vizn3r/warhammer40k-lore huggingface dataset:
Minotaurs - Sources: Chapter Approved: The Fourth Book of the Astronomican (2004), "The Cursed Founding" by Andy Hoare, Graham McNeill & Phil Kelly, pp. 4-9Codex: Adeptus Custodes (8th Edition), pg. 31Codex Heretic Astartes - Death Guard (8th Edition), pg. 23Codex: Space Marines (9th Edition), pg. 73Deathwatch: Honour the Chapter (RPG), pp. 117, 135Imperial Armour Volume Nine - The Badab War, Part One, pp. 42-43, 48Imperial Armour Volume Ten - The Badab War, Part Two, pp. 9-10, 23-24, 27, 47, 51, 58-59, 104-113, 176-177Imperial Armour Volume Twelve - The Fall of Orpheus, pp. 56-58, 132-147, 149Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned, pp. 21, 25Warhammer 40,000 Compendium (1st Edition), "The Badab War", pg. 34Watchers of the Throne: The Regent's Shadow (Novel) by Chris Wraight, Chs. 14, 16-17, 20-22, 28White Dwarf 260 (UK), "Index Astartes: The Cursed Founding"White Dwarf 39 (November 2019), "Dawn of the Era Indomitus," pg. 50
Mira - Mira: Mira was a Second Lieutenant of the 203rd Cadian Regiment of the Astra Militarum who took part in the successful Imperial campaign on the Forge World of Graia to liberate it from an assault by the Ork WAAAGH! of the Warboss Grimskull and an assault by the Forces of Chaos led by the Chaos Sorcerer Nemeroth.Due to the high casualties taken by the 203rd Cadian during their initial defence of the planet, Mira was the senior Imperial Guard officer remaining on the Forge World at the time of the arrival of the Ultramarines 2nd Company that was commanded by Captain Demetrian Titus.The Ultramarines' timely arrival helped to delay the victory of both the Ork and Chaos forces until a full Imperial liberation fleet could arrive to secure the world and its precious Ajakis Battle Titan Manufactorum.
Mira - History: Second Lieutenant Mira led a beleaguered Imperial Guard force against the Ork invaders of the Forge World of Graia. Her soldiers were the survivors of a much larger detachment of the Imperial Guard that was decimated after the Orks cut them off from orbital support and reinforcements. Lieutenant Mira was part of the 203rd Cadian Regiment that was en route to another Imperial war zone when Grimskull and his Orks launched their assault on Graia.The 203rd Cadian's troop carrier was suddenly diverted to the Forge World of Graia as the only Imperial Guard force close enough to the planet to provide some support for its beleaguered Adeptus Mechanicus defenders. Mira's experience and skill as a tactician, coupled with her uncompromising humanity and refusal to give up against the overwhelming odds, commanded the fierce loyalty of her men.All she wanted was to save the lives of the remaining soldiers she was sworn to lead in the Emperor of Mankind's name, but she saw little hope of withstanding the Orks' onslaught until the arrival of Captain Titus and the Ultramarines changed the equation.Mira and the surviving troops of the 203rd Cadian ultimately proved vital to the victory of Captain Titus and his Astartes of the Ultramarines Chapter over the Orks and the daemonic and Chaos Space Marine forces unleashed from the Warp by the trickery of Nemeroth.
Mira - Wargear: 2nd Lieutenant Mira wore the standard-issue Imperial Guard Flak Armour of a junior officer and made use of a standard-issue Kantrael Pattern Lasgun when she was in combat. Her Lasgun had been outfitted with a telescopic sight.
Mira - Trivia: The Space Marine video game takes place in a parallel Warhammer 40,000 universe where the Ultramarines 2nd Company is commanded by Captain Titus rather than Cato Sicarius.
Mira - Sources: Warhammer 40,000: Space Marine (Video Game)Warhammer 40,000: Space Marine Forums
Mirage-class Titan - Mirage-class Titan: The Mirage-class Titan is a Battle Titan of the Collegia Titanica that was comparable in size and firepower to a Carnivore-class Titan or a Warlord-class Titan. It was deployed during the Great Crusade and Horus Heresy eras.
Mirage Launcher - Mirage Launcher: A Mirage Launcher is a one-shot holo-grenade pod mounted upon the hulls of Aeldari Harlequin anti-gravitic vehicles. Mirage Launchers are usually attached to the underside of the vehicle's hull in two clusters of three.When triggered, they emit an explosion of blinding colours, masking the vehicle from sight for precious seconds. This cunning countermeasure reduces the craft to little more than a technicolour blur when on the move.
Mirage Launcher - Sources: Codex: Harlequins (7th Edition) (Digital Edition), pp. 43, 61, 212
Miriael Sabathiel - Miriael Sabathiel: Miriael Sabathiel is a former sister-superior of the Adepta Sororitas' Order of Our Martyred Lady who is the only known battle-sister in the history of the Imperium of Man to have willingly turned to the service of Chaos, becoming a Chaos Champion of Slaanesh, the Dark Prince.
Miriael Sabathiel - History: Miriael Sabathiel was a sister-superior of the Order of Our Martyred Lady who was declared missing in action on the world of Verdicon where a vicious battle between the forces of the Imperium and elements of the Emperor's Children Traitor Legion had taken place. She was apparently captured by the Daemon Prince Balzaropht, who corrupted her after many rounds of agonising torture, bringing her into the service of Slaanesh, the Chaos God of pleasure and pain. She was the first Sister of Battle to willingly fall to such disgrace.Balzaropht had great plans for Sabathiel, but the news of her fateful return from the dead reached her order, and the hunt led by Canoness Olga Karamanz to rescue her from the clutches of Chaos and hide her existence from the rest of the Imperium hindered her new ambitions. To put an end to the pursuit, Sabathiel came to the world of Cauldrus Prime, conducted three mass-killings in such a way as to suggest this was the work of a Battle-Sister, and then hid in Namgorod, the old capital of Cauldrus Prime's freezing northern region.Pavlov Curtz, the Regent of Kaerograd, the planetary capital of Cauldrus Prime, assumed these actions must have been performed by some Chaos imposter from the nearby embattled Pyrus Reach trying to stain the Order of Our Martyred Lady's name. He discreetly transmitted reports through ecumenic channels to alert the Adepta Sororitas' authorities to the defamation. At the same time, he sent the "Catcher-of-Men", a local bounty hunter named Lowen Tegget, to eliminate "the miscreant" in secret.Shortly thereafter, Canoness Olga Karamanz and the veteran Battle-Sisters Elias and Bernadet secretly arrived on Cauldrus Prime and made inquiries of Regent Curtz. After appraising the situation, they immediately followed the tracker that Tegget carried at the Regent's orders, without waiting for the reinforcements Curtz wanted to gather from the Cauldrus Prime's Planetary Defence Forces, the Interior Guard, in order to prevent Miriael's existence from becoming known to the wider public, badly tarnishing the Adepta Sororitas' image.This led Karamanz and her companions to fall into their former sister's trap -- Sabathiel used Tegget to kill the Sisters Elias and Bernadet, and then to distract the canoness before killing her, despite Karamanz's repeated offers to find a way to redeem Sabathiel from the clutches of damnation. Thus freed from her pursuers, Sabathiel corrupted Lowen Tegget to the service of Chaos, took him as an ally and servant, and stated her intention to hunt Aeldari, always the favoured prey of the servants of Slaanesh.
Miriael Sabathiel - Sources: Tales from the Dark Millennium (Anthology) edited by Christian Dunn and Marc Gascoigne, "The Invitation," by Dan AbnettDark Millennium Warhammer 40,000 Collectible Card Game (2003), Miriael Sabathiel - Corrupted Sister of Battle CardDark Millennium Warhammer 40,000 Collectible Card Game - Hope's Twilight (2006), Miriael Sabathiel - Champion of Chaos Card (Ultra Rare)Warhammer 40,000: Daemonifuge (Graphic Novel)
Mirror of Absorption - Mirror of Absorption: A Mirror of Absorption, also called a Contorted Epitome, is a relic of Slaanesh that is used to provide a powerful protection against psychic or other magical assaults on the battlefield.
Mirror of Absorption - Role: Rivalry is common among the Daemons of Slaanesh, but those few that can abide each other's presence are often assigned as stewards of an ornate Mirror of Absorption.These semi-sentient relics are taken from the Palace of Slaanesh in the Realm of Chaos and used in battle to absorb the magical energies of the Dark Prince's foes, before turning them back with terrifying effectiveness...
Mirrorfiend - Mirrorfiend: A Mirrorfiend is a Daemon Engine construct of Tzeentch, the Chaos God of change and intrigue, created on the world of Q'Sal, located in the Screaming Vortex, a Warp rift that separates the Calixis Sector of the Segmentum Obscurus from the Koronus Expanse region of the Halo Stars. This strange world is ruled over by the powerful Sorcerer-Technocrats of the three cities of Tarnor, Velklir and Surgub. The Mirrorfiend is a construct exclusively of Tarnor and is one of the more sought-after designs from that desert city.Slightly smaller than a main battle tank, the Mirrorfiend appears as a glimmering, polished beast that reflects base reality into constantly altering shapes on its silvered surface. Shaped like one of the giant beetles of the desert, it moves with an unnatural grace and speed that contradicts its massive form. When on the ground, the body is supported by six spindly legs that do not seem capable of supporting its weight, with insectoid wings of spun light that somehow allow it to scuttle through the air as easily as it does on the land.Trapped in each shell is a named Greater Daemon of the Architect of Fate, furious at its imprisonment and eager to wreak its vengeance upon all mortals. The originally dullen lead vessel shimmers as the Daemon merges with metal, a fraction of its essence transmuting the base shell into a reflector so perfect that light appears to shy away from its surface with disdain, eager to bounce away from such matter.Chained into its metal cage, the Daemon within the Mirrorfiend exerts what power it can on the outside world through its psychic powers and the metal claws of its new body. Scores of sorcerer-handlers prod the creature against their foes, seeking for the Mirrorfiend to rend only their enemies. They carefully watch the binding wards for signs of decay lest the Daemon escape, knowing that Tzeentch is pleased with their display of power only as long as they maintain it.When sent into battle, massive pincers of Daemonflesh emerge from the Mirrorfiend, each a symbol of the soul-lust barely constrained within. Its power also emerges as invasive tendrils of Warp energies, delving into those near it with twisting visions that reflect the memories of its foes with doubts and fears even as its surface reflects their visages into mutated shapes.Many weak mortals fall to their knees questioning their very existence even before the Mirrorfiend grows near enough to snip off their heads, ending all such doubts. Some Mirrorfiends have even tricked their creators with such powers, breaking free and wrecking death on all around them before returning to the Warp.Depending on the soul-chains used to bind it, the Daemon Engine may also display a wide range of psychic talents. While armour falls to its mandibles, other targets fall prey to blasts of raw sorcerous energy. All those who witness such destruction know it is only an echo of Q'Sal's possible might should it unite against the rest of the Chaos factions of the Screaming Vortex.
Mirrorfiend - Ordo Malleus Departmento Analyticus Technical Specifications: The Ordo Malleus has not yet determined the technical specifications for this Daemon Engine, if such a thing is even possible.
Mirrorsword - Mirrorsword: A Mirrorsword is a type of Aeldari Power Sword employed by a Howling Banshee Exarch. Two Mirrorswords are commonly employed by those Howling Banshee Exarchs who have mastered a deadly ambidextrous form of melee combat that uses the paired blades of two matching Power Swords.Mirrorswords allow for a greater number of blows to be made by the wielder in melee combat, compared to other Aeldari warriors who also wield dual close combat weapons.
Mirrorsword - Sources: Codex: Eldar (6th Edition), pp. 32, 65Codex: Eldar (4th Edition), pp. 31, 63
Misbegotten (Anthology Short Story) - Misbegotten (Anthology Short Story): Misbegotten is a short story published in The Primarchs series that was originally part of an anthology. Misbegotten was first published as part of the Sons of the Emperor anthology in February 2018. The cover image used is that of Sons of the Emperor, as Misbegotten has yet to be published separately.
Misbegotten (Anthology Short Story) - Synopsis: After months of peaceful Compliance actions, as worlds willingly and gratefully accept the Imperial Truth and the auspice of the Emperor of Mankind, the outpost of Velich Tarn refuses to submit without bloodshed. Its subjugation falls to Captain Sejanus, but when the enemy's resistance proves the equal of even this vaunted commander, Horus himself enters the fray...
Misericord - Misericord: The Misericord is an example of the many Chartist mercantile spacecraft that ply the trade routes between Scintilla, Iocanthus and Sepheris Secundus and the other inhabited worlds of the Calixis Sector, carrying vital cargo and passengers across the sector. It is an ugly and enormous starship, looking like a barnacle- encrusted, spacefaring whale, from which jut haphazard clusters of engines and towers, and it trails a long tail of debris like a comet.The Misericord carries huge quantities of trade goods between the client worlds, along with many passengers. Buying passage on a ship like the Misericord is the most common method of travelling between planets. Its round trip -- Scintilla/Iocanthus/Sepheris Secundus -- a route laid down on the charter carried by its captains, takes well over a standard year.Ships like the Misericord are very common in the Calixis Sector and throughout the Imperium, plying a slow, thankless route across the stars. Without the Chartist voidships, large swathes of the Imperium would be completely cut off and sector economies would fail. In spite of this, few have much regard for the Chartist ships, and their crews are stereotyped as rough, untrustworthy Voidborn with few scruples and even fewer refinements. Each Chartist voidcraft needs an Imperial charter that sets out its permitted trade routes and activities, and the Misericord’s charter was signed by one of the earliest generation of Calixian Sector Governors.The Misericord is considered an ill-omen at any place it docks. There are many Chartist craft in the Calixis Sector but for some reason the Misericord has an especially evil reputation. It is considered very bad luck to marry, give birth or embark on a major venture while the Misericord is docked in system, and during the ship’s many centuries of operation, tales have grown up about the dark things that occur while it is in port, such as plagues, tech-failures and the random disappearance of children. In addition, the crew are mostly Voidborn, people who were born in space and rarely set foot on a planet, and the Voidborn, as everyone knows, just aren’t right in the head.Inside, the Misericord resembles a huge, complex and grotesquely ornate castle. Many different ships make up the Misericord and they each have their own style, which in turn has been embellished and replaced over the centuries. In places where the component ships connect, corridors can become precipitous shafts, rooms can be upside-down and moving from place to place can be very complex, although the Voidborn crew are adept at clambering up makeshift ladders or even leaping pits in the floor. The Misericord’s interior is archaic, with feasting halls, dungeons, cobwebbed processional galleries and many other places that seem to have little connection to the business of the ship or the needs of the crew.
Misericord - Ship Society: Life on the Misericord is defined by the castes into which the crew are divided. There are dozens of castes, each one responsible for a particular function aboard ship. Crewmen are either born into these castes or assigned to them on the few occasions they join from outside. These castes range from the Scourhand Brotherhood (who scrub the filth from the floors of the engine decks) to the Company of Imbeciles (the ship's entertainers, consisting of various clowns, actors and storytellers). The officers of the Misericord form their own caste and wear distinctive and rather sinister masks to mark them out from the rest of the crew.Each caste has its own leadership, which reports to the officer caste, and the officers in turn receive their orders from the twin captains Anapollo and Luneros. The captains believe that the caste system is the reason the Misericord has survived for so long and are quick to bring anyone opposing it to trial.Castes are insular and proud, and sometimes they can come into bitter conflict, such as the regular skirmishes between the Lamplighters' Guild and the Followers of the Wire over who gets to change the ship's glowbulbs. All have their own baffling traditions, from the large wood and paper animal masks of the Obeyers' Guild (the ship's lawyers and executioners) to the ritual removal of an ear from every member of the Enginists (who maintain the ship's temperamental engines). This latter ritual is said to be born of respect for a mythological Enginist of ages past, the heroic Bessimer "One-lug" Jone, who supposedly saved the Misericord from "dire disassemblage and ventation."Most crew are true Voidborn and live their whole life on the starship. However, since the castes are not permitted to interbreed, the ship needs new crew members from outside to replenish the gene pool. Some older legends told on the ship remember the terrible "Age of Six Toes" when a mad previous captain refused to allow new blood onto the Misericord.Crew who join from outside -- referred to as "clayfeet" -- are both blessed and cursed. They are valuable to the crew and are given the least dangerous duties, but on the other hand they can never be regarded as true members of the Misericord’s crew, and are treated as outsiders no matter how long they serve on the ship. Only their children will be true Voidborn and thus full members of the crew.
Misericord - Other Castes: The castes into which the Misericord’s crew are organised are insular, specialised and hereditary. It is impossible to change castes and most crew are born into them. Old castes can be dissolved and new ones founded by the order of the captain, but some of the Misericord’s castes are as old as the starship itself. The ship’s castes include the following:The Lords, Siblings and Officers is the full name of the ship's officer caste. Members go everywhere masked, and assist the starship's two captains in making and enforcing decisions.The Merciful form the ship's security wing, armoured in archaic plate and mail, and carrying ominous shotguns. They can change from impeccable politeness to extreme aggression instantly, even during the course of a mundane conversation.The Suturers’ Parliament is the Misericord’s body of medical personnel. The Suturers practise their procedures on the starship's small complement of live animals, so cats, pygmy Grox and other creatures wander around their sick bays and surgeries.The Immortals recover the bodies of dead crewmen, conduct void burials and investigate suspicious deaths. They enjoy reminding other crewmen of the fact that one day, they too will require the ministrations of the Immortals.The Communion of Ratters is dedicated to tackling the Misericord’s constant vermin problem. There are only a few crewmen among the Ratters, with the rest of the Communion being made up of old, patched-up ratting Servitors.The Renders are the Misericord’s cooks and they are also responsible for the livestock raised on the ship for food. The caste's members take great pride in their food and are extremely vocal and sometimes violent in proclaiming the superiority of their personal recipes. No one argues like a Render.The Bringers of Silence are the only caste not to have a generally known purpose. They answer to the twin captains of the vessel and are occasionally seen walking purposefully through the ship in midnight blue uniforms, their faces painted with stars.
Misericordia - Misericordia: The Misericordia (High Gothic: "blade of mercy") is a long dagger or short sword that was carried by the Custodians of first the Legio Custodes and after the Horus Heresy, the Adeptus Custodes. The blade was symbolic, intended to represent that the Custodes were beneficiaries of the Magisterium Lex Ultima which placed them above the reach of all Imperial Law save for the commandments of the Emperor of Mankind Himself.The Misericordia was designed to deliver a single, mortal blow, and despite their symbolic nature, were sometimes used by individual Custodians to carry out a death sentence or offer the Emperor's Peace to a mortally wounded and grievously suffering warrior.
Misericordia - History: The Misericordia originated on Terra during the Age of Strife, when they became symbols of the authority of the executioner-judges in the service of the tyrannical techno-barbarian warlords of Old Earth who held the ultimate power of life and death over all of their subjects. After the end of the Unification Wars, the Emperor adopted the old practice, but only Imperial agents and judges in the service of the Emperor were now allowed to carry the Misericordia.More than a lethal sidearm, the Misericordia signifies something greater. As the Emperor led His wars of unification, His Custodians are believed to have co-opted the term for their own use. No longer would the Misericordia be a symbol of tyrannical rule. Instead, it came to represent the right of the bearer to act as the arbiter of the Emperor's judgement, and to put to death those tyrants, lunatics and demagogues who stood against Him.The Misericordia still shows its wielder to be the Emperor's sanctioned executioner, yet since His fall at the end of the Horus Heresy these blades bear a second, grimmer meaning. They have become weapons of vengeance, to be turned upon those who betrayed the Emperor and left Him a broken shell. Every time a Misericordia is plunged into a Traitor's heart, so it is said, a minuscule measure of revenge is exacted on behalf of the Emperor Himself. Though the Custodians are typically immune to such superstition, there are those amongst their ranks who harbour the hope that if enough Traitor blood is spilt with these blades, it may in some way restore their master.Another school of thought, the adherents of which are known as the "Miserians," believe that through the wounds inflicted with Misericordia they will slowly bleed the great descendants of Horus, inflicting a death by a thousand cuts upon the Black Legion and its masters. Thus, though Custodians have the right to carry their Misericordia or not as they see fit, it is rare indeed that they go to battle against the Heretic Astartes without these blades at their hips.
Missile - Missile: A missile is a one-shot, solid fuel rocket munition usually tipped by an explosive warhead that often serves as a powerful anti-armour and anti-aircraft weapon and is used by a wide variety of the intelligent space-faring species of the Milky Way Galaxy.Missile Launchers are used by the Space Marines, the Astra Militarum, the Orders Militant of the Adepta Sororitas, the forces of Chaos, the forces of the Inquisition, the Orks, and the T'au.The most common missiles used by the Imperium of Man come in several variants which include some of the following: Krak (anti-vehicle), Frag (anti-infantry), Flakk (anti-air) and Hunter-Killer (which is a Krak Missile outfitted with a special set of sensors and a guidance package that allows it to home in on targets more accurately).Some T'au missiles have advanced artificial intelligences built into them, providing them with a limited form of Drone intelligence that allows them to more accurately acquire their targets and steer themselves.
Missile - Drukhari Missiles: Razorwing Missiles/Voidraven Missiles - A Razorwing Missile, also called a Voidraven Missile, is a type of Drukhari missile specifically created for the Razorwing Jetfighter and its heavier counterpart, the Voidraven Bomber, in their role as ground assault aircraft. A Razorwing Jetfighter or a Voidraven Bomber can deploy four of these missiles, drawn from four sub-types, whose effects are described below. A Razorwing Jetfighter cannot deploy an Implosion Missile, while the Voidraven Bomber cannot deploy the Monoscythe or Necrotoxin Missiles.Monoscythe Missile - The Monoscythe Missile is an anti-infantry missile designed to release a wave of directed energy at head-height upon detonation in its area of effect, decapitating nearby foes.Necrotoxin Missile - A Necrotoxin Missile is an anti-infantry munition filled with deadly neurotoxins. When it detonates it unleashes shards of toxic shrapnel, killing and pinning the enemy in place as their central nervous systems dissolve under the effect of these chemical weapons.Shatterfield Missile - A Shatterfield Missile possesses two, separate detonation chambers which explode one after the other. The first detonation of the missile sucks away all thermal energy in its area of effect, transforming the targeted foe into frozen statues covered in ice. The second detonation sends out a powerful force that shatters the now-brittle flesh and/or armour of the enemy into frozen shards.Implosion Missile - An Implosion Missile is a heavy and menacing-looking missile that emits a field of molecular dissonance. Those caught in its path implode, instantly collapsing in upon themselves and leaving nothing more than a scorched silhouette to mark their demise.
Missile - Leagues of Votann Missiles: Ancestor's Vengeance Warhead - The Ancestor's Vengeance Warhead is a warhead placed on a missile that can be fired from an optional missile launcher weapon hardpoint on the Leagues of Votann's Hekaton Land Fortress. When an Ancestor's Vengeance Warhead detonates, it unleashes an electronic interference "haywire field" that wreaks havoc on enemy electronics and other machinery, making it a potent anti-vehicle weapon.Kin's Wrath Warhead - The Kin's Wrath Warhead is a warhead placed on a missile that can be fired from an optional missile launcher weapon hardpoint on the Leagues of Votann's Hekaton Land Fortress. When a Kin's Wrath Warhead detonates, it unleashes several smaller bomblets across a wide spread of the battlefield which explode into a hail of shrapnel that can shred enemy infantry, making it a potent anti-personnel weapon.Mountain Breaker Warhead - A Mountain Breaker Warhead is a warhead placed on a missile that can be fired from an optional missile launcher weapon hardpoint on the Leagues of Votann's Hekaton Land Fortress. When a Mountain Breaker Warhead detonates, it unleashes three smaller shaped but extremely powerful explosive detonations intended to rip through the strongest armour plating or other protective materials, making it a potent anti-armour and anti-fortification weapon.
Missile Drone - Missile Drone: A Missile Drone (Kor'vesa in the T'au Lexicon) is a type of T'au Drone (small, sleek, disc-shaped, semi-sentient machines) employed extensively alongside T'au units in battle. Missile Drones have to date only been deployed as part of XV88 Broadside Battlesuit teams during the Third Sphere Expansion. A Missile Drone is a variant of the standard Gun Drone, and it forgoes the latter’s twin-linked Pulse Carbines armament in favour of a heavier weapon -– the Missile Pod. Normally found as a Tau Battlesuit weapon system, a Missile Pod is a simple but effective delivery system for multiple missiles. These weapon pods are most commonly deployed to maximum effectiveness against light vehicles and heavy infantry at long ranges, and are especially effective when accompanying XV88 Broadside Battlesuits armed with High-yield Missile Pods.Missile Drones consist of an advanced processor unit, which individually has only a basic intelligence (approximately equal to that of a small animal such as a pterasquirrel), and moves about by way of a small anti-gravitic generator and a much modified version of a T'au Jetpack. This allows the Missile Drone to hover over the ground and skim over most obstacles. As they hover over landscapes, rotating back and forth, their sensor vane constantly transmits vital information about their surroundings.Missile Drones that are attached to a T'au squad can be controlled by a Drone Controller, whether it is in the form of a support system for a T'au Battlesuit, or a hard-wired piece of wargear for T'au infantry. A Drone Controller is an electronic device that can be used by the T'au to further enhance their control over their robotic companions. A Drone Controller acts as a hub of digital communications between the Drone's operator and any Drones that are nearby the user. It serves as an advanced interface between the operator and the artificial intelligence (AI) combat programs of the Drones, and is often used to direct the Drones’ firepower far more efficiently and with a level of accuracy far greater than would otherwise be possible on the battlefield.The Fire Caste combat doctrine, as laid down in the Code of Fire, instructs all warriors to fight closely together, with each member of a team doing his utmost to protect not just his comrades, but also nearby teams in his Hunter Cadre. Using overlapping fields of fire, even Drones are able to provide mutual support on the battlefield in the case of enemy assaults.So deeply do the T'au believe in the Greater Good, that even their Drones are programmed with self-preservation protocols. In the face of what the AI deems to be hopeless odds, a Drone will attempt to escape rather than stand and fight. While in certain extreme circumstances Drones might be deployed on high-risk missions likely to lead to their destruction or purposefully moved to block enemy advances on units of Fire Warriors, the T'au do not consider Drones to be disposable units and the Drone artificial intelligence will analyse every possibility in order to ensure its own survival.
Missile Drone - Ordo Xenos Departmento Analyticus Technical Specifications: The technical specifications for this Tau unit have not been obtained or released by the Ordo Xenos.
Missile Launcher - Missile Launcher: A Missile Launcher is a weapon that can fire several types of self-propelled, usually autonomously guided missile, including both the common Frag and Krak Missiles.Frag (Fragmentation) projectiles are designed to spray a designated area with shrapnel, making these munitions highly useful against groups of lightly armoured infantry.Krak projectiles cover less area with their blast, but their warheads have improved armour-penetration capabilities, making them useful for taking down either heavily armoured infantry or moderately armoured vehicles.A variant of a Missile Launcher is a Rocket Launcher, which fires unguided, self-propelled projectiles. Rockets contain the same types of warheads as a missile.A missile is a self-propelled projectile, usually incorporating an electronic guidance system, and tipped with a high-explosive chemical, kinetic or plasma-based warhead. Missiles generally make use of a chemical rocket, jet engine or even anti-gravity drive to provide motive force and often contain a guidance package embedded within them.The term "rocket" usually refers to a similar self-propelled projectile which lacks an electronic guidance package and instead is fired using line-of-sight, whilst its warhead detonates on impact. Rockets are thus often termed "fire-and-forget" weapons.Missile Launchers are used in one form or another by many of the different species and factions of the Milky Way Galaxy in the 41st Millennium, including the Space Marines and Astra Militarum of the Imperium, the Chaos Space Marines, the Orks, the Leagues of Votann, the Craftworld Aeldari, and the Fire Caste of the T'au Empire.Among the forces of the Imperium, Missile Launchers are primarily used by Space Marines as one-man portable heavy weapons, as their power armour gives them the enhanced strength required to carry both the launcher and additional reloads into battle.Imperial Guardsmen, meanwhile, use the Missile Launcher as a crew-served weapon, manned by a two-person Heavy Weapon Team, with one trooper serving as a gunner and another as the loader; when displacing positions, the first trooper carries the launcher and the other carries the tripod mount and additional ammunition reloads.
Missile Launcher - Space Marines: With their superhuman strength, Space Marines are capable of throwing projectiles further than some Imperial weapons can shoot. This relegates Grenade Launchers to a secondary weapon role for the Adeptus Astartes, usually affixed to a bolter or similar convenient location.Missile Launchers are the more frequent special weapon choice when a mission calls for long-range firepower. Requisitioning a Missile Launcher includes the requisition of Frag and/or Krak Missiles as standard, enough to be sufficient and keep the weapon loaded with whatever configuration of the two missile types is desired.Alternative missile types must be specifically requisitioned due their rarer manufacture.
Missile Launcher - Astra Militarum: Missile Launchers allow Astra Militarum troopers to fire explosives at targets outside of their throwing range, firing missiles much farther and with a vastly greater degree of accuracy than most Guardsmen could hurl similar explosives like grenades.Missile Launchers are extremely versatile, and can be loaded with a number of different kinds of ammunition for different situations and targets. Of course, a Guardsman must first procure this appropriate ammunition, which can sometimes be as difficult as securing the launcher itself.Missile Launchers are most commonly employed on Astra Militarum vehicles, though Heavy Weapon Teams consisting of two specially-trained Guardsmen are also commonly issued with Missile Launchers with deployable mounts and/or stands.
Missile Launcher - Chaos Missile Launchers: Utilised most commonly by Chaos Space Marine Havocs, Chaos Space Marine Missile Launchers can fire either Krak or Frag Missiles.Frag Missiles are designed to wreak havoc in lightly armoured infantry formations, while Krak Missiles can break open all but the most heavily armoured targets.With an ample supply of both types of ammunition, a Missile Launcher is the most versatile weapon available to the forces of Chaos. Missile Launchers can be shoulder-mounted and fired by one Chaos Space Marine, but usually require teams of two if being utilised by Chaos Cultists -- the second acting as a loader and spotter.
Missile Launcher - Xenos Missile Launchers: Missile launchers are versatile weapons, and the Imperium is not the only force to make use of them. Various xenos races such as the Eldar, the Tau and the Orks also make use of such devastating weapons.
Missile Launcher - Asuryani: Asuryani Missile Launcher - Asuryani Missile Launchers are similar to their Imperial equivalent, but are more elegant and well-balanced. They use complex chambered pods that contain several different kinds of ammunition, all but eliminating the need to reload in battle. They also differ in that they fire Plasma Missiles rather than the more crude Frag Missiles.Reaper Launcher - Utilised to deadly effect by the Dark Reapers Aspect Warriors, Reaper Launchers fire a fusillade of small but potent armour piercing starswarm missiles. Some Dark Reapers also sport more powerful starshot missiles, which allows them to engage enemy tanks and fortifications with impunity.Tempest Launcher - Dark Reaper Exarchs sometimes employ Tempest Launchers, which can hurl explosives high into the air to land amongst the foe, allowing these merciless Aeldari to obliterate several targets at once from within the foe's ranks.
Missile Launcher - Leagues of Votann: L7 Missile Launcher - The L7 Missile Launcher is the primary missile launcher used by the military forces of the Leagues of Votann. It exists in both a man-portable form and as a main turret weapon for Kin vehicles. The man-portable version is carried as a specialist weapon by certain members of a squad of Hearthkyn Warriors who show sufficient aptitude to be given additional training in order to wield specialist weaponry. This variant of the L7 can fire seven missiles which can unleash all seven in a single focussed blast for a high-yield explosion or multiple smaller detonations for each missile separately. The vehicle-mounted variant of the L7 Missile Launcher can be deployed even on lighter Kin vehicles such as the Sagitaur ATV, which is unusually heavily armed for its size. Like the man-portable variant, the vehicle-mounted launcher can fire all seven L7 missiles which can unleash a single focussed blast for a high-yield explosion or multiple smaller detonations for each missile separately.Sagitaur Missile Launcher - The Sagitaur Missile Launcher is a turret-mounted, vehicle-based missile launcher that is used as an optional primary turret weapon on the Leagues of Votann's Sagitaur ATV. Its missiles possess a longer range than those of their Sagitaur's other missile launcher option, the L7 Missile Launcher, and each Sagitaur missile can unleash a more potent explosive blast than its L7 counterpart.
Missile Launcher - Orks: Rokkit Launcha - A Rokkit Launcha is a large but simple weapon; consisting of a tubular launcher and as many rokkits as an Ork can get a hold of. Its simple trigger mechanism allows the Ork at the "safe" end to fire his dodgy-looking payload in the general vicinity of the enemy. The rokkits can be loaded in one at a time or, if the rokkit launcher is a bit more upmarket, they might be loaded in automatically from a magazine. Rokkits tend to be unreliable (mainly due to the large amount of smoke produced when a rokkit is launched) but when they work they are extremely effective and can blow apart a buggy or smash open an armoured gate. They are also very loud, a big plus for any self-respecting Ork warrior. Mekboyz can make different kinds of rokkits or improved versions, but it'll cost an Ork many teeth.
Missile Launcher - T'au Empire: Missile Pod - A Missile Pod is a relatively simple T'au multiple missile delivery system able to engage targets at long range. Similar in power and role to an Imperial Autocannon, a Missile Pod consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. Missile Pods are most commonly used as medium to long-range mobile fire support weapons by T'au Battlesuits and T'au aircraft.High-yield Missile Pod - A High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod. XV88 Broadside Battlesuits can wield twin-linked High-yield Missile Pods as alternative primary weapon systems to Heavy Rail Rifles.Seeker Missile - A Seeker Missile is weapon system consists of a single high strength missile which strikes a target that has been designated using a Marker Light. Seeker Missiles are commonly used in place of artillery as T'au battle doctrine dictates that all forces should always remain mobile.Smart Missile System - A Smart Missile System fires clusters of small missiles, each guided by a Drone processor unit built into its warhead, intended for use against masses of enemy infantry, particularly those hiding in cover.  Upon their launch, the "Smart Missiles" will search for targets within sensor range before selecting and engaging one based on criteria previously detailed by the weapon's operator. These targets do not have to be within line of sight of the operator, as once the target has been acquired, the missiles are able to effectively home in on it, manoeuvring their thrusters to propel them around any intervening terrain as they hunt the enemy down to an explosive conclusion.
Missile Launcher - Sources: Black Crusade: Core Rulebook (RPG), pg. 159Codex: Adeptus Custodes (8th Edition), pp. 41, 67Codex: Blood Angels (5th Edition), pg. 56, 58-59Codex: Chaos Space Marines (3rd Edition, 1st Codex), pg. 16Codex: Chaos Space Marines (3rd Edition, 2nd Codex), pg. 34Codex: Chaos Space Marines (4th Edition), pp. 26, 82, 100Codex: Chaos Space Marines (6th Edition), pg. 36, 102Codex: Dark Angels (5th Edition), pg. 51Codex: Dark Angels (6th Edition), pp. 60-61Codex: Eldar (4th Edition), pg. 22, 34Codex: Eldar (6th Edition), pp. 62-64Codex: Imperial Guard (5th Edition), pp. 69, 76, 80Codex: Leagues of Votann (9th Edition), pp. 20, 93, 97, 101Codex: Orks (4th Edition), pg. 89Codex: Space Wolves (5th Edition), pp. 58-59Codex: Space Marines (6th Edition), pp. 120, 122Codex: Space Marines (9th Edition), pp. 170, 194Codex: Tau Empire (6th Edition), pg. 66Dark Heresy: Enemies Within (2nd Edition) (RPG), pg. 42Dark Heresy: The Inquisitor's Handbook (RPG), pg. 174Deathwatch: Core Rulebook (RPG) pp. 151-152Deathwatch: Rites of Battle (RPG), pp. 136-137Gorkamorka Da' Roolz (2nd Edition), pg. 56Horus Heresy: Collected Visions, pp. 118, 153, 234Imperial Armour Volume One - Imperial Guard & Imperial Navy, pg. 249-254Imperial Armour Volume One - Imperial Guard (Second Edition), pg. 260Imperial Armour Volume Two - Space Marines and Forces of the Inquisition, pp. 57-66, 251Imperial Armour Volume Four - The Anphelion Project, pp. 126, 137Imperial Armour Volume Six - The Siege of Vraks, Part Two, pp. 95, 118-119, 122, 169Imperial Armour Volume Eight - Raid on Kastorel-Novem, pp. 93, 117Imperial Armour Volume Nine - The Badab War, Part One, pg. 102,Imperial Armour Volume Ten - The Badab War, Part Two, pp. 122, 135, 138Imperial Armour Volume Twelve - The Fall of Orpheus, pg. 143Imperial Munitorum Manual, pg. 76Only War: Core Rulebook (RPG), pg. 182Only War: Hammer of the Emperor (RPG), pg. 114Rogue Trader: Core Rulebook (RPG), pg. 125Rogue Trader: Into the Storm (RPG), pp. 115-117The Horus Heresy Book One: Betrayal (Forge World Series), pp. 215, 232The Horus Heresy Book Two: Massacre (Forge World Series), pp. 201-202Warhammer: The Horus Heresy Second Edition - Liber Imperium (Specialty Game), pg. 65Warhammer 40,000: Battle Manual (2nd Edition), pg. 68Warhammer 40,000: Rogue Trader (1st Edition), pg.Warhammer 40,000: Rulebook (6th Edition), pg. 55Warhammer 40,000: Wargear (2nd Edition), pg. 42Warhammer 40,000: Wargear (4th Edition)Games Workshop: Catalogue - Chaos Space Marine HavocsGames Workshop Online Catalog - Imperial Guard Cadian Heavy Weapons TeamGames Workshop Online Catalog - Imperial Guard Catachan Heavy Weapons TeamForge World - Elysian Missile SquadGames Workshop Online Catalog - Steel Legion Missile Launcher TeamForge World - Tallarn Missile Launcher TeamForge World - Legion Missile Launcher SetWarhammer Community - You thought the Warlord was big? Try the Warmaster Titan.Warhammer Community - New Desolation Squad Has a Rocket With Your Name on ItForge World - Imperial Navy Vulture Gunship
Missile Pod - Missile Pod: A Missile Pod is a relatively simple T'au multiple missile delivery system able to engage targets at long range. Whilst not as powerful as an Imperial Krak Missile warhead and lacking the damage radius of a Frag Missile, T'au missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease.A T'au Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. Missile Pods are most commonly used as medium to long-range mobile fire support weapons by T'au Battlesuits and T'au aircraft.
Missile Pod - Notable Users of the Missile Pod: XV8 Crisis Battlesuit – XV8 Crisis Battlesuits most commonly wield Missile Pods upon a shoulder or arm mount, and are able to employ them to great effect against enemy light vehicles and heavy infantry. XV8 Battlesuits can use the mobility provided by their Jetpacks to flank enemy targets before hitting them with a barrage of missiles.Missile Drone – Missile Drones are armed with a Missile Pod as their primary armament, hence the name.Shielded Missile Drone – Shielded Missile Drones are armed with a Missile Pod as their primary armament, though they possess the greater defensive protections provided by their shield generators than standard Missile Drones.Drone Sentry Turret – Drone Sentry Turrets can be armed with twin-linked Missile Pods as their primary weapon system.TX-42 Piranha – The TX-42 variant of the Piranha can be armed with twin-linked Missile Pods as its primary armament.Hammerhead – Hammerhead gunships can be armed with massive Missile Pod systems as their primary turret weapon. Such is the scale of the barrages unleashed by a Hammerhead configured in this manner that their combined blast will often annihilate anything within the target zone.Swordfish - Swordfish gunships have a set of twin-linked Missile Pods as part of their standard armament.Scorpionfish - Scorpionfish super-heavy missile gunships feature two sets of twin-linked Missile Pods for use in direct-fire engagements.Sun Shark – Sun Shark bombers are armed with a tail-mounted Missile Pod that is intended to provide defence from other aircraft and ground-based interceptors. The weapon system can also be upgraded to a twin-linked version.Razorshark – Razorshark strike fighters can be upgraded with the addition of a nose-mounted Missile Pod.Barracuda – Barracuda air-superiority fighters are armed with a Missile Pod weapon system embedded into their wings. Primarily used by the aircraft for ground attacks, the weapon system normally carries up to twelve missiles.Tiger Shark – Tiger Sharks are armed with a Missile Pod weapon system embedded into their wings. Primarily used by the aircraft for ground attacks, the weapon system normally carries up to twelve missiles.Tiger Shark AX-1-0 – A Tiger Shark AX-1-0 is armed with a Missile Pod weapon system embedded into its wings. Primarily used by the aircraft for ground attacks, the weapon system carries up to twelve missiles.Orca – An Orca dropship is armed with a Missile Pod located in its under-turret that is intended to provide defence from other aircraft and ground-based interceptors as well as to clear landing zones of enemy forces.Manta – Mantas have an underslung Missile Pod near the front of their hull that serves as one component of their vast armament.
Missing in Action (Short Story) - Missing in Action (Short Story): Missing in Action by Dan Abnett is a Warhammer 40,000 short story published in 2011 and collected in the anthologies Nexus & Other Stories and Words of Blood.
Missing in Action (Short Story) - Synopsis: The Holy Orders of the Emperor's Inquisition are the Imperium's powerful secret police, responsible for guarding the souls of Humanity and destroying any potential threat to the God-Emperor's realms.Investigating a series of murders leads Inquisitor Gregor Eisenhorn into a sinister series of ritual killings and the clutches of a terrifying Chaos Cult.
Missionary - Missionary: A missionary is a disciple of the Imperial Creed and a priest of the Adeptus Ministorum. Missionaries spread the Imperial Cult and defend it from the core worlds of the Imperium of Man to the far-flung edges of the galaxy.Missionaries spread their belief in the divinity of the God-Emperor across the long-settled worlds of the Imperium, as well as to recently rediscovered Human-settled planets. They also sometimes take a more active role in defending the Emperor's realm and accompany the Adeptus Sororitas into battle. These men and women serve as the front line of the Ecclesiarchy, guiding the newest followers of the God-Emperor in their day-to-day prayers and observances.There are many types of missionary: from the young, fervent hopefuls who spread the word of the Imperial Creed with little guidance and support from the Ministorum, to the ancient, wise and toughened members of the Missionarus Galaxia. These individuals are at the forefront of the Imperium's expansion, accompanying the crusading armies as they discover new worlds, contact lost Human civilisations and push back the frontiers of the Emperor's holy domain.The oldest missionaries are instinctive survivors. They have fought in battles against heathen and godless savages, and thwarted the designs of Chaos and Genestealer Cults. A missionary must survive the rigours of many Terran years of Warp travel and exploration across Death Worlds, Desert Worlds, prehistoric Feral Worlds and the freezing permafrost of Ice Worlds.