade as he had been one of the first Remembrancers to be chosen to accompany the Thousand Sons. His reputation had preceded him, and he was immediately assigned to Magnus the Red as his personal scribe, recording the primarch's every thought and deed. He had stood at his master's side since the restored XVth Legion had departed Prospero to be a part of the Emperor's crusade to reunite the disparate Human worlds into a single Imperium of Man.
Book of Magnus - History: Towards the end of the Great Crusade, Magnus the Red collected the lore and knowledge he had uncovered in a single arcane tome. Ever sensitive to the presence of psychic power, Magnus drew alike upon the forbidden knowledge of the mystics and soothsayers of destroyed Human cults and the eldritch remnants of xenos ruins on planets scoured for Imperial reclamation. Through his masterwork, Magnus made a record of psychic powers unknown to the primarchs and Librarians of other Space Marine Legions, some of which he would impart to the sorcerers of his Legion.The Book of Magnus was a heavy book bound in faded leather and stitched in gold. An iron pendant, worked in the form of a snarling wolf's head against a crescent moon, lay along the valley at the meeting points of its pages. It contained the distilled wisdom of all that Mahavastu Kallimakus had written in his long standard years of unthinking service to the Thousand Sons.To a heavy lectern of cold iron within the Sanctum of Magnus on Prospero was chained the grimoire of all of Magnus' achievements, culled from the unexpurgated texts penned by his scribe. The Book of Magnus always remained inviolate, protected with arcane spells and powerful psychic wards, its pages impervious to fire. To look upon it was an honour, but to hold it and be expected to read from its pages was the culmination of a lifelong dream for only a select few.Before the Horus Heresy, Ahzek Ahriman, the Chief Librarian of the Thousand Sons Legion and the second most powerful sorcerer within the XVth Legion after Magnus, was entrusted with the guardianship of the book. However, after the start of the Heresy, once Magnus ascended to Daemonhood, and the dreaded mutational "flesh-change" started to run wild amongst the Thousand Sons once again, Ahriman delved deep into the pages of the tome that were filled with forbidden lore and knowledge from ancient, forgotten days.He believed the Book of Magnus held the key to his Legion's salvation. Using the labyrinthine collections of formulae, incantations and rites, Ahriman devised what he believed would be the beginnings of a mighty arcane spell to undo all that had befallen his battle-brothers, a spell he called the Rubric of Ahriman.Since that fateful day when Ahriman's spell was cast and forever shaped the destiny of the Thousand Sons, Magnus has kept the secrets hidden within the book to himself, unwilling to deal with another cataclysm falling upon his Legion as a result of a misuse of his greatest work.Since the Thousand Sons' fall, the Book of Magnus has become unbound by physical laws -- the words written on its pages crawl and shift as though alive, changing constantly in shape and size. Amongst the few Imperial scholars who are aware of the tome's existence, some believe it expands to accommodate the ever-widening knowledge of its creator.Others hold that the book gained a wholly separate self-awreness when Magnus pledged himself to Tzeentch, and that its perpetual mutations are born of its subservience to the Changer of Ways. In either case, to look upon its pages is to invite madness into the mortal mind.The Book of Magnus has manifested several times throughout the ages. What is believed to be the original copy rests in the innermost chamber atop the Tower of the Cyclops on Sortiarius, and is borne by Magnus when he strides to war. Ahriman also possesses a copy which he took with him when he was exiled from the Planet of the Sorcerers.Of the other copies said to exist, the location of only one is known for sure. Held by the Aeldari deep within the Webway, the screams of its sorcerous pages echo through the halls of the hidden craftworld known as the Black Library. How the Aeldari managed to obtain a copy of this esoteric tome is unknown.
Boreas Air Defence Missile - Boreas Air Defence Missile: The Boreas Air Defence Missile was a type of Imperial surface-to-air missile deployed on a Deredeo Pattern Dreadnought to serve as an anti-air defence system for Astartes troops on the ground.A Boreas Air Defence Missile can target a separate unit from the Deredeo Dreadnought's main weapons and can even ignore intervening obstacles if the enemy is outside the bearer's line of sight.
Bork'an - Bork'an: Bork'an is one of the major colony star systems, or septs, of the T'au Empire.It is a centre of learning and academia, and is the home of many of the T'au's universities and scientific research facilities. The includes the most prestigious military training centre in all of the empire. The warriors of Bork'an are known to be cerebral and restrained in their tactics.Bork'an's systems also possess many rich mining planets and the Fire Warriors of this Sept are outfitted with the especially fine equipment and weapons.A high percentage of the T'au Earth Caste come from this world.The Sept colour of Bork'an is jade green, which in T'au culture has come to symbolise practicality.The system has suffered from two major Ork invasions, both of which were ultimately repulsed in defence of the Greater Good.
Bork'an - History: In 893.M37, the Poctroon became the first sentient race to join the T'au Empire, although within a few generations, disease destroyed their indigenous population.The T'au, whose physiology is fortunately immune to the plague, inherited the Poctroon homeworld, turning it into the prime world of what became the Bork'an Sept during the First Sphere Expansion.
Bork'an - Bork'an Raid: In 939.M41, Bork'an's prime world suffered an assault by the elite forces of the Militarum Tempestus in the form of the 196th Iotan Gryphonnes. The Tempestus Scions were deployed in their entirety by the Ordo Tempestus to the Tau Sept World to wipe out every scientist, researcher and student.If they succeeded in their objective, this would greatly affect the T'au Empire's ability to mass produce prototype weapons and deadly Battlesuits. Earth Caste teachers and students alike were gunned down in their auditoriums and research facilities.Though their initial strike was promising, the T'au's vicious counterattack, spearheaded by experimental Battlesuits and prototype weaponry, quickly overwhelmed the attacking Scions and virtually annihilated the 196th Iotan Gryphonnes.A well-executed tactical withdrawal saw the Gryphonnes come within a hundred yards of their extraction point when Commissar Tilenus ordered them back into the fight. They subsequently gave half their number to seek out any remaining Earth Caste stragglers.However most had by that point been evacuated by Manta gunships. The Scions transmited their findings to Tilenus, but his request for extraction was again denied.Over the next solar hour the Gryphonnes did as much damage to the Earth Caste facilities as they could before they were wiped out by T'au Battlesuits.The few survivors were systematically hunted down by Bork'an's vengeful Fire Warriors.
Bork'an - Notable Bork'an Sept Tau: Commander Quickstrike - Commander Quickstrike is a hero of the Bork'an Sept, whose teachings are still used by the Fire Caste academies.
Born of Flame (Anthology) - Born of Flame (Anthology): Born of FlameThe Horus Heresy
Born of Flame (Anthology) - Synopsis: Born of the fiery world of Nocturne, the Salamanders believe in self-sacrifice and the sanctity of human life. Their father Vulkan was raised on this world, a blacksmith's son from humble origins who became a Primarch of the Emperor of Mankind and forged his sons into a Legion. Their saga is one of heroism, betrayal, tragedy and rebirth. They have returned from the edge of extinction more than once, forever embattled, never bowed, the Legion and their Primarch the epitome of defiance in the face of adversity. Unto the anvil, born of flame.
Born of Flame (Anthology) - Contents: Born of Flame contains the following:Promethean Sun (Novella)Scorched Earth (Novella)Sons of the Forge (Novella)Artefacts (Short Story)Immortal Duty (Short Story)
Botchulaz - Botchulaz: Botchulaz is a Great Unclean One, a Greater Daemon of the Plague God Nurgle. Botchulaz was trapped by the Eldar within the psychic construct known as the Black Pyramid on the Imperial Hive World of Aerius. The key to this prison was the artefact known as the Talisman of Lykos, which was split into three pieces, one of which was found on the Space Wolves' homeworld of Fenris, another on the world of Galt and the third in the vaults of the Inquisition.In the late 41st Millennium, Botchulaz manipulated several servants of the Imperium into reuniting the pieces of the talisman and freeing him from his prison, but these Imperial heroes were able to salvage the situation in time to re-imprison the Greater Daemon at the cost of many Imperial lives.
Botchulaz - History: Within the pantheon of Nurgle's daemonic children, Botchulaz is one of the Plaguelord's most favoured servants. This ancient, pestilent evil has plagued Mankind for long millennia. Botchulaz boasts that he even once fought the Emperor of Mankind at some unknown point in history, and that not even the latter could kill him. Sometime during the 38th Millennium, Nurgle despatched Botchulaz to spread his pestilence and plagues amongst the crowded hive-populations of the Imperial Hive World of Aerius. Unbeknownst to the daemon lord, he had blundered into a well executed trap set by the Eldar. Led by their leader Farseer Kaorelle, the Eldar warriors dropped from the sky and attacked the vile daemon en masse. Kaorelle began the necessary ritual in order to bind Botchulaz, trapping the loathsome creature within the psychic construct known as the Black Pyramid.Unfortunately, the Eldar were interrupted when they were attacked by Imperial forces before they could complete the ritual. Aided by the Inquisition, the Space Wolves Space Marines and a detachment of Galt Regiment Imperial Guard troops assaulted the Eldar. During the ensuing melee, they seized the arcane Talisman of Lykos. As the brutal fighting continued, the talisman was broken into three separate pieces, rendering its powers dormant. At the conclusion of the battle, the commanders of the Imperial forces divided their prize amongst themselves. One piece was taken by Inquisitor Darke of the Inquisition, the second piece by the senior Space Wolves commander and taken back to The Fang, and the remaining piece was given to Commander Byran Powys of the Galt Regiment to be taken back to his homeworld of Galt.Botchulaz remained fettered within the Black Pyramid by multiple layers of arcane ward-pacts, Eldar spirits and the Farseer's powerful incantations. These intricate patterns only revealed their flaw once every 3,000 Terran years when the comet Balestar became visible in the Aerian sky and Aerius' moons were in the proper alignment. Whilst imprisoned, the Great Unclean One was still able to communicate with his foul servants on a limited basis. During his imprisonment, he eventually discovered the locations of each broken portion of the Talisman of Lykos. The daemon lord schemed to acquire these pieces so that he could free himself from his wretched prison. The return of the comet Balestar in the late 41st Millennium heralded dire portents for Aerius. This coincided with a deadly plague that had struck the Hive World, though this "coincidence" was actually helped along by the subtle manipulations of Botchulaz and his foul agents hidden amongst the masses of Aerian citizens.Heeding the dire warnings of the Oracle of Chaeron, Inquisitor Ivan Sternberg turned to the Space Wolves for help in recovering the pieces of the ancient Talisman of Lykos which could cure the disease-ridden planet and restore order. This was to be the first mission of Ragnar Blackmane of Berek Thunderfist's Great Company as a Blood Claw. Blackmane was assigned to assist the pair of Inquisitors, Ivan Sternberg and Karah Isaan, in recovering the Talisman. The Inquisitors had come to Fenris to request the aid of the Space Wolves in reclaiming the Eldar artefact. Sternberg suspected that the Black Pyramid, a famous structure of the planet, which had been the site of the great battle of the Space Wolves, the Imperial Guard and the Inquisition against the Eldar, could restore the planet. One piece of the talisman was kept in the Vault of Victory within The Fang, one was to be found on the planet Galt, and the third was lost in the Warp aboard a derelict Space Hulk.Unknown to Inquisitor Sternberg, one of his servants, Commander Gul of the Inquisition vessel Light of Truth, was a Heretic and a servant of Botchulaz. Acquiring the first piece of the talisman from the Space Wolves, the Inquisitors and the Space Wolves set out for the world of Galt. When they arrived at the planet to recover the second piece of the talisman, they found that an Ork horde had invaded the system and that the Ork Warlord Gurg had taken possession of the piece of the talisman found on Galt. Ragnar and his companions infiltrated the Ork horde, and battled against the Greenskin Warlord to reclaim the second piece of the Talisman.Inquisitor Isaan then used her psychic abilities to discover that the last piece of the talisman was aboard a Space Hulk, near the dead sun of Korealis. Ragnar and the Inquisitor successfully recovered the final piece of the talisman after battling the myriad dangers, such as Tyranid Genestealers, found aboard the drifting Hulk. After acquiring the final piece, the Talisman of Lykos was now whole. When the group of Imperials travelled to Aerius to use the talisman, they found nearly the whole planet had already been infected by the plague. Taking the arcane item to the central chamber of the Black Pyramid, before they entered the structure they were warned by what appeared to be an Eldar spirit (in actuality a hologram) not to use the device. The Inquisitors and their Space Wolves escorts ignored the warning.When Inquisitor Sternberg activated the talisman they unwittingly released Botchulaz from his imprisonment, much to the shock of the Imperials. The gloating Great Unclean One recounted his tale of how he came to be imprisoned within the psychic construct, then proceeded to explain that they had been manipulated to do his bidding all along. Calling forth his minion Commander Gul to receive his reward for his faithful servitude, Ragnar Blackmane quickly drew his Bolt Pistol and shot the corrupt officer through the heart, killing him. Inquisitor Isaan then boldly attacked the Greater Daemon with her psychic abilities but Botchulaz mortally wounded her. The daemon lord reanimated Gul's corpse, ordering the revenant to kill the intruders.Tapping into the power of the Black Pyramid, Botchulaz began casting a grand spell of archaic power, animating millions of the planet's plague victims as Plague Zombies. Inquisitor Sternberg and the Space Wolves valiantly fought the Greater Daemon, distracting the loathsome creature long enough for Isaan to siphon the power of the Talisman of Lykos in order for her to seal the Black Pyramid, sacrificing herself in the process and trapping Botchulaz within for another 3,000 Terran years.
Brachyura - Brachyura: Brachyura was the name of a planet that was annexed to the T'au Empire during its First Sphere Expansion.It is also the name of an intelligent xenos species of tiny and dextrous-limbed crustaceans that inhabited that world.Due to the growing shortage of T'au by the end of the First Sphere Expansion, the Water Caste sought to further integrate the Brachyura into the empire by assigning them to the delicate assembly of the minuscule Plasma Generators needed to fuel the latest Earth Caste inventions, a task which they proved unmatched at.
Braden Campbell - Braden Campbell: Braden Campbell is an author for Games Workshop's Black Library imprint.
Braden Campbell - Deathwatch: Rackinruin (Short Story) (Collected in Xenos Hunters (Anthology))
Braden Campbell - Legends of the Dark Millennium: Bloodlord (Short Story) (Collected in Legends of the Dark Millennium: Astra Militarum (Anthology))
Braden Campbell - Shield of Baal: Shield of Baal: Tempestus (2014, ISBN 978-1-78251-668-2)
Braden Campbell - T'au: Shadowsun: The Last of Kiru's Line (Novella) (2013, ISBN 1-84970-474-0)
Braden Campbell - Others: Mistress Baeda's Gift (Short Story) (Collected in Fear the Alien (Anthology) and There is Only War (Anthology))Hunters (Short Story) (2011, collected in Honour Imperialis (Omnibus))
Brain Boyz - Brain Boyz: Brain Boyz is a name used by the Orks to refer to their ancient creators, who may be the long-lost starspanning xenos species known as the Old Ones.
Brain Boyz - History: During the War in Heaven millions of standard years ago, the Old Ones created a warrior race known as the Krork, from which the present-day species of Orks may derive. It is believed that the Brain Boyz engineered the Orks to be their warrior caste alongside the ancestors of the Aeldari, using them as essentially humanoid biological weapons to protect them against various other ancient races.In the Old Ones' case, the Krork were created as part of a desperate ploy to defeat their ancient enemies, the Necrons and their C'tan masters, during the galaxy-spanning conflict known in Aeldari Mythology as the "War in Heaven" over 60 million standard years ago.The Brain Boyz are believed to have encoded various forms of technological and scientific information into the genetic structure of the Orks at a cellular level, as well as provided the Greenskins with their unusual gestalt psychic abilities that grow stronger as the number of Orks in a given locale increases.Therefore, an Ork engineered to be a Mekboy is born with an understanding of the basic principles of physics, along with "Orky know-wots" that allow him to maintain a relatively high level of technology for such a barbaric and uncivilised species. Almost all Orks are born with the knowledge of how to hammer bits of scrap metal together and create and operate basic Ork weapons of war, while the Mekboyz intrinsically understand how to assemble a Killa Kan, or a Battlewagon.Likewise, Ork Painboyz are born with a simple understanding of Orkoid anatomy and physiology that allows them to tend to the injuries of their fellow Greenskins with very painful and often very unnecessary surgeries.
Brain Leaf - Brain Leaf: The Brain Leaf is a particularly dangerous carnivorous species of plant once thought native to the Death World of Catachan.Few would believe that of all the enemies faced by Mankind, a greyish, vine-like plant could pose such an insidious threat. Variously referred to as "slave vine" or "the grey weed," but most commonly as the "Brain Leaf," this malignant creature was once thought to originate from the jungles of Catachan.In physical form, the Brain Leaf plant resembles a coarse species of Terran vine or ivy, each tendril of which is tipped with a single fleshy leaf. Uniquely, the Brain Leaf possesses a form of gestalt consciousness, and each leaf is a macro-cell forming part of its utterly alien intelligence. The underside of each vine leaf is barbed to latch onto creatures straying too close and, once attached to a victim, microscopic fibre bundles penetrate their skin and rapidly extrude fibrous growths throughout a victim's nervous system to take control of its body utterly.Though not self-aware in any measurable sense, the Brain Leaf efficiently and swiftly dominates its victim, subverting it to the will of the parent plant. Once this has been accomplished, the leaf detaches from the main body of the plant and remains as an attached parasite on the victim, allowing a new leaf to rapidly grow in its place.The victim, now a staggering thrall to the Brain Leaf plant, is used by the weed to protect itself and proliferate its young. Infestations of Brain Leaf have been discovered on many worlds across the Imperium, and recent emergent evidence is that the Brain Leaf is no true native of Catachan, but likely a rogue, wild-type mutation and evolutionary descendant of the Tyranid Cortex Leech, now independent of the Hive Mind.This makes the destruction of any infestation a priority for many in the Ordo Xenos of the Calixis Sector. The horrors visited on members of that sector's nobility during the infamous "Slaughter Gardens of Quaddis" incident in the 41st Millennium have emphasized the need to prevent the spawning and multiplication of this foul vine.
Bran Redmaw - Bran Redmaw: Bran Redmaw, known as the Curs'd Lord, Wulfen-Kin and The Bloodied Hunter, is a Wolf Lord of the Space Wolves Space Marine Chapter, one of twelve legendary warriors who lead the Great Companies into battle. He and his Great Company are looked upon with suspicion by the other 11 Wolf Lords, for they are regarded as tainted.More Space Wolves bearing the Curse of the Wulfen serve alongside Redmaw's company than in any other. The unspoken truth is that Redmaw himself has been afflicted by the curse.
Bran Redmaw - History: Bran Redmaw is one of the twelve Wolf Lords that lead the Great Companies of the Space Wolves Chapter under the Great Wolf Logan Grimnar. Leading a Great Company of up to 200 Space Wolves Astartes, the character of each Great Company's lord to a greater or lesser extent influences its warriors, and Bran Redmaw's company is renowned for being a savage pack of cunning and ruthless killers, for an enemy force trapped by Redmaw's Great Company will quite literally be torn to pieces. As a result, Bran's Great Company is looked upon with some suspicion by the other eleven Wolf Lords. They all respect the company's fighting prowess, but those that serve under the banner of the Bloodied Hunter are regarded as tainted and draw the eyes of those of the Imperium outside the Space Wolves Chapter more than they wish. The Inquisition has within its records pertaining to Astartes deviation many accounts of terrifying feral creatures shadowing the deployment of the Great Company. These have yet to be proven and the Space Wolves Chapter ignores all demands to account for these allegations.The Bloodied Hunter is the sign associated with those of the Mark of the Wulfen, and indeed there are many in Bran's Great Company who bear that particular curse. Amongst the upper echelons of the Space Wolves there is an unspoken truth as to the reason why: Redmaw himself has been afflicted by the curse. Bran does little to dispel the rumours, and that he has begun to take to the battlefield alone rather than leading his Battle-Brothers only serves to court the growing attention the Inquisition and the Ecclesiarchy pay to his Great Company. No one has yet dared to question their loyalty to the Imperium, and its proven record combating Mankind's enemies has forced the Inquisition to so far stay its hand.After the death of Wolf Lord Andhrimnir during the Mordrak Campaign, Bran Redmaw was promoted by Andhrimnir's retinue to replace him as leader of his Great Company, as is the Space Wolves' tradition regarding rites of succession. This was not a popular decision. Other Space Wolves Wolf Lords stepped forth, in private, to voice their concerns. Amongst them was the venerable Wolf Priest, Ulrik the Slayer. They worried that Bran could not be trusted with such a position of power, for there was the possibility that he would allow his darker, feral nature to take control of his mind and soul. The Great Wolf quashed all complaints, for he could see that Bran was an extraordinary warrior and, through sheer force of will, had subdued the beast within. Logan Grimnar looked to the advice of his eldest councillor, Bjorn the Fell-Handed, in this matter. Only the ancient Dreadnought was old enough to recall that Bran would not be the first afflicted Space Wolf to reach such high office within the Chapter with the Curse of the Wulfen upon him.The Great Wolf fully supported Bran's promotion to Wolf Lord, but not without caution as he ordered Ulrik the Slayer and his Wolf Priests to keep a vigilant watch over Bran and his Great Company, so that they did not stray too far and risk repeating the mistakes of the past. Knowing that the beast lurks within, Bran eschews the close company of his warriors, even on the battlefield (or perhaps especially upon the battlefield). Bran issues his orders before deployment, preferring to hunt alone or in the company of a pack of Fenrisian Wolves, leaving his trusted Wolf Guard battle leaders in direct tactical control. When the Curse of the Wulfen takes him, Bran is transformed into a huge ravenous wolf-beast; fully twelve feet tall, powerful, fast, and with claws that can rend Plasteel and fangs like Adamantium daggers. Consumed by a frenzied bloodlust, this Wulfen, the Redmaw, tears its foes apart in an orgy of blood. But despite the creature's bestial appearance, Redmaw is no mindless killer. The beast still retains a hunter's cunning, using stealth and patience to close with its prey before pouncing upon them in an explosion of bloody violence.
Bran Redmaw - Notable Campaigns: The Relief of Mantus (766.M41) - Deep in the Gothic Sector, the binary worlds of Alegia and Mantus orbited each other peacefully for thousands of years, loyalty manfacturing lasguns for use in the Imperium's many wars in the sector. That peace was shattered though when the worlds' system was invaded by a massive Ork WAAAGH! led by Ugnubz Manstomper form the Ork Blood Axes clan. Though Mantus maintained a strong Planetary Defence Force, the Planetary Governor still sent out a request for reinforcements as soon as the WAAAGH!'s hulks appeared in the system. Three weeks later this aid blasted its way into the system in the form of Bran Redmaw's Great Company. The less protected worlds of Alegia had already been overwhelmed by the Orks, but pockets of resistance still fought on Mantus. Tearing through its atmosphere in scores of Drop Pods, the Great Company landed close to where fighting was fiercest. As the Guardsmen prepared for yet another charge by the Ork horde, Bran Redmaw's Great Company worked their way around the horde's flanks and began to cut a bloody swathe through the greenskins with little more than Chainswords and Bolters, and, according to unsubstantiated eye witness accounts, also their teeth and bare hands. The unexpected assault rippled through the Ork masses. It took fourteen hours for the Space Wolves to fight their way to the besieged Guardsmen that day, the number of Ork dead numbering in the tens of thousands by the time Bran Redmaw pulled his bloody chainsword out of the body of the last Ork he had killed. With its warlord slain at the hands of the Wolf Lord, the impetus of the Ork WAAAGH! waned. Imperial Guard reinforcements were then shipped to the region in a massive clear-up operation that would last many years, hunting down and slaying Ork survivors of the WAAAGH!The Massacre of K'ras'n'dar (801-849.M41) - Between its deployment at Mantus and Betalis III incursion, there is little mention of Bran Redmaw's Great Company in Imperial records. Buried deep within the Inquisition's archives for the western Segmentum Pacificus sector, there is one file which has been classified as accessible only by the highest echelons of that order. It has only ever been accessed by one person and his location is currently listed as missing. The file is heavily restricted because it is a full account of the fifty year war fought against the Khorneate Chaos Daemon, K'rasn'n'dar, which manifested within one of the few heavily populated Imperial systems on the border between the Halo Stars and the west of the Segmentum Pacificus. The entire population rose up and began to wage war on neighbouring populated planets. In response an Imperial Guard army was raised to defeat the Daemon and his followers. The Daemon was eventually cast back into the Warp by the combined forces of the Inquisition and the Grey Knights Chapter. It is at this point that Bran Redmaw's Great Company is believed to have played its part in this war. Although it is not mention by name, the account of the battle against the Chaos-turned human hordes whilst the Grey Knights fought the Daemon bears what appears to be the mark of the Wolf Lord. An attempt to forcibly remove this mark has clearly been made at some point as it is now barely recognisable. That the description of the battle is nearly identical to one described in a three hundred verse sage written by the Great Company's Rune Priests in the years immediately following the war has not yet come to the attention of the Inquisition.The Betalis Campaign (894.M41) - Betalis III was the site of the Betalis III Campaign fought in 894.M41 between the forces of the Imperium defending the system and the Eldar who sought to recover the armour of the ancient Phoenix Lord Irillyth, the founder of the Shadow Spectre Aspect Warriors, who had perished on the world millennia before. An alliance of Eldar forces from the Craftworlds of Mymeara and Alaitoc, as well as Eldar Corsairs from the Void Dragons, Sky Raiders, and Sunblitz Brotherhood, descended on the frigid world to recover their beloved Phoenix Lord's armour before it was discovered and defiled by the human miners present on Betalis III. The Mymearans sought to reanimate Irillyth to fight once more for his people, as his spirit would have remained intact within his armour's Spirit Stone. Betalis III was reinforced by Imperial Guard regiments drawn from the Cadian Shock Troops and the Elysian Drop Troops as well as Titans from the Legio Gryphonicus and Bran Redmaw's Great Company. After the Imperial forces fought the Eldar to a bloody standstill, the mysterious xenos vanished as quickly as they had arrived after they had recovered Irillyth.The Battle for Montberg Spaceport (897.M41) - When Hive Fleet Colossus descends in force upon the civilised world of Thressiax, the Imperial forces of garrisoned there prove unable to stop the constant influx of Tyranid invaders, Imperial Command issues a high ruling for all Imperial forces to withdraw and leave the settlers of Thressiax to their fate so that the Tyranids can be exterminated from space. Bran Redmaw, resupplying upon Thressiax at the time, objects fiercely to this dictat. Though he himself cannot leave the front lines, he sends two full squads of Grey Hunters intensively train the menfolk of Montberg in anti-Tyranid drill, putting the fear of Fenris into those who considered fleeing. Against all odds, the Grey Hunters and their new recruits hold the walls of the spaceport against the screeching swarms of alien invaders, buying the settler families enough time to escape. When the six surviving Grey Hunters finally leave the spaceport themselves, Imperial High Command orders them to be stripped of all honours for disobeying a direct command. Instead Bran Redmaw promotes all six into his personal Wolf Guard in recognition of their valorous deed.
Bran Redmaw - The Redmaws: The Space Wolves Chapter takes its initiates from the barbarian tribes of Fenris. Already fierce warriors, the body of each Space Wolf initiate will undergo far more changes than initiates of other Chapters. Amongst the most common changes are that the initiate's senses will become vastly superior to that of other Space Marines, his teeth will lengthen into fangs capable of tearing through plasteel, and his skin will toughen to the texture of leather. Given his naturally fierce persona and now genetically altered build, the initiate could almost be described as displaying feral traits when compared to other, more "Codex", Chapters such as the Ultramarines. Also, as the Space Wolf ages, his body will undergo further changes, although these are rarely recorded and it is unknown outside of the Space Wolves how commonly they occur.The source of these "mutations" is believed to lie within the Canis Helix, the gene-seed unique to the Chapter. Imbibed from the Cup of the Wulfen, it transforms the Space Wolves initiate into what can only be described as a ravenous monster. Should he survive both these physical and psychological transformations, then he can continue with the rest of the initiation process. Those who do not, die. Even once the Helix has been established, it still has the power to affect the warrior throughout his life, particularly when the ferocity of the Space Wolf, barely kept in check at the best of times, is roused in battle. Then the warrior may finally succumb to the Curse of the Wulfen, and he is transformed once again into the beast he has fought for so many centuries to subdue.Amongst the Space Wolves, there is one group under the shadow of this curse more than any other, that of Bran Redmaw's Great Company. It is renowned for its savagery in battle, and the Inquisition has, within its records pertaining to loyal Adeptus Astartes deviation, accounts of terrifying feral creatures shadowing the deployment of the Great Company. These though have yet to be proved, and the Space Wolves Chapter ignores all demands to account for these allegations. The Great Company's Wolf Lord Bran Redmaw, also does little to dispel these rumours, and that he has recently begun to take to the battlefield alone rather than leading his battle-brothers only serves to court the growing attention of the Inquisition and the Ecclesiarchy are paying upon the Great Company. No one has yet dared to question their loyalty to the Imperium, and its proven record combating Mankind's enemies has forced the Inquisition to so far stay its hand.Each Great Company has its own nuances, be they in fighting style, organisation or battle-tactics. Bran instills the same tactics he uses when hunting his foes into his warriors -- patience and the opportune moment to strike. There are no headlong rushes to battle or proud boasting of their strength and battle prowess for the Astartes of his Great Company. Instead they meticulously plan, manoeuvre and make tactical strikes to weaken the foe before the sudden final assault, often striking from multiple directions, but always with overwhelming and pitiless savagery, tearing an enemy force to shreds.
Bran Redmaw - Wargear: Artificer Armour - Bran is equipped as befits a mighty Wolf Lord, wearing Rune Armour decorated with wolf totems and fetishes.Terminator Armour (Optional)Belt of Russ - Each Great Company has in its Armoury a single Belt of Russ. A mighty ward against enemy attacks, these powerful girdles incorporate potent gravitic force fields that protect the wearer. Forged by the master Iron Priest Stef Blacksoul after the disappearance of Russ, these belts are important relics of the Chapter.Bolt PistolFrag GrenadesKrak GrenadesLangnvast - For his weapon, Redmaw bears Langnvast, a master-forged relic Frost Blade of the Chapter gifted to him by Logan Grimnar upon his promotion to the rank of Wolf Lord. This axe is an ancient and storied weapon amongst the Space Wolves, carried by many heroes of the Chapter into uncounted battles.
Bran Redmaw - Sources: Codex: Space Wolves (5th Edition), pp. 15-16, 19Codex: Space Wolves (3rd Edition), pg. 13Imperial Armour Volume Eleven - The Doom of Mymeara, pp. 108-110, 126-127
Brand Mac Lir - Brand Mac Lir: Brand Mac Lir is a battle-brother of the Storm Wardens Chapter who won fame during the campaign known as the Cleansing of Vigil. As a result of his experience fighting the foul xenos called the Slaugth, a desire was kindled within him to join the Deathwatch -- the Chamber Militant of the Ordo Xenos.His keen fervour and veteran tactical skills contributed to Brand's meteoric rise within the ranks of those elite alienhunters. By his third deployment he led his own Kill-team and by his ninth Vigil he was elected as Watch Captain.Brand is known to be a cautious leader at times, as his tactics are conservative and adhere to the Codex Astartes, for he is always wary of the tricks and traps of the enemy. But once battle is joined, he is as ferocious and direct in facing the foe as any other Space Marine.In battle he wields the Chapter relic called Morwenna, a two-metre-long Sacris Claymore that has reaped a tremendous toll of alien blood and ichor in deadly hand-to-hand combat.
Brand Mac Lir - Wargear: Artificer Armour - Painstakingly cared for and customised for each esteemed bearer, Artificer Armour is the rarest form of Power Armour. The technology and superdense materials used to construct these suits is unparalleled inside the Imperium. Each one is a masterwork of Artificer ingenuity and (outside of Techmarines labouring towards creating their own) is awarded only to true Chapter heroes.Power FistBolt PistolMorwenna - This is a revered Chapter relic of the Storm Wardens, a two-metre-long Sacris Claymore of forbidding reputation.
Brandon Easton - Brandon Easton: Brandon Easton is an author for Games Workshop's Black Library imprint.
Brandon Easton - The Horus Heresy: The Primarchs: Embers Of Extinction (Short Story) (2020, collected in Last Night At The Resplendent and Other Stories (Anthology))
Brass Scorpion - Brass Scorpion: The Brass Scorpion, also known as the Great Brass Scorpion, or Scorpios Colossi to the Inquisition, is a large Daemon Engine used by the Chaos Space Marine Traitor Legions and the forces of the Dark Mechanicum. The Brass Scorpion is a massive, multi-legged warmachine shaped in the image of the ancient Terran scorpion and is completely dedicated to the service of the Blood God Khorne.The machine is one of the largest Daemon Engines ever encountered by the Imperium, dwarfing its smaller counterparts such as the Defiler and the Decimator. The Brass Scorpion was believed to be simply an apocryphal myth, until the latest Black Crusade of the Arch-Traitor Abaddon the Despoiler in 999.M41, where they were encountered in increasing numbers by Imperial armed forces.The beast is deceptively fast and agile for a warmachine of its size and excels at attacking enemy fortified positions and engaging entrenched infantry. The Brass Scorpion seems to be imbued with a predator's instincts and has shown a level of bloodlust and delight for slaughter rarely matched even by other Daemon Engines found amongst the Forces of Chaos.
Brass Scorpion - Construction: The Ordo Malleus of the Inquisition believes that the Brass Scorpion is another diabolic invention of the Dark Magi of the Dark Mechanicum, much like the Hell Blade and Defiler. It is believed that the Hereteks of the Dark Mechanicum sell their insane genius to the highest bidders, forging them heretical weapons, technology, and war engines of unparallelled savagery.The Brass Scorpion, like many Daemon Engines, can vary in shape, size, and armament, but all are nearly impossible to destroy, as its massive brass and iron armour protects it from all but the most powerful weapons. The machine is powered by a Warp-spawned device known as a Doomsday Engine, a form of daemon-forged Chaos technology that generates tremendous amounts of power for a Daemon Engine by burning the souls of the still living bodies of victims trapped within the Brass Scorpion's mass of tangled, semi-organic cabling that runs throughout the infernal machine's entire body.The Brass Scorpion construct has been noted to have several variants, some bearing similarities in construction to the Defiler, while others are more outlandish and distinct in shape and size. These variants have been noted to range in size from that of a Leman Russ Battle Tank to that of small Titans, with varying armaments and armour configurations.The Inquisition is unsure if these variants are deliberately constructed in this manner by the Dark Mechanicum as a means of technological progression, or simply the tendency of Chaos to twist and change of its own accord. The Brass Scorpion, like many other Khornate Daemon Engines, is inscribed with the Runes of the Blood God, granting it added defence against psychic powers, acting as a reflection of the hatred that Khorne and his followers display to those who practise such arts.
Brass Scorpion - Armament: The Brass Scorpion is heavily armed, featuring a Demolisher Cannon located at the creature's front, where a real scorpion would have its eyes and mouth. The machine is also fitted with two Hellmaw Cannons; massive Flamers that spray infernal Warp-fed fire and molten brass located just beneath its Demolisher Cannon.As befitting a war engine of the Blood God, the beast's two primary limbs end in massive hydraulic Pincer Claws, each fully capable of tearing armoured vehicles into pieces and wiping out entire infantry squads in one fell sweep. The creature's claws are protected on their outer sides by large Warp-forged alloy shields.When the beast places its claws in front of itself, these shields are able to protect its entire body from harm. The Claws also feature three large in-built Chain Weapons, allowing them to cause even more damage during combat. There also exist variants of the Brass Scorpion outfitted with massive spinning blades instead of pincers.The machine completes its resemblance to the natural scorpion by featuring a long, upright tail armed with a Scorpion Cannon, also referred to in some sources as a Sting Cannon. This massive, multi-barrelled cannon is positioned atop the creature's tail, giving the weapon a full 360 degree arc of fire, making it perfectly suited to unleash rapidly fired torrents of projectiles upon enemy infantry at close range.
Brass Scorpion - Ordo Malleus Departmento Analyticus Technical Specifications: The technical specifications of the Brass Scorpion have not yet been determined by the Ordo Malleus of the Inquisition.
Brass Scorpion - Sources: Black Crusade: The Tome of Blood (RPG), pg. 117Imperial Armour Apocalypse II, pg. 73Imperial Armour - Modelling Masterclass: Volume Two, pp. 3, 66-73Imperial Armour Volume Seven - The Siege of Vraks - Part Three, pp. 60, 74, 96, 147-150Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned by Andy Hoare with Alan Bligh & Neil Wylie, pp. 118-120Warhammer 40000: Apocalypse, pg. 173White Dwarf 164 (UK), "Space Marine: Daemon Engines of Khorne," by Andy Chambers, pg. 19Forge World Webstore: Brass Scorpion
Bray'arth Ashmantle - Bray'arth Ashmantle: Bray'arth Ashmantle is an ancient hero of the Salamanders Space Marines Chapter. The armouriums of the Salamanders contain many ancient relics. Some bear proud histories of glory and honour while others are burdened with darker legends. Sokhar Bray’arth, once the Captain of the Salamanders' 4th Company, is the current occupant of the ancient relic Mars Pattern Mark IV Venerable Dreadnought known as the Iron Dragon, fashioned millennia ago by the hands of the revered Salamanders Primarch Vulkan.
Bray'arth Ashmantle - History: The so-called Iron Dragon is a unique Dreadnought chassis, possessing uncommonly heavy armour and built with a one-of-a-kind enhanced reactor system which incorporates thermic generation technologies that are no longer fully understood. It is believed that this particular Dreadnought served as the first prototype of what would later become the Ironclad pattern of Dreadnought. The Iron Dragon itself has seen many dark and terrible wars in its time, as the echoes and horrors of the ages weigh heavily upon it, its Machine Spirit brooding with unquenchable violence.Considered both a curse and a blessing, only in the most dire of circumstances will a fallen Battle-Brother of the Salamanders be interred within this Ancient's sarcophagus, as only the most highly individualistic, strong-willed and warlike-souls possess the remotest chance to survive during the Dreadnought's activation process. Just how many have perished in the attempt remains unspoken amongst the Salamanders.The current occupant is Sokhar Bray'arth, the former Captain of the 4th Company. Even before his internment, this merciless warrior had earned a fell reputation as an unforgiving and temperamental commander, the fires of Nocturne burning perhaps too brightly within his soul. Bray'arth rose through the ranks by dint of his martial prowess and unflinching zeal. A veteran of centuries of warfare he grew increasingly fractious, even clashing with the Chapter's then-Master over tactics and doctrine. His name came to carry a shadow as he became increasingly swift to anger, overstepping the bounds of sense and wisdom in the pursuit and destruction of his enemies regardless of the cost in casualties.Nearly at the end of his strength after over half a millennium of constant warfare, in 755.M41, Bray'arth saw opportunity during the Moons of Ymgarl Campaign to prove his continuing worth to the Chapter. The nightmarish tunnel warfare during that campaign would grant him that chance. Caught in a sudden counterattack in the deep sub-surface tunnels of the Ymgarl Moons, Bray'arth single-handedly held off wave after wave of the deadly Ymgarl Genestealers with his Thunder Hammer. This bought precious time for his company to fight their way free from a potential massacre, though in the process Bray'arth suffered terrible injuries. The decision to inter the mortally wounded Captain within the Iron Dragon was not made lightly, but the lords of the Promethean Cult heeded the dire portents of the future that they had read in Nocturne's deep flames, feeling they had no choice. Bray'arth's strength of will, combined with the dark Machine Spirit of the Dreadnought in which he was now entombed for all eternity made him a very potent warrior on the battlefield. And the Chapter continued to need his strength.
Bray'arth Ashmantle - Wargear: The Salamander's Primarch Vulkan was a master of the forge without peer. He personally carved intricate detailing on the ornately carved and segmented armour plates of the Iron Dragon Dreadnought and symbols of the Promethean Cult of Nocturne. After Captain Bray'arth's internment, the Chapter's Masters of the Forge added a highly detailed bas-relief on the Dreadnought’s shoulder armour of Bray'arth's death duel with the horde of Ymgarl-strain Genestealers. Vulkan had designed two unique arm weapons for this Dreadnought chassis that made use of Dreadfire Close Combat Arms, each of which had an in-built Dreadfire Heavy Flamer that represented the Iron Dragon’s potent and unique armament. The Iron Dragon also contains many defensive systems that others have strived to manufacture but always failed to replicate. The chassis is also fitted with a number of secondary flame projectors as well as its main armament, allowing the ancient Dreadnought to wreathe itself in flame, incinerating anything that strays too close. This is how Bray'arth earned the name "Ashmantle", whilst fighting during the 53-year-long Casvsarae Insurrection against the Black Legion Chaos Space Marines and Abhuman rebels. After pursuing fleeing enemy forces into a sub-city network, the Iron Dragon was thought lost until Bray'arth smashed his way clear of the duct workings nine days after he disappeared, so covered in the soot and cinder-ashes of his dead foes as to obscure every inch of his armoured form.Bray'arth Ashmantle also took part in the Salamander's involvement in the Badab War, though it was with some reluctance on the part of Captain Pellas Mir'san of the Salamanders 2nd Company (who also served as the Force Commander of the Salamanders' Badab strike force) to wake the Venerable Dreadnought from his slumber. But with his understrength force about to go into combat against the Renegade Space Marines of the Badab conflict Mir'san was in dire need of the revered Ancient's formidable power, which proved itself time and again in that conflict to bloody effect.
Brazen Beasts, The - Brazen Beasts, The: The Brazen Beasts are an infamous warband of Khorne Daemonkin Chaos Space Marines that prey upon the followers of the other Chaos Gods. They are known for utilising heavily-armoured Daemon Engines to lead their berserker assaults, leaving behind nothing but mangled corpses and blazing devastation.These roaring, clanking packs of Daemon Engines always lead the charge of the Brazen Beasts. They tear through the enemy like the gouging claws of some almighty monster, leaving behind nothing but mangled corpses and blazing devastation.Following these metal monsters come the Daemonkin, howling praise to Khorne as they carve the Blood God's rune into the bodies of their victims and consecrate the carnage in his name.
Brazen Beasts, The - Warband History: It is not known when the Brazen Beasts were first formed, though they have made a name for themselves. The Brazen Beasts' proclivity for fielding Daemon Engines stems from their worship of the Gorethunder Cohort, which pounds the foe into oblivion with massed batteries of Skull Cannons and rampaging Soul Grinders.In imitation of their chosen cohort, the Brazen Beasts have assembled a mighty stable of Forgefiends, Maulerfiends, and Defilers. These they transport deep within the bowels of their Space Hulk, the Oblivion Shadow, the machines' needs attended to by a coven of Warpsmiths. Chief amongst these infernal engines is a mighty Lord of Skulls, a towering war-idol that the Brazen Beasts worship as the Caged God. It is the frenzied visions of this abomination that guide the Brazen Beasts through the void, and lead them to fresh victims for the slaughter.
Brazen Beasts, The - Notable Campaigns: Khorne has been worshipped since the galaxy was young. Knowingly or not, every warrior that ever raised a blade has offered the Blood God praise. Still there are few mortals that have proved as fervent or faithful as the Khorne Daemonkin, whose ten thousand year rampage has seen Khorne presented with tribute like never before.Heroes Become Beasts (Unknown Date.M37) - While defending the Fortress of Intolerance against Daemons on the world of Ghahalla, the garrison of Golden Blades Space Marines are overcome by a strange madness. Defacing their war machines with horrific symbols, they use blood rituals to subdue their daemonic assailants and trap them within the tainted vehicles. So are born the first seeds of the Daemonkin who will soon become the Brazen Beasts.Assault upon Shenhemesh (Unknown Date) - During their assault upon Shenhemesh, the Brazen Beasts faced the mighty warhost of Craftworld Ulthwé. The Aeldari poured from the Exodite world's webway gate led by four towering Wraithknights. These ghost warriors drove deep into the Daemonkin ranks, annihilating everything in their path. For long moments, it seemed the Brazen Beasts would be wiped out. Then, with a thunderous clatter of ironclad limbs, the Defilers charged. Though many were blasted to scrap, the Daemon Engines swarmed around the towering Wraithknights. Claws crunched through wraithbone, dragging the constructs down even as they tried to leap clear. Cannons thundered point blank into slender helms, and graceful limbs were ripped free. The Defilers tore their foes to pieces in a frenzy of destruction and -- though the battle raged on for several hours more -- any chance for Aeldari victory was murdered then and there.Sorcerers' Bane (230.M40) - On the Daemon World of Ylligith Maeraxes, the Brazen Beasts lay siege to the Azure Fortress. The Tzeentchian Sorcerers who defend it wield the unbound fury of the Warp to drive the attackers back, but soon the Beasts' Daemon Engines smash a string of breaches in the fortress' walls. Maulerfiends prowl into the stronghold at the head of pack upon pack of Flesh Hounds, and in a matter of days the Sorcerers are hunted down, their skulls crowning their own battlements for the glory of the Blood God.Gods and Monsters (678.M41) - The Brazen Beasts go to war against the Knights of House Hawkshroud on a Death World known only as XIII. Vast war engines duel across the haunted ruinscape, rendering all to rubble. Finally, the Brazen Beasts are victorious after the Caged God slays Hawkshroud's Baron Arcus in a titanic duel.Mired in Blood (985.M41) - The Brazen Beasts face a splinter of Hive Fleet Behemoth on Horos. Though all but exterminated, the Daemonkin are victorious, drowning the planet in Tyranid ichor.
Brazen Beasts, The - Warband Combat Doctrine: It is a rare warband that does not contain at least one Daemon Engine, for the lords of the Daemonkin go to great and bloody lengths to secure the service of these infernal engines. However, no warband can match the mighty stable of Daemon Engines kept by the Brazen Beasts. Reports exist of entire armoured spearheads of Defilers scuttling at the head of Brazen Beast offensives, the Daemon Engines smashing everything from their path like the wrath of Khorne himself. None can say what dark pacts the Brazen Beasts have sealed in order to acquire such an overwhelming swarm of Defilers, but the effectiveness of the machines on the attack is undeniable.
Brazen Beasts, The - Warband Artefacts: Daemonflesh Plate - This dark armour pulses with unnatural life, livid red veins visible in the ceramite, granting the wearer unnatural speed and strength.
Brazen Beasts, The - Warband Colours: The Bloodgorged primarily wear maroon coloured Power Armour with a brass trim. Their pauldrons and helmets are painted crimson in colour.
Brazen Beasts, The - Warband Badge: The Brazen Beasts' Badge is a crimson Khornate rune upon a bone coloured skull centred upon a field of crimson.
Brazen Beasts, The - Sources: Imperial Nihilus - Vigilus Ablaze (8th Edition), pg. 200Codex Heretic Astartes - Chaos Space Marines (8th Edition) (Revised Codex), pg. 51Codex Heretic Astartes - Chaos Space Marines (8th Edition), pg. 52Codex: Khorne Daemonkin (7th Edition), pp. 27, 31, 34-35, 72, 76, 95-99
Brazen Claws - Brazen Claws: The Brazen Claws is a Loyalist Second Founding Successor Chapter of the Iron Hands Legion. Unyielding and remorseless, the Brazen Claws are noted for their stoicism in the face of adversity and their grim determination to succeed.Since their creation during the Second Founding, the Brazen Claws have amassed a string of glories and triumphs. Their homeworld was destroyed long ago by a tide of Daemons that tore the planet apart and left the Brazen Claws as a fleet-based Chapter.The Chapter recently emerged from an ill-conceived, twenty-year-long Crusade of Vengeance in the Eye of Terror against the Traitor Legions and other forces of Chaos.Some portions of the Chapter were corrupted during that struggle, though the majority of its battle-brothers remain free of Chaos taint.
Brazen Claws - Chapter History: The Brazen Claws can trace their heritage back to the bygone era of the Great Crusade and the dark days of the Horus Heresy. They were once members of the Iron Hands' 34th Clan Company of Iron Lord Autek Mor's Clan Morragul, "the Brazen Claws."The Clan Company was garrisoned on the Knight World of Fabris Callivant in payment of a debt owed by the Xth Legion to House Callivant. As a result they were largely spared the casualties incurred by the rest of their Legion at the Drop Site Massacre on Istvaan V.Following the end of the Horus Heresy and the subsequent Great Scouring, the Brazen Claws were created during the Second Founding in 021.M31 from the Astartes of the 34th Clan Company.Being the scions of Ferrus Manus, the Brazen Claws are an unassailable and resolute Chapter of Space Marines. Once engaged in combat, the Brazen Claws never yield, fighting on without pity or remorse for either the enemy, or their own losses.For ten millennia, the Brazen Claws amassed a long and glorious history combating those that would threaten the Imperium of Man. But soon, the Chapter's own tale of woe would fall upon them like a dark shadow.In the latter half of the 41st Millennium, the Brazen Claws' homeworld of Talus IV was destroyed by a bloodthirsty horde of Daemons and the Chapter was forced to flee the planet as it fell to Chaos.Ever since, they have embarked on an Imperial Crusade of bitter vengeance against Renegade strongholds and Chaos-tainted worlds surrounding, and even within, the Eye of Terror.Little record of the actions or whereabouts of the Brazen Claws since they launched this crusade exist within the Imperium's archives, but Lord Castellan Ursarkar E. Creed of Cadia insisted that they had been sighted on numerous battlefields around the Fortress Worlds of the Cadian Gate during the 13st Black Crusade in 999.M41, fighting against the forces of Chaos led by Abaddon the Despoiler. Elements of the Chapter appeared in force to take the fight to their hated enemy on every possible occasion.It was in that capacity that a great portion of the Brazen Claws' strength responded to the distress calls from Cadia during that world's last days. Tragically, the majority of the Chapter arrived too late to participate in the conflict, instead diverting to defend the worlds around the Cadian Gate.There they rode out the cataclysmic opening of the Great Rift and lent their might to the defence of such planets as Gudrun, Lapis VII and Thracian Primaris.