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== Crone Eldar Elite Infantry Units == === Gorgons === Gorgons pursue the Slaaneshi ideal of sensation being a weapon in and of itself. They eschew conventional weaponry in favor of bizarre arrays of demonic hologram emitters, noise-makers, and more exotic sense-effecting devices. They use these to attack the minds and souls of their targets directly. At its simplest, a Gorgon's attack is simply a spray of epilepsy-inducing noise and sound, paralyzing and confusing entire companies with sheer neural overload. A more focused attack can burn out a mind entirely, causing brain-death without a single trace of physical damage. Given time in which to work, increasingly exotic effects are possible, from mass hallucinations to causing basically arbitrary mental illnesses to 'programming' a mind to respond to certain subliminal cues. A Gorgon's approach to combat varies widely by individual, ranging from full-frontal epileptic assaults to slowly programming entire regiments with subliminal cues to explode into fratricidal violence at the right moment. Fortunately for the Imperium, the sort of absolute understanding of psychology needed to make a good Gorgon is rare; the sort of skill that allows entire regiments to be attacked at once rarer still. In addition, Gorgons are not often liked by their fellow Croneworlders. They approach sensation with a highly technical mindset, speaking of baud and bit-rate and qualia where most Croneworlders speak of overwhelming religious ecstasy. This limits how well coordinated they are on the battlefield, with the Gorgons mostly being left to go do their own thing, irrespective of where they would be most useful on the battlefield. Still, a skilled Gorgon at the wrong place at the wrong time can- and has- turned successful campaigns into catastrophes. === Meatweavers === Meatweavers are thankfully a rare sight on the battlefields of the Imperium. They depart dramatically from the normal humanoid form, constantly remaking themselves into new forms. While they are capable of acting as combat medics, they do so rarely; their true calling is the creation of abominations. They stalk the battlefields of the Black Crusades, collecting the dead and dying of friend and foe alike and remaking them. Skeletons re-articulated, muscles resectioned, flesh ripped apart and put back together into monsters. The exact nature of these things varies, from stripped-down snake-like infiltrator forms to tank-killing amalgamations of hundreds of corpses. Even when they deign to heal, they never leave their 'patient' entirely unchanged. In direct combat, meatweavers are a relatively modest threat; dangerous in melee but lacking ranged weapons, and generally preferring to avoid direct engagement. What makes them lethal on the battlefield is their ability to recycle the dead into various combat organisms, fast enough to be tactically useful; given more time, and more bodies, a meatweaver can create an army. Clearing a hive which has had a meatweaver cabal squatting in it for several months is a bloody exercise in frustration. Fortunately- and a small comfort it is- they often disregard practicality in their creations. On the rare occasion a meatweaver has been interrogated, they indicate their work is a sort of religious sacrament, an act of creation/rape that brings them closer to their god. As such, strict military usefulness is a secondary consideration; for every murderbeast there's a stationary sculpture, incapable of anything but moaning. There are indications that meatweavers are themselves creations; that on occasion, a meatweaver will select a particularly 'suitable' individual and remake them into a new meatweaver. === Meltheads === Meltheads appear to be in a state of constant disintegration, sloughing off tracts of skin and slowly bleeding from every pore. This is because they are, in fact, constantly disintegrating, at a rate matched by their incredible powers of regeneration. They form the cornerstone of the Croneworlder's biological/chemical attack capabilities; their flesh, as it dissolves, gives off toxic/hallucinogenic fumes of wildly varying effect and potency. In light concentrations, this can be warded off with standard NBC gear and void suits; in heavy concentration it ignores any and all conventional precautions, as it is psy-active and warp-based, and these qualities come to the fore as it accumulates. In addition, these clouds can exhibit mobility and sentience, actively pursuing enemies and hindering the movement of people caught in them. In addition, by ripping out their own (regenerating) organs and performing various rites with them, Meltheads can create still more elaborate and dangerous effects. The most common of these is the 'smoke pot', which simply vents long-lasting fumes in vast quantity until destroyed; enough smoke pots are certainly capable of rendering a world forever uninhabitable. Other known effects include 'rust clouds', which destroy machinery with hideous effectiveness, and 'purple fog', which can evidently phase in and out of existence and exert limited mind-control abilities over people caught in its range of influence. For all their terrible power, Meltheads do have weaknesses. For one, they are often listless and unmotivated, having to be goaded into battle by their handlers; without provocation, they are often content to wander listlessly and stare blankly into the middle distance. Second, the smog generated by a Melthead is evidently in some sense still part of their 'body'; this means they can exert control over its movement and effects, but also that the smog dissipates quickly upon the Meltheads' death. Third, enough fire does indeed burn off the smog, making massed artillery and airstrikes a viable option for dealing with the more exotic or permanent effects. Finally, to the relief of the Imperium, for all their power, Meltheads are quite rare. While Meltheads are generally seen among Croneworlder forces, Nurglite examples have been known, and are generally even more hideous. There are indications that Meltheads are actually the castoffs and rejects of some experimental regime or procedure; what the finished, complete product would look like is almost too hideous to contemplate. Finding more information on this potential threat is a top priority of the Inquisition. === Phalanxes === Phalanxes form the heavy-armor assault infantry of the Croneworlders. They are sealed into suit of possesed armor, which quickly (and extremely painfully) integrate themselves into the biology of its host. Once put on, the suit cannot be removed. The armor is not actually that heavy, and Phalanxes retain most of their agility; what makes them durable is the armor's ability to shift in response to incoming threats. Lasers? The armor becomes a near-perfect mirror, reflecting the incoming fire back at the attackers. Bolters? It becomes a bizarre labyrinth of sharp angles that deflects the shells away from vital organs. Plasma? Electrically charged sea-urchin spines that disrupt the magnetic sheath of the bolt and cause it to detonate harmlessly in midair. Melee attacks? The armor can go so far as to sprout bladed limbs of its own to parry with. Almost any kind of attack in existence has some kind of counter, and the Phalanx can use them all. The armor also incorporates strength-boosting mechanisms, allowing the use of heavier-than-usual weapons, the most iconic of which is the Zweihander; a ten-foot-long power blade made for cleaving through entire ranks of men at once. Thankfully, forging such suits of armor is time-consuming and difficult, limiting the number of Phalanxes in service. The only reliable way to overcome a Phalanxes' armor either with overwhelming force (heavy artillery, tank cannon) or by targeting them with multiple types of weapon simultaneously and hoping the armor gets 'confused' and is unable to effectively ward off them all. Among other Croneworlders, Phalanxes are both respected and pitied; the nature of the armor means that anyone who dons it effectively gives up all other sensation in favor of the heat of battle; an admirable choice in some ways, but not one most Slaaneshi would make. === Slaughtermen === The result of a Chaos Eldar being infected with the Obliterator techno-virus. Slaughtermen are capable of forming nearly any man-portable weapon out of their evil-nanomachine-infused flesh, for a wide definition of 'man-portable'. Even more dangerous, Slaughtermen are capable of extreme precision with their weapons; as their ammunition is as much a part of their body as their weapons, they can perform such feats as seeing through and steering their rounds mid-flight. This allows incredible feats of BVR accuracy, as well as makes them excellent scouts. On top of that, they are also capable of creating 'drone' weapons such as autoturrets and spider-mines in order to harass the enemy long after the Slaughterman itself has vacated the area. Fortunately, the formation of such tools is apparently extremely taxing and rarely done. Slaughtermen do have their weaknesses. They do not have unlimited ammo; they evidently have an internal 'reservoir' of ammo-mass that slowly refills over time, and can be expended. This contributes to their emphasis on precision over mass of fire; compare Traitor Astartes infected with the Obliterator, who have either genuinely unlimited ammunition or simply a vastly larger 'reservoir' and thus lay about with abandon using heavy weapons. For another thing, they use projectile weapons almost exclusively; their ammo-scrying and ammo-steering abilities do not operate, or operate with reduced effectiveness, with energy bolts. Finally, even though their ability set would be greatly complemented by stealth and camouflage, they are often anything but stealthy. Flamboyant markers of rank and kill-count (synonymous among Slaughtermen fraternities) are the norm, which allows them to be picked out easily on the battlefield. Of course, exceptions exist. They are also found with some frequency among Khornate Eldar, for obvious reasons. === Shrikes === The Crone Eldar equivalent of Swooping Hawks or Assault Marines, Shrikes use their rapid speed and agility to strike without warning on the battlefield. Shrikes are a fear, the wailing cries of the Raptor Cults resembling a cross between a hunting bird of prey and a jet engine. However, shrikes are also notoriously vain and haughty. Although they serve Chaos, they will not fight for any given warband out of any sense of common loyalty to the Ruinous Powers, and demand large payments of loot and captives in return for their aid. Lady Malys and Be’lakor have been known to keep their own Raptor Cults on retainer (with threats as much as rewards) in order to avoid dealing with the more independent cults’ notoriously fickle nature. Shrikes do not worship any one of the Big Four (and resent attempts of aligned warbands to convert them), instead worshipping the Raptor God, a predatory god of fear and cruelty that does not seem to correspond to any one of the Big Four, but in all likelihood represents a greater daemon of Chaos Undivided. After the War of the Beast, some of the Fallen were enticed into worshipping the Raptor God of their own accord, becoming the first Chaos Raptors and later Warp Talons. Raptor Cults are surprisingly open and accepting of non-Crones for a Crone institution, but that is merely because most Raptor Cult devotees have shifted the focus of their disdain from all non-Eldar to all who do not worship the Raptor God, not much of a change overall. Shrikes are created when a Raptor Cult devotee is deemed sufficiently to be gifted a Shrike symbiote. The symbiote permanently grafts to the acolytes’ body, permanently reshaping them into a form more pleasing to the Raptor Cult’s sensibilities of war. Hands and feet are changed into metallic talons, while a pair of brass or steel wings grows from the back complete with their own set of jet turbines. Dissections of Shrikes have only revealed twisted cancerous flesh beneath their steel exterior, suggesting that their internal workings are warped just as heavily as their outer appearance. Shrikes prefer to use their own natural weapons in melee combat, but when fighting from a distance will use sawguns or filched bolters. Shrikes also have the ability to fire razor-edged blades from the tips of their wings. In this respect they resemble the Stymphalian Birds of Earth myth. Whatever they do not steal they defile and leave unusable, having some ability to spread filth from their deformed internal organs. Perhaps the most gruesome habit of the Shrikes is their habit of taking plunder from the battlefield in the form of prisoners of war. Shrikes prefer their meat healthy and alive, but if this is not possible they have been known to sweep the wounded and the dying off the battlefield to deny them a peaceful death. Once back in their home realm, they impale their victims on Gallows Trees, techno-organic plants seemingly composed entirely of thorns in the defiance of all laws of botany. These trees insert tiny microfilaments into the bodies, prolonging their agony and death throes of their impaled victims for as long as possible. These trees serve as more than just nourishment for the Shrikes’ sadistic sense of amusement, for these Gallows Trees seem to feed on the pain and suffering created by the death throes of their victims to create new shrike symbiotes. Swooping Hawks, Wracks, and descendants of the Blood Angels all consider Shrikes to be particularly insulting abominations, and will take extra satisfaction upon striking them out of the air on the battlefield. '''See Also:''' [[Nobledark_Imperium_Writing#The_Phinean_Massacre|The Phinean Massacre]]
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