DOW2.ucs(原文) 31001 行目 ~ 32000 行目

9106962 Heavy Bolter
9106963 No Setup Time
9106964 Reduced Weapon Range
9106966 The Blood Ravens’ legendary Chaplain Shedur sermonized that not only do the Space Marines cleanse the galaxy of sin, but in doing so show great mercy to those they slay   sparing them the further damnation of continuing life.
9106967 Purge of Victory Bay
9106968 Heavy Bolter
9106969 No Setup Time
9106970 Reduced Weapon Range
9106972 Named in honor of the Blood Ravens' conquest of the capital city of Kronus and defeat of the treasonous Imperial Guardsman there, this weapon has a dark reputation among the chapter's battle brothers. Some whisper that the death cries of the Guardsmen of Kronus can be heard when the weapon spews its hail of bolts.
9106973 Scourge of Xenos
9106974 Heavy Bolter
9106975 No Setup Time
9106976 Reduced Weapon Range
9106978 The Blood Ravens chapter armory entrusted this heavy bolter to Sergeant Brin when he became the second of the chapter's brothers to serve in the Inquisition's Deathwatch. Upon its return, the weapon had seen much terrible combat and received the blessings of three Inquisitors.
9106979 Laurels of Hadrian
9106980 Iron Halo
9106981 Recovered in a cache of chapter records on Planet Hadrian, this powerful Iron Halo is a relic from the Blood Ravens' mysterious early days.
9106982 Pinions of the Deathangel
9106985 Jump Pack
9106986 Grants the Assault Jump ability
9106989 One of the early relics from the Blood Ravens’ past, this jump pack still carries the old Mark VI turbines. Continued prayers to the machine god keep this venerable equipment outperforming anything newly emerged from a forge world.
9106990 Skyhammer
9106993 Jump Pack
9106994 Grants the Assault Jump ability
9106997 Only Space Marines could hope to survive the intense physical assault that is felt in battle using a Jump Pack. Bone-jarring acceleration followed by a landing forceful enough to knock their enemies to the ground -- any normal human would find themselves unable to walk if they even survived the flight to their foe.
9106998 Soaring Truth
9107001 Jump Pack
9107002 Grants the Assault Jump ability
9107005 The "Vincit Veritas" motto of Artificer Jordanos is brightly emblazoned near the intakes of this jump pack, proclaiming that Truth Will Win Out. One of the artificer's successors, however, has added "Victoria Veritas" -- Victory Over Truth   near the opposite exhaust port.
9107006 Victorious Flight
9107009 Jump Pack
9107010 Grants the Assault Jump ability
9107013 Large canyons and seemingly bottomless chasms mark the terrain on the planet Typhon, which posed a challenge when deploying large vehicles as the Blood Ravens landed to tame this errant population many centuries ago. This enhanced jump pack was created to aid in rapid deployment of assault forces.
9107022 Unerring Thunderbolt
9107024 Missile Launcher
9107028 Blazing Doom
9107029 Plasma Gun
9107031 Increased Rate of Fire
9107032 Reduced Range
9107034 During the first purification of Spire Legis on Meridian, night became the ally of the Space Marines as their enhanced senses allowed easy navigation around the heretics who had declared independence from the Imperium of Man. A plasma weapon was assigned to each squad, their blazing arcs of fire used as beacons to indicate the start of an assault.
9107035 Light of Salvation
9107036 Plasma Gun
9107038 Increased Rate of Fire
9107039 Reduced Range
9107041 When faced with an oncoming traitor battle tank on Tartarus, brother Eason instinctively grabbed the nearest weapon and fired. In a shot since hailed as guided by the Emperor himself, the plasma charge breached the foul vehicle's armor and incinerated the entire crew.
9107042 Fearsome Light of Faith
9107043 Plasma Gun
9107045 Increased Rate of Fire
9107046 Reduced Range
9107048 “The light of the Emperor shall be brought to all corners of the galaxy, and His chosen warriors wield this mighty weapon against His enemies.”   Translated from the High Gothic inscription on this Plasma Gun.
9107049 Purifier of Tombs
9107050 Plasma Gun
9107052 Increased Rate of Fire
9107053 Reduced Range
9107055 A relic of battles against the dread Necrons, Brother Damon of the Blood Ravens 4th company used this weapon during Captain Thule's daring raid on the catacombs beneath the Thur'Abis Plateau. Damon   now a sergeant   would go on to wield the weapon during the Kaurava campaign.
9107056 Left Hand of the Just
9107057 Plasma Pistol
9107059 Armor of the Destroyer
9107060 Power Armor
9107062 The Space Marines are hailed as the great saviors of mankind in their endless service to the Imperium. One of the other facets of their legend is as the Angels of Death   bringing destruction to humanity’s enemies.
9107063 Armor of Vandea
9107064 Power Armor
9107066 Engraved with testaments of valor, this power armor only officially entered service during the Kronus campaign. Rumor has it, however, that it awaited the Blood Ravens there, within the reliquary in North Vandea.
9107067 Cuirass of Azariah
9107068 Power Armor
9107070 Sergeant Karolus's storied campaign on Kronus led to assignment to a veteran Tactical Squad in the Blood Ravens’ 7th Company, where he wore this armor. When a Thunderhawk crash stranded the squad behind Tau lines, they  depleted an entire Hunter Cadre before they were safely extracted.
9107071 Mantle of the Great Father
9107072 Power Armor
9107074 After becoming the first Blood Raven to combine the roles of Chief Librarian and Chapter Master in M37, Azariah Vidya was gifted with a mighty suit of Terminator armor fashioned for him. The power armor he left behind was adorned with litanies of his past victories and modified for use by a non-psychic Space Marine.
9107075 Raven's Barding of Flight
9107076 Power Armor
9107078 With no known home planet to call their own, the Blood Ravens have no direct link to a forge world. It is up to individual commanders to establish bonds of trust with members of the Adeptus Mechanicus. This unique suit of power armor was created specifically for the commander of the 7th Company in M37.
9107079 Judgment of the Khan
9107080 Power Axe
9107082 Jaghatai Khan, Primarch of the White Scars chapter, led his Space Marines to victory using lightning raids and vicious strikes at the enemy’s weak flanks and rear. Inspired by these tales, Captain Brocus of the Blood Ravens’ 6th Company adopted a similar set of tactics after suffering horrible losses to a burgeoning Ork Waaagh in M39. Brocus adopted this power axe as his personal weapon and named it in honor of the Khan.
9107083 Matchless Savagery of Russ
9107084 Power Axe
9107086 Forged in honor of Leman Russ, Primarch of the Space Wolves chapter, this ancient power axe can cleave through man and machine alike. The Space Wolf artificers took the forging of this axe as an insult and much bad blood remains between the Blood Ravens and the scions of Fenris.
9107087 Gauntlet of Blood
9107088 Power Fist
9107091 After the extended campaign on Kronus, young Sergeant Karolus was granted a battlefield commendation after reports of his heroism reached his company’s leadership. When his power fist's field generator failed, he fought on undaunted   and when he returned; it had the blood of every Xeno race encountered on the gauntlet. The power field has been reactivated, and has never since failed, but the blood was left inside the field in his honor.
9107092 Light of the Astronomican
9107093 Purity Seal
9107094 "Let your holy light guide my hand toward your foes and my heart toward Terra."
9107095 Parable of the Lion
9107096 Purity Seal
9107097 "Be not like the Lion who leaves a Viper to guard his Den and is surprised to find Serpents there upon his return."
9107098 Grim Silence
9107099 Scout Armor
9107102 After his entire squad died in action against the Orks infesting Greenskin Gorge on Typhon, Initiate Narine took a vow of silence on his promotion to Space Marine that endured until his death. His last words were to refuse the mantle of the Tactical Squad to remain as a scout in honor of his lost brothers.
9107103 Initiate's Respite
9107104 Scout Armor
9107107 Scout Marines are often assigned to forward reconnaissance duties, not just because their lighter armor makes remaining unseen an easier task but because they must prove themselves worthy before being gifted with a suit of power armor and the remaining implants that make them full Space Marines.
9107108 Tenth Company of Honors
9107109 Scout Armor
9107112 Emblazoned with the laurels of victory and seals of service, this armor is awarded to a member of the 10th Blood Ravens company who has displayed the mixture of valor and resourcefulness prized by the chapter scouts.
9107113 Deathtouch of the Angel
9107114 Grants the ability, with Weapon Utility Training upgrade on Cyrus
9107115 Removes the ability, with Weapon Utility Training upgrade on Cyrus
9107116 Sniper Rifle
9107118 Adds 4 slot items
9107120 Takes the first 4 slot items away
9107121 All Space Marines spend their lives striving to do the duty the Emperor gave them -- to be his angels of death. This rifle is said to embody that universal longing and focus into one deadly shot.
9107122 Gift of the Righteous Initiate
9107123 Grants the ability, with Weapon Utility Training upgrade on Cyrus
9107124 Removes the ability, with Weapon Utility Training upgrade on Cyrus
9107125 Sniper Rifle
9107127 Adds 4 slot items
9107129 Takes the first 4 slot items away
9107130 Many Chaplains came to admire the zeal and dedication with which Initiate Nicholas approached battle. His perfect recollection of each sermon was punctuated through his apt use of them whispered in battle before each shot the master-crafted sniper rifle that was his constant companion until elevation to full battle brother.
9107131 Honored Silence
9107132 Grants the ability, with Weapon Utility Training upgrade on Cyrus
9107133 Removes the ability, with Weapon Utility Training upgrade on Cyrus
9107134 Sniper Rifle
9107136 Adds 4 slot items
9107138 Takes the first 4 slot items away
9107139 “Even when a claw punctured his chest, he did not scream. The Space Marine just grimaced, jabbed his sniper rifle into the eye of the giant creature and pulled the trigger. We all thought we were dead when the Carnifex showed up, but his sacrifice saved our entire company.”   report from Imperial Guard Captain McGechaen.
9107149 Hail of Fury
9107151 Storm Bolter
9107152 Before a Space Marine is blessed with Terminator armor, he receives extensive training in its unique weaponry. Once Terminator Honors are earned, a Space Marine is expected to forever be the pinnacle of his chapter’s ideals and is held to the highest standard.
9107153 Warrior's Holy Wrath
9107155 Storm Bolter
9107156 "Feel my wrath, enemy of Man! It shall tear through you and rend you limb from limb!"   engraved upon the housing of this storm bolter.
9107157 Command Teleporter
9107158 Teleport Pack
9107162 Mastery of Space
9107163 Teleport Pack
9107167 Miracle of Displacement
9107168 Teleport Pack
9107172 Tactical Relocator
9107173 Teleport Pack
9107177 Transit of Faith
9107178 Teleport Pack
9107182 Unflinching Warp Crusader
9107183 Teleport Pack
9107187 Blessed of the Deathwing
9107189 Terminator Power Fist
9107190 The habit of Blood Raven artificers to name relics in honor of the heroes of other chapters has caused its share of friction with those receiving this honor. The Dark Angels chapter was especially displeased by the naming of this mighty power first   Master Belial of the Deathwing stating "We have blessed no such thing"
9107195 Hand of Fury
9107197 Terminator Power Fist
9107198 Chaplain Shedur’s legendary zeal was such that he strode into battle without a ranged weapon to better come to grips with his foes. The crackling power field that surrounds this mighty weapon is said to eternally burn with his holy rage.
9107199 Arms of Tanthius
9107200 Thunder Hammer and Storm Shield
9107202 In honor of the 3rd Company veteran’s ceaseless fight against the Chapter’s enemies, Sergeant Tanthius received this master-crafted thunder hammer and storm shield after the Tartarus Campaign.
9107203 Pride of the First Company
9107204 Thunder Hammer and Storm Shield
9107206 This gilt set of wargear was to be a gift of honor from the Blood Ravens first company to Captain Davian Thule, a recognition of the critical import of holding the Aurelian recruiting worlds. Thought lost to Ork raiders, this hammer and shield will now forge a new legend in the crucible of battle.
9107207 Doom of Traitors
9107208 Thunder Hammer
9107210 Battle brother Jacob paused long enough to gather what little remaining strength remained as his lifeblood spilled from a gaping wound. He stared the former Space Marine   long fallen to Chaos   in the eyes and spoke “I am the doom of all traitors, and I shall be your end,” as he shattered the Alpha Legion warrior’s upraised blade.
9107211 Undeniable Hammer of Truth
9107212 Thunder Hammer
9107214 In battle against Eldar corsairs, Chaplain Georg and his retinue stormed the bridge of the heretic spacecraft chanting the Litanies of Truth. When his Crozius Arcanum was knocked from his grasp in the fighting against the ship’s commander, the company commander threw Georg the large hammer that was later consecrated as a holy relic.
9107225 Commander, the North and East approaches: they're both vulnerable.
9107226 !9107226
9107227 It is the only option the Commander has, Cyrus.
9107236 Tied
9107241 Master-Crafted Grenades
9107242 Highly effective vs. infantry in cover or in buildings
9107243 Less Effective vs. Vehicles
9107244 Limited Use
9107245 Anti-infantry grenades that excel at killing targets in cover or within structures.
9107246 Master-Crafted Frag Grenade
9107247 Throw anti-infantry explosive that deals good damage regardless of cover.
9107248 Click and target location
9107249 And look at Captain Thule: a shadow of his former self who can barely stay conscious for a single battle.
9107250 War is all we are. Killing is all we are good for.  The rest is delusion.
9107251 Wings of Holy Fire
9107254 Jump Pack
9107255 Grants the Assault Jump ability
9107258 Reworked to fit the larger Space Marine frame, this pack retains the core engines of a Seraph-pattern jump pack. It came to the Blood Ravens during the Vespa campaign, a gift from Sister Superior Christine, Seraph of the Order of the Golden Light.
9107259 Lance of Furious Dawn
9107261 Missile Launcher
9107265 %1BOSS% has escaped into the hinterland. %2HE_SHE_IT% may reemerge elsewhere, more dangerous than ever.
9107266 One of our %1RACE% enemies has escaped into the hinterland. %2HE_SHE_IT% may reemerge elsewhere, more dangerous than ever.
9107267 Mission has expired.
9107268 Target will reappear at greater difficulty.
9107269 %1STRATAGEM% Lost
9107270 %1RACE% forces have destroyed our generators securing the %2STRATAGEM% at %3MAP% on %4PLANET%.
9107271 %1RACE% forces have destroyed our generators securing the %2STRATAGEM% at %3MAP% on %4PLANET%. This was our last on %4PLANET%.
9107272 %1STRATAGEM% Secured
9107273 You have secured the %1STRATAGEM% at %2MAP% on %3PLANET%.
9107274 Sector Control Bonus
9107275 You have secured all the %1STRATAGEM_PLURAL% in the sub-sector.
9107276 All missions gain an additional day before they expire.
9107277 You gain additional bonus experience at the end of every successful mission.
9107278 It is easier to obtain multiple deployments.
9107279 Imperial Shrines
9107280 Communication Arrays
9107281 Automated Foundries
9107282 Shrines
9107283 Arrays
9107284 Foundries
9107285 Shrine
9107286 Array
9107287 Foundry
9107288 Goal Updated
9107289 The %1GOAL% goal has updated. Click on its progress counter to see the revised briefing and objectives.
9107290 The %1GOAL% goal has been added. Click on its progress counter to see the briefing and objectives.
9107291 New Goal
9107292 Target Weakened
9107293 Accomplishing this goal will get you one step closer to uncovering a fatal weakness in the Hive Fleet.
9107294 Accomplishing this goal will get you one step closer to obtaining the bio-toxin needed to poison the Hive Fleet.
9107295 Accomplishing this goal will get you one step closer to securing Angel Forge, where your weapon against the Hive Fleet will be manufactured.
9107296 Accomplishing this goal will help you keep the sub-sector safe and secure the future of the Blood Ravens.
9107297 Accomplishing this goal will get you one step closer to final victory over the Hive Fleet.
9107298 Telion's Chosen
9107299 Grants the ability, with Weapon Utility Training upgrade on Cyrus
9107300 Removes the ability, with Weapon Utility Training upgrade on Cyrus
9107301 Sniper Rifle
9107304 Adds 4 slot items
9107306 Takes the first 4 slot items away
9107307 A masterfully balanced weapon, this sniper rifle is purported to have been used by Torias Telion, the renowned Ultramarines Scout Sergeant, during the Second Tyrannic War.
9107308 Each of this weapon's barrels is engraved with the same grim statement: "Unto death and beyond it, I shall war in the Emperor’s name."
9107309 Stop the Eldar attack on Angel Gate and the forge it protects.
9107310 Stop the Eldar from destroying Angel Forge. Without it, the sector is lost.
9107311 Angel Forge Is Saved
9107312 Eldar Attack Halted
9107313 A prized relic of the Blood Ravens 9th company, this missile launcher last saw service during a bold raid on Tau armored columns during the Kaurava Campaign. By the time the sun rose fully over the Clement Hills, thirty Tau skimmer-tanks and crisis suits were smoking ruins.
9107314 Reliquary Saved
9107315 Stop the Ork Lootas
9107316 Warehouse Secured
9107317 Protect the lost relics of the chapter.
9107318 Stop the Orks from looting the warehhouse.
9107319 "Mighty Emperor, grant the brother who wears this device your own mastery over the realm of space." -- prayer intoned over this teleportation pack upon its completion in 765.M41.
9107320 Three Generators Active
9107321 Reactivate 3 generators to enable Angel Gate to close.
9107322 Dreadnought Armor
9107323 Dreadnought Armor
9107324 Dreadnought Armor
9107325 Dreadnought Armor
9107326 Dreadnought Armor
9107327 Dreadnought Armor
9107328 Dreadnought Armor
9107329 Dreadnought Armor
9107330 All Additional Generatoirs Reactivated
9107331 Reactivate additional generators to bring further defensive systems online.
9107332 It is written that this plasma pistol’s construction took an entire lifetime to complete for the team of Techpriests   who hand-wrote the Cult Mechanicus’ prayers of cooling and reliability on the weapon. It has never misfired, and even though chapter records mention its creation in its earliest writings, some believe it is far older   back to the days even before the Horus Heresy.
9107333 There are chapters of the Space Marines that all but refuse to deploy via teleportation due to the inherent risk of traveling through the warp   even for an instant. The Blood Ravens, however, make extensive use of this technology   even so far as to develop personal devices for worthy battlefield commanders.
9107334 Gatehouse Secure
9107335 Secure the gatehouse in order to close Angel Gate.
9107336 While it is not possible to take entire companies and redeploy them using teleportation, the advent of smaller man-portable systems gives the Blood Ravens the advantage of strategically moving small squads in combat to better take advantage of enemy movements.
9107337 Guardsmen Rescued
9107338 Rescue the Imperial Guardsman holding out against the Tyranids. They will assist you in closing Angel Gate.
9107339 When this weapon was used in defense of Lorn V, the allied Imperial Guard General Sturnn dubbed it the “Unerring Thunderbolt” when a missile attack found the weak spot in a massive Daemonic Defiler’s armor and destroyed it before it could rampage through their lines.
9107340 When pressing the activation rune of any teleportation device, a Space Marine must utter the Benediction of the Soul to guard against the possibility he may never return to this plane of existence.
9107341 On the tomb world Septimus Moore, Techmarine Martellus tirelessly repaired damaged battle tanks engaging the risen Necron, using this teleportation device dozens of times to travel between active engagements.
9107342 Though some Space Marines become accustomed to the inherent fear of transport through the Warp, all priests of the Machine God caution them to recall they are but one heartbeat away from being consumed by that hellish realm   and that teleportation is indeed a miracle of the Omnissiah.
9107343 He wants to fight at range. Rush him!
9107344 %1NUM% %2RACE% wave arrives in: %3TIME%
9107345 Deploy to defend the generators around the %2STRATAGEM%.
9107346 Wave %1NUM%/%2TOTAL% arrives in: %3TIME%
9107347 Next wave arrives in: %1TIME%
9107348 Set-up your defenses before the attack begins
9107349 Defend the Generators (%1ALIVE%/%2TOTAL% remain)
9107350 Gauntlet of the Templar
9107352 Terminator Power Fist
9107353 The Black Templars Space Marine’s legendary hatred of psykers at times extends to the Blood Ravens. Legend has it, this animosity came to a head in M36 when a Templar crusade engaged a strike cruiser of the 5th Company   led by a Commander and Librarian. Some say this power fist was named specifically later to goad the Templars.
9107355 The secretive Dark Angels found themselves in battle alongside the Blood Ravens while purging a planet of cultists in M39. Before they were cleansed, many yelled war cries to the foul traitor marine apparently guiding their efforts. The sons of Lion El’Johnson fell upon the main host with a rage and fury never witnessed before, assaulting the main camp alone and unsupported before leaving mysteriously after entering the leader’s bunker.
9107356 During in the scouring of the Space Hulk Port Matthias, the terminators of the Blood Ravens 1st Company breached the hull near the power grid for the fell vessel while the 3rd Company under Gabriel Angelos stormed the main decks. Reports from the fighting repeatedly mention the sounds of the Assault Cannons reverberating through the halls like a righteous storm of the Emperor.
9107357 Commander %1COMMANDERNAME%
9107358 You are %1COMMANDERNAME%, a Space Marine recently promoted to the rank of Force Commander.
9107359 You have been sent to Calderis to help Captain Davian Thule stave off a massive Ork invasion. Such is your reputation, the Chapter expects that you alone will be enough to tip the balance of the fight, and save Calderis.
9107360 A man of few words, you are renowned for keeping calm in high-pressure situations, and finding a path to victory in the face of overwhelming odds.
9107361 Proficiencies: Hand-to-hand Combat, Leadership
9107362 Ability: To Victory!
9107363 Sergeant Tarkus, Tactical Squad
9107364 A veteran of centuries of campaigning, Tarkus leads his Tactical Marines into combat with confidence and a steely demeanor. Slow to anger, Tarkus is a rock-solid second-in-command, and expert tactician.
9107365 Proficiencies: Front-Line Combat, Tactics
9107366 Ability: Tactical Advance
9107367 Sergeant Avitus, Devastator Squad
9107368 Avitus specializes in heavy weapons, and can unleash massive volleys of gunfire in a short period of time. His Devastator Squad rarely leaves any survivors in its wake.
9107369 Proficiencies: Ranged Combat, Heavy Weapons
9107370 Ability: Focus Fire
9107371 Sergeant Cyrus, Scout Squad
9107372 A veteran Space Marine with a fearsome reputation, Cyrus has chosen to dedicate himself to training the initiates who serve as Blood Raven scouts, honing them into full-fledged Space Marines.
9107373 Proficiencies: Reconnaissance, Assassination
9107374 Ability: Infiltrate
9107375 Sergeant Thaddeus, Assault Squad
9107376 Recently promoted to Sergeant, Thaddeus has made a name for himself battling the feral Orks of Calderis and Typhon. Brash and idealistic, he leads his Assault Marines with undisguised enthusiasm.
9107377 Proficiencies: Hand-to-Hand Combat, Aerial Assault
9107378 Ability: Assault Jump
9107379 The Ork Menace
9107380 Savage and bloodthirsty, barbaric and brutal, Orks infest the galaxy from end to end.
9107381 Green-skinned and ape-like, these aliens are brutal combatants and form into massive war bands which set to burning and pillaging everything in their path.
9107382 Most dangerous is the Warboss, largest and most cunning of the Orks. These huge chieftains can inspire the fear and discipline necessary to trigger a massive Waaagh! -- an Ork uprising that can topple entire systems if not stamped out quickly.
9107383 The Eldar
9107384 One-time masters of the Galaxy, the Eldar are now few in number and slowly dying out. Those few, however, are among the most dangerous enemies of Man.
9107385 Following specialized paths of rigorous training throughout their long lives, the surviving Eldar are masters of terrible psychic powers, deadly warrior skills, and incredibly sophisticated technology.
9107386 Skilled in foretelling the future and manipulating lesser races, the Eldar would gladly sacrifice billions of humans to save a handful of their own.
9107387 The Blood Ravens
9107388 The Blood Ravens are a Chapter of Space Marines that are based in the Imperium’s eastern frontier. Like all Space Marines, the Blood Ravens are genetically-modified warriors with superhuman endurance, reflexes and mental capacity. Their power armor allows them to shrug off punishment that would destroy most tanks.
9107389 The Blood Ravens are unique because they have lost all knowledge of their origins. Their records only date back to the great civil war that almost destroyed the Imperium millennia ago. They do not even recall their founder, and simply refer to him as “The Unknown Primarch.”
9107390 Davian Thule, Blood Ravens Captain
9107391 Commander of Space Marine operations in sub-sector Aurelia, Davian Thule is charged with protecting the Blood Ravens' recruiting worlds of Calderis and Typhon.
9107392 Thule is a highly respected Blood Ravens captain, and is renowned for being fiercely protective of those who serve under him.
9107393 Proficiencies: Heavy Weapons, Hand-to-Hand Combat, Leadership.
9107394 The Tyranids
9107395 From beyond the very edge of the galaxy come the Tyranid Hive Fleets   tendril-like swarms bent on consuming all life.
9107396 Guided by a terrible communal intelligence known as the Hive Mind, the Tyranids exist solely to strip the universe bare to feed their endless appetites.
9107397 In a matter of weeks, Hive Fleets can strip whole systems of life.
9107398 They are without number, without fear and without mercy.
9107399 The Hive Fleets
9107400 The three largest Tyranid Hive Fleets to invade the galaxy were dubbed Behemoth, Kraken and Leviathan. In each case, the fleet was only turned back at the cost of billions upon billions of lives.
9107401 The Hive Fleet invading Sub-Sector Aurelia is likely a fragment of Leviathan. Indeed, even when a fleet is supposedly defeated, many of its tendrils continue on. If this tendril is not stopped, it will soon rival the original hive fleet in strength.
9107402 Gabriel Angelos, Captain of the 3rd Company
9107403 Gabriel Angelos is considered by many to be the finest of the living Blood Ravens and one of the greater heroes in the Chapter’s history.
9107404 The Imperium of Man
9107405 Spanning the entire galaxy, the Imperium is the largest and mightiest dominion to ever hold sway over the stars. It rules over trillions upon trillions of men and women, living across millions of worlds.
9107406 But the Imperium’s golden age is long past. The Imperium is now fragmented by internal strife and instability, and it is sorely pressed by the countless aliens who assail it.
9107407 The Emperor of Man
9107408 Ten thousand years ago, when humankind was on the very brink of destroying itself during the Age of Strife, the Emperor revealed himself. He created the Space Marines from his own genetic material and led them on the Great Crusade to unify the worlds of Man. This crusade forged the mighty Imperium of Man.
9107409 Most humans now worship the Emperor as a God. For the Space Marines, he is more akin to a living ideal -- a father to emulate and obey.
9107410 Suspicions Continue to Grow
9107411 During the Dark Crusade the Blood Ravens annihilated an entire regiment of the Imperial Guard for refusing to abandon their mission on Kronus, a world the Blood Ravens had unilaterally quarantined.
9107412 The reasons for the quarantine were never fully explained, and some called the annihilation of the Imperial regiment outright treason. This, combined with the Blood Ravens’ mysterious past, has caused some elements of the Imperial government to view the Blood Ravens with suspicion.
9107413 The Battle of Hadrian
9107414 %1COMMANDER% earned his promotion to Force Commander by leading a squad deep behind enemy lines to destroy the massive artillery batteries that were stalling the campaign to retake planet Hadrian.
9107415 Ability: Battle Cry
9107416 Tarkus Terminatus
9107417 Tarkus earned Terminator Honors during the assault on the Necron Catacombs under Thur’Abis Plateau. Tarkus was among those selected to protect the detonator that brought the entire cavern down on top of the Necrons.
9107418 Ability: Taunt
9107419 Cyrus of the Deathwatch
9107420 Cyrus served in the Deathwatch for nearly two centuries. While his unorthodox tactics had been considered eccentric by his fellow Blood Ravens, they were fully embraced by his squad mates in the Deathwatch.
9107421 Cyrus ended his tour of duty with the Deathwatch after the battle of Victoria Primus, and he was determined to bring all that he had learned back to the Blood Ravens.
9107422 Ability: High Powered Shot
9107423 The Devastator of Victory Bay
9107424 Avitus grew up in a small settlement on Typhon that was terrorized by a corrupt regiment of the Imperial Guard. The settlement was extorted to near starvation by unofficial taxes and penalties, and often served as a target of the Guardsmen’s wanton cruelty.
9107425 Avitus has since seen Guardsmen as traitors and weaklings.
9107426 Ability: Sprint
9107427 From the Gutters
9107428 A native of Meridian, Thaddeus was an under-city gang leader when Davian Thule recruited him to become a Blood Raven. Although his days as a ganger are long gone, Thaddeus maintains the brazen attitude he learned in the under-city.
9107429 Ability: Merciless Strike
9107430 Fall from Grace
9107431 Davian Thule was once considered to be among the greatest of the Blood Ravens. His brilliant command of the Kronus campaign should have vaulted him even higher into the inner circle of Blood Raven leadership, but instead led to a falling out with the Blood Ravens' Chapter Master.
9107432 Many have speculated that Thule’s fall from grace was because of his unwillingness to vilify the Imperial Guardsmen slain on Kronus, a fact that was noted in the Imperial investigation on the matter. There are darker rumors, though, of secrets discovered on Kronus -- secrets that shook Thule’s faith in the Blood Ravens and caused him to withdraw from Chapter politics.
9107433 Tartarus
9107434 The Tartarus campaign is considered by many to be Gabriel Angelos's greatest triumph and a resounding victory for the Chapter. But the results of the campaign have been aggressively questioned by elements of the Inquisition.
9107435 These doubters contend that the extent of Isador Akios’s treason is still not fully known, that his treason may have spread to other elements of the Chapter. They also question Gabriel’s decision to destroy the Maledictum and claim that he was a dupe either of the Eldar or of more sinister powers.
9107436 The Peril of Youth
9107437 %1COMMANDER% is the youngest Blood Raven ever to achieve the rank of Force Commander. Many in the Chapter are impressed by %1COMMANDER%’s prowess, but there are also those who feel the promotion was premature.
9107438 Ability: Rally!
9107439 Terminatus-pattern B. The storm bolter is a mighty double-barreled bolter held in a single hand of a Terminator. It brings undaunted fury to the enemy and is highly effective against infantry targets.
9107440 Weapon pairing used with Terminator armor in its assault configuration. Paired with a storm shield, the thunder hammer makes the Terminator a nearly unstoppable melee combatant. It does deprive the Terminator of any ranged weaponry, however.
9107441 Terminatus-pattern. The assault cannon is a powerful suppression weapon. Unlike the heavy bolter, it is also effective against armored vehicles and leaves a hand free to wield a power fist.
9107443 Ragnar Blackmane of the Space Wolves is said to have laughed aloud when informed that Blood Ravens artificers had prepared a power axe in his honor, and that they intended to send it to Fenris as a gift. "Let them keep their trinkets," he said.
9107444 Named for the legendary chaplain of the Blood Angels chapter, this armor channels the mighty warrior's fury. "Choose death, alien, lest you face Lemartes" is inscribed along the gorget.
9107445 This fine relic was meant to go to Captain Indrick Boreale when he returned victorious from the Conquest of Kaurava. But Kaurava was not conquered   at least not by the Blood Ravens   and Boreale was lost to the chapter in that bloody conflict.
9107446 The home planet of the Salamanders Chapter is a volcanic orb upon which geysers of magma reach into the sky. This plasma cannon was named in honor of that fiery place and the mighty chapter it spawned.
9107447 "Stand firm like the mighty Primarchs, who lost upon savage worlds, stood above all men."   Inscribed on the gorget of this power armor.
9107448 "The Righteous and the True shall not fall so long as they keep the Emperor in their hearts."   the benediction of Brother Jan, given just before his death in the Wowk Massacre.
9107449 "Rejoice for I have decided to bless you with my fury."   from the Sermon to the Xenos, transcribed on prayer strips attached to this weapon.
9107450 Like an explosive hail storm, the rounds from this storm bolter reduce enemies to battered and bloody remains.
9107451 The powers of the Warp occasionally manifest as great storms in space, rifts and rends in reality that can cut off whole worlds and drive men mad. This personal teleporter bears the motto "I fear not the storm. It shall fear me."
9107452 Brother Martinus wore this armor during the defense of Irwan Pass, holding the gates of a Blood Ravens monastery outpost for seventy days and nights against a horde of Orks. When the battle was finally over, his boot prints were said to be edged several centimeters into the basalt foundations of the gateway.
9107453 Any Space Marine is a terrible and awesome sight to behold in battle. But the venerated heroes who fight on from within Dreadnought walkers are unparalleled wonders of zeal and war. To see the mightiest of aliens crushed to a pulp in a Dreadnought's mighty fist is to know that Mankind shall never bow to the inhuman.
9107454 "As Saint Celestine gifted us with the example of her apotheosis, let us gift the galaxy with the example of our enemy's immolation."   benediction of St. Claire upon this weapon.
9107455 High-yield, focused subatomic charge. This powerful anti-vehicle explosive is thrown like a grenade, but will adhere to a target. They inflict heavy damage to vehicles but are not usable against other target types.
9107456 The head of this mighty thunder hammer is engraved with the Crux Terminatus, leaving its imprint in the shattered form of the Blood Ravens' enemies.
9107457 "Suffer Not the Unclean to Live"   Inscribed along the grip of this mighty weapon.
9107458 After the Blood Ravens pacification of Victory Bay, the Techpriests are said to have looked upon the wreckage of the vehicles used by the treasonous Imperial Guard and wept. This missile launcher was responsible for much of their sorrow.
9107459 No Blood Raven has set foot on Terra   or even gotten closer to it than Mars   in the chapter's recorded history. Nevertheless, the cradle of humanity remains a powerful symbol to the chapter.
9107460 "History is the product of scribes. Facts are the works of bureaucrats. But truth is the child of the warrior."   attributed to Leman Russ (ruled apocrypha by the fourth Council of Serena, 541.M38)
9107461 "Be like smoke   stealing the enemy's sight and breath, but fading to nothingness when he strikes." -- from the lessons of Sergeant Cyrus to the Scouts of the Blood Ravens chapter.
9107462 "Inaccuracy is a sin   you will always have more enemies to kill than rounds to kill them with."   from the lessons of Sergeant Cyrus to the Scouts of the Blood Ravens chapter.
9107463 "Knowledge is power; guard it well. Lay bare the secrets of others as you would draw a blade; hold your own tightly as you would a shield."   from Azariah's Sermon on Truth.
9107464 "As Terra is the center of the Imperium, and the Emperor is the center of Terra, let this weapon find the center of our enemies."
9107465 The legendary Chaplain Elizur of the Blood Ravens stood out for his harsh and pitiless attitudes even among the grim preachers of the Emperor's Angels of Death. This armor still bears his grim motto: "Pain is the deliverer of Zeal."
9107466 "As Holy Terra is a beacon of hope for Humanity, so may this weapon bring hope to those facing the scourge of alien tyranny."   From the activation rites of this flamer.
9107467 Another item forged in honor of the Crimson Fists chapter, this power fist is said to grow deeper and deeper red in color as the centuries go on. Techpriests speak of a variance in the fist's power field   poets of the soaked in blood of enemies.
9107468 Like the thunder of a thousand Space Marines marching, the chatter of this weapon brings the flaming zeal of the chapter down upon the enemies of Man.
9107469 Powerful close-combat claws, Dreadnought fists are also mounted with a heavy flamer, making the walker all the more deadly at close range. No infantry can long stand against the venerated heroes of the chapter.
9107470 This golden halo is forged in honor of Captain Dante of the Blood Angels, a great hero of the Imperium. Those wearing it are said to share in Dante's might and fury.
9107471 Forged by the artificers of Salamanders chapter, this deadly weapon passed to the Blood Ravens after Tarkus visited Vulkan as part of the penitence he performed before becoming a sergeant. Impressed by his warrior's faith and uncompromising dedication, the Salamanders prepared this for the time to come when he would be worthy to wield it.
9107472 During the First Purification of Hab Spire Legis on Meridian, a young boy felled a large ganger with a simple laspistol just as the criminal was readying an ambush on a Blood Raven. Stray shots scarred the Space Marine's armor, which still bears those marks as a reminder of the simple child's courage.
9107473 This weapon's name is deeply carved near its sight. The Space Marine who engraved the words is long dead, but all who wield it are reminded of the ancient saying as they train their sights on the enemies of Man   “Ruthlessness is the mercy of the wise”.
9107474 Recovered from the xenos filth during the current Aurelian Campaign, this battle banner is a symbol of pride and honor to those who continue to serve in its defense. In the ongoing and brutal campaign, it is a reminder that anything worth having is worth fighting for.
9107475 Said to have once wielded by a member of legendary the Adeptes Custodes (the Emperor's personal guard), the purifying flames of this weapon burn with an added intensity. Having served so close to the Emperor, this flamer is truly blessed.
9107476 “From Holy Terra herself to the furthest fringe worlds of this galaxy, in the face of the most unlikely of odds, and with your unerring strength, we carry the fight to our enemy   To victory!”
9107480 Battling the Orks on Piscina IV at Koth Ridge, Dark Angels Sgt. Naaman and his company of Scouts held the advance of the Greenskins in several key encounters. The Orks apparently refused to attack under cover of darkness, where they preferred to stay in the relative safety of their camps for fear of Sgt. Naaman and his hunting parties.
9107481 First crafted on the Blood Angels home world of Baal, it is uncertain how this flamer came into the hands of the Blood Ravens artificers or why it was modified to mix toxic chemicals with promethium.
9107482 Colonel Argo Calder reestablished the planet of Calderis after it had been lost to the Imperium. The colonel used this blessed power fist to battle the vicious indigenous creatures of the desert world and personally found its still-current capital settlement of Argus.
9107483 A Blood Ravens Sergeant is said to have decapitated a charging Ork Nob with a single shot using only this unassuming bolt pistol. Whether this was an incredibly lucky shot on his part or an example of the power of even the smallest weapons is uncertain.
9107484 A piece of Captain Trythos’ holy dreadnought was forged into this suit of Terminator armor. As a result, the captain’s undying fury manifests in the wearer, allowing them to sustain the most ferocious of attacks.
9107485 This fine power armor is said to incorporate several modifications favored by Dark Angels Master Baradiel. How the Blood Ravens artificers would know of these techniques and preferences is unclear.
9107486 Tarkus served with Davian Thule in the Kronus campaign, and quickly established himself as one of Thule’s most trusted advisors. Tarkus twice distinguished himself in the campaign, first against the Tau, and once more against the Necrons, and was awarded Terminator Honors for his valor.
9107487 A veteran of countless bloody battles, Avitus wields his hatred for the enemy as his greatest weapon. Avitus’s seething rage is barely contained while off the battlefield, though, and his squad mates have been known to joke that while they do not fear the enemy, they most certainly fear Avitus.
9107488 Sergeant Cyrus favors subtle and unconventional tactics which are not always popular with his fellow Space Marines. These same tactics, however, earned him the attention of the Deathwatch, an elite corps of alien-hunters serving the Imperial Inquisition.
9107489 The Blood Ravens also have an unusual number of Psykers (psionically gifted individuals), causing some to accuse them of having the taint of mutation, and corrupted implants.
9107490 Thule vaulted to prominence four centuries ago when he slew the Chaos Witch Morgana in the Black Fortress of Vespa. He further proved himself with his heroics in the Cadia campaign, and with his command of the Kronus campaign.
9107491 Gabriel currently commands the Blood Ravens 3rd Company, and his most recent victory was a crushing defeat delivered to the Tau in the Targa system.
9107492 A native of the recently destroyed world of Cyrene, he has led his company to glory time and time again, against the most impossible odds.
9107493 The Great Crusade was eventually halted by treason from within in a great civil war known as the Horus Heresy. The usurpers were thwarted, but the Emperor was mortally wounded in the final battle by his traitorous son, Horus, and is now only kept alive by the technology of the Golden Throne.
9107494 The commanding officer of the Kronus expedition was Davian Thule.
9107495 The objective was inaccessible to both Thunderhawk and Drop Pod, and required weeks of careful movement through mountain passes and surgical ground strikes that did not alert the enemy to his position.
9107496 The fact that %1COMMANDER% was able to destroy the artillery batteries and bring his entire squad back unscathed was considered nothing short of miraculous.
9107497 The Hive Mind
9107498 A Tyranid Hive Fleet is controlled by a terrible communal intelligence known as the Hive Mind. The largest of the hive ships serves as the repository of this mind, but it spreads to every Tyranid.
9107499 Individuality does not exist among the Tyranids. All serve the hungers of the hive.
9107500 Service Beyond Death
9107501 The bio-toxin sample has stopped the poison that was killing Captain Thule and has allowed him to come back in the form of a Dreadnought. Dreadnought walkers are powerful vehicles that can keep mortally wounded Space Marines alive to continue their fight to save the Imperium.
9107502 Dreadnought armor is largely impervious to small arms fire, but is an easier target for heavy weapons like missiles and beam weapons to hit. Dreadnoughts can also crush most objects in their path and can kill most infantry in a single hit.
9107503 Ability: Might of the Ancients
9107504 Legendary Blood Ravens
9107505 Chapter histories speak of the "Great Father" Azariah Vidya, first Blood Raven to combine the roles of Chapter Master and Chief Librarian. No official records exist of any leaders before him.
9107506 Apocryphal stories recur, however, about four great Blood Ravens who led the Chapter at an even earlier date. One is Alexian, the mightiest warrior in the chapter’s history.
9107507 Some say Alexian and Azariah are one and the same, and that their legends are simply mixed together by the millennia.
9107508 The Penitent
9107509 Tarkus was once convinced by an Eldar Ranger to lead his squad straight into an ambush. The Ranger had approached him under the guise of a truce and had proposed they temporarily work together against their common enemy, the Orks.
9107510 Tarkus was the sole survivor of the ambush and has never forgiven himself for the deaths of his men. The fact that the deceitful Eldar Ranger escaped the fight also weighs upon him and kindles a deep hatred for the Eldar that has not lessened with time.
9107511 Ability: Grenadier
9107512 The Lessons of Cyrus
9107513 A scout, an assassin and a warrior, Cyrus is above all a teacher. He remains a scout sergeant in order to train the young initiates who are to become Blood Ravens.
9107514 Cyrus is a demanding sergeant, but he is also patient and fair-minded, and these traits inspire fanatical devotion from his initiates. Among Blood Raven scouts, a simple nod of approval from Cyrus is said to mean more than a dozen commendations from the Chapter.
9107515 Ability: Immolate
9107516 The Burning Abbey
9107517 Avitus was among the first Blood Ravens to arrive to support Davian Thule in his assault on the Black Abbey of Vespa. He was also one of the last to leave the abbey, having made sure the foul place burned entirely to the ground.
9107518 Ability: Clear Out
9107519 Champion of Legis
9107520 During the Legis Uprising, Meridian's largest spire-city was thrown into anarchy, and adepts of various strata each declared themselves the preeminent authority and went to war.
9107521 A Blood Raven squad deployed into the worst of the chaos to secure Chapter gene-records put at risk. During this deployment, Captain Thule spotted a young Thaddeus holding off maddened rioters.
9107522 Davian Thule and Kasr Sonnen
9107523 Just prior to the Kronus Campaign, Davian Thule led the Blood Ravens' 4th company to the fortress world of Cadia to fight off a large incursion by the traitor legions.
9107524 Thule’s arrival was spectacularly timed, and his troops dropped right into the midst a massive column of Iron Warriors bound for the city of Kasr Sonnen. Heavy losses were inflicted on the Iron Warriors, and they were thrown into disarray.
9107525 Cyrene
9107526 The garden world of Cyrene was once the pride of Sub-Sector Aurelia and the Blood Ravens' most important recruiting world. Gabriel Angelos was born and raised on Cyrene and was recruited to the Blood Ravens when he triumphed in the Blood Trials.
9107527 A few centuries ago, there were rumors that the nobles of Cyrene were plotting treason against the Emperor himself. The Inquisition caught wind of these rumors and eventually exterminated the entire planet as an example to neighboring sectors.
9107528 Gabriel is now among the last few survivors of Cyrene.
9107529 The Primarchs
9107530 The Primarchs were warriors created directly from the genetic template of the Emperor himself. Standing nearly ten feet in height, with superhuman strength, speed and mental capacity, the Primarchs were second only to their father in glory and might.
9107531 The Golden Throne
9107532 The Emperor has sat immobile on his Golden Throne for ten thousand years. Imperial authorities, however, insist that his spirit remains potent and reaches out across the Galaxy to guide his followers.
9107533 Computer has taken over for player %1NAME%
9107534 No Winner
9107535 Water Pump
9107537 Civilian Structure
9107538 Civilian Structure
9107539 Civilian Structure
9107540 Civilian Structure
9107541 Civilian Structure
9107549 Guard Tower
9107550 Guard Tower
9107551 Civilian Structure
9107552 Civilian Structure
9107553 Right-click to have infantry enter this structure.
9107554 Lictor's location
9107555 Right-click to have infantry enter this structure.
9107556 Right-click to have infantry enter this structure.
9107557 Right-click to have infantry enter this structure.
9107558 Right-click to have infantry enter this structure.
9107559 Right-click to have infantry enter this structure.
9107560 Right-click to have infantry enter this structure.
9107561 Right-click to have infantry enter this structure.
9107562 Right-click to have infantry enter this structure.
9107563 Power Generator
9107564 Power Generator
9107565 Right-click to activate.
9107566 Right-click to activate.
9107567 Keep playing (%1TIMELEFT%)
9107568 Dispute
9107569 Capture, Capture, Capture
9107570 Your units should never be idle; if they aren't fighting they should be capturing a point.
9107571 Sergeants
9107572 A lot of squads can add sergeant troops for additional buffs and abilities.
9107573 Capturing enemy listening posts
9107574 Destroying enemy Listening Posts and then capturing the point will also capture any Energy Generators built on that point.
9107575 Get wargear
9107576 Choose wargear items that compliment one another.
9107577 Go over them!
9107578 Units that can jump or teleport are great counters to entrenched suppression weapons.
9107579 Hold your ground!
9107580 Heavy bolter devastator squads deal more damage the closer a unit gets to it.
9107581 Let your base give a helping hand
9107582 In multiplayer, the headquarters projects an aura that quickly heals your units. Lure your enemies there to gain the advantage if it seems like an equal fight.
9107583 Heavy cover vs. Buildings
9107584 Infantry in buildings are vulnerable to flamers, snipers and grenades. Additionally, infantry in heavy cover get a better cover bonus than those inside a building, so you can overwhelm garrisoned troops by making use of heavy cover.
9107585 Detector units
9107586 Infiltrated units are only partially revealed when they attack and still have defensive bonuses. Detector units fully reveal enemy infiltrated units and can spot them from farther away.
9107587 Leaders and upgrades
9107588 Purchase leaders and upgrades for your squads.
9107589 Orks like fightin'!
9107590 Even Ork Shootas will engage you in melee combat if you get too close
9107591 Live to fight another day
9107592 Having a squad Fall Back is always preferable to losing it. Units can be reinforced for cheaper cost and shorter times than it would take to buy a new squad.
9107593 Reviving an allied commander
9107594 Reviving an allied commander gives your hero experience and saves your teammate from having to spend resources to revive his commander.
9107595 Resource your way to victory
9107596 Securing resource points first will give the player military strength advantage to take Victory Points at will.
9107597 Moving units quickly around the map
9107598 Set your Rally Point to Webway Gates and Ravener tunnels to send newly built units through them.
9107599 Heavy but slow
9107600 Set-up weapons like Heavy Bolters and Shuriken Cannon Platforms have a limited firing arc and are vulnerable to flanking attacks.
9107601 Enjoy the view
9107602 Units take less damage and can not die during sync kills.
9107603 Use Fall Back
9107604 Fall Back when you think you are outnumbered, don't fight. By saving your troops you will be able to field a larger army later in the game.
9107605 Remote detonators
9107606 Use Scout Sergeants to set Remote Detonaters next to empty buildings, and leave a surprise for the enemy the next time they try to use one!
9107607 Use the minimap
9107608 You can issue move and attack move orders on the minimap, just as you would in the main view.
9107609 Ravener rampage
9107610 When playing as the Ravener Alpha, equip the Acid Splatter and Toxic Miasma wargear upgrades to turn your Commander into a devastating AoE melee attacker.
9107611 Ravener durability
9107612 Equip the Reflective Carapace wargear to reduce damage taken as you exact a heavy toll upon your enemies!
9107613 Defend your generators
9107614 If an enemy captures a strategic point controlling your power generators, those generators will fall into the hands of the enemy, boosting their power income.
9107615 Keep your hero alive and fighting
9107616 Every kill grants experience and helps your hero level up. A high-level hero with the right wargear can face an entire army without fear.
9107617 Who says Marines don't look good in pink?
9107618 Use the Army Painter to customize your armies with unique color schemes.
9107619 Fight another day
9107620 Avoid fighting a losing battle: use the Fall Back button to retreat your troops.
9107621 Mix up your team
9107622 In team games, surprise your opponents with unique strategies using combinations of different hero types.
9107623 Keep your eye on the prize
9107624 Tanks are vulnerable from the side and from behind. Remember to keep your vehicle's front armor pointed towards your enemy.
9107625 Reinforcing your squad
9107626 It is cheaper to reinforce your squad than build a new one. Retreat your units to your headquarters to avoid taking unnecessary losses.
9107629 Unit Accuracy
9107630 Units that are moving are less accurate when firing than when stationary.
9107631 Don't fire and forget
9107632 Assault Jump is great for getting into the fray, but make sure you back up those units lest they fall to overwhelming forces.
9107633 Hive Mind and Tyranid Units
9107634 Certain Tyranid units, like Warriors and Zoanthropes have a stronger connection to the hive mind. Kill these creatures to cause area of effect damage to surrounding Tyranid units.
9107635 Death from above
9107636 Drop pods make excellent weapons as well as provide reinforcements
9107637 Damaging vehicles the good, old-fashioned way
9107638 Enemy tank ruining your day? Left your Melta Bombs at home? Many melee weapons, such as Power Weapons, are effective at damaging vehicles.
9107639 Flash Grenades + Demolition Charges
9107640 Demolition charges have a long detonation timer and may not be very effective versus moving targets, but when combined with a flash grenade or other weapon that causes stun, they can be devastating
9107641 Keep 'em distracted
9107642 Use your melee units to keep powerful ranged weapons from firing on you.
9107643 Medkits
9107644 Keep one squad equipped with medkits a little back from the fight in case your forward units fall in battle.
9107645 Weapon secondary effects
9107646 Note the various benefits on wargear; some weapons may deal less damage per second, but offer other secondary effects when attacking.
9107647 Using turrets effectively'
9107648 Turrets are best used to protect important resources or control key chokepoints on the map
9107649 Right weapon for the right job
9107650 Grenades are best for anti-infantry. Demolition charges have longer fuses, higher damage and are best for structures.
9107651 Shotguns
9107652 The Shotgun's Explosive Shot ability knocks back enemy infantry.  Use it to knock melee units back and keep them off of your Tactical Marines.
9107653 Upgrading multiple squads
9107654 Some abilities can be upgraded to affect multiple squads; look for ways to maximize your fighting force's efficiency.
9107655 Measure twice, cut once
9107656 Some abilities may appear to overlap each other. Be sure to plan ahead and see what squads you prefer to use in different situations.
9107657 Cover comes in all shapes and sizes
9107658 Tall walls and vegetation can completely block the line of sight from enemies to your units. Use this to ambush them, or throw grenades over the wall with impunity.
9107659 The enemy has grenades too!
9107660 Move away from explosives thrown at your squads before the timer above them counts down to zero.
9107661 Jump abililty
9107662 Use the Jump ability to knock down enemy infantry and buy time for your other squads to get into position. If your Assault squad is taking damage, jump away!
9107663 Use cover when possible
9107664 Units in cover take less damage, less suppression, and recover from suppression faster than units in the open.
9107665 Using buildings as cover
9107666 Buildings offer great protection for your troops. Some armies can occupy these buildings to deploy more units.
9107667 Divide and conquer
9107668 Flanking enemy squads is an effective tactic; you can negate cover by firing from the side.
9107669 Suppressing units
9107670 Attacking with a longer range unit, or using suppression, for instance, and then closing with a short range unit is a good tactic.
9107671 Queue your commands
9107672 Holding SHIFT+Right-Clicking will queue up commands for your units. Your units will follow your orders in the sequence you choose.
9107673 Units in cover
9107674 When units are in heavy cover, direct assaults are not advised. However, you can use grenades and flamers to counter the benefits of cover.
9107675 Lay down some suppression fire
9107676 Suppression fire can slow units down, forcing them to remain in your area of fire for longer.
9107677 Is that the sound of death I hear?
9107678 You can hear enemy vehicles and infantry approach even through the Fog of War.
9107679 Unit suppression
9107680 Units garrisoned in buildings and vehicles cannot be suppressed.
9107681 Unit Facing
9107682 Some units need to be set up to face the right direction, such as heavy bolter and anti-vehicle crews. Hold the right mouse button down and drag in the direction you want them to face.
9107683 Assign Control Groups to Manage Your Forces
9107684 Press Control + [a number] to assign a group, then press the number to reselect it later.
9107685 Environmental cover
9107686 Be mindful when destroying cover. Even though you've denied it to your enemy, you may find yourself without any for yourself if you have to fall back to that location.
9107687 Burn them alive
9107688 Flamers deal extra damage to units in buildings and cover.
9107689 Jump packs are your friend
9107690 Clear impassable chasms and walls with the Jump ability.
9107691 Flanking cover
9107692 Cover is directional. Flanking enemy positions will neutralize their cover bonuses.
9107693 Eldar like runnin'
9107694 Ranged Eldar Squads will do their best to keep you at range while fighting
9107695 Is it getting warmer in here?
9107696 Flamers are great for dealing with enemies in cover.
9107697 Grenade tactics
9107698 Grenades are an effective way to manage an overwhelming situation.
9107699 Breaking defensive formations
9107700 Is your enemy too dug in to approach? Jump units such as Assault Marines are perfect for getting in close and breaking defensive formations.
9107701 Power fists vs. Chainswords
9107702 Power fists may be great versus vehicles, but they attack slower than chainswords.
9107703 Defeating units in cover
9107704 Squads in cover will take more damage from flames.
9107705 Hotkeys
9107706 Taking the time to learn hotkeys will streamline your gameplay and make for more efficient micro-management.
9107707 Cover bonus
9107708 The flashing object next to a right-click move order means that object will provide cover to that squad.
9107709 Terminator Armor
9107710 Units in Terminator Armor cannot be suppressed by enemy fire.
9107711 Vehicle units are resistant to small arms fire
9107712 Bolter rounds won't harm vehicles. Use anti-vehicle weapons such as melta bombs and missile launchers to damage them.
9107713 Oops, sorry.
9107714 Watch where you throw grenades. Allies are affected by the blast.
9107715 Warboss
9107716 You've selected the Warboss. The largest and most powerful Ork, he excels at melee combat.
9107717 Kommando
9107718 You've selected the Kommando. The Kommando is a stealth expert who ambushes his prey.
9107719 Techmarine
9107720 You've selected the Techmarine. The Techmarine is a defensive specialist who constructs turrets to defend territory and a teleporter relay to reinforce allies.
9107721 Apothecary
9107722 You've selected the Apothecary. The Apothecary specializes in healing and excels at supporting from just behind the front line with his abilities.
9107724 Right-click to occupy.
9107725 Civilian Structure
9107726 Right-click to occupy.
9107727 Right-click to occupy.
9107728 Right-click to occupy.
9107729 Right-click to occupy.
9107730 Right-click to occupy.
9107731 Right-click to occupy.
9107732 Capture
9107733 Right-click to occupy.
9107734 Bunker
9107735 Bunker
9107736 Angel Gate Control Tower
9107737 Guard Tower
9107738 Military Structure
9107739 Military Structure
9107740 Military Structure
9107741 Military Structure
9107742 Capillary Vein
9107743 Right-click to administer poison
9107745 Right-click to occupy
9107746 Right-click to occupy
9107747 Right-click to occupy
9107748 Right-click to occupy
9107749 Right-click to occupy
9107750 Right-click to occupy
9107751 Right-click to occupy
9107752 Right-click to occupy
9107753 Right-click to occupy
9107755 Right-click to occupy
9107756 Right-click to occupy
9107757 Right-click to occupy
9107758 Right-click to occupy
9107759 Right-click to occupy
9107760 Civilian Structure
9107761 Civilian Structure
9107762 Guard Tower
9107763 Civilian Structure
9107764 Civilian Structure
9107765 Civilian Structure
9107766 Guard Tower
9107767 Guard Tower
9107768 Civilian Structure
9107770 Civilian Structure
9107771 Civilian Structure
9107772 Civilian Structure
9107773 Civilian Structure
9107774 Bunker
9107775 Angel Gate
9107813 Used by Davian Thule during the assault on the catacombs of Kronus, this master-crafted plasma pistol is said to have blazed with unprecedented power as Captain Thule fired it at the unholy essence of the Nightbringer.
9107820 Once in the chapter’s past, the Blood Ravens were thought to be descended from the Blood Angels after reports reached the Administratum that some of their number were exhibiting symptoms of the ‘Black Rage.’ Although these reports were later found to be mistaken, the affair led chapter artificers to name this chainsword after those very visions of death and destruction.
9107821 Hawk Turquoise
9107822 Blood Red
9107823 Blazing Orange
9107824 Midnight Blue
9107825 Shining Gold
9107826 Boltgun Metal
9107827 Chainmail
9107828 Bleached Bone
9107829 Skull White
9107830 Dwarf Bronze
9107831 Bad Moon Yellow
9107832 Bestial Brown
9107833 Blue Ink
9107834 Brazen Brass
9107835 Bronzed Flesh
9107836 Brown Ink
9107837 Bubonic Brown
9107838 Burnished Gold
9107839 Camo Green
9107840 Catachan Green
9107841 Chestnut Ink
9107842 Codex Grey
9107843 Dark Angels Green
9107844 Dark Flesh
9107845 Dark Green Ink
9107846 Desert Yellow
9107847 Dwarf Flesh
9107848 Elf Flesh
9107849 Enchanted Blue
9107850 Fiery Orange
9107851 Flesh Wash
9107852 Fortress Grey
9107853 Goblin Green
9107854 Golden Yellow
9107855 Graveyard Earth
9107856 Ice Blue
9107857 Kommando Khaki
9107858 Liche Purple
9107859 Magenta Ink
9107860 Mithril Silver
9107861 Purple Ink
9107862 Red Gore
9107863 Red Ink
9107864 Regal Blue
9107865 Ultramarines Blue
9107866 Rotting Flesh
9107867 Scab Red
9107868 Scaly Green
9107869 Scorched Brown
9107870 Scorpion Green
9107871 Shadow Grey
9107872 Snakebite Leather
9107873 Snot Green
9107874 Space Wolves Grey
9107875 Sunburst Yellow
9107876 Tanned Flesh
9107877 Tentacle Pink
9107878 Terracotta
9107879 Tin Bitz
9107880 Vermin Brown
9107881 Vomit Brown
9107882 Warlock Purple
9107883 Chaos Black
9107884 Loading…
9107885 The Wailing Doom
9107886 The Wailing Doom is a weapon of immense power.  It can be used to project a line of burning psychic energy damaging all in its path.
9107895 Tarkus (with Trait)
9107902 Collect the biosample with your Force Commander from this reclamation pool
9107903 Bolter
9107904 Bolter
9107905 Bolter
9107978 Merciless Strike
9107979 Lash out at a specified target with an explosive short-ranged melee attack.
9107980 Twin-Linked Big Shoota
9107981 Twin-Linked Burna
9107985 Tarkus managed to neutralize a Tomb Spyder in the critical moments while the detonator was being armed. With no weapon that could damage the Necron horror, Tarkus rushed into the face of the Tomb Spyder and held a frag grenade in a joint near the head.
9107986 The explosion crippled the Tomb Spyder, but resulted in the loss of Tarkus' left hand and forearm (since replaced by cybernetics) and the heavy scarring on the left side of his face.
9107987 This was a turning point in the battle and gave the detonator time to go into failsafe mode.
9107988 After decades of resistance from Captain Indrick Boreale, Cyrus finally requested to serve under Captain Davian Thule. Thule was quickly convinced and soon began to implement many of Cyrus's tactics as a matter of course.
9107989 "Cyrus is no fool," Thule would often remark. "There is a reason he chooses to remain a Scout Sergeant. In a few centuries there will not be a Blood Raven left who hasn't been molded by this thinking."
9107990 Avitus's hatred spiked to new heights during the battle of Victory Bay on Kronus. Cracking the Guardsmen's defenses was a savage and bloody affair, which cost the lives of two of Avitus's squad mates.
9107991 Thaddeus is the first Blood Raven to be recruited from Meridian in nearly 700 years. The Blood Ravens had stopped gathering recruits from Meridian in recent centuries because all prospects from the planet had perpetually failed to place in the blood trials.
9107992 All of this changed when Davian Thule put Thaddeus forward as a candidate 80 years ago. Some have expressed doubt that a native of Meridian has the mental toughness to be a Blood Raven, but Thaddeus has continued to prove himself on the battlefield time and time again.
9107993 The promotion was mandated by the Chapter Master himself and was sustained in the face of considerable resistance, in spite of the fact that the Chapter Master had never met %1COMMANDER% in person.
9107994 Records later revealed that the promotion was first decreed a full year before the Hadrian campaign began and simply did not go into effect until after the Hadrian campaign had concluded.
9107995 Powering a Dreadnought armature is hard on a mind, especially in a body that is mortally wounded. For this reason, Dreadnoughts spend much of their time in an inert resting state between missions.
9107996 Avitus and Davian Thule have served together since the two of them were Scout Marines centuries ago. Even when they were initiates, Thule was one of the few Marines exempt from Avitus's disdain, and that actually managed to earn his grudging respect.
9107997 Thule often remarked that he would have been no match for Morgana without Avitus's suppressive fire.
9107998 Seeing one man standing against hundreds inspired Thule. He recruited the courageous youth to be a Blood Raven.
9107999 When word was received that the Black Legion was en route to support the Iron Warriors, Thule was ordered to immediately withdraw by the Blood Ravens' Chapter Master. Thule initially ignored the order and continued to press his advantage, but finally relented when the Chapter Master threatened to relieve him of his command. The Cadian Regiments withstood the second assault alone, but losses were heavy.
9108000 Imperial records indicate that the Blood Ravens have never faced the Black Legion in combat and that this was not the first time they have actively avoided an engagement with them.
9108001 The original Space Marine legions were created from the genetic templates of the individual Primarchs, and all Space Marine Chapters can trace their lineage to one or more of the Primarchs.
9108002 The Blood Ravens are an exception to this rule. They have no knowledge of their Primarch, and their records only date back to the 36th millennium.
9108003 Enemies of the Imperium insist that the Emperor is actually dead and contemptuously refer to him as the "Carrion Lord" and the "Corpse God."
9108004 It is said that a thousand psykers are sacrificed daily to keep the Emperor's mind and body alive.
9108005 Twin-Linked Big Shoota
9108006 Twin-Linked Burna
9108008 Buzzsaw & Powerklaw
9108009 Buzzsaw & Powerklaw
9108010 Teleporter Relay
9108011 Allied units can heal and reinforce near this structure. Your units can fall back to this structure.
9108012 Teleporter Relay Beacon
9108013 Building
9108014 Click and target area
9108015 New Mission on %1MAP%
9108019 To Victory!
9108020 Charge to a specifed location with the Chapter's vigor, smashing through objects and knocking enemies back.
9108021 Click and target area
9108027 Host Disconnected
9108028 The host has disconnected. You will now be returned to the Main Menu.
9108037 Prime Gene Sample
9108038 Victory will reduce planetary infestation (%1NUM%)
9108039 vICTORY WILL
9108044 Prime Gene Sample - Victory reduces planetary infestation (%1NUM%)
9108045 Collect Prime Gene Samples (%1SOFAR%/%2TOTAL%)
9108046 Collect 5 Prime Tyranid Gene Samples
9108047 Click to deploy
9108048 Click to deploy
9108049 Click to deploy
9108050 Click to deploy
9108051 Name your army!
9108052 Prime Gene Sample - Victory reduces planetary infestation (-1)
9108053 Prime Gene Sample - Victory reduces planetary infestation (-2)
9108054 Race
9108055 Break suppression and heal nearby allies.
9108056 Rank Symbol
9108057 Signifying the rank of Force Commander, the Laurels of Command allow him to equip special wargear that grants additional bonuses and abilities.
9108059 Go to Hand-to-Hand!
9108060 Client Disconnected
9108061 The client has disconnected.
9108062 COMPLETE
9108063 Rendezvous with Tarkus
9108064 Meet with Tarkus
9108065 This ancient and massive Manufactorium complex is the industrial heart of Planet Meridian and Sub-Sector Aurelia.
9108066 The Secrets of Angel Forge
9108067 Tyranid Lictor
9108068 Teleporter Relay
9108069 Allied units can heal and reinforce near this structure. Your units can fall back to this structure.
9108070 Teleporter Relay Beacon
9108071 Building
9108072 Click and target area
9108073 Smash!  Maim!  Destroy!
9108074 Tyranid Lictor Boss
9108075 Lictor
9108076 Tyranicus Chameleo
9108077 Mouse Acceleration
9108078 Camera Panning
9108079 Default Team Colors
9108082 Quicktip Hints
9108083 Level 2 Stronghold
9108084 Level 2 Stronghold
9108085 Level 2 Stronghold
9108086 Tyranid Lictor
9108087 Smash!  Maim!  Destroy!
9108088 Tyranid Lictor Boss
9108089 Lictor
9108090 Tyranicus Chameleo
9108091 Charge to a specified location with the chapter's vigor, smashing through objects and knocking enemies back.
9108092 Charge to a specified location with the chapter's vigor, smashing through objects and knocking enemies back.
9108093 Charge to a specified location with the chapter's vigor, smashing through objects and knocking enemies back.
9108094 Throw anti-infantry explosive that deals good damage regardless of cover.
9108095 Throw anti-infantry explosive that deals good damage regardless of cover.
9108096 Fire an explosive shotgun shell that deals devastating damage, even to armored targets and vehicles.
9108097 Click and select a target
9108098 Fire a high-powered anti-infantry round with very long range.
9108099 Click and select a target
9108100 Vanish from enemy sight.  Attacking, using abilities or getting too close to enemy troops will briefly reveal the squad.
9108101 Soar over the battlefield, landing with a powerful impact that disrupts and damages enemy units.
9108102 Call in a massive orbital strike capable of destroying even the heaviest units.
9108103 Call in a massive orbital strike capable of destroying even the heaviest units.
9108104 Call in a massive orbital strike capable of destroying even the heaviest units.
9108105 Ignite the ground with promethium dealing damage over time.
9108106 Deploy mines at the designated location. Enemy troop proximity triggers the mines.
9108107 Break suppression and heal nearby allies.
9108108 Temporarily become immune to knockback and perform Special Attacks with every melee strike. Nearby allies temporarily do increased damage.
9108109 Force nearby enemies to switch targets and engage Tarkus's squad, drawing their fire from other friendly units.
9108110 Teleport to the designated location.
9108111 Break suppression and reduce incoming ranged damage at the cost of movement speed.
9108112 Maintain sustained bolter fire, suppressing enemy troops.
9108113 Use beacon to precision drop Tarantula sentry guns. These heavy bolter turrets damage and suppress enemy infantry.
9108114 Throw a demolition charge which deals heavy damage to buildings and units in an area.
9108116 Repair damage done to an allied vehicle, walker, generator or turret.
9108117 Shut down non-essential systems to repair Dreadnought. While in this state, the Dreadnought grants a cover bonus to all nearby squads.
9108118 Revive nearby incapacitated squad leaders and heal nearby squads.
9108119 Throw anti-vehicle explosive.
9108120 Lash out at a specified target with an explosive short-ranged melee attack.
9108125 Click and target location
9108128 Greatly enhance the damage output of any ranged weapon, bringing ruination to the enemy.
9108129 Swing Avitus's weapon, knocking away nearby enemies.
9108132 Not Used
9108135 Complete '%1MISSION%'
9108136 Drag the squads from the left pane to the right pane to deploy them in the next mission.
9108141 !9108141
9108142 !9108142
9108143 !9108143
9108144 !9108144
9108145 !9108145
9108146 Orbital Bombardment
9108147 Call in a massive orbital strike capable of destroying even the heaviest units.
9108148 Click and target area
9108150 Creates a large psychic storm, disrupting and damaging enemies in a large radius
9108152
9108153 Defeat Eldar on Meridian (%1SOFAR%/%2TOTAL%)
9108154 Defeat the Eldar raiding Meridian
9108158 Banshee Exarch Armor - Common
9108159 Defend the Imperial Shrine on Capital Spire
9108169 Venom Cannon
9108170 Astartes MK Vb
9108171 340 Damage
9108174 Victory reduces infestation (-1)
9108179 Monster of Meridian
9108180 Victory reduces infestation (-2)
9108199 Tarkus (with Trait)
9108201 Devil in the Spires
9108219 Do not show hero selection when entering a multiplayer game.
9108220 Do not show hero selection when entering a multiplayer game.
9108222 Return to Angel Forge
9108225 Not Used
9108228 Not Used
9108231 Not Used
9108232 Incendiary Strike
9108233 Call down a fiery artillery strike from allied Imperial Guard positions. Burning areas do damage to all infantry.
9108234 Click and target area
9108235 Melee Upgrade
9108236 Mk VII Commander Issue Power Supply
9108237 Can Only be Replaced, Not Removed
9108238 The Commander's Power Supply is fitted with the latest drivers and able to receive special items that grant additional abilities.
9108239 Blessing
9108240 A channeled beam that heals the target of its wounds. Drains energy while casting.
9108241 A channeled beam that heals the target of its wounds. Drains energy while casting.
9108242 Click and target allied vehicle
9108258 Infiltrate Cyrus
9108259 Click and target area
9108260 Battle Equipment
9108268 Level 3 Webway Assembly
9108269 Space Marine Proximity Mine
9108270 Mines detonate when enemies come within proximity.
9108271 Proximity Mine
9108289 Choppa
9108297 Frag Grenade
9108298 Throw anti-infantry explosive that deals good damage regardless of cover.
9108299 Throw anti-infantry explosive that deals good damage regardless of cover.
9108300 Click and target location
9108305 DEFAULT Suppression Weapon
9108306 Level 2 Hive
9108307 Burnaz 'n Bitz
9108308 Equips Deff Dread with Burnas and Extra Armor.
9108309 Equip flamethrower
9108315 Big Shoota Boy
9108316 Astartes MK IVc type Heavy Bolter. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor.
9108317 Astartes MK IVc type Heavy Bolter. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor.
9108318 Astartes MK IVc type Heavy Bolter. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor.
9108319 Astartes MK IVc type Heavy Bolter. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor.
9108320 Astartes MK IVc type Heavy Bolter. Massive weapons with a staggering rate of fire, heavy bolters suppress enemy infantry and cut them down without prejudice. Effective against most targets and light armor.
9108321 Cunning boy who can build structures and manipulate orky tech. Allows ork vehicles to be given red paint so they go fastah
9108322 Ork Mek
9108323 Mek
9108324 Commander
9108325 Can Only be Replaced, Not Removed
9108326 Mk VII Aquila type. Made from thick ceramite plates and laced with electrically motivated fiber bundles, this heavy armor is distinctive of Space Marines.
9108327 Mk VII Aquila type. Made from thick ceramite plates and laced with electrically motivated fiber bundles, this heavy armor is distinctive of Space Marines.
9108328 Mk VII Aquila type. Made from thick ceramite plates and laced with electrically motivated fiber bundles, this heavy armor is distinctive of Space Marines.
9108329 Mk VII Aquila type. Made from thick ceramite plates and laced with electrically motivated fiber bundles, this heavy armor is distinctive of Space Marines.
9108330 Mk VII Aquila type. Made from thick ceramite plates and laced with electrically motivated fiber bundles, this heavy armor is distinctive of Space Marines.
9108333 Assault Cannon
9108334 Assault Cannon
9108335 Assault Cannon
9108336 Assault Cannon
9108337 Assault Cannon
9108338 Assault Cannon
9108339 Anti-Vehicle Weapon
9108340 Missile Launcher
9108341 Missile Launcher
9108342 Missile Launcher
9108343 Artificer Jordanos' masterwork, this rifle is the most prized item in the armory of the Blood Ravens 10th company. It is traditionally reserved for use by the company's most veteran Scout sergeants during assassination missions handed down from the Chapter Master himself.
9108344 How to use Battle Cry
9108345 Unit Information Panel
9108346 Using Attack-Move Commands
9108347 Ork Assault Broken
9108348 Using Heavy Weapons
9108349 Attacking With Heavy Weapons
9108350 Using High Powered Shot
9108357 Click to reinforce
9108362 Flesh Hooks
9108363 Fire terrible hooks to damage enemy infantry and pull the target towards you.
9108364 Click and target enemy unit
9108366 Reinforce Lootas
9108367 Call down a barrage from allied Imperial Guard artillery positions.
9108368 Activated Power Nodes allow you to build power generators.
9108369 Bonus Intelligence
9108370 Elite
9108371 Opponent uses superior troops.
9108372 Bio-Feedback
9108373 Render all squads temporarily invulnerable.
9108376 Not Used
9108377 Complete "Greenskin Armor"
9108378 Deactivate Ancient Defender ability
9108379 Deactivate Ancient Defender ability
9108380 Deactivate Ancient Defender ability
9108381 Deactivate Ancient Defender ability
9108382 Deactivate Ancient Defender ability
9108384 Ork War Trukk
9108385 Ork War Trukk
9108386 Wartrukk
9108387 Ork Light Armor
9108388 Ork Wartrukk
9108389 Melee Resistance Aura
9108390 Take half melee damage.
9108391 Activate aura
9108392 Bolter
9108393 DEFAULT Weapon
9108394 Can Only be Replaced, Not Removed
9108396 Standard Issue .998 Godwyn pattern Bolter. Firing self propelled explosive tipped rounds, each bolter is hand crafted and blessed by the Techpriests of Mars, the signature weapon of the Emperor’s Space Marines.
9108402 All Bolters grant Cyrus the "Suppressive Fire" ability, allowing him to pin down a targeted enemy force for a short time.
9108403 Defend
9108404 Special Assignment
9108405 Priority Target
9108413 Remote Detonation Device
9108414 Remote Detonation Device
9108421 Remote Detonation Device
9108422 Remote Detonation Device
9108423 Large blast radius when destroyed
9108424 Large blast radius when destroyed
9108425 Select the squad who placed the device to detonate the device
9108426 Select the squad who placed the device to detonate the device
9108427 Avatar
9108428 Orks and Eldar Defeated
9108429 Limited Deployment
9108430 NOT USED
9108431 Tyranid Hormagaunt
9108432 Tips
9108433 All
9108434 Termagant
9108435 Consume mass quantities!
9108436 Tyranid Hormagaunt
9108437 Hormagaunt
9108438 Gauntii Gladius
最終更新:2011年07月29日 19:54