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Canis Helix - Effects: In reality, those aspirants who are likely to fall prey to the Wulfen mutation inherent within the gene-seed of Leman Russ do not do so after immediately imbibing the Canis Helix mixture, but usually over the solar weeks and months of training that follow.After the aspirants are taken through the Gate of Morkai, a mystic portal deep within The Aett (The Fang), the Space Wolves' massive fortress-monastery, where every aspirant's mind is picked and probed by the Chapter's psychic Rune Priests (Librarians) for signs of corruption or mental weakness that will make them easy prey for the blandishments of Chaos, they drink from the Cup of Wulfen.One of the most important aspects of this test is that the aspirant show himself able to keep this bestial side under control, even while making his way through the Fenrisian wilderness in harsh conditions. Those that fail to do so will transform into Wulfen, and remain in the wild.If the aspirant returns to The Fang from this so-called "Test of Morkai," he is implanted with the remaining components of the Space Wolves' gene-seed, which stabilise the mutational effects of the Helix.Although this procedure is extremely hazardous, the remaining components of the Space Wolves' gene-seed will prove ineffective at initiating the metamorphosis into an Astartes unless the Canis Helix is implanted first to serve as a catalyst for the transformation.The next phase of the neophytes' transformation into a full-fledged Space Wolf is a trial period of training in which the physical transformations initiated by the genetic catalyst within the Canis Helix begin to manifest themselves.Amongst the most common changes are that the neophyte's senses will become vastly superior to even 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.His body mass grows by up to eighty percent and many of his bones fuse. Most of the aspirants will continue to grow into their newly-received genetic implants whilst others succumb completely to the Curse of the Wolf at this time and devolve into one of the giant, feral and bloodthirsty mutants known as the Wulfen.To become one of these fell creatures is to fall from the Emperor's grace, and to roam the wilderness of Fenris forevermore as a creature of the darkest night.The Space Wolves' harsh induction regime generally ensures that these individuals perish at an early stage in the process. However, at the time of the Great Crusade, when the Emperor and His Astartes Legions were conquering vast swathes of the galaxy in the name of Mankind, those brothers touched by the Curse were banded together into the 13th Great Company, where their feral ferocity could be brought to bear en masse, as well as contained for the safety of the whole Legion. But eventually the 13th Company disappeared, their loss the subject of numerous myths.Even once the Canis Helix gene sequence has been stabilised within the body of a neophyte, it still has the power to affect the warrior throughout his life, particularly when the ferocity of the Space Wolf, barely contained at the best of times, is roused in battle. Then the warrior may finally succumb to the Curse of the Wulfen, and he will be transformed once again into the beast he has fought for so many standard centuries to subdue.It falls to the Wolf Priests, the cult leaders and spiritual guides of the Chapter, to keep the Curse of the Wulfen from overtaking the Space Wolves, and they take full responsibility for the development of their charges, be it martially, spiritually or mentally. Those that are "Wolf Bitten" (suffering from the Curse of the Wulfen) are given over to the care of the Wolf Priests.As Space Wolves Astartes grow older and more experienced in battle, the Canis Helix causes additional physical alterations: their hair turns grey, their fangs grow even longer, their skin becomes even more leathery, and, in some rare cases, their eyes turn yellow. A Space Wolves Astartes who reaches this stage is considered fit for elevation to the rank of Grey Hunter.In some Space Wolves, the Canis Helix leads to the development of a brooding, malignant demeanour, which makes them unfit for the camraderie normal to a Space Wolves pack (squad). These Astartes traditionally have become Wolf Scouts.By the time Space Wolf Astartes are considered fully mature, the Canis Helix has caused their canine teeth to elongate into true fangs and their hair to grow long, shaggy and grey, at which point they join the ranks of the Long Fangs, the Chapter's Veteran heavy weapon specialists.It is speculated, though not known for sure, that some latent genetic irregularity in the Canis Helix accounts for the unusual, elemental-based psychic abilities of those Space Wolves who eventually become the Chapter's Rune Priests.
Canis Rex - Canis Rex: Canis Rex is a unique Knight Preceptor piloted by Sir Hekthur Cerberan, a Freeblade known as "the Chainbreaker," who was once a scion of House Cerberan, which ruled the Knight World of Randoryn Alpha. After his homeworld and house fell to conquest by the Heretic Astartes of the Iron Warriors Traitor Legion, Cerberan prayed to the Emperor for a miracle while the Chaos Space Marines tortured him.His prayers were answered when his Knight Preceptor's Machine Spirit activated his war machine on its own and aided him in his escape. Now Cerberan and Canis Rex travel the galaxy, seeking to free all those in the Imperium who have been oppressed by Chaos and more mundane tyrants alike.
Canis Rex - History: When the Iron Warriors attacked the Knight World of Randoryn Alpha, the Knights of the ruling House Cerberan marched out in force to deny them. The campaign was gruelling and merciless, the tides of battle flowing back and forth across the planet's rugged equatorial landmass. The Knights broke the Heretic Astartes lines time and again, their magnificent charges shattering the Iron Warriors' strength and destroying their armoured siege trains. Yet one by one, the Knight suits fell or were crippled; one by one the strongholds of House Cerberan were besieged and laid low, and their serf chattel enslaved by the millions.After a final, courageous stand before the gates of the Stygian Keep, House Cerberan was defeated. The last of itsKnight suits were disabled by invasive electrogheists, their pilots hauled out for torturous reconditioning.Sir Hekhtur Cerberan was amongst those taken captive. The house's only surviving precept, the gruff old Noble did his best to inspire and bolster his comrades. Yet the horrors that the Iron Warriors inflicted were beyond imagining, and gradually they wore down the surviving Knights. As each warrior's spirit broke, so their Knight suits too were corrupted and transformed into heretical engines of destruction. Yet still Sir Hekhtur held out, chained within a dark oubliette, praying to the Emperor for deliverance.Some say the Master of Mankind heard Hekhtur's prayers and sent him a miracle to reward his honour and faith. Others claim that Hekhtur's unusually strong bond with his Knight, Canis Rex, was the cause of the strange events that followed. Whatever the reason, all agree that Hekhtur was rescued from captivity by his Knight suit. Unpiloted, acting purely under the direction of its ferocious Machine Spirit (artificial intelligence), Canis Rex tore free of the Iron Warriors' remaking engines and blasted a path to its pilot with its Las-Impulsor. Freed from hischains, and with his captors in disarray, Sir Hekhtur was able to mount his Throne Mechanicum and -- reunited with Canis Rex at last -- make good his escape.After taking the Freeblade oath as the last loyal Noble of his house, Sir Hekhtur led the Randorynian resistance, fighting back against the Heretics wherever he could. He freed many enslaved serfs and managed to ferry them off-world to safety, earning his Freeblade epithet, "Chainbreaker." Yet eventually even the grimly determinedHekhtur was forced to accept that his world was lost to the servants of Chaos.Rather than throw his life away, Hekhtur took Canis Rex and the small complement of loyal Sacristans he hadmanaged to save, stole an Imperial frigate, and set off to find a war that he could win for the Imperium. He and Canis Rex have voyaged the stars ever since, freeing Imperial citizens enslaved by foul oppressors and punishingthe scions of Chaos with vehemence and fury.
Canis Rex - Dreadblade Duel: The Dreadblade Hatred of Krastellan aligned itself with the Renegade Space Marines known as the Company of Misery. Together they waged a harrowing campaign through the Dysephamine System, which culminated in them enslaving the populace of the world of Dyseph IX.The Company of Misery set about slaughtering every psyker on the planet, but not before a distress call was sent off-world. Yet this call for aid was not only anticipated but planned for by the Hatred of Krastellan.The Dreadblade's own message was added to the distress beacon -- a formal challenge to the Freeblade Sir Hekhtur and his Knight Canis Rex. The Hatred of Krastellan then travelled to the sole moon of Dyseph IX, and on the barren surface awaited the coming of the renowned Freeblade.
Canis Rex - Wargear: Archeotech Laspistol (Sir Hekhtur's sidearm)Las-ImpulsorFreedom's Hand (relic Thunderstrike Gauntlet)Multi-LaserIon ShieldTitanic Feet
Canis Wolfborn - Canis Wolfborn: Canis Wolfborn is a Space Marine of the Space Wolves Chapter and a loner, a warrior who is more at home in the company of wolves than men. He prowls the corridors of The Fang, lupine shapes both great and small padding in his wake.There is something undeniably animalistic in his sure-footed gait, in his darting yellow eyes, and in the snarls and growls that pass for his speech.Though he is a member of the Wolf Guard of the Wolf Lord Harald Deathwolf, Canis Wolfborn's story is utterly different from those of his peers, and his prowess in combat is unmatched.
Canis Wolfborn - History: Legend tells how Canis Wolfborn was raised among the Fenrisian Wolves, learning to hunt and fight alongside them. They recount how he overpowered Jorek the Giant, a great warlord in the tribes of Fenris who was chosen by the Wolf Priests. During Jorek's Lone Hunt, he tracked a pack of large Fenrisian Wolves to a fissure in the Bladed Mountains, and lay in wait on top of their cave.He was about to pounce upon what he believed to be the alpha male of the pack when a long-limbed human slammed into him, pitching him over the edge of the cave roof into the circle of wolves below. Jorek had a fleeting impression of wild eyes, bloodcaked fingernails and matted hair before he was thoroughly beaten into unconsciousness. Jorek eventually returned to The Fang, but not in the manner he had hoped -- he was dragged by the heel across the wastelands by Canis, who had tracked his footprints all the way back to The Fang.More peculiar still, the savage had an entire family of gigantic Fenrisian Wolves in tow. Canis and his pack reached the gates of The Fang and gave up such a great howling that the Wolf Lord Harald Deathwolf came to investigate. After several abortive attempts to communicate, Harald met Canis' eyes and growled a challenge. The resultant duel was far more close-fought than Harald expected it to be, with each combatant pushed to the limits of their strength, but eventually, Canis grudgingly acceded that he had finally come up against a greater predator than himself and bared his throat to Harald.Though Harald bested Canis in the fight that ensued, he saw in this savage and feral youth a kindred spirit. Since then, Canis has risen to his birthright as a Space Wolf and Harald's personal champion. The Wolf Priests theorise that Canis was lost in a snowstorm as an infant, abandoned after his nomadic tribe were killed in the wastes and raised as a whelp by a brooding she-wolf in whose lair the young Canis sought shelter. Riding atop the monstrous bulk of the Thunderwolf, Fangir, Canis is a whirlwind of feral rage, a frenzied killing machine capable of hacking apart entire squads of the enemy in a welter of blood and gore.What the crushing teeth and claws of his ferocious mount do not slay, Canis himself dispatches with sweeps of his deadly wolf claws. It is well known that Canis enters a terrible frenzy when battle is joined, and his feral rage has seen the Deathwolves champion fight his way clear many times after being seemingly hopelessly surrounded by foes. Loping in his wake, Canis’ lupine companions often follow him to battle to join the bloodshed, ripping and tearing at any that attempt to harm their alpha leader, and spurred to even greater savagery by his preternatural prowessHis Wolf Guard companions joke that Canis was taken in as a cub because he was hairy and smelled like a wet dog’s backside, but underneath the jests, all respect the Fangrider. His steel and courage are beyond question, and wolves great and small instinctively obey his commands – even the largest Thunderwolf will avert its eyes from Canis’ gaze. Canis has courage and strength beyond measure and despite his feral nature (or perhaps because of it) all are honoured to call him Battle-Brother.
Canis Wolfborn - Wargear: Power ArmourPlasma PistolFrag GrenadesKrak GrenadesPower WeaponWolf ClawsWolftooth NecklaceWolf AmuletFangir - This Thunderwolf, colossal and impressively ferocious even by the standards of Fenrisian Wolves, is Canis Wolfborn's faithful companion and steed. Canis prefers Fangir's company to that of his fellow Astartes, so close is their pack-bond, and their combined aptitude for destructive rampage in close quarters is legendary amongst the Space Wolves.
Canoness - Canoness: A Canoness is a senior officer of one of the Orders Militant of the Adepta Sororitas, a shining example of purity and dedication of purpose.This senior officer rank is above the grade of palatine and below the rank of prioress, and can command nearly any formation of sisters, from a small Mission all the way up to an entire Order for a senior canoness known as a canoness superior.There exists a hierarchy of sorts amongst these leaders of the Sisters of Battle, though to outsiders it is highly arcane and ritualistic and based on a system of precedence. Orders of the Adepta Sororitas that were established by "Ecclesiarchy Writ" are ranked higher in the order of precedence than those that were formed by a group splitting off from a preexistent order.This is especially true of the six original Orders Militant Majoris, each of which has spawned dozens of far smaller Lesser Orders Militant, the canonesses of which rank lower in the order of precedence than those of their parent Order.A canoness is a veteran warrior of many hundreds of battles who has risen to her position through a combination of strong leadership, shrewd tactical genius, obedience and compliance with the Ecclesiarchy and above all, her sheer overarching faith in the God-Emperor.When the Adeptus Ministorum sounds the call to arms for a War of Faith, it is the canoness who boldly leads her warriors into the fray, refusing to take one step backwards whilst her enemies still draw breath. Under the command of a canoness, the Sisters of Battle have crushed the foes of the God-Emperor across the galaxy.Though a canoness is ostensibly answerable only to the prioress of her Convent, her superior knowledge of warfare inevitably holds sway concerning matters military.The canonesses are aided in their duties by their Order's palatines. Palatines are highly experienced and capable junior officers, from whose ranks the next canoness will be drawn.As a guardian of her battle-sisters' souls, a canoness is also responsible for the spiritual well-being of those under her command. A canoness' non-military duties include leading the Order in its prayer services, performing rites of initiation and overseeing the running of the Order.As a result, a canoness inspires intense devotion in her battle-sisters, leading them from the fore whilst reciting the great hymns of the Adeptus Ministorum.Members of the Adepta Sororitas can and do transfer from one Order to another, depending on their own unique skills and experience. In particular, a sister of an Order Militant may eventually transfer to a non-militant Order in so that she can carry on the Emperor's work should age or injury render her a less effective warrior.Furthermore, it is not unheard of for a senior member of the Sisterhood to transfer to another Imperial organisation entirely; several canonesses are known to have become Inquisitors, one become a cardinal palatine and one even became a Rogue Trader.
Canoness - Notable Canoness Rank Structure Variations: While the Lesser Orders Militant may only have a single canoness to lead the entire Order, the Orders Majoris, which often number in the thousands of battle-sisters, break this rank down further for organisational purposes, and have several different grades of canoness among their ranks.This hierarchy is also applicable to the non-militant Orders Dialogous, Orders Hospitaller, Orders Famulous, etc.These Orders generally operate at the lower levels of Sororitas organisation, mainly the Mission and Commandery, with a Preceptory of these Orders being a largely organisational tier with no real representation in day-to-day activities.For example, a Mission from an Order Famulous may consist of only a handful of sisters engaged in an inter-house trade delegation while a canoness commander from an Order Hospitaller may lead a staff of sisters working in a field hospital or refugee camp.
Canoness - Canoness Superior: A canoness superior is normally the commanding officer who leads an entire Order of the Adepta Sororitas and is the most senior canoness within that Order according to precedence.Each canoness superior is subservient only to the will of the abbess sanctorum herself, who oversees the entirety of the Adepta Sororitas as a whole.
Canoness - Canoness Preceptor: Some Orders, notably the Orders Majoris, maintain subsidiary convents, the largest of which are referred to as Preceptories.The term is also used to define the largest organisational unit an Order is ever likely to field, numbering up to 1,000 battle-sisters, essentially the size of a Chapter of the Adeptus Astartes, cloistered together at one location.The canoness who commands a Preceptory has the title canoness preceptor.
Canoness - Canoness Commander: The term canoness commander is used to describe the Sororitas senior officer who leads a smaller convent known as a Commandery, perhaps little more than a shrine and a garrison of battle-sisters cloistered together to defend it.A Commandery will be junior to a Preceptory, and the term is also used for a company level subdivision of a Preceptory, consisting of up to 200 battle-sisters, similar in size to a Space Marine company.A canoness who leads a Commandery is referred to as a canoness commander.
Canoness - Canoness: A Mission is the smallest organisational unit of the Adepta Sororitas, and normally consists of a number of squads of battle-sisters assembled to achieve a specified objective.A Mission is most often led by an officer called a palatine, but on certain occasions or if the Mission is tasked to achieve very important objectives, it will be commanded by a canoness.
Canoness - Notable Canonesses: Agnes - Canoness of the Order of Our Martyred Lady. She was responsible for the fortress-convent designated Sanctuary 101, located on a world in the Vidar Sector located in the Eastern Fringe of the galaxy. The isolated convent had the misfortune of being the Imperium's first recorded contact with the Necrons, where the Battle-Sisters were massacred by Necron raiders from the Sautekh Dynasty. As the Sisters were about to be overwhelmed by their attackers, Canoness Agness gave her final order to Sister Decima to escape and safeguard the Hammer and Anvil, the personal diary of sermons written by their Order's founder, Saint Katherine. Decima fled into the desert to hide it. Later on, after the Necron presence on Sanctuary 101 was beaten back, a reading from the Hammer and Anvil was utilised to re-consecrate the rebuilt convent.Aspira - Canoness and Saint of the Order of the Bloody Rose who led her Battle-Sisters in a War of Faith that liberated nearly one hundred worlds from the grip of the blasphemous tyrant Denescura. At the inception of the war, Aspira was presented with a magnificent cloak blessed in the Ecclesiarchal Palaces of Terra. Whilst this in itself marked the cloak as a treasured relic, small shards of the Emperor's own armour were woven into it to ward away the blows of the enemy, elevating it to a sacred garment of incomparable spiritual significance. Saint Aspira wore the cloak throughout the War of Faith, striding into the fray heedless of her own safety, secure in her unwavering knowledge that the Emperor protects.Chrisima - Canoness Preceptor of the Order of the Agent Shroud who led her Order at the behest of the notorious Confessor Petasus, who directed a pogrom against the mutants of Charak. The Flamers of her Battle-Sisters cleansed the streets of the foul taint of genetic deviancy.Galatea - Canoness of the Order of Our Martyred Lady on the world of Neva.Lunaria - Canoness of the Order of the Vermillion Hand. In 941.M41, she gave her life fighting alongside the Grey Knights Chapter during the valiant defence of the world of Decimalus, to halt the Plague of Madness caused by the Lord of Change, Ix'thar'ganix, a foe that had long eluded the Grey Knights.Magda Grace - Canoness of the Order of the Sacred Rose, she is a firm advocate of the sacred trinity of Bolter, Flamer and Melta Weaponry. During the war for Lysios she wielded either a Bolter or a Bolt Pistol at all times, refusing the lure of more elaborate weapons point blank. More recently in 998.M41, Canoness Grace led her order against the encroaching Tyranids of Hive Fleet Leviathan in the Cryptus System. During the battle on Lysios, Magda Grace herself was cut down on the threshold of salvation by a Lictor that had hounded her since her first encounter with the Tyranids upon Desseran.Praxedes - Saint Praxedes of Ophelia VII was a Canoness of the Order of Our Martyred Lady and renowned hero of the Imperium of Man's Ultima Segmentum during the Second Tyrannic War. She was martyred upon the Cardinal World of Okassis after leading a valiant defence against the encroaching Tyranid menace.Sariah - Canoness of the Order of the Sacred Rose. In 835.M41, she led a force of Battle-Sisters to the former Shrine World of Piety, which rematerialised after being swallowed by a Warp Storm two standard centuries earlier. Now a Daemon World, Sariah valiantly led her warriors in the retrieval of precious artefacts from the Reliquary of Hope located in the labyrinthine corridors beneath the convent. After three solar days of battling through monster-infested passageways, Canoness Sariah and two Celestians emerge, having recovered the left thigh bone of Saint Dolan and three pages of the ominous Lexicon of Falsehoods from a stasis vault. The surviving Battle-Sisters withdraw to orbit with their prizes just as a fleet of Grey Knights vessels arrives and lays waste to the planet with Cyclonic Torpedoes.Selena Agna - Canoness of the Order of the Sacred Rose who personally led her Order in the purge of the Kaurava System during the large incursion of xenos and Heretic forces that assaulted that system's worlds.Setheno - Formerly a canoness of the Order of the Piercing Thorn, after the order's destruction under mysterious circumstances, of which Setheno was the sole survivor, Setheno became known as the "canoness errant," and sometimes as "The Gorgon," traveling the galaxy alone and continuing to wage war in the name of the Emperor. She served alongside Commissar Sebastian Yarrick in warzones on both Mistral and Armageddon. She also assisted the Recongregator Inquisitor Otto Dagover with an unknown objective involving an unconventional Deathwatch kill-team. Though she had no official Imperial remit, such was the force of her personality and reputation that her commands carried almost the force of an Inquisitor's when dealing with other Imperial personnel. She became a close associate of Commissar Sebastian Yarrick, and accompanied him on his return to Armageddon, shortly before the outbreak of the Second War for Armageddon. She strongly agreed with Yarrick on the incompetence and venality of the world's Planetary Governor, the Overlord Herman von Strab, and she accompanied Yarrick on several of the early missions to save Armageddon's hive cities from the advance of WAAAGH! Ghazghkull. She also stood witness when Colonel Brenken, at Yarrick's instruction, executed General Andrechs of the Armageddon Steel Legion for his blind obedience to von Strab's orders. She later was part of the Imperial force that was deployed to combat the Chaos incursion on the world of Antagonis, which brought her into conflict with the Black Dragons Space Marines. At the time, she had been wielding the relic blade Skarprattar for nearly a Terran century.
Canoness - Wargear: Sororitas Power Armour (Adapted for normal human female anatomy)Godwyn-De'az Boltgun (Adapted for normal human anatomy)Bolt Pistol (Adapted for normal human anatomy)Frag GrenadesKrak GrenadesThe Bolter or Bolt Pistol can be replaced with:ChainswordGodwyn-De'az Pattern Storm BolterPower SwordCombi-flamer, Combi-melta, Combi-plasmaCondemnor BolterPlasma PistolInferno PistolEvisceratorSome veteran Canonesses will also carry:RosariusMelta Bombs
Canoptek Acanthrite - Canoptek Acanthrite: A Canoptek Acanthrite is an autonomous Necron war construct which resembles a monstrous, artificial insect enfolded in shadowed wings of tenebrous force that propel it through the skies. Canoptek Acanthrites are often encountered in the vanguard of Necron assault spearheads and extermination campaigns. When deployed, their numbers vary from a mere handful to vast hosts of these abhorrent machine-locusts, capable of stripping a city down to rubble and slaughtering its inhabitants in a merciless tide of destruction.Although the Imperium of Man had received unconfirmed reports of these constructs elsewhere, it was during the Orphean War of the 41st Millennium in the Orpheus Sector of the Segmentum Tempestus that Imperial forces first bore witness to widespread deployment of these highly distinctive and unique war machines. Capable of extended periods of rapid sustained flight through the use of anti-gravitic emitters, the Canoptek Acanthrite operates with its fellows in a manner analogous to predatory insect swarms.These large, buzzing robots' principal armament is a short range and highly powerful thermic Cutting Beam which they use for the destruction of armoured vehicles and troops as well as the systematic and rapid dismemberment of bunkers and fortifications. This armament, in combination with their size and speed, has led to the Acanthrite being classified as a primary threat target by Imperial tacticians. On the battlefield, Canoptek Acanthrites will often be found moving stealthily through the air before launching aerial attacks that slice apart armoured vehicles with their cutting beams. They then descend to the ground to smash and hack apart any survivors with their bladed limbs and energy-wreathed stingers.
Canoptek Acanthrite - Armament: Cutting Beam – The Cutting Beam mounted within an Acanthrite’s thorax is capable of firing a short range, highly-concentrated shaft of thermic energy that can slice apart the toughest of materials. It can dissect steel, stone and flesh with equal ease and with the precision of a surgeon’s scalpel blade. These lances of burning heat are similar to the blasts of an Imperial Meltagun, except far more focused and prolonged.Voidblade – A Canoptek Acanthrite carries a tail-mounted Voidblade, which phases in and out of existence. This allows it to easily slice through molecular bonds and disintegrate foes where they stand.
Canoptek Acanthrite - Ordo Xenos Departmento Analyticus Technical Specifications: The analysts of the Inquisition's Ordo Xenos have not yet determined the technical specifications of the recently encountered Canoptek Acanthrite.
Canoptek Acanthrite - Trivia: The term "canoptek" is a play on the word "canopic", an adjective used to refer to an ancient Egyptian vase, urn, or jar, often known as a canopic jar, that is used to hold the viscera of an embalmed body. The Necrons' flavour was heavily reworked from the 5th Edition onwards to be even more evocative of ancient Egyptian cultural references.
Canoptek Acanthrite - Sources: Imperial Armour Twelve – The Fall of Orpheus, pp. 46-47, 88, 119
Canoptek Cloak - Canoptek Cloak: A Canoptek Cloak is an advanced technology that allows a Necron Cryptek Technomancer to move swiftly across the battlefield to reinforce Canoptek constructs wherever needed.
Canoptek Control Node - Canoptek Control Node: A Canoptek Control Node is an advanced Necron device that allows a Cryptek Technomancer to control, repair or augment the abilities of Necron Canoptek constructs on the battlefield from afar. It works through the use of beams of microscopic Nanoscarabs that are sent to carry out the requested operations on the designated constructs.
Canoptek Leech - Canoptek Leech: A Canoptek Leech is a Necron robotic construct that is primarily dedicated to repairing the living metal, Necrodermis, that comprises all Necron android bodies, artifacts and vehicles. However, Canoptek Leeches are also integral to the function of the arcane prisons and war engines known as Tesseract Vaults, which contain and harness the form of a Transcendent C'tan. They are tasked with continuously repairing the walls of the vault which are routinely destroyed by the energies released by the captive C'tan Shard.Transcendent C'tan are nothing less than the amalgamation of dozens or even hundreds of lesser C'tan Shards, and are of such size and indomitable will that they are too powerful to be contained within the extradimensional intricacies of a Tesseract Labyrinth. As such, a Tesseract Vault serves as both a prison and a conduit for their power instead. Bound within the vault's heart, the star vampire will fight against its bonds; and such is the elemental might of the C'tan that the walls of the Tesseract Vault are perpetually being destroyed by the insane energies the Star God releases.It is only the unceasing ministrations of the ever-vigilant Canoptek Leech guardian constructs arrayed and docked around the exterior hull of the Tesseract Vault that keep the C'tan in check; these, and the robotic construct known as a Canoptek Sentinel that encloses the C'tan itself in a force shield generated using a portion of the C'tan's own power that is held together by its eight writhing, mechanical tentacles. However, there are only so many Canoptek Scarabs and Canoptek Leeches holding the Tesseract Vault together, and as the Transcendent C'tan bends reality and tears metal off the vault in its bids for freedom, the Canoptek automatons rebuild its prison using the debris in a cyclical process of destruction and reconstruction.
Canoptek Scarab - Canoptek Scarab: A Canoptek Scarab is a small, silver, beetle-like Necron construct. These robotic scarabs are the most numerous and diverse of the Necrons' Canoptek machine servants. They are designed to break down organic and non-organic matter into raw energy, which can then be woven into fresh construct forms at the direction of the scarabs' controller.Essentially mindless feeding and replication machines of various sizes and functions, their swift, darting movements and their high-pitched chittering mimic in form and behaviour organic invertebrates of a similar role but, directed by the will of a Cryptek or slaved to the more complex artificial intelligence of a Canoptek Spyder, they are capable of staggering feats of construction and destruction.It is for this latter function they are used by the Necron Lords as weapons of war -- an all-devouring tide of skittering metal launched ahead of a Necron phalanx that can break down tanks and fortifications and force an enemy to expend its firepower in frantic efforts to halt the onslaughts.However, Canoptek Scarabs lack a true hive mind. A swarm of scarabs has no more true intelligence than one scarab alone -- which is to say none at all. All they are driven by are simple instructions and even simpler instincts.Nevertheless, their highly sophisticated auto-routines and construct-patterns allow them to build Necron weapons and vehicles of immense power in a surprisingly brief time. Canoptek Scarabs are fearsome enemies in swarms due to their horrifying nature as mindless feeding machines.
Canoptek Scarab - Role: Canoptek Scarabs resemble metallic insects, somewhat larger than an armoured Space Marine's fist, with a single, glowing eye and multiple clawed appendages and particle slicers. Scarabs are equipped with versatile anti-gravitic engines, allowing them to move rapidly and unhindered.The slight humming sound produced by this anti-gravitic motor is amplified a thousandfold in large scarab swarms, producing a deafening, droning buzz like a plague of locusts, which can have a terrifying effect for the Necrons' enemies.In the confines of a Necron tomb, Canoptek Scarabs patrol in great swarms, seeking both systems in need of repair and intruders in need of termination. They will often busy themselves stripping down destroyed or damaged components which can then be remade as replacement parts, or else as further Canoptek Spyders, Canoptek Wraiths or scarabs to oversee and manage the tomb's functions.Scarabs possess the terrifying ability to consume nearly any material, living or dead, natural or artificial, and convert this matter to energy for storage and later use. Almost any piece of Necrontyr technology can be replicated in this fashion, providing that the wellspring of energy is sufficient for the task at hand.Given time, suitably large swarms of scarabs can consume an entire hive city, and all its inhabitants; thereafter using the purloined energies to create anything from a Necron battlefleet or another fully functioning Necron tomb ready for habitation. As such, Canoptek Scarabs are capable of fabricating nearly anything known to Necron science.Essentially mindless feeding machines, Canoptek Scarabs are typically controlled by interstitial carrier waves from Canoptek Spyders or Wraiths. If this signal becomes disrupted or jammed, Canoptek Scarabs simply revert to their most basic instincts and devour anything in their immediate vicinity -- even other scarabs or the Necrons themselves.However, the interstitial interfaces are incredibly difficult to detect by most other forms of technology, let alone disrupt. Should the controlling entity be destroyed, another automatically assumes control within moments. Even if the enemy can completely remove the carrier waves, this often creates a far greater problem than before.The Canoptek Scarabs will no longer operate under the Necrons' direct control: as part of their reversion to basic programming, they will expend any accumulated energy on fashioning even more scarabs; thus creating a voracious self-replicating swarm that only something of the order of a saturation bombardment has any hope of exterminating.It is of note though that scarab swarms possess the ability to both burrow and fly efficiently, not only allowing them to avoid enemy fire better but to also be able to strike the enemy from an unexpected direction in a surprise ambush. In addition to often overwhelming their opponents in this way, Canoptek Scarabs also have a nasty habit of "eating" weapons, even as they slice through the swarm.Whilst individually, Canoptek Scarabs pose little threat, given enough time, an unmolested scarab could inflict great damage. However its rate of consumption is relatively slow, affording ample time for it to be destroyed.Scarabs' machine nature gives them a degree of resistance to damage, but they lack the real armour or the self-repair Reanimation Protocols employed by the Necrons themselves. Nevertheless, scarabs are almost never encountered alone, and the presence of a single Canoptek Scarab signals that dozens, if not hundreds more are close.A Necron Overlord will often begin a battle by unleashing a swarm of Canoptek Scarabs that is so thick it can blot out the sun, hoping that the foe will waste much-needed ammunition blasting the scavengers apart before the true assault is launched. Indeed, a particularly canny Overlord can determine the resolve of various enemy formations by how they react to such an opening gambit.Hardened troops will see the scarabs as the slight threat they are, destroying or driving them off with disciplined volleys of firepower. Other enemies will be driven mad with fear by the pervasive drone of the swarm's wings and the sight of the moving carpet of death, or even overwhelmed and devoured by the chittering tide.Either way, an observant Overlord can glean valuable information as to where the strongest pockets of resistance lie and plan his attack accordingly.However, where Canoptek Scarabs truly come into their own is when they are unleashed upon enemy tanks and other vehicles. Once a scarab has latched onto a hull, it begins to feed, breaking down the victim vehicle's armour plating into wisps of energy and leaving it vulnerable to attacks from other sources.If not quickly destroyed or driven away -- if such a thing is at all possible due to their overriding program to never fall back -- a swarm of Canoptek Scarabs can even burrow their way through the hull using their entropic abilities; turning the mighty engine of war into a horror-filled prison for its soon-to-be devoured crew.Canoptek Spyders are able to act as scarab hives, as they can produce hosts of Canoptek Scarab and Nanoscarab swarms within their abdomens. These scarabs are often then sent to effect repairs upon nearby Necrons, or directed to consume enemies, their weapons and their armour.
Canoptek Scarab - Notable Formations: Canoptek Swarm – Canoptek Scarabs can burrow through the bedrock of a world with a speed that far outstrips the most efficient Imperial drilling machines, creating passageways broad enough to allow the admission of Canoptek Spyders to oversee their work. Thus can the walls of impressive defensive bulwarks and fortresses be undermined, and their perimeters be outflanked. The only warning of an incoming Canoptek swarm is a deep thrum of muffled chittering, easily lost in the roar of battle. When the swarm deems the time right, walls shatter and buildings collapse as the ground beneath them gives way. As the buzzing rises to an ear-splitting crescendo, great boreholes open up, spewing dense clouds of scarabs and hulking Canoptek Spyders into the enemy's midst. A Canoptek swarm formation typically consists of three to six separate Canoptek Scarab swarms, accompanied by one to three Canoptek Spyders.
Canoptek Scarab - Notable Canoptek Scarab Variants: Nanoscarabs – Necron Nanoscarabs are tiny, spider-like scarabs that specialise in repairing objects. Canoptek Spyders are able to produce Nanoscarabs from the scarab hives within them before directing them towards appropriate duties. A Phylactery carried by a Necron Lord or Necron Overlord also is filled with Nanoscarabs that will swarm over the Necron bearer's body and repair wounds at his command, or if he is severely damaged or destroyed. The Nanoscarabs will then proceed to reknit tears in his ravaged necrodermis body, bolstering his own self-repair abilities so that he may continue to fight on.Mindshackle Scarabs – A Mindshackle Scarab is a specialised Canoptek Scarab variant that is one of the Necrons' chief methods for controlling sentient alien races. At the bearer's command, a swarm of these tiny robotic scarabs bury into the victim's head and bypass his or her cerebral functions. Once in position, Mindshackle Scarabs may wait for solar months or standard years without revealing their presence, until orders are received from their controller. These interstitial broadcasts may be transmitted from even a distant star system, travelling along the cracks between dimensions. Mindshackle Scarabs can be activated either subtly to insert an idea or course of action into the victim's mind that is not completely out of character with their normal behaviour, or overtly which forces the victim to obey the spoken or sub-vocal commands of the controlling Necron without hesitation, turning the victim into little more than a puppet under the control of the scarabs' master. As such, the victim can be forced to attack his own comrades, surrender important items or information, or even fall upon his own sword. However, overt activation is extremely taxing on the scarabs and will cause them to burn out after several solar minutes of full activation. Mindshackle Scarab hives are found exclusively as part of the armouries of Necron royals, such as Necron Overlords, Necron Lords and Necron Destroyer Lords, and are often concealed under their robes or cloaks.Bloodswarm Nanoscarabs – Bloodswarm Nanoscarabs are a type of miniaturised Canoptek Scarab that are only used by the Necron Overlord Imotekh the Stormlord. When released, the chittering tide of a Bloodswarm swirls about the enemy, probing their armour for flaws and then begins to feed, breaking down the victim's armour plating and leaving it vulnerable. A single chink is more than enough for the mechanical scarabs as they burrow into the warm flesh underneath. However, these Bloodswarm Nanoscarabs have an additional purpose. The blood of the victims they spill in excess proves more than enough to attract packs of Flayed Ones, who quickly finish off whatever resistance is left.Flensing Scarab – Flensing Scarabs are swarms of specially purposed Canoptek Scarabs designed to swiftly and violently separate flesh from bone. Although they are no more than mere insects in size, Flensing Scarabs' attacks on living targets are nevertheless as deadly as they are horrific. No larger than the biting Terran insects they resemble, during the Orphean War Maynarkh Dynasty Crypteks assigned these murderous machines to larger bodies of the dynasty's troops to assist them in bloodletting and the rendering down of organic bodies for prompt harvesting.Sepulchral Scarab – Sepulchral Scarabs are a specialised variant of Canoptek Scarab that some Canoptek Tomb Stalkers, Canoptek Tomb Sentinels and Necron Sentry Pylons carry into battle. If the construct is damaged, Sepulchral Scarabs will emerge from their hiding places on the construct's carapace to quickly repair the war machine, granting it immense regenerative properties.Charnel Scarab – Charnel Scarabs are Canoptek Scarabs that have been modified and reconfigured by Maynarkh Dynasty Crypteks since their awakening before the start of the Orphean War. Created to better strip flesh from their enemies with arrays of flensing blades and serrated maws, Charnel Scarabs are able to shred and mutilate scores of living targets into a quivering and unrecognizable mass of red detritus in mere seconds. The flesh and blood of the harvest is then used to adorn the bodies of the Flayed Ones that often accompany them, and appease their hunger. However, Charnel Scarabs lack a normal Canoptek Scarab’s ability to break down matter and use it in the construction of Necron technology and devices.
Canoptek Scarab - Trivia: The term "canoptek" is a play on the word "canopic", an adjective used to refer to an ancient Egyptian vase, urn, or jar, often known as a canopic jar, that is used to hold the viscera of an embalmed body.The Necrons' flavour has been heavily reworked in the 5th Edition to be even more evocative of ancient Egyptian cultural references.
Canoptek Scarab - Sources: Apocalypse: War Zone Damnos, pg. 55Black Crusade: The Tome of Fate (RPG), pg. 119Codex: Necrons (3rd Edition), pp. 15, 19Codex: Necrons (5th Edition), pp. 29, 45-46, 55, 81-82, 89-90, 92Codex: Necrons (7th Edition) (Digital Edition), pp. 57-58, 168, 208Codex: Necrons (9th Edition), pp. 32Deathwatch: The Outer Reach (RPG), pg. 121, 134Imperial Armour Volume Twelve – The Fall of Orpheus, pp. 105, 116, 120-121Forge World Website - Necron Scarab SwarmsWarhammer 40,000: Conquest Collectible Card Game (Picture)
Canoptek Sentinel - Canoptek Sentinel: A Canoptek Sentinel is a Necron robotic construct tasked with containing the raw elemental energies of a Transcendent C'tan that is held captive within a Tesseract Vault. The Canoptek Sentinel draws on the potent C'tan Shard's own energies to erect a force shield around the Star God that keeps it contained within its arcane prison when its Necron masters unleash a Tesseract Vault upon the battlefield.These Transcendent C'tan, nothing less than the amalgamation of dozens or even hundreds of lesser C'tan Shards, are of such size and indomitable will that they are too powerful to be contained within the extradimensional intricacies of a Tesseract Labyrinth, and a Tesseract Vault serves as both a prison and a conduit for their power instead. Bound within the vault's heart, the star vampire will fight against its bonds; and such is the elemental might of the C'tan that the walls of the Tesseract Vault are perpetually being destroyed by the insane energies the Star God generates.It is only the unceasing ministrations of the ever-vigilant Canoptek Leech guardian constructs arrayed and docked around the exterior hull of the Tesseract Vault that keep the C'tan in check; these, and the robotic construct known as a Canoptek Sentinel that encloses the C'tan itself in a force shield held together by eight writhing, mechanical tentacles and generated using a portion of the C'tan's own power. However, there are only so many Scarabs and Canoptek Leeches holding the Tesseract Vault together, and as the Transcendent C'tan bends reality and tears metal off the vault in its bids for freedom, the Canoptek automatons rebuild its prison using the debris in a cyclical process of destruction and reconstruction.
Canoptek Spyder - Canoptek Spyder: Canoptek Spyders are massive robotic Necron constructs, their immense weight effortlessly propelled by sophisticated anti-gravitic engines. Their bodies are large and rounded in the shape of a hooded carapace, in order to accommodate the internal systems that construct Canoptek Scarabs as needed.This is combined with their multiple limbs and many compound visual sensors which stare out from a featureless, metallic block to give an arachnoid aspect that enhances the fearful appearance of these monstrous robots.All Canoptek Spyders have a Fabricator Claw Array that allows them to effect repairs on a Necron tomb's systems, and these also make for frighteningly destructive weapons. Canoptek Spyders also sometimes sport additional weaponry to better repel crypt intruders.When the Necrons rise from their crypts, Canoptek Spyders often follow them in battle, both for their combat abilities and their capability for repairing damage that is beyond even the abilities of their Necron masters' advanced regenerative systems.
Canoptek Spyder - Role: Unlike their Necron masters, Canoptek Spyders never sleep, but wile away the aeons servicing the structures of their Tomb World, guarding their slumbering superiors and maintaining the complex stasis machines that house them.Even in their prime, these systems required constantly looped maintenance cycles lest they degraded beyond repair, and the withering centuries have only hastened this natural decay.It is a task both endless in scope and thankless in nature, but Canoptek Spyders are patient unto eternity. After the tomb's primary sentinel computer or "Tomb Mind," Canoptek Spyders are the chief coordinators of a Necron tomb's guardians.Though Canoptek Spyders are essentially just automated robotic drones, a Canoptek Spyder is still a formidable foe when the situation demands it. Canoptek Spyders move about by anti-gravitic propulsion, albeit more ponderously than the agile skimmer bodies that Necron Destroyers possess.Their vast arrays of self-repair and backup systems, vital for enduring the uncaring millennia, offer substantial protection against a foe's weaponry. In return, any enemy foolish enough to stray within reach of a Canoptek Spyder will have their flesh scoured from their bones by an array of mechanical tools and pincers.As if this were not enough, each Canoptek Spyder will have a further selection of weaponry at its command, depending on its specific function.Canoptek Spyders whose primary duties are oversight, rather than direct action, will craft slaved hosts of Canoptek Scarabs and Nanoscarabs within their abdomens, which are unleashed to effect repairs on nearby Necrons or consume enemies, weapons and armour.Others employ particle beam dissectors in place of claws and act as sentinels for the slumbering tomb. Whatever the armament, all Canoptek Spyders are programmed to never fall back and will always fight to protect their masters -- even in the face of their own destruction.Once a Tomb World has awoken, Canoptek Spyders may accompany their masters on raids and campaigns of conquest. Not only are they deadly combatants, but their Fabricator Arrays make the already resilient Necrons all but indestructible.Whilst Canoptek Spyders are not sentient by any strict definition, their complex and layered sub-routines are incredibly resilient and can adapt to most situations.If a triad of Canoptek Spyders are operating in concert, one takes overall command, harnessing the processing capacity of the others to create a gestalt super-mind far greater than the sum of its parts.This hyper-efficiency is passed onto all Canoptek Wraiths and Canoptek Scarabs in the immediate vicinity, allowing the Canoptek Spyders to coordinate an extremely well-coordinated and precise response to any threat, be it a failed stasis-matrix or an enemy incursion.So it is that any intruders to a Necron tomb are often slain before catching so much as a glimpse of a Necron, having already been overwhelmed by swarms of Canoptek Scarabs and Canoptek Wraiths silently directed by a looming Canoptek Spyder; thus ensuring the safety of their slumbering masters.Canoptek Spyders also act as mobile Canoptek Scarab hives, and can expend energy to create a Canoptek Scarab swarm. However, when doing so there is a chance that the Spyder will drain excess energy in the production of a swarm and take some form of damage to its internal systems.Produced Scarabs will usually be sent to affect repairs under the direction of their Spyder master, or to repel enemies that threaten their Necron masters.
Canoptek Spyder - Notable Formations: Canoptek Swarm – Canoptek Scarabs can burrow through the bedrock of a world with a speed that far outstrips the most efficient Imperial drilling machines, creating passageways broad enough to allow the admission of Canoptek Spyders to oversee their work. Thus can the walls of impressive defensive bulwarks and fortresses be undermined, and their perimeters be outflanked. The only warning of an incoming Canoptek Swarm is a deep thrum of muffled chittering, easily lost in the roar of battle. When the swarm deems the time right, walls shatter and buildings collapse as the ground beneath them gives way. As the buzzing rises to an ear-splitting crescendo, great boreholes open up, spewing dense clouds of Scarabs and hulking Canoptek Spyders into the enemy's midst. A Canoptek Swarm formation typically consists of three to six separate Canoptek Scarab swarms, accompanied by one to three Canoptek Spyders
Canoptek Spyder - Wargear: A Canoptek Spyder can be found equipped with any of the following:Fabricator Claw Array - A Fabricator Claw Array is primarily used by Canoptek Spyders to effect repairs upon nearby Necron vehicles by repairing engine drives and weapons that have been disabled during battle, although they can perform greater tasks if given sufficient time. However, they also make powerful close combat weapons.Gloom Prism – A Gloom Prism can generate energy fields which create zones that are shrouded and shielded from Warp-spawned powers, such as that of psykers.Twin-linked Particle Beamer – Canoptek Spyders focused on sentinel duties are often armed with twin-linked Particle Beamers upon their backs. 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 highly dangerous blasts amongst their target, and are capable of wounding all but the hardiest of infantry.
Canoptek Spyder - Trivia: The term "canoptek" is a play on the word "canoptic", an adjective used to refer to an ancient Egyptian vase, urn, or jar, often known as a canoptic jar, that is used to hold the viscera of an embalmed body.The Necrons' flavour was heavily reworked in the 5th Edition to be even more evocative of ancient Egyptian cultural references.
Canoptek Spyder - Sources: Apocalypse: War Zone Damnos, pg. 55Black Crusade: The Tome of Fate (RPG), pg. 111Codex: Necrons (3rd Edition), pp. 20, 23Codex: Necrons (5th Edition), pp. 46, 81, 95Codex: Necrons (7th Edition) (Digital Edition), pp. 57-59, 172-173Deathwatch: The Outer Reach (RPG), pp. 132-133
Canoptek Tomb Sentinel - Canoptek Tomb Sentinel: In the ancient Necron panoplies of war, a Canoptek Tomb Sentinel, also known simply as a Tomb Sentinel, is a truly unusual innovation. It is one of the last war machines designed by the Cryptek artificer Toholk the Blinded and was given over to the Triarch Praetorians before the Great Sleep for dissemination to the other Necron Dynasties at the Silent King’s demand. Designed as both a guardian and an aggressor, a Canoptek Tomb Sentinel is a heavily modified variant of the insectile Tomb Stalker which forgoes that war engine’s facility in close assault in order to mount a compact exile weapon able to render a battle tank into oblivion. Phasing phantom-like through the paltry defences and fortifications of the less advanced races, it can deploy its Exile Cannon within the close confines of an enemy stronghold or even within a landed starship with devastating consequences.A Tomb Sentinel is an enormous mass of living metal carapace teeming with flashing legs and possessed of a murderous will. Easily the size of a dozen men, this centipede-like robotic construct makes use of arcane phase-generators, allowing it to stalk the Tomb Worlds of its slumbering lords, burrowing through solid ground. Tomb Sentinels are swift and relentless engines of murder that know neither pity nor remorse. Differing somewhat in scale and form, Tomb Sentinels and other similar robotic constructs primarily serve by guarding their Necron masters’ during their sleep. They are eternally vigilant in their search for intruders that might disturb the dread tombs in which their masters slumber.Tomb Sentinels can detect the pulse of life and sense the frenzied rhythm of a panicked heartbeat through hundreds of metres of solid rock, and they use this ability to home in unerringly on their victims. This is due to the powerful sensors built into their primary sensor cluster which can work in all conditions, including complete darkness. The Sentinel’s immense size combines with its natural capacity for regeneration like all Necron constructs to create a nearly indestructible war engine. Like all the works of the undying Necrons, these insectoid creatures continue to thrash and fight with deadly ferocity despite damage or dismemberment. The individual segments of the killing-machine seem drawn to one another and will reconstitute themselves to reform the whole should they come back into contact. Indeed, only the massive use of force is capable of wounding a Tomb Sentinel in the first place.Tomb Sentinels are extraordinarily fast and employ a form of in-built phase field generator to pass through inert matter as if it were water, bore their way through rock and stone, and effortlessly move through the debris and rough terrain that often litters a battlefield. Because of their agile and speedy nature, and their ability to move swiftly underground, Tomb Sentinels are capable of appearing directly underneath an enemy. Erupting from the earth itself, a Tomb Sentinel can attack without warning, firing its cannon into its prey and bringing its large mass and multitude of limbs to bear. After having unleashed its powerful weapon upon the enemy, a Tomb Sentinel will then disengage from combat and burrow underground again to strike elsewhere, leaving nothing in its wake. The Tomb Sentinel's phasing capability pairs with its unerring sensor-array and advanced multi-targeting protocols to make it a fearsome hunter of important enemy personnel. Given the nature of its Exile Cannon, a Tomb Sentinel is capable of banishing everything from battle tanks to the most immense xenos creature or daemonic entity to a barren pocket dimension.
Canoptek Tomb Sentinel - Armament: All Tomb Sentinels are armed as follows:Exile Cannon - An Exile Cannon is a powerful and arcane Necron weapon that uses similar technologies to those employed by the smaller Transdimensional Beamer. An Exile Cannon can be used as a convenient method of banishing large amounts of unwanted debris, machinery and failed experiments from Tomb Worlds and battlefields into a pocket dimension outside of the normal space-time continuum. However, these arcane ray projectors can also just as easily unleash their energy beams to blast and banish foes, armoured vehicles, and alien creatures to a long and horrifying death from starvation by casting them into other dimensional realms beyond the material universe.Blades and Claws - A Tomb Sentinel can attack its foes with its myriad of blades, limbs and claws, using its brute strength and fast movement to erupt ghost-like from solid earth before smashing into the enemy lines, ripping to shreds anything that dares to flee in a storm of bladed limbs.Some Tomb Sentinels may be upgraded with the following arms:Sepulchral Scarabs - Sepulchral Scarabs are a specialised variant of Canoptek Scarabs that some Canoptek Tomb Sentinels carry into battle. If the Tomb Sentinel is damaged, Sepulchral Scarabs will emerge from their hiding places on the Tomb Sentinel's carapace to quickly repair the construct, granting the Tomb Sentinel immense regenerative properties.Gloom Prism – A Gloom Prism can generate cloaking fields of an unknown energy type that shield the Tomb Sentinel from the effects of Warp-spawned powers, such as those wielded by psykers.
Canoptek Tomb Sentinel - Ordo Xenos Departmento Analyticus Technical Specifications: The analysts of the Inquisition's Ordo Xenos have not yet determined the technical specifications of the recently encountered Canoptek Tomb Sentinel.
Canoptek Tomb Sentinel - Trivia: The term "canoptek" is a play on the word "canoptic", an adjective used to refer to an ancient Egyptian vase, urn, or jar, often known as a canoptic jar, that is used to hold the viscera of an embalmed body. The Necrons' flavour has been heavily reworked in the 5th Edition to be even more evocative of ancient Egyptian cultural references.
Canoptek Tomb Stalker - Canoptek Tomb Stalker: During their epochs-long dormancy, the Necrons left their sepulchres guarded by silent, tireless machines patterned in the shape of ancient and alien beasts of prey. Of these great robotic engines, the most fearsome is known to the unfortunate masses of Humanity as the Canoptek Tomb Stalker sometimes just called the Tomb Stalker.A Tomb Stalker is an enormous mass of living-metal necrodermis carapace teeming with flashing legs and possessed of a murderous will. Easily the size of a dozen men, this centipede-like construct makes use of arcane phase-generators, allowing it to stalk the Tomb Worlds of its slumbering lords; burrowing through solid ground.They are swift and relentless engines of murder that know neither pity nor remorse. Differing somewhat in scale and form, Tomb Stalkers and other similar constructs primarily serve in guarding their Necron masters during their sleep; eternally vigilant in their search for intruders that might disturb the dread tombs in which they slumber.Tomb Stalkers can detect the pulse of life and sense the frenzied rhythm of a panicked heartbeat through hundreds of metres of solid rock, and they use this ability to home in unerringly on their victims. This is due to the powerful sensors built into their primary sensor cluster which can work in all conditions; such as in complete darkness.The Stalker's immense size combines with its natural capacity for regeneration to create a nearly indestructible war construct. Even beyond the more common warriors of the Necron legions, these insectoid creatures continue to thrash and fight with deadly ferocity despite damage or dismemberment.The individual segments of the killing-machine seem drawn to one another and will reconstitute themselves to reform the whole should they come back into contact.Indeed, only the massive use of force is capable of wounding a Tomb Stalker in the first place. Tomb Stalkers are devastating ‘living’ weapons; masses of shifting pseudo-metal, bladed limbs and razor-sharp armour plates.Tomb Stalkers are extraordinarily fast and employ a form of in-built phase field generator to pass through inert matter as if it were water, bore their way through rock and stone, and effortlessly move through the debris and rough terrain that often litters a battlefield.Because of their agile and speedy nature, and their ability to move swiftly underground, Tomb Stalkers are capable of appearing directly underneath an enemy.Erupting from the earth itself, a Tomb Stalker can attack without warning; barrelling into its prey and bringing its mass and multitude of limbs to bear. After having ravaged the enemy enough with their brutal claws, a Tomb Stalker will then disengage from combat and burrow underground again to strike elsewhere; leaving nothing but blood and dust in their wake. Their phasing capability pairs with their unerring sensor-array and advanced multi-targeting protocols to make them fearsome hunters of important personnel.Given its massive size, a Tomb Stalker is capable of rending tanks to little more than shrapnel, and overwhelming all but the most immense xenos creature or daemonic entity. Should its targets escape its terrifying grasp, the Tomb Stalker possesses two Gauss Flayers weapons mounted on its forearms which it can use to flay enemies alive; making a Tomb Stalker a fearsome combatant at range as well as in close quarters.
Canoptek Tomb Stalker - Armament: All Tomb Stalkers are armed as follows:Blades and Claws - A Tomb Stalker primarily attacks foes with its myriad of blades, limbs and claws, using its brute strength and fast movement to erupt ghost-like from solid earth before smashing into the enemy's lines, ripping to shreds anything that dares to flee in a storm of bladed limbs.2 Gauss Flayers - All Canoptek Stalkers have two Gauss Flayers mounted on their forelimbs, which allows them to slay the foe at range and strip a target down to nothing molecule by molecule, reducing it to its constituent atoms in a matter of seconds.Some Tomb Stalkers may be upgraded with the following:Sepulchral Scarabs - Sepulchral Scarabs are a specialised variant of Canoptek Scarabs that some Canoptek Tomb Stalkers carry into battle. If the Tomb Stalker is damaged, Sepulchral Scarabs will emerge from their hiding places on the Tomb Stalker's carapace to quickly repair the construct, granting the Tomb Stalker immense regenerative properties.Gloom Prism – A Gloom Prism can generate cloaking fields of an unknown energy type that shield the Tomb Stalker from the effects of Warp-spawned powers, such as those wielded by psykers.
Canoptek Tomb Stalker - Ordo Xenos Departmento Analyticus Technical Specifications: The analysts of the Inquisition's Ordo Xenos have not yet determined the technical specifications of the recently encountered Canoptek Tomb Stalker.
Canoptek Tomb Stalker - Trivia: The term "canoptek" is a play on the word "canoptic", an adjective used to refer to an ancient Egyptian vase, urn, or jar, often known as a canoptic jar, that is used to hold the viscera of an embalmed body.The Necrons' flavour has been heavily reworked in the 5th Edition to be even more evocative of ancient Egyptian cultural references.
Canoptek Wraith - Canoptek Wraith: A Canoptek Wraith is an automated robotic Necron construct that serves as the eyes and ears of the central operating system of any Tomb World, patrolling for intruders and inspecting the Necron sanctuary's ancient systems for signs of damage and decay. Its primary tool is its Phase Shifter, a Dimensional Destabilisation Matrix that allows a Wraith to phase in and out of sync with the normal space-time continuum.Though the primary purpose of this device is to allow a Canoptek Wraith to reach into and repair solid machinery, it is equally effective when used to deal with intruders who have breached the protections of a subterranean Necron stasis facility. In such a case, a Canoptek Wraith can phase its claws and tendrils inside an opponent, and resolidify them to sever arteries, nerve clusters and other vital pathways without leaving an external mark of what caused the victim's death.
Canoptek Wraith - History: While a Necron Tomb World slumbers fitfully in eternal stasis, the Necron constructs known as Canoptek Wraiths serve as its eyes and ears. They flit silently through the dusty halls of the Necron installation, patrolling for intruders and inspecting the ancient systems for damage and decay. Canoptek Wraiths are primarily probe mechanoids, programmed to report back to their Canoptek Spyder controllers via an interstitial interface rather than act under their own direction. When orders are received, a Canoptek Wraith carries them out with the unfaltering resolve of the machine. Whether it is commanded to strike against an intruder, or conduct repairs in the heart of an eons-old collapsing tomb, the Wraith will follow its instructions until its task is completed or it is destroyed.
Canoptek Wraith - Role: A Canoptek Wraith's most notable feature is its Phase Shifter -- a Dimensional Destabilisation Matrix that allows it to skip in and out of phase with the normal space-time continuum. By adjusting the modulation of a Phase Shifter's matrix, a Canoptek Wraith can even keep portions of its physical form in different phase states simultaneously. Whilst a completely phased-out existence can be sustained by the construct almost indefinitely, a half-phased state requires an enormous amount of energy to sustain. In fact, a Canoptek Wraith's body is little more than a series of interlocking power generators and etherium lode conduits, and yet even with so much potential power available to it, the construct can exist in a dual phase state for only limited periods of time.The Phase Shifter was originally created to allow the Wraiths to reach into and repair solid machinery without having to go to all the trouble of removing its outer casing and other superfluous components. However, a Wraith's abilities are no less valuable when dealing with intruders. If it times its attack correctly, a Canoptek Wraith can phase its claws and tendrils inside an opponent, swiftly resolidifying them to sever arteries, nerve clusters and other vital pathways without leaving an external mark of what killed the victim. In addition, the enemy must time his own return blows with perfect precision, lest his own weapons pass through the Wraith's phased-out form. Phase Shifters also allow Wraiths to move effortlessly at speed through terrain that normal scouts would find difficult or dangerous to navigate, thus ensuring that no obstacle can stop a Wraith from moving into position before a battle.Though their primary function is to watch over their sleeping masters, Wraiths are often drafted into Necron armies to serve as advance scouts. Their Phase Shifter allows a Wraith to traverse all manner of terrain without pause, and can also keep the construct hidden from enemy eyes and sensors when it is fully phased out of synchronisation with the space-time continuum. Many an enemy force has advanced across the surface of a seemingly barren Tomb World, completely unaware that its every move is being watched, recorded and reported by a Canoptek Wraith. Only the most observant of foes can hope to catch a glimpse of the lurking Wraith's spectral form or detect the unsettling electronic chatter that accompanies its precise Vox transmissions. Even then, such sightings are commonly dismissed as simply flights of fancy or imagination incurred by the unsettling nature of a Tomb World.Once the inevitable battle begins, Canoptek Wraith are most commonly tasked with sowing terror and disorder throughout the foe's ranks by striking at commanders, support troops and supply lines -- any target that a more conventional strike force would struggle to reach. Many an enemy commander fighting against the Necrons never even makes it to the battle, having been slain the night before in his bed by the cold claws of a Canoptek Wraith, for whom doors, guards and force fields are no barrier.
Canoptek Wraith - Known Formations: Stormcaller War Cell – A Necron assault is often heralded by unnatural and violent storms that cast an impenetrable pall of darkness and disrupt radio communications for many leagues. At the heart of each tempest is a Harbinger of the Storm, a Necron Lord whose ancient malice is the howling winds and eldritch lightning. Where the Harbinger of the Storm walks, comm-nets fall, Locator Beacons fall silent and Teleport Homers cease to function. Discord and panic spread throughout the enemy army as orders fail to arrive and reinforcements are delayed. At the slightest gesture from the Harbinger of the Storm leading the formation, lightning arcs across the sky, shattering war engines and slaughtering infantry with malign precision. Only by destroying the Harbinger can the forces at his command be stilled, but to do so is no simple feat. Dozens of phase-shifting Canoptek Wraiths prowl the billowing storm, drinking in its energy and waiting for foolhardy mortal creatures to stray close.
Canoptek Wraith - Wargear: Phase Shifter - A Phase Shifter is a Dimensional Destabilisation Matrix that allows a Canoptek Wraith to phase in and out of synchronisation with the normal space-time continuum. Originally designed to allow a Canoptek Wraith to reach into and repair solid machinery, it is equally effective when used to deal with intruders who have breached the protections of a subterranean Necron stasis facility, or with foes on the battlefield when a Wraith is used as an advance scout or assassin. With a Phase Shifter, a Canoptek Wraith can phase its claws and tendrils inside an opponent, and resolidify them to sever arteries, nerve clusters and other vital pathways without leaving an external mark of what caused the victim's death.A Canoptek Wraith can also be upgraded to carry one of the following pieces of Necron Wargear:Particle Caster - A Particle Caster is a short-ranged pistol-sized Particle Weapon. These weapons emit a stream of miniscule anti-matter particles that detonate on contact with normal matter. They are incredibly reliable, and need only enough energy to maintain a electromagnetic containment field that prevents anti-matter from detonating within the weapon's own mechanism.Whip Coils - Some Canoptek Wraiths are equipped with writhing mechanical tendrils that constrict around the foe, pinning them in place whilst other weapons do their devastating work.Transdimensional Beamer - A Transdimensional Beamer can be used 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 banish foes to a long and horrifying death from starvation in the same extradimensional space.
Canoptek Wraith - Trivia: The term "canoptek" is a play on the word "canoptic", an adjective used to refer to an ancient Egyptian vase, urn, or jar, often known as a canoptic jar, that is used to hold the viscera of an embalmed body. The Necrons' flavour has been heavily reworked in the 5th Edition to be even more evocative of ancient Egyptian cultural references.
Canoptek Wraith - Sources: Apocalypse Reload, pg. 51Black Crusade: The Tome of Fate (RPG), pg. 112Codex: Necrons (5th Edition), pp. 44, 82, 94Codex: Necrons (7th Edition) (Digital Edition), pp. 57-58, 167Imperial Armour - Volume Twelve - The Fall of Orpheus, pg. 68Shield of Baal: Exterminatus (Campaign Supplement) (Digital Edition), pg. 185
Cant Mechanicus - Cant Mechanicus: The Cant Mechanicus refers to the number of strange dialects spoken by the Tech-priests of the Adeptus Mechanicus that blend the machine tongue with those of the wider Human race.These include binharic cant, Lingua-technis, hexamathic code, noospheric bleed and Novabyte, amongst many others. Few outside the Adeptus Mechanicus can comprehend these tongues, let alone reproduce them.Many Tech-priests have their jaws and throats altered, the better to speak languages that were designed only for cogitators to use.Furthermore, each language is replete with internal self-references and allusions to knowledge that remains unknown to those outside the order. Their use is forbidden by any not of the Cult Mechanicus.A lot of these languages have words and even entire grammatical structures missing, eroded by the entropy of millennia or corrupted by viral scrapcode. They are sourced and re-imagined from alphabets, lexicons and tongues throughout Human history into an omnibet that only the Tech-priests truly understand.This meta-language is the root of the sigils and icons that adorn the warriors and war machines of the Adeptus Mechanicus. More than that, it is the foundation of the battle cant they chant to empower their minions in times of war.
Cantican Colonial - Cantican Colonial: The Cantican Colonial, also known as the CantiCol, are regiments of the Astra Militarum raised from the Imperial world of Cantica, which is located in the Medina Corridor, in the Medina Sub-sector.
Cantican Colonial - History: There are three core worlds of the Medina Sub-sector; Cantica, Khopesh and Aridun, along with their various satellite planets. When men first colonised the Medina Worlds long ago during the Dark Age of Technology, Cantica raised the beginnings of the first city-states from the arid plains, with Buraghand being the largest and greatest. This central city-state of Cantica was located along the coastal ridge of the Cantican Gulf, rising into the horizon like a thousand-tiered pyramid. The buildings that made up the vast metropolises of this world were ancient structures of clay, mortared with the crushed sea shells of long-extinct ocean-dwellers. Over the centuries, these cities were eroded by the seething dust storms and relentless suns until new cities were raised over the skeletons of the old. This natural cycle of construction continued over the course of millennia, strata upon strata of ossified structures, growing vertically as it did laterally, forming a mantle of architectural under-ruins, a labyrinth of archaeology that went five kilometres deep.Cantica was the defensive buttress of the Medina Corridor. Within the sub-sector, Cantica was strategically insignificant, yet  the planet served as a lone sentry for the region. Although a little-known Imperial Guard regiment, the Cantican Colonials served as the Medina Corridor's primary troop formation. But like the planets they defended, their heritage was swathed in antiquity. The CantiCol regiments had been raised in the 35th Millennium from the Cantican Loyalists of the Reclamation Wars. They had been one of the few warring dust tribes to aid the Imperium during the Reclamation of Cantica and were thus the only regiment granted the right to defend the entire region. Unified after the Imperial conquest and colonisation of their world, these soldiers had only seen intermittent actions against frontier raiders and minor xenos incursion on the Eastern Fringes of the galaxy after being brought into the Imperial Guard. Nothing in their long and lengthy history had prepared them for an absolute war against the millions-strong legions of Chaos during the Bastion Wars. At the outbreak of hostilities, it was estimated that the regiments of the Cantican Colonial numbered no more than 900,000, including auxiliary support units and non-combat corps. According to an Imperial census, 400,000 Guardsmen were garrisoned thinly across the Medina System alongside indigenous Planetary Defence Force elements.
Cantican Colonial - Regiment Organisation: Cantican regiments operate under the standard and recognisable Imperial Guard command structure laid down by the Departmento Munitorum with some minor local variation in insignia and designation, such as the existence of the unit known as the Cantican Lancers.
Cantican Colonial - Cantican Lancers: The Canticans were known to utilise elite Rough Rider mounted cavalry squadrons known as the Cantican Horse Cavalry. Also called the Cantican Lancers, these Rough Riders were considered fighting men of no small repute. Much like the Kasrkin of Cadia or the Commandos of Kurass, the Lancers were an elite formation whose membership was limited and highly selective. As a poorly equipped force, Cantican Guardsmen were defined by the quality of their men rather than the superiority of their wargear, and the Lancers represented the apogee of this philosophy. Candidates could be drawn from any unit within the Cantican Colonial Regiments and thus selection was egalitarian in a rough, though uncompromising way. The Cantican Lancers are considered a hard bunch and the rank-and-file of the company, not the officers, decide who is permitted to wear the Lancer pin. The regular Cantican Guardsmen lacked the heavy armour prevalent amongst other Imperial Guard formations, and the Lancers bridged the gap between infantry and vehicle. While the primary role of the Cantican light horse was to escort the few precious tanks in the Cantican arsenal as mounted infantry, the Lancers were utilised as shock troops. Wearing chest bandoleers clustered with Fuse Bombs, the Lancers would charge upon their destriers headlong into enemy formations, leaving a trail of explosive Fuse Bombs in their wake.
Cantican Colonial - Wargear: As a poorly equipped regiment, the CantiCol Guardsmen learned to compensate for equipment shortfalls. The Canticans did not possess many armoured vehicles, but the Cantican infantry squadrons were able to power safely across the battlefield in mostly ancient, obsolete tanks known as Siegfried Siege Tanks and Centaurs. The Siegfried tank was a modified variant of the Land Crawler utility vehicle commonly found by the billions all over the Imperium, while the Centaur is a small armoured utility vehicle of the Imperial Guard that is used in a wide variety of battlefield roles.
Cantican Colonial - Cantican Uniform: The Cantican Colonial standard issue uniform is composed of a brown cavalry jacket and widely-cut grey breeches, tapered around the calves by canvas binding. Cantican Guardsmen also wear distinctive regimental kepi caps with a circular flat top and a foragers bill. A sash worn about the waist denoted seniority in rank.
Capillary Tower - Capillary Tower: A Capillary Tower is a Tyranid biomechanical construct used to transport dissolved biomass from a planetary surface to the hive fleet's Hive Ships in low orbit, essentially serving as a form of organic space elevator.Capillary Towers are plant-analogue bioconstructs that grow up from a world's surface into the upper atmosphere and even beyond. Their spores are often planted by burrowing bioforms like Mawlocs and Trygons which emerge from Mycetic Spores seeded onto a target world. Wherever they grow, Reclamation Pools soon start to appear. The Capillary Towers are linked to them through underground roots which grow from the base of the tower to form a network of organic "pipes" that link to the biomass pools.While the towers may appear to be a Tyranid plant-analogue, they are no less aggressive than the more mobile bioforms. Capillary Towers extend tendrils throughout the target planet that can absorb indigenous species -- both plants and any small or slower moving organisms. As they do this, the towers also filter the planet's atmosphere, absorbing the biomass of airborne microbes and small flying creatures.As the amounts of biomass in the pools increases and the towers grow to their full size, the Capillary Towers link to the proboscis of a waiting Hive Ship in low orbit which serves as a feeding tube, which then pump the sludge-like biomass upwards and distribute it to the waiting bioships.Capillary Towers, once seeded onto a target world, can develop in even the deepest parts of the target planet's oceans. These towers, which may stretch several kilometres up through the sea, are capable of withstanding the crushing pressures of the depths and thriving in even the coldest of waters. As they grow, they may even modify the planet’s tidal fl ow as their powerful metabolic filtration systems draw in all biomass.
Capitol Imperialis - Capitol Imperialis: A Capitol Imperialis is a super-heavy, tracked vehicle often used by the Astra Militarum as a mobile command base for the deployment and organisation of multiple regiments. The vehicle is heavily armoured and is protected by multiple Void Shields due to its sheer size and slow speed -- that of a brisk walk -- which limits the vehicle to defensive roles during combat.The Capitol Imperialis is used by the Imperial Guard in large campaigns where multiple regiments, and possibly other Imperial factions such as the Adeptus Astartes and Adeptus Mechanicus, will be working cooperatively. The Capitol Imperialis allows a campaign's commanders to meet in a secure place that can move along with the front line.The vehicle is designed to serve as a mobile command post and base of operations, but its heavy armour and weapons loadout ensure that if engaged in combat, the Capitol Imperialis is capable of holding its own.
Capitol Imperialis - Design: The Capitol Imperialis is a massive vehicle that stands nearly fifty metres tall and eighty metres long, rivaling some Imperial Titans in size. The vehicle's outer hull is plated in solid adamantium and it is outfitted with six Void Shield generators for extra protection.Within its massive hold, a Capitol Imperialis can carry up to two full companies of Astra Militarum infantry, two hundred troops and accompanying battle tanks -- while a host of Adeptus Mechanicus tech-priests, adepts and servitors tend the massive Behemoth Cannon and hundreds of secondary weapons. This allows the vehicle to act as a mobile bunker for troops, especially on inhospitable worlds, and the embarked guardsmen can further support the Capitol Imperialis by fighting from its protective bulk.The command chamber is situated deep within the vehicle and gives the regiment's commander the tools needed to command his troops effectively. The command chamber is a broad room twenty by thirty metres, and is dominated by a massive, glowing hololith display at its centre. A line of communications panels manned by servitors and adjutants light one wall, while the opposite bulkhead is filled with a live-feed visual display from the transport's scanners and the planetary strategic network.The chamber also includes vox-gear, pict-casters, logic-engines, and other, less advanced pieces of Imperial technology. The bridge crew mostly consists of hooded servitors and adjutants that gather, analyze, and display information to allow the Imperial commanders to carry out their campaign.
Capitol Imperialis - Armament: The Capitol Imperialis is armed with a wide variety of powerful weapons that allow the vehicle to hold its own against even the most impossible odds. The vehicle's main weapon is a massive Macrocannon known as a Behemoth Cannon. The Behemoth Cannon is supposedly large enough that four Leman Russ Battle Tanks are capable of fitting in its barrel.The concussive force of firing the weapon can knock nearby troops off their feet and cause avalanches and rock slides. A direct hit from this weapon is capable of killing thousands of enemy soldiers or vehicles, and the impact of its rounds can throw even armoured vehicles hundreds of metres into the air while producing a massive mushroom cloud.Secondary hull-mounted weapons include twin-linked Heavy Bolters for close-in defensive fire, and the outer hull can be electrically charged to repel boarders.
Capitol Imperialis - Battle of Milvian: During the Horus Heresy elements of the Raven Guard Legion, under the command of Branne Nev and the Imperial Army's Therion Cohort led an invasion of a Traitor-controlled world the name of which has long been forgotten.The planet's second capital city of Milvian was assaulted in force by the Therion Cohort, led by brothers Marcus Valerius and Antonius Valerius, in which both brothers led their battle groups with their own Capital Imperialis.During the battle Marcus' Capital Imperialis took on an enemy Warlord-class Titan, and despite a Warp Missile detonating within the transport's Void Shields the mighty vehicle was able to continue fighting to the end of the campaign and further into the Horus Heresy.
Capitol Imperialis - Tarsis Ultra Campaign: When a tendril of Hive Fleet Leviathan threatened the world of Tarsis Ultra, one of the Imperial Guard regiments sent to defend the planet against the Tyranids was the 10th Logres Regiment, led by Colonel Octavius Rabelaq. Colonel Rabelaq commanded the 10th from a Capitol Imperialis, which took part in the defence of Erebus, the capital city of the world.The vehicle was stationed behind the trench lines protecting the city, and the massive war machine destroyed a large number of Tyranid bioforms with its many weapons. However, when the line was threatened with being completely overrun during by a heavy Tyranid attack, Colonel Rabelaq charged his vehicle deep into the enemy ranks.While his act of heroism saved the defending regiment from destruction, Colonel Rabelaq found himself trapped as the Tyranids threw themselves into the vehicle's tracks, completely immobilising it. While the vehicle was immobilised, a Bio-Titan attacked and the creature was severely wounded by a direct hit from the vehicle's Macrocannon.However, the Bio-Titan's regenerative abilities healed it of most of its injuries, and before another shell could be loaded into the Macrocannon, the Bio-Titan slammed into the Capitol Imperialis, knocking the war machine on its side.As the Bio-Titan ripped into the vehicle, the colonel gave the order for the city's defensive cannons to fire on his vehicle. The resulting explosion vaporised everything within 500 metres and created a large, deep crater, the only sign of Colonel Rabelaq's sacrifice.
Capitol Imperialis - Invasion of Ultramar: During the invasion of the Realm of Ultramar by the forces of Chaos led by M'kar the Reborn in 854.999.M41, another Capitol Imperialis, the Lex Tredecim, formed part of the Ultramarines and Imperial Guard's muster on the world of Calth, and later took part in the defence of the planet.During this time, Ultramarines Sergeant Learchus Abantes, who himself had never visited Calth before, believed that the vehicle was far too large to enter the planet's underground system of subterranean hive cities, but Captain Uriel Ventris explained that Calth's caverns were so large that the vehicle could move freely.
Capitol Imperialis - Adeptus Mechanicus Technical Specifications: The technical specifications of the Capitol Imperialis have yet to be released by the Adeptus Mechanicus.
Capitol Imperialis - Notable Capital Imperialis: The following is a list of notable Capital Imperialis command vehicles:Contemptuous - The Contemptuous was the personal command vehicle of commander Marcus Valerius of the Therion Cohort during the Horus Heresy.Iron General - The Iron General was the personal command vehicle of Praefector Antonius Valerius of the Therion Cohort during the Horus Heresy.Lex Tredecim - The Lex Tredecim was a command vehicle used in the defence of Ultramar during the Invasion of Ultramar in 854.999.M41.Excubitoi Castellum - The Excubitoi Castellum served as the governor of Cadia's personal command transport for countless years until the Fall of Cadia.
Capitol Imperialis - Canon Conflict: The Capitol Imperialis is often confused with the Leviathan super heavy transport. Due to the lack of available sources or clarification from Games Workshop on the matter, the two vehicles will be treated separately on the wiki.
Capitol Imperialis - Sources: Armies of the Imperium (2nd Edition), pp. 54, 62White Dwarf 126 (UK), "Epic 40K: Space Marine - Epic Space Marines: How to Design Marine Regiments in the Horus Heresy," by Andy Chambers pg. 21White Dwarf 130 (UK), "Space Marine - Praetorians - Rules for the Capitolis Imperialis and Hellbore," by Andy Chambers, pp. 48-51Warriors of Ultramar - The Ultramarines Omnibus (Omnibus Novel) by Graham McNeill, pp. 401, 414, 416, 427, 443-446The Chapter's Due (Novel) by Graham McNeillThe Divine Word (Short Story) by Gav ThorpeThe Battle of Tyrok Fields (Short Story) by Justin D. Hill
Captain-Commander - Captain-Commander: A Captain-Commander is a senior Shield-Captain of the Adeptus Custodes who commands entire Shield Hosts in battle outside of the Imperial Palace. Those who command the Shield Hosts in combat are inhumanly skilled warriors and martial commanders who have earned the eternal respect of their comrades through exemplary deeds beyond counting.Though the title is more of an honorific than a truly official rank in the Ten Thousand's hierarchy, those rare Custodians named Captain-Commander richly deserve the accolade for their superhuman martial and strategic mastery.
Captain-Commander - Guardian Captain-Commander: A Guardian Captain-Commander is the most common tactical role taken on by a Custodian of this rank, as they are living embodiments of the Custodes' martial perfection, masters of melee and ranged weapons as well as of the Custodes' martial ka'tah fighting styles. Although every Custodian is devastatingly fast on the battlefield, with preternatural reactions to match, some -- like this Captain-Commander -- are outstanding even among their peers.The Adeptus Custodes are an unusually versatile army of the Imperium, and a standard Shield-Captain is an exemplar of that ideal, demonstrating flawless technique to inspire their troops. Martial ka'tah forms further refine the techniques of the Custodes, granting specific enhancements to their already formidable skills.This Captain-Commander takes weapon mastery in both melee and ranged techniques to the highest level. He has become the wargear he wields and they have become him. All Custodes who follow him seek to learn from his skills and follow his lead. The Guardian Captain-Commander is admired by all in the Custodes who know him. His judgement is sound, his tacticalacumen impeccable.
Captain-Commander - Allarus Captain-Commander: An Allarus Captain-Commander is a Custodes officer of this rank who has chosen to fight as an Allarus Custodian. The heavy Allarus Pattern Terminator Armour of the Allarus Custodians requires a different fighting style for the Custodes who wear it, favouring powerful melee blows that take advantage of their enhanced strength, with the full confidence that their wargear will keep them safe no matter the odds.This makes them excellent battlefield assassins, ploughing through the foe's bodyguards and screening troops to get at their true target. Of course, Allarus Custodians are especially difficult to take down, and Allarus Captain-Commanders even more so than their brethren.An Allarus Captain-Commander is the Emperor's will made manifest on the field, implacable in his advance. No foe can hope to stop this superhuman warrior from achieving his goals. Allarus Captain-Commanders have earned many names destroying vicious monsters, mighty champions and powerful war machines.
Captain-Commander - Vertus Captain-Commander: A Vertus Captain-Commander is a Captain-Commander who goes into battle mounted atop a Dawneagle Jetbike as a Vertus Praetor. Such Captain-Commanders have trained extensively to face multiple foes at once, knowing that the Adeptus Custodes will always be outnumbered in any combat.Such Captain-Commanders take to their jetbikes so that they can lead their brethren from the front, as they are determined to be the first of the Ten Thousand onto any battlefield so that they can claim the honour of the maiden kill. They storm into the fray at incredible speed, smashing through their foes while atop their golden steed. A Vertus Captain-Commander never relents in the pursuit of his quarry -- any apparent withdrawal he makes merely brings death to his foe sooner.
Captain-General - Captain-General: Captain-General is the official rank granted to the Chief Custodian, the senior-most member of the Emperor of Mankind's elite personal guard known as the Adeptus Custodes.The Captain-General personally oversees the select inner corps of three hundred Custodians, known as the Companions, who actually serve the Emperor as His personal bodyguards within the sacred chambers of the Sanctum Sanctorum, the Throneroom of the Imperial Palace where the ancient prosthetic device known as the Golden Throne contains the withered corpse of the God-Emperor Himself.As the highest authority within the Adeptus Custodes, it is up to the Captain-General's discretion who may be allowed access to the physical presence of the Emperor. He also oversees the security of the Imperial Palace.Performing such sacred and important roles, the Captain-General is considered a very influential figure and serves as an important member of the Senatorum Imperialis and one of the ruling High Lords of the Imperium. However, throughout Imperial history, few captain-generals have chosen to exercise this right, preferring to focus solely on their duties to the Emperor rather than Imperial politics.
Captain-General - Notable Captain-Generals: Constantin Valdor - Constantin Valdor was the first Chief Custodian and Captain-General of the ancient Legio Custodes during the Great Crusade and the Horus Heresy. Just prior to the outbreak of the Horus Heresy, Valdor was charged by the Emperor to accompany the Primarch Leman Russ of the Space Wolves in bringing his fellow Primarch Magnus the Red of the Thousand Sons to account for breaking promises he had made during the Council of Nikaea which had strictly forbidden the use of sorcery and psychic powers within the Imperium. Valdor, with a contingent of the elite Custodian Guard, fought alongside Russ and the Space Wolves during the Fall of Prospero. He and his forces were responsible for killing at least three of the greatest psykers of the Thousand Sons Legion and routing a force much more numerous than their own. He was also responsible for saving Bjorn the Fell-Handed when his arm was corrupted by the sorcerous powers of a Thousand Sons psyker. Valdor sliced Bjorn's arm off to prevent the corruption from overrunning his body. After Horus' betrayal became known to the Imperium, Valdor was present during the meetings of the Officio Assassinorum's Clade Sires and Siresses. It was Valdor who suggested that an Assassin from each Clade operate as a team to assassinate Horus, rather than act alone as was the standard mode of operation. After the Horus Heresy Valdor became a High Lord of Terra, but would eventually step down voluntarily to protect his beloved Emperor, and there are those who say he serves the Master of Mankind still. The Valdor Tank Hunter was named for Constantin Valdor.Beyreuth - Beyreuth was the Chief Custodian and Captain-General of the Adeptus Custodes during the mid-32nd Millennium, a relatively peaceful and prosperous time within the Imperium's oft-turbulent history. But in 544.M32, this temporary peace was shattered by the massive Ork WAAAGH! led by the Warlord known only as The Beast. Not since the Ullanor Crusade had the galaxy seen such a massive WAAAGH!, which eclipsed even the size of the ancient Ork Empire of Overlord Urrlak Urruk. The Captain-General was present when the inner sanctum of the Imperial Palace was invaded by the Harlequin Troupe of the Joyful Tears. Beyreuth successfully led the defence of the Throneroom against the would-be interlopers, though at the cost of more than a dozen Adeptus Custodes. Only the Shadowseer Lhaerial Rey and the Death Jester Bho managed to reach the outer chamber which led to the Golden Throne, intent on meeting with the Emperor. The Death Jester was killed and the Shadowseer was pined to the ground. Lhaerial insisted that the Eldar had "come in peace," to deliver a message from Farseer Eldrad Ulthran, but the Captain-General refused to acknowledge her pleas. As he was about to order the death of the upstart xenos, the Captain-General was only halted by the timely intervention of Inquisitor Lord Veritus. The Beast and his WAAAGH! proceeded to rampage across the Imperium and into the very heart of humanity, where they threatened the Throneworld of Terra itself. The forces of the Imperium were only able to halt this advance at great cost and using desperate measures, but in the process, severely depleted the forces of the elite Adeptus Astartes.Aesoth Koumadra - Aesoth Koumadra was the Chief Custodian and Captain-General of the Adeptus Custodes sometime between the 33rd and 39th Millennia.Galahoth - Galahoth was the Chief Custodian and 15th Captain-General of the Adeptus Custodes. A notoriously conservative Captain-General, the Adeptus Custodes suffered stagnation under his rule. Galahoth disappeared sometime in the latter years of the 40th Millennium or the early 41st Millennium, which heralded the so-called Years of Madness, a time of strange omens and ominous whispers that engulfed Terra. There was a steady increase in cult activity -- both heretical and xenophile -- throughout the Sol System, which included the Throneworld as well. Galahoth was succeeded by Andros Launceddre.Andros Launceddre - Andros Launceddre was the Chief Custodian and 16th Captain-General of the Adeptus Custodes and the predecessor of the current Captain-General, Trajann Valoris. During the Years of Madness, possession was revealed amongst a sub-sect of the Imperial Palace's psychic doomscryer prognosticators themselves, though not until the false predictions of the fallen psykers sent Captain-General Launceddre to his death at the Battle of the Gilded Pyre (later recounted in the Custodian's chronicles as the Battle of Black Pyre). It is amidst this climate of spiralling paranoia and danger that Captain-General Trajann Valoris was elevated to command the Ten Thousand, and he wasted no time in taking steps to regain ironclad control of Terra's defences.Trajann Valoris - Trajann Valoris is the current Chief Custodian and 17th Captain-General of the Adeptus Custodes and perhaps the deadliest individual warrior in the entire Imperium. There are no records in the Imperial databanks on his martial conquests or his ascent into the order. For as long as any living mortal can remember, Valoris' name has been spoken of with nothing short of reverence, for many considered the Captain-General to be the personal representative of the Emperor Himself. Even the High Lords might be mocked, when in wine or in anger, but to do so with the Captain-General was simply beyond imagination. For to mock Valoris was to mock the Emperor Himself. Such blasphemy would not go unpunished, and would inevitably result in a transgressor's untimely death. While the two Tribunes of the Adeptus Custodes were generally occupied with the many ritual purposes of the order, the Captain-General had no set remit, but governed the forces under his command with complete freedom, to the extent that if the Ten Thousand had dealings with any part of the Adeptus Terra, they were carried out through him. Though the Captain-General of the Adeptus Custodes traditionally served among the High Lords of Terra only under the most dire circumstances, such as during the War of the Beast in the mid-32nd Millennium, it was only the persistence of Chancellor Lev Tieron that persuaded Valoris to assume the seat on the Senatorum Imperialis that had been left vacant for some time following the death of Lord Brach, the Chancellor of the Estate Imperium.
Captain-General - Sources: Codex Adeptus Custodes (8th Edition), pp. 6, 12, 15, 19-20, 24, 26-28, 30-31, 36, 58Codex Imperialis (2nd Edition) by Rick Priestley, pg. 12Horus Heresy: Collected Visions (Artbook), pp. 236-241Imperial Armour Volume One - Second Edition: Imperial Guard, pg. 148The Horus Heresy - Book Seven: Inferno (Forge World Series) by Alan Bligh, pg. 256Warhammer 40,000: Rulebook (6th Edition) (Digital Edition), pg. 403Prospero Burns (Novel) by Dan AbnettNemesis (Novel) by James SwallowTales of Heresy (Anthology), "Blood Games," by Dan AbnettMaster of Mankind (Novel) by Aaron Dembski-BowdenWar of the Beast, Book 5: Throneworld by Guy Haley
Captain (Space Marine) - Captain (Space Marine): A captain is a senior Firstborn or Primaris Space Marine officer who commands one of the 10 companies in a standard Space Marine Chapter or Primaris Space Marine Chapter that follows the dictates of the Codex Astartes.These hardened Veterans have proven themselves in the maelstrom of battle as members of their Chapter's elite 1st Company, or through their bloody and dedicated service in their own company prior to the death of their predecessor and their ascension to command.As penultimate masters of the battlefield, captains are able to read its ebb and flow, and adjust their battlefield formations accordingly. Leading from the front, by his example shall a captain's warriors know what it is to be an Adeptus Astartes, and from his teachings shall they learn the trade of battle in the Emperor's name.A Space Marine commander is a determined leader whose rank speaks of a past littered with beaten enemies. It is not enough for a commander to simply be a skilled fighter; he must also have a superhuman grasp of strategy and tactics in order to guide his forces to victory.Centuries of battlefield experience have taught him every facet of war, trained him in the tools of slaughter and honed his wits to the level of instinct. With the merest glance, a commander can appraise a war zone, see every threat and opportunity presented by the shifting lines of battle, and divine how victory can be assured.Clad in their personalised heraldry, wielding ancient relic weapons, some of which date back to days of the Horus Heresy itself, Space Marine captains are amongst the most inspirational figures in the Imperium. Each is a skilled orator and strategic genius who leads his brothers to victory time and again.A company's warriors obey their captain's orders without question or hesitation, trusting in his many solar decades of experience to conduct them. The captain's guidance increases the value of his battle-brothers tenfold, and he justifies their faith in him with every command.A captain coordinates his warriors with deadly precision and inspires his followers to fight with a dedication and spirit that cannot be instilled by discipline and training alone.
Captain (Space Marine) - Role: Each captain is a hardened Veteran Astartes, a master strategist who has proven his prowess in battle as a member of the Chapter's elite 1st Company, or through distinguished service in his own company as a squad sergeant prior to the death of his predecessor.In addition to his Chapter rank, each captain also bears one or more honorific titles associated with the command of a particular company or responsibility.Some, such as Master of the Watch and Master of Recruits, are common titles in use across almost all Space Marine Chapters whilst others, such as the White Scars Master of the Hunt, are products of a specific Chapter's history and culture.These titles often bring with them additional duties and responsibilities. For example, the Master of the Fleet must be just that: not only a skilled commander but an expert at void warfare who looks to the upkeep, deployment and – on occasion – command of his Chapter's battle barges, strike cruisers and escort frigates.Equally, the Master of the Rites has a secondary role that tallies closely with that of the Chaplains of the Reclusiam. To him falls the honour of leading many of his Chapter's most sacred rituals alongside the Master of Sanctity, and it is his responsibility to ensure that all companies are joined by a sufficient strength of Chaplains.Other titles are products of a particular Chapter's history, culture and military specialties. The captain of the White Scars' 4th Company is traditionally the Master of the Hunt, while the Aurora Talons Chapter, specialising in space warfare, maintains no less than five Master Bombardiers among their company captains.The Raven Guard, for example, name their company officers "Shadow Captains," whilst the Black Templars use the epithet "Marshal."Individual captains can also be assigned to command missions that require the deployment of elements of the Chapter beyond their own company. In these situations an individual captain takes on the temporary rank of Force Commander and gains precedence over even other captains assigned to this mission.It is not enough for an Astartes captain to be a skilled warrior -- each Chapter boasts many such warriors amongst its roster -- he must also have a superhuman grasp of military strategy and combat tactics, as well as the intelligence to employ them in the ever-changing arena of warfare.It is commonly said in the Imperium that in terms of raw military might, every Space Marine is easily worth a dozen or so Imperial Guardsmen. Under the command of an experienced captain, this value can swell tenfold.A Space Marine captain is not simply a master of warfare, he must also have the gift of diplomacy and political adroitness.While most Imperial planetary governors and commanders are more than happy to receive aid from the Space Marines when in trouble, there are those whose arrogance must be carefully negotiated in order to prevent a battle's collapse into a true disaster for the broader Imperium through unnecessary political infighting.This is not to say a Space Marine captain lacks for ultimate authority when dealing with hubris and failure to the Emperor -- as Shadow Captain Kayvaan Shrike of the Raven Guard's 3rd Company once proved by executing a vacillating Cardinal Dostok on the spot.That said, subtler methods of diplomacy are best employed in grim situations -- the necessary punitive measures can be enacted after the threat has been ended.A Space Marine never bends the knee lightly to any non-Astartes, but the needs of the Emperor's realm must override any personal feelings. The mission is always all. Humanity shall be saved from its own petty failings, even if this must be done one world at a time.
Captain (Space Marine) - Wargear: Power Armour (Any Firstborn Pattern)Master-Crafted BolterChainswordFrag GrenadeKrak GrenadeJump Pack (Optional)The Master-Crafted Bolter can be replaced with:Any PistolCombi-weaponAnother Astartes melee weaponA Chainsword can be replaced with one of the following:Storm ShieldRelic BladeAnother Astartes melee weaponIf serving as a Terminator, the wargear available to the captain changes as follows:Terminator ArmourStorm BolterWrist-Mounted Grenade LauncherChainfistPower SwordRelic BladeA Storm Bolter can be replaced with one of the following:Combi-weaponAnother Astartes melee weaponA Power Sword can be replaced with one of the following:Relic BladeChainfistStorm ShieldAnother Astartes melee weaponA captain in Terminator Armour who makes use of a Power Fist can also use a Wrist-Mounted Grenade LauncherIf serving as a Cataphractii Terminator, the wargear available to the captain changes as follows:Cataphractii Pattern Terminator ArmourCombi-bolterPower FistChainswordRelic BladeA Combi-Bolter can be replaced with one of the following:Combi-weaponAnother Astartes melee weaponA Power Sword can be replaced with one of the following:Relic BladeChainfistAnother Astartes melee weaponIf serving as the rider of an Astartes Assault Bike, the wargear available to the captain changes as follows:Power Armour (Any Firstborn Pattern)ChainswordMaster-Crafted BolterBolt PistolFrag GrenadeKrak GrenadeTwin-linked Bolters (on Assault Bike)Storm Shield (as replacement for Chainsword)Any Pistol (including Plasma Pistol, Bolt Pistol or Grav-pistol as replacement for Master-Crafted Bolter)Any Combi-weapon or Storm Bolter (as replacement for Master-Crafted Bolter)Any Melee Weapon (including Chainsword, any Power Weapon, Thunder Hammer or Lightning Claw as replacement for Master-Crafted Bolter)
Captain (Space Marine) - Primaris Captain: A Primaris Space Marine captain serves essentially the same function commanding a company of Primaris Marines as does his Firstborn counterpart. The only difference beyond his physical enhancements lies in his wargear, as it does for all Primaris Marines.The Primaris captain is a stoic, indomitable commander. He is as much a leader as he is a fighter, possessing masteries in both ranged and close quarters combat.
Captain (Space Marine) - Wargear: Mark X Tacticus Power ArmourIron HaloBolt PistolMaster-Crafted Auto Bolt RifleMaster-Crafted Stalker Bolt Rifle (Optional)Power Sword (Optional)Neo-Volkite Pistol (As replacement for Bolt Pistol)Frag GrenadesKrak GrenadesIf a Primaris captain is wearing Mark X Gravis Power Armour, the wargear available changes as follows:Mark X Gravis Power ArmourIron HaloBoltstorm GauntletMaster-Crafted Power SwordIf a Primaris captain is wearing Mark X Phobos Power Armour, the wargear available changes as follows:Mark X Phobos Power ArmourBolt PistolCombat KnifeMaster-Crafted Instigator Bolt CarbineFrag GrenadeKrak GrenadeIf a Primaris captain is wearing Terminator Armour, the wargear available changes as follows:Indomitus Pattern Terminator ArmourStorm BolterPower FistPower SwordFrag GrenadesKrak GrenadesChainfist (as replacement for Power Fist)Assault Cannon (as replacement for Storm Bolter)Heavy Flamer (as replacement for Storm Bolter)Cyclone Missile Launcher (as replacement for Storm Bolter)Teleport HomerIf a Primaris captain is serving as a Jump Pack Intercessor, the wargear available changes as follows:Mark X Tacticus Power ArmourJump PackHeavy Bolt PistolAstartes ChainswordFrag GrenadesKrak GrenadesHand Flamer (As replacement for Heavy Bolt Pistol)Plasma Pistol (As replacement for Heavy Bolt Pistol)Power Fist (As replacement for Astartes Chainsword)Relic Blade (As replacement Astartes Chainsword)
Captain (Space Marine) - Chapter Variant Ranks: It is common in many Chapters of Space Marines to refer to their captains as "Brother-Captain" in recognition of the reality that all Astartes, even those of the highest rank, are brothers-in-arms.Several Chapters maintain different titles for their company captains then the standard title proscribed by the Codex Astartes.A number of the most notable are described below:ChapterHonourific or TitleDark AngelsMasterSpace WolvesWolf LordRed ScorpionsCommanderBlack TemplarsMarshal or CastellanGrey KnightsBrother-Captain*DeathwatchWatch-CaptainRaven GuardShadow CaptainExcoriatorsCorpus CaptainWhite ScarsKhanIron HandsIron CaptainExecutionersWarlordCarcharodonsCompany Master*Note: This rank serves a different function in the Grey Knights hierarchy than a standard Astartes captain.
Captain (Space Marine) - Space Marine Masters: In addition to the command of an entire company, it is common for Space Marine captains to hold a variety of other formal titles and functional duties within the Chapter as what are known as Space Marine masters.It should be noted, however, that some Chapters utilise some of these titles but not others. For example, the Blood Angels have the positions of Master of the Watch, Master of the Marches and Master of the Recruits, but all other company captain titles are unique.Even those who do use these titles do not always follow this exact layout (e.g., the Salamanders' Master of Recruits is the captain of the 7th Company, rather than the 10th, and the Blood Angels' Master of the Marches is the captain of the 7th Company, not the 5th.The following is a list of the most common formal titles held by Space Marine captains in a standard, Codex Astartes-compliant Chapter:Master of Sanctity - The Master of Sanctity, also styled "High Chaplain," is the head of the Chaplaincy in a Space Marine Chapter and head of the Chapter cult. One of the Masters of the Chapter, the Master of Sanctity oversees the spiritual health of the Chapter by assigning Chaplains to the companies. Immediately beneath him is the Reclusiarch, the head of the Reclusiam. In some Chapters the Master of Sanctity also holds the position of Reclusiarch at the same time, or the two positions are unified into a single role under either title.Master of the Forge - The Master of the Forge is a Chapter's most senior Techmarine, charged with the maintenance of the Chapter's fleet of armoured fighting vehicles, such as Rhinos, Land Raiders and Predators. His knowledge of the arcane sciences has been refined over standard centuries of service, and rivals that of the senior Tech-priests of the Adeptus Mechanicus of Mars. They oversee all of the Chapter's Techmarines and the Chapter Armoury. The Master of the Forge is the chief engineer and weaponsmith of the Chapter.Master of the Apothecarion - The Master of the Apothecarion, also known as the "Chief Apothecary," is the senior Apothecary of the Chapter. As head of the Apothecarion, the Master of the Apothecarion is responsible for assigning Apothecaries to companies, so that they may heal their battle-brothers' wounds or recover the gene-seed of the fallen.Chief Librarian - The Chief Librarian is the strongest and most psychically attuned Librarian of a Space Marine Chapter. He is master of the Librarium and has full access to otherwise restricted parts of it that house the Chapter's most powerful and dangerous relics. His centuries-long studies and experience, gathered on thousands of battlefields, makes him a crucial advisor to his Chapter and its officers. Chief Librarians often lead forces or assist the Chapter Master in battle while other Librarians aid company captains. The Chief Librarian also holds the overall responsibility for communications as well as scrutinizes battle reports to provide recommendations for honour awards.Master of the Keep - The Master of the Keep is the title of the Space Marine captain who has been designated to serve as the Chapter Master's second-in-command and will serve as the regent of the Chapter homeworld in those cases where the Chapter Master is off-world or has been incapacitated. The title is usually borne by the commander of the elite 1st Company.Master of the Watch - The Master of the Watch is a Space Marine captain who in a Codex Astartes-compliant Chapter serves as the sentinel of the fortress-monastery. He is responsible for the defence of his Chapter's base of operations and homeworld in the absence of the Chapter Master. This title is usually given to the commander of the 2nd Company though the company that is charged with the garrisoning of the fortress-monastery is allotted to a different company on a rotational basis.Master of the Arsenal - The Master of the Arsenal is a Space Marine captain who is charged by his Chapter Master with overseeing his Chapter's arsenal of weapons and munitions. This special duty is traditionally given to those officers who serve as the captains of the Chapter's 3rd Company.Master of the Fleet - The Master of the Fleet is that Space Marine captain who is deemed to have the most experience and greatest skill at planning and executing void-combats. He is given command of the Chapter fleet, and essentially serves as the Chapter's fleet admiral, commanding its flagship and all other space assets when they deploy for major engagements. In rare cases, a Chapter's Master of the Fleet may not be an Astartes officer but a mortal with a long history of space combat and commanding fleet engagements, such as a former or current command officer of the Imperial Navy who has been seconded to the Chapter under ancient inter-service agreements. The title is traditionally given to the captain of the 4th Company.Master of the Marches - As well as leading an entire company of Space Marines in battle, the Master of the Marches has the duty of overseeing the deployment of the Chapter's fighting strength. It is his knowledge of Chapter dispositions the Chapter Master turns to when readying for war. The Master of the Marches is wholly devoted to his duty as he gazes at a massive length of parchment held aloft by a Cyber-cherub, which contains critical data. Upon his backpack are usually integrated twin vox-casters which are utilised to project orders across the noisy battlefield. The Master of the Marches is usually the commander of the 5th Company.Master of the Rites - The Master of the Rites is charged with recording and preserving the martial traditions of the Chapter -- a bombastic, courageous warrior with unswerving loyalty to his battle-brothers. This individual exudes a sense of martial pride and fervour to those around them. A large Servo-skull with an incorporated vox-caster that amplifies his warcries is anchored near his feet by a weighty pair of censers. The Master of the Rites roars inspiring rhetoric during the heat of battle, reminding his battle-brothers to remember their duty and heritage, even as they clash with the foe. The Master of the Rites is traditionally the captain of the 6th Company.Chief Victualler - The title of Chief Victualler is traditionally held by the captain of the 7th Company. The Chief Victualler is responsible for all of the Chapter's supply needs, particularly those pertaining to food, drink and the other personal requirements of the Chapter's Astartes and Human support personnel.Lord Executioner - The Lord Executioner is the captain who serves as the master of the Chapter's Reserve Close Support Company and is usually the commander of the 8th Company. He is a brutal and direct individual, not so much given to glittering heroics and flamboyant challenges as short, bloody and efficient close combats. Clutching his favoured master-crafted melee weapon in his hands, he strides purposely forward in battle, the expression of a stone cold killer writ on his face as he heads towards his grim duty. His Artificer Armour is often impressively detailed with embossed skulls, scrollwork and multiple Purity Seals. Of all the Space Marine captains within a Chapter, the Lord Executioner is the most menacing.Master of Relics - The Master of Relics is the commander of the Chapter's Reserve Fire Support Company, an unmatched expert in the tactics of long-ranged warfare. He is also the custodian of the Chapter's many technological masterpieces, the most dangerous of which are brought to the battlefield in times of exceptional strife. The Master of Relics is often clad in ancient patterns of power armour, and armed with an impressive array of master-crafted weapons from the Chapter's Armoury. He projects an aura of stoic watchfulness as he directs a withering look upon distant foes. On his backpack is a targeting array which matches the angle of his gaze, gathering telemetry information to be fed to his fire support squads. The Master of Relics is traditionally the commander of the 9th Company.Master of Recruits - The Master of Recruits is the officer who is responsible for training all of the Chapter's neophytes and who usually also serves as the commander of the Chapter's Scout Company, the 10th Company. He will be a skilled Veteran of hundreds of battles and a shrewd judge of character, easily able to determine what will bring out the best in the genetically-altered adolescents who survived their aspirant trials and transform them into true Astartes. As the leader of a Scout Company, the Master of Recruits will be an expert in the irregular forms of combat that define the missions of Space Marine Scouts, including sabotage, infiltration and counterinsurgency.Master of Reconnaissance - The Master of Reconnaissance is the officer who oversees the Vanguard Space Marines of a Chapter, typically from the 10th Scout Company. He is served by two specialist lieutenants with an aptitude for covert operations. The Master of Reconnaissance is often the same captain who serves as the Master of Recruits and the overall commander of the 10th Company.Master of the Signal - A Master of the Signal is an Astartes officer commonly attached to the forward elements of an Adeptus Astartes assault, providing communications support across the wider warzone. He is capable of calling down a pinpoint bombardment from either orbiting fleet assets or static artillery positions nearby, engulfing the foes of Mankind in flaming destruction.Master of the Flag - A Space Marine master title whose function is unknown.
Captain (Space Marine) - Other Titles: The following are master titles unique to their respective Chapters.Aurora Talons:Master Bombardier - There are at least five of these officers in this Chapter.Blood Angels:Shield of Baal (1st Company)Master of Sacrifice (3rd Company)Keeper of the Arsenal (5th Company, possibly a variant of the Master of the Arsenal)Caller of the Fires (6th Company)Lord of Skyfall (8th Company)Master of Sieges (9th Company)Warden of the Gates (Overseeing the Chapter serfs and servitors)Exalted Herald of Sanguinius (Commander of the Sanguinary Guard)Dark Angels:Supreme Grand Master (Chapter Master)Grand Master of the Librarians (Chief Librarian)Grand Master of the Deathwing (1st Company Captain)Grand Master of the Ravenwing (2nd Company Captain)Grand Master of Chaplains (Master of Sanctity)Grand Master of the Fleet (Master of the Fleet)Grand Master of the Arsenal (Master of the Arsenal)Grand Master of Recruits (Master of Recruits)Grand Master of the Watch (Master of the Watch)Flesh Tearers:Watcher of the Lost - A title usually held by the Flesh Tearers' High Chaplain, who must monitor those of the Chapter who have succumbed to the Black Rage.Salamanders:Forgefather - The Forgefather is a Veteran Salamander who travels the universe seeking out the lost Artefacts of Vulkan and information on the fate of the Primarch of the Salamanders. Upon becoming Forgefather the Salamander also takes on the name of Vulkan. While this post takes him away from the Chapter, he is nevertheless held as one of the lords of the Chapter and granted a seat on the Pantheon Council. The current Forgefather is Vulkan He'stan.Master of Arms - The premier close quarters combat instructor of the Salamanders. Currently held by Master Prebian.Lord of Burning Skies - The Master of the Fleet of the Salamanders also holds this honorific title. Currently held by Captain Dac'tyr.Ultramarines:Regent of Ultramar - A title typically held by the 1st Company captain who commands the Chapter's Veterans. The current incumbent is First Captain Severus Agemman.Spear of Macragge - This title is given to the Chapter's preeminent tank commander, who enjoys a unique position in that, regardless of rank, he is answerable only to the Chapter Master and not to any company Captain; the current incumbent is Sergeant Antaro Chronus.High Suzerain of Ultramar - This is an honorific title currently held by 2nd Company Captain Cato Sicarius.Knight Champion of Macragge - This is also an honorific title currently held by 2nd Company Captain Cato Sicarius.Master of the Household - Another honorific title currently held by 2nd Company Captain Cato Sicarius.White Scars:Master of the Hunt - The Master of the Hunt is tasked to hunt any enemy who has clashed with the Chapter in the past and, through luck or skill, managed to survive the encounter. The Master of the Hunt is despatched to hunt down a specific enemy every twenty-five Terran years. The title is traditionally bestowed on the Captain of the 4th Company, although the current incumbent, Captain Kor'sarro Khan, commands the 3rd Company.
Captain (Space Marine) - Sources: Codex: Blood Angels (5th Edition), pg. 9Codex: Adeptus Astartes - Space Marines (8th Edition), pp. 62, 131, 141Codex: Space Marines (5th Edition), pp. 17, 54, 89, 93-94Codex: Space Marines (7th Edition), pp. 27, 36, 45, 53, 69, 71-74, 76-77, 123, 129, 251-253, 271-276, 289-291Codex: Space Marines (8th Edition) (Revised Codex), pp. 16-17, 62, 110-113Consequences (Short Story) by Graham McNeillDeathwatch (Novel) by Steve Parker, Act 1, Ch. 5Imperial Armour Volume Ten - The Badab War - Part Two, pg. 171Index: Imperium 1 (8th Edition), pp. 12-13Nocturne (Novel) by Nick Kyme, pg. 44White Dwarf July 2013 (US), "Warhammer 40,000: Apocalypse"Games Workshop Online Catalogue - Space Marine Masters of the ChapterGames Workshop Online Catalogue - Space Marine Captain Master of the MarchesGames Workshop Online Catalogue - Space Marine Captain Lord ExecutionerGames Workshop Online Catalogue - Space Marine Captain Master of the RitesWarhammer Community - Warhammer 40,000: Leviathan – What's In The Box?Warhammer Community - NOVA Open Previews – Jump Packs Send Captains and Assault Intercessors Soaring Into the Sky
Captain Catachan - Captain Catachan: Captain Catachan is a legendary officer and war hero of the Catachan Jungle Fighters Militarum Regimentum of the Astra Militarum.
Captain Catachan - History: Captain Catachan's legendary exploits include single-handedly defeating the Hrud invasion of Delphion V, being instrumental in the destruction of the notorious Ork Gargant Morkthunder, and becoming the only documented Human to ever headbutt a Carnifex to death. As such, he is considered by the official Astra Militarum newsletter the Regimental Standard to be the "living embodiment of the Astra Militarum's martial prowess."
Captain Catachan - Captain Catachan's Jungle Rules: The captain has acted as a "guest columnist" for the Regimental Standard, using his extensive knowledge of jungle and guerrilla warfare to help Imperial Guardsmen who are preparing to fight on Death Worlds. The Regimental Standard hoped this would prove effective, as the average life expectancy of a guardsman upon entering such a warzone is only 18 solar hours...Always bring a knife. - "A knife's more than just a weapon in the jungle. It's your way through the foliage, it's your climbing aid, it's your first aid kit and it's your lifeline. You won't get 10 feet on my glorious homeworld of Catachan without a decent blade. And I mean a blade, like my Catachan Fang, not those potato-peelin' grot-shivs the Munitorum hand out."Stealth is the best armour. - "Best way to not get killed is to not get seen. I've seen gloryboy Tempestus Scions in carapace armour stomp round the jungle, lumens bazing, and get cut down like cattle -- enemy saw 'em clear as day. A stealthier unit can creep past enemy positions or set ambushes. If you think the enemy is close, (and you better assume they always are) keep your armour light, your lumens off, and only carry what you need."Don't you eat that. - "If you're not an expert on the jungle (and you hive-rats sure ain't), just assume everything is poisonous. It might be tempting to tuck into a juicy xenos fruit, but odds on you'll regret it later when you contract lung-rot, or have xeno-sect larvae exploding out of your eyeballs."Don't let that eat you. - "Pretty much everything that isn't a tree (and even some of those) are trying to kill you all the time. Keep your guard up and your lasgun loaded, and for the love of the God-Emperor, don't wander away from your squad -- you'll die faster than you can say "Death World cliche."It's hell, but it's hell for the enemy too. - "While you're crawling through a fungal quagmire, bled half to death by blood-gnats, missing a few fingers and probably half your platoon, just remember: the enemy has it just as bad."
Captain Catachan - Captain Catachan's Guide to Dangerous Flora: Due to popular demand, Captain Catachan returned to write another guest column for the Regimental Standard, seeking to curb the increasingly frequent wildlife-related casualties of an unnamed and unfortunate Astra Militarum regiment.Shardwrack Spines - "Ah, these take me back. We had whole fields of these back on the homeworld. We used to call them devil's-teeth, as they'd slice up anyone but an expert jungle fighter faster than the jaws of the Catachan Devil. My advice to you fellows? Don't go near it."Barbed Venomgorse - "Now, if the usual collection of dead animal bones, xenos skeletons, and the odd, unfortunate desiccated guardsman that you tend to see wrapped up like a tied-groxhog in your typical Venomgorse weren't enough to dissuade from going near it, then I don't really know how to help you. The venom from a single one of these xeno-weeds is enough to kill most of a hive city. Back on Catachan, of course, we used to distil the stuff to create wine, but for you hive-soft weed-feeders, my advice is. Don't go near it."Grapple Weed - "Not all your deadly plants wait around for you to come to them. Even by Catachan standards, Grapple Weed is pretty nasty stuff. It'll actively seek out fresh prey and is particularly fond of green-behind-the-ears troopers like you luckless whiteshields. A skilled Catachan Jungle Fighter like yours truly can catch a grapple-barb mid-air and slice the muscle stem with his fang to make himself a handy belt. For you hab-born runts though, best plan is to stay well clear. Don’t go near it."
Carab Culln - Carab Culln: Carab Culln, called "the Risen," is the former lord high commander (Chapter Master) of the Red Scorpions Chapter and a current Relic Leviathan Dreadnought.Known throughout the Imperium, he is a warrior of great courage and battle experience who has fought the enemies of Mankind across the breadth of the galaxy. Renowned as an inspirational leader of unimpeachable bravery, Carab Culln had the honour of being selected as Magister Militum (supreme commander) of the Loyalist Space Marine forces during the internecine conflict known as the Badab War from 904.M41 until 912.M41.During his baptism of fire as a Chapter Master during this conflict, he preferred to lead the major actions of the war from the front, earning the respect and admiration of his peers.Like all of the Red Scorpions he believes in absolute genetic purity, and is extremely wary of any association with Abhumans, mutants, xenos or anything that deviates from the pure baseline Human form.In the wake of the Great Rift's birth, Culln was feared lost to the Imperium during the campaigns that followed the Indomitus Crusade. In a stroke of good fortune, his mortally wounded remains were returned to the Chapter and interred within the sarcophagus of a Relic Leviathan Dreadnought. He fights alongside his brethren once more, now known as Carab Culln "the Risen."
Carab Culln - History: Carab Culln was inducted into the Red Scorpions Chapter shortly after his birth on the isolated Feral World of Zaebus Minoris. After he was transformed into an Astartes during his adolescence, Culln's record of service to his Chapter proved to be exemplary.From a raw neophyte and Scout Marine he rose steadily through all the ranks of his Chapter and numerous campaigns by displaying steadfast dedication to the Red Scorpions' uncompromising creed through his great fortitude and uncommon valour. Becoming something of an icon to his Chapter over his standard years of service, Culln is a veteran of some of the most terrible wars and battles in the Red Scorpions' recent history.He fought in such infamous campaigns as the Siege of Vraks against the forces of Chaos as Veteran sergeant of a Red Scorpions' Vanguard Veteran squad of the elite 1st Company, as well as against the Tyranids during the doomed exploration of the Anphelion Project by the Inquisition, surviving where lesser individuals, both mortals and Space Marines alike, would have fallen.During that ill-fated mission to Beta Anphelion IV, his actions earned him and his Chapter the ire of some factions within the Ordo Xenos, but to others this stalwart warrior and the Adeptus Astartes of the Red Scorpions represent the Space Marine ideals of military might, moral purity and devotion to duty.As a Veteran sergeant, Carab Culln was awarded the highest honour his Chapter could bestow, the Talisman Martial, for taking field command and battling through to victory against the Daemons and warped followers of Slaanesh. Some standard years later it came as little surprise that he was appointed as lord commander (captain) of the Red Scorpions' elite 1st Company following the death of Lord Commander Usamlon in battle against Ork marauders aboard the space hulk Vulgator.As his Chapter defines such things, Culln has grown forthright, proud and above all fiercely loyal to the Red Scorpions Chapter. For this reason Culln was viewed as the natural successor of Lord High Commander Verant Ortys, the Chapter Master of the Red Scorpions.
Carab Culln - Anphelion Project: Culln was in command of the Red Scorpions' mission to accompany the Inquisitor Solomon Lok to Beta Anphelion IV to determine what had become of a secret Inquisition base there that had been researching the Tyranid threat in 850.M41.The Imperial forces discovered that the Tyranid specimens who had been experimented upon at the facility by the Adeptus Mechanicus' Genetors at the behest of the Ordo Xenos had escaped containment and begun to spread across the planet. While Culln was successful in rescuing the Red Scorpions personnel who had been deployed into the increasingly precarious situation, he did not do the same for the Inquisition and Astra Militarum forces who had been deployed alongside the Red Scorpions.This abandonment of Inquisitor Lok and the other Inquisition forces caused great hostility to develop between the Inquisition's Ordo Xenos, of which Lok had been a member, and the Red Scorpions for a time.
Carab Culln - Badab War: During the Badab War, Culln's transition to the position of lord high commander and magister militum after the death of Verant Ortys on the world of Grief at the hands of the Renegade Astral Claws was greeted with wide acclaim by his battle-brothers and most importantly blessed by the Chapter's Chief Librarian Sevrin Loth, who oversaw the change of command and quelled any dissent.Culln's ascension had been contested primarily by the Fire Hawks Chapter Master, Stibor Lazaerek, who demanded that he instead should be granted overall command of the Loyalist forces in the conflict due to his seniority and long, honourable service to the Imperium.As Ortys' successor in command of the Red Scorpions, Culln was entitled to step into the mantle of his predecessor as magister militum and overall commander of the Loyalist forces, but this was by no means guaranteed. With the principal support of the Raptors and Salamanders Chapters, as well as his own impassioned pleas in the Loyalists' war council that he had the right of vengeance and the proven mettle required to see the war to its end, Culln finally secured the support of the Fire Angels and Novamarines for his command.Both the Sons of Medusa and the Marines Errant Chapters then agreed to his selection for reasons of their own. Despite some continued minor dissent, Carab Culln was acclaimed as the second magister militum of the Imperial Crusade to retake the Maelstrom Zone from the Secessionists.During the rest of the Badab War, Lord High Commander Culln proved to be a surprisingly superb strategist despite his previous experience as only a line officer, and he displayed an aptitude for applying the various skills and modes of warfare of the diverse Space Marine Chapters under his command, deploying them where the Loyalist forces would best contribute to victory in accordance with their Chapter's nature and tactical specialty.Culln also successfully delegated responsibility to his field commanders to act autonomously as they saw fit when detached from his immediate command and control. This propensity to delegate served Culln well when dealing with fiercely independent individuals or notably fractious Chapters such as the Sons of Medusa or the Minotaurs.In accordance to the highest traditions of his Chapter, Culln led several key assaults in which the Red Scorpions were heavily engaged and refused to disguise his presence or shun the thickest fighting, despite being a high value target for the enemy on any battlefield that he fought upon.
Carab Culln - Carab Culln the Risen: Formerly the lord high commander of the Red Scorpions Chapter, Carab Culln was believed lost to the Imperium in the campaigns that followed the Indomitus Crusade.Grievously wounded in the slaying of the Great Beast of Sarum, Culln's remains were returned to the Chapter, bearing only the faintest whisperings of life.Thus in honour he was interred within the armoured shell of a Relic Leviathan Dreadnought, blessed with the technology to allow Culln to serve his brethren in battle once again as Carab Culln "the Risen."After his disappearance, the Chapter's de facto leaders were Commanders Casan Sabius and Sirae Karagon, the Regents of the Ordron Rift, who still retain command despite Culln's miraculous return.
Carab Culln - Carab Culln the Risen: Twin-linked Assault Cannon on the Left Weapon ArmTarsus Scorpii on the Right Weapon Arm - The Tarsus Scorpii is a relic Leviathan Siege Claw of the Red Scorpions Chapter outfitted with a built-in Heavy Bolter.2 Torso-mounted Heavy FlamersHunter-Killer Missile Launcher (3 Hunter-Killer Missiles)Smoke Launchers
Carab Culln - Carab Culln, Lord High Commander of the Red Scorpions: The following wargear was used by Carab Culln before he was implanted within the shell of a Leviathan Dreadnought.Indomitus Pattern Terminator Armour - Carab Culln wore a suit of ancient Red Scorpions Indomitus Pattern Tactical Dreadnought Armour. With the relative rarity of such technology, only a few Chapters possess sufficient working suits of this form of Terminator Armour to fully equip the entirety of their 1st Company as Terminators as the Codex Astartes prescribes. Carab Culln's armour is the same suit he was first given as a Veteran upon his assignment to the Red Scorpions' elite 1st Company over a standard century before his recent ascension to the leadership of his Chapter. This suit of Terminator Armour grew ever more embellished over time by his achievements and battle honours. Culln's defences were further enhanced with a protective energy field generator known as an Iron Halo, mounted within his breastplate and a Teleport Homer.Master-Crafted Storm Bolter - One of Carab Culln's weapons was a Storm Bolter, a plain and largely unadorned example of its kind; it was nevertheless a valued artefact in its own right, tended faithfully and kept in perfect operating condition by Culln himself.Blade of Vord - Before he rose to become lord high commander of the Red Scorpions, Carab Culln wielded the Blade of Vord, an ancient Power Sword that was a relic of the Chapter's 1st Company and named for one of its heroes, Commander Vord. Once he ascended to serve as the master of the Chapter, Culln took up the Blade of the Scorpion in its stead.Blade of the Scorpion - The Blade of the Scorpion is a Power Sword and a powerful relic of war, having long been the chosen weapon of each successive lord high commander of the Red Scorpions. This great sword is perfectly balanced, having been made of micro-folded adamantium, etched at a molecular level with liturgies of harm and destruction. The blade can cleave through even ceramite plate unassisted when wielded with a Space Marine's transhuman strength. But what makes the Blade of the Scorpion so special is its disruption field generator, which is far more powerful than that found on a standard Power Weapon and which gives the blade its devastating strength. In skilled hands, the sword can bisect even a Chaos Terminator in a single blow or shatter granite without so much as marring the blade's mirror-like finish.Teleport Homer - Included within the mechanisms of Culln's Indomitus Terminator Armour, the Teleport Homer is a device of ancient Imperial technology that allows teleportation through the Warp from one location, usually an orbiting starship, to a point on a planetary surface. A Teleport Homer transmits a special vox signal that suits of Terminator Armour can lock onto to allow their users to teleport to a given location through the Immaterium with great accuracy by using teleporter technology located at the point of origin.
Carab Culln - Sources: Imperial Armour Volume Four - The Anphelion Project, pp. 13-55Imperial Armour Volume Nine - The Badab War - Part One, pp. 39-41, 43-45, 48, 85, 101, 119, 166Imperial Armour Volume Ten - The Badab War - Part Two, pp. 9, 14, 19, 25, 34, 36-39, 53Warhammer 40,000: Compendium (1st Edition), pg. 52White Dwarf 105 (UK), "Chapter Approved Land Raider", pg. 5Forge World Webstore - Carab Culln the RisenForge World Webstore - Carab Culln the Risen Data SheetForge World Webstore - Lord Commander Carab CullnForge World - Space Marine Badab War Characters Update Version 2 (6th Edition)
Carapace Armour - Carapace Armour: Carapace Armour is a type of combat armour used by many Imperial military and para-military organisations, including the elite troops of the Astra Militarum, the Militarum Tempestus and the Adeptus Arbites. It is also utilised by those who have turned against the Imperium but still make use of much Astra Militarum wargear, such as regiments of the Traitoris Militarum and the secessionist forces of the Severan Dominate on the Spinward Front.Carapace Armour consists of large, rigid plates of armaplas or ceramite molded to fit parts of the body. It can range from complete armoured suits like those worn by the Arbitrators of the Adeptus Arbites to individual pieces such as chest plates, helmets, greaves, etc.Carapace Armour is stronger and thicker than the Flak Armour used by the common soldiers of the Imperial Guard and various Planetary Defence Forces and it provides the wearer a much higher chance of surviving a direct impact with standard small-arms ballistic rounds and laser strikes, though it does little to protect against stronger heavy weapons.Carapace Armour is used by a wide variety of the Imperial armed forces, including the elite special operations Tempestus Scions troops of the Militarum Tempestus, the other Storm Troopers and Grenadiers of the Imperial Guard and Inquisition, and the armsmen who defend the starships of the Navis Imperialis.The carapace breastplate worn by many Astra Militarum officers is as much a symbol of their rank as a form of protection. Regular guardsmen will usually be equipped with the cheaper and simpler to manufacture Flak Armour, although there are several elite Imperial Guard units, like those of the Cadian Shock Troops' Kasrkin, where Carapace Armour is used as the standard form of infantry protection. The most notable disadvantage of Carapace Armour is that it can be tiring to wear during extended combat.
Carapace Armour - Notable Carapace Armour Patterns: Cadian Pattern "Kasrkin" Storm Trooper Carapace Armour - The Cadian Pattern "Kasrkin" Carapace Armour is the standard body armour of the Cadian Shock Troopers' elite Kasrkin Storm Troopers, which completely protects the wearer's body and features a suite of advanced technologies. The helmet is equipped with a rebreather, photo-visor, encrypted micro-bead for vox communications and a clip attachment to the side for a light source or vid-recorder, whilst the suit itself incorporates an integral auspex unit accessed via wrist display and attachments for a Grav-Chute. The power for these systems is provided for by a small power pack, equivalent in size and cost to a Lasgun power pack, which allows for a solar week of continuous use before requiring replacement. While associated with the lost Fortress World of Cadia, this pattern of Carapace Armour has been adopted by the Departmento Munitorum for use by other Tempestus Scion units from as far away from Cadia as the Calixis Sector.Hax-Orthlack Mark II Magistratum Combat Carapace - Produced by Hax-Orthlack for the Scintillan Magistratum Enforcers, this suit of light, articulated Carapace Armour is fully enclosed and features both a respirator and flash reactive eyepieces built into the helm. While most commonly encountered in the unforgiving grey-steel of the Scintilla Magistratum, Hax-Orthlack also produces this armour for the authorities of several other worlds in the Calixis Sector, and a small number also find their way into the hands of the private security retinues of powerful noble houses. This suit of armour also has a built-in respirator, micro-bead and photo-visor.Hydraphur Pattern Judge's Carapace Armour - The Hydraphur Pattern Judge's Carapace Armour represents the manifestation of an Adeptus Arbites Judge's authority under the laws of the Lex Imperialis. It is similar to the light suits of Carapace Armour worn by standard Arbites Arbitrators, complete with the distinctive matte-black and red colouring, but also incorporates a storm coat and massive golden Aquila topping the helm. The helmet features a photo-visor, encrypted micro-bead for vox communications and vox-amplifier for issuing orders to crowds, while a small light source can be attached to the shoulder plates. A power pack similar in size and cost to a lasgun's power source provides enough energy for a solar week's continuous use of the armour's various systems.Solar Pattern Void Armour / Solar Pattern Reinforced Void Armour/ Solar Pattern Heavy Void Armour - Based on designs ceded to the early Imperium by the military forces of the Saturnyne Domains during the unification of the Sol System, the void armour of the ancient Imperial Army's Solar Auxilia regiments has become largely synonymous with that legendary elite fighting force itself. Designed to allow warriors to operate in some of the harshest conditions possible, void armour provides both a high degree of protection and a limited life support capacity. Offering a degree of environmental and combat protection exceeded only by the power armour of the Legiones Astartes, void armour, as its name implies, is intended to enable a Human soldier to survive the deadly travails of space battle and the harshest of exo-planetary conditions. Void armour is a carapace-reinforced, full environmental combat body armour integrated with a life support unit. The void armour worn by the Solar Auxilia, eponymously classified as "Solar Pattern," was itself a mass-produced modification of the ancient void armour worn by the Void Hoplites of the Saturnyne Ordo. The armour was fully sealed and capable of resisting small arms fire, ballistic impacts and shock trauma, was self-healing against minor penetrations and lacerations, and was particularly resilient against radiation and thermal effects, making it highly effective for combat operations in hostile environments of many kinds, not simply the open void. Although efficient and resilient, void armour should not, however, be considered to be a match in regards to durability or sophistication of Space Marine power armour, which operates at a greater order of magnitude in terms of defence and endurance. All of the patterns of Void Armour were primarily based around a series of interlocking plates, which were enhanced with a servo-motor armature to allow a normal Human to bear the weight of the Void Armour. It also provided a high degree of protection and a limited life support capacity. All in all, the Void Armour was a significant improvement over the more common Flak Armour that was issued to regular Imperial Army troopers. A pattern of Reinforced Void Armour and Heavy Void Armour also existed to provide even greater protection to Solar Auxilia troops when fighting in Zone Mortalis environments, though at the cost of increased weight and decreased mobility.Pressure Carapace - Designed for the rigours of ship-to-ship void combat, a Pressure Carapace set is armour first and a voidsuit second. Constructed from a lightweight ceramite plating over a thin, multilayered, sealed undersuit, Pressure Carapace armour is not really designed to protect from the hazards of the void for long periods of time, instead serving more as an incidental safeguard against accidental exposure. Adeptus Arbites boarding parties, such as those serving as part of the Calixis Sector's Precinct Astra, tend to employ suits of Pressure Carapace armour during their raids upon illegal shipping, though they are far from the only organisation to use this type of armour.Windrider Carapace Scale Armour - An odd mix of armour styles, this uses small diamond-shaped armaplas plates bound together in overlapping sections, forming a flexible covering that is less restrictive than normal carapace armour. The officers of the Lacustan Windriders regiments favour this armour for the extra mobility it affords, as well as its savage appearance.