vizn3r/warhammer40k-lore huggingface dataset:
Long-Las - Long-Las: The Long-Las, originally known as the Sniper Variant Lasgun, is a specially modified version of the standard Imperial lasgun that possesses increased range and accuracy that is favoured by Imperial Guard Sharpshooters.Such weapons are only ever issued to those guardsmen of the Astra Militarum who have displayed a flair for marksmanship, stealth operations and scout movement, for such weapons are difficult to produce and require more training and intelligence to utilise properly.A Long-Las is a modified standard pattern Lasgun with an XC 52/3 strengthened barrel, which is both longer and thinner than the usual model. The strengthened barrel allows for increased range and greater accuracy.The rifle does not have a charge setting slider, instead employing specialised ammunition known as a "hotshot power pack." A hotshot power pack is a high-power energy magazine with liquid metal batteries that fires fewer blasts, though a single power pack is good for approximately twenty shots. However, the hotshot power pack compensates for this by providing the weapon with a greater lethality index.Due to the increased power of the shot of the Long-Las, the stress on the barrel is considerable and the resultant metal fatigue means that a sniper needs to replace the barrel with greater frequency than they would that of a standard pattern lasgun.A long flash suppressor fitted to the gun muzzle ensures that the telltale flashes of the Long-Las' shots does not betray the sniper's position, though standard practice remains to relocate after each shot. The firing of the Long-Las variant is also quieter than a standard pattern lasgun, which is another advantage for a sniper.
Long-Las - Notable Users: Mad Larkin -  A trooper of the Tanith First-and-Only.Maxim Sorel -  A trooper of the Valhallan 597th Regiment.Belagg Grakk - Grakk was a defender of Kasr Myrak on Cadia before its destruction during the 13th Black Crusade.
Long Fang - Long Fang: A Long Fang is a senior Veteran warrior of the Space Wolves Space Marine Chapter who serves as a heavy weapons specialist. Hoary with age, proud and wise, they are quite literally endowed with long fangs, for as a Space Wolf ages his canines lengthen and his hair grows coarse and grey. After centuries of long wars, their esteem within the Chapter stands as a mountain, commanding awe and respect from those of lesser years.There are relatively few Long Fangs within the Chapter, for so many warriors die in battle that only a minority survive to reach a venerable age. Their life sagas are almost complete. These Veteran warriors are disciplined and steady in the heat of battle, and are entrusted with the use of the Great Company’s heavy weapons.Long Fangs are the Space Wolves' equivalent of a Codex Astartes-compliant Chapter's Devastator Marines. Having fought and survived so many battles, the Long Fangs are rarely unsettled even by the most serious set-back. There are many accounts within the Chapter's history of stalwart Long Fangs who have held the field against overwhelming odds, even after all others have fled or been slain.
Long Fang - History: There are those warriors within the ranks of the Space Wolves that are canny enough to survive for Terran centuries serving in the name of the Allfather. Filled with legendary bloody deeds, their individual sagas are quite long, for each Veteran warrior has earned wisdom and insight from innumerable battlefields across the width and breadth of the galaxy and has emerged victorious from bitter wars fought in both the material universe and the Empyrean. The collective skills of such venerable warriors are too valuable to throw away upon a blood-soaked assault or a desperate quest for vengeance.These Veteran Space Wolves are formed into Packs of Long Fangs. Steady of hand and temperament, they are entrusted not only with the protection of their brethren but also the heaviest of weaponry used by the Sons of Russ. It is said that the Long Fangs know the soul of every weapon within the Armouries of the Iron Priests, and take every opportunity to prove it on the field of battle.These dour and grizzled warriors have survived long enough for the genetic inheritance of the Canis Helix sequence within the gene-seed of their Primarch Leman Russ to manifest fully, as they are literally endowed with long fangs. As a Space Wolf continues to age, their canines lengthen into wolf-like fangs and their hair and beard grows thick and grey. They once hungered for honour just like their brethren when they were younger warriors, eager to earn a place within the Chapter's sagas. Yet the hot steel of youth has been tempered by honour and pragmatism, leaving Veteran warriors as finely balanced as the keenest blade.Over time, most Blood Claws and Grey Hunters die in battle, and only a small minority survive to reach a venerable age, but those that do are amongst the most redoubtable warriors in the galaxy. Having fought in the most nightmarish conditions the galaxy has to offer, Long Fangs remain implacably composed in the heat of battle. Their former Packs, whittled down to but a handful of Veterans, know one another so well that they fight as one, often casually conversing with one another or calmly placing bets as they mow the enemy down with devastating salvos of overwhelming firepower.The Long Fangs' solid and reliable demeanour is precisely why Long Fangs excel in the role of a fire support unit. In battle, the oldest Long Fang of the Pack is entrusted with selecting enemy targets and directs his brethren's fire where it will be most effective. These Squad Leaders are able to anticipate the flow and ebb of battle with uncanny prescience. This enables their men to function more efficiently than most conventional Astartes Devastator Squads.
Long Fang - Wargear: Power ArmourHeavy Weapon, choice of Heavy Bolter, Missile Launcher, Multi-Melta, Plasma Cannon, or LascannonClose Combat Weapon, choice of Plasma Pistol, Plasma Gun, Power Weapon, Power Fist, Flamer, or Melta GunBolt PistolFrag GrenadesKrak Grenades
Long Fang - Long Fangs Pack Markings: Long Fang Packs display their Pack markings in a startling black and white colour scheme, displaying the Pack markings they have worn since their youth as Blood Claws, through their time as Grey Hunters and now as true Veterans of the Chapter.Long Fangs often hang trophies and honours from their belts and paint various wolf symbols and other Fenrisian runic designs on their weapons.
Long Fang - Notable Long Fangs: Old Brother Hrolf (Long Fang Pack Leader) - Senior Pack Leader of Ragnar Blackmane's Great Company.
Long War - Long War: The Long War, also known as the Eternal War, is a term used by the Chaos Space Marines of the Traitor Legions and Renegade warbands that refers to their fight to overthrow the Emperor of Mankind and seize control of the Imperium of Man for themselves and for Chaos.They intend to achieve the final victory that was denied the Warmaster Horus over ten thousand standard years ago at the end of the Horus Heresy.The events of the Heresy are nothing more than myths and legends to the people of the Imperium in the 41st Millennium, but for many of the Traitor Marines who dwell within the Eye of Terror where the flow of time moves far slower, the terrible passions of that era are still very much alive.The Heretic Astartes are merciless and brutal warriors -- accursed by Human and god alike. Twisted beyond recognition by the fell powers they serve, their hatred of all they once held dear is writ large, corrupting their bodies just as it does their souls. In a galaxy full of horrors, the taint of Chaos is the most insidious threat of all. It can infect even the strongest mind and blacken the most innocent soul.The Space Marines, despite all their transhuman enhancements, are unfortunately no exception to its lure, and those who are seduced by it fall often further than mortals. Scarred beyond redemption by the terrors of constant war, they devolve into bitter, selfish Champions of the Chaos Gods. They have become mockeries of their former glory, the ultimate foils to the Adeptus Astartes, who they once called brothers.For ten thousand Terran years, Traitor Legions and Renegade Chapters have ransacked and razed the worlds of the Emperor. The scale of their slaughter and conquest is a well-guarded secret of the Inquisition, lest awareness of the Heretics' existence tempt others to the service of Chaos.For ten millennia, the Long War has raged unseen and unheard by the vast majority of the Imperium's people, fought on countless battlefields where Loyalists and rebels wage war for the future of Humanity itself. Across hundreds of worlds the banners of Traitors are held aloft and the galaxy burns in their wake. A single cry of defiance echoes across the Imperium: "Death to the False Emperor!"
Long War - The Primarch Project: The Imperium of Man is mighty and its reach is long, but the infinite Realm of Chaos is greater still. Even in the material universe the Emperor's followers only control islands of light in a sea of darkness. There are many who do not want the protection of the Imperium, who defy its laws and seek to undermine its works. Even inside the Imperium itself, rebels and secessionists struggle constantly to throw off the chains of oppression, particularly among the lowliest underclasses created by the Priesthood of Terra.These people have not forgotten the taste of freedom; they would rather give their fealty to the uncaring Ruinous Powers than grovel before the Corpse-God of distant Terra. Some seek to escape from bondage and go to any lengths to secure their release; others resist the power of the Imperium without truly knowing why they do so, motivated simply by a conviction that they must fight against the tyranny it represents.All of these are the servants of Chaos and knowingly or unknowingly they continue to fight in the Long War begun by the Arch-traitor Horus ten millennia past.Following the end of the Age of Strife, the powerful Perpetual known only as the Emperor created the primarchs -- twenty genetically-superior transhuman beings created from His own rich genetic code with the strength of a dozen men and intelligence almost equal to that of the Emperor Himself. These gods-amongst-men were masterpieces of arcane science, destined to reunite the scattered realms of Mankind across the fractured galaxy.But at the Emperor's moment of triumph, disaster struck: A mysterious Warp vortex opened beneath the Himalazian (Himalayan) Mountains on Terra where the Emperor's secret gene-labs were located and swept up the infant primarchs while they were still in their gestation tanks. They were flung through the Immaterium far from Terra, and were eventually deposited upon distant, human-settled worlds.Perhaps it was during this cosmic voyage that Chaos first touched the primarchs, whispering in their dreams and sowing the seeds of future tyrannies as they slept. But not all was lost for the Emperor's ambitions with the disappearance of the primarchs.He had gleaned much invaluable knowledge and data from the experiment. Using the engineered genetic structure of the primarchs, or "gene-seed" as it would come to be known, the Master of Mankind created the first Space Marines.
Long War - The Space Marine Legions: The Emperor formed twenty Space Marine Legions, each using the gene-seed of one of the primarchs. Numbering hundreds of thousands of genetically-enhanced warriors and boasting fearsome weapons and starships that could carry them to battle, each Space Marine Legion was powerful enough to conquer whole worlds.First, the proto-Astartes known as the Thunder Warriors conquered Mankind's birthworld of Terra during the War of Unification; then, with the death of the proto-Astartes and the Legions of newly created Astartes under His command, the Emperor stepped out into the turbulent galaxy and set about claiming it once more for Mankind.It was the beginning of the campaign known as the Great Crusade. World after world was brought into the Imperial fold, some rejoicing at being found by the warriors of Terra, others not so willing to bow down before the might of the Emperor. It mattered not, for there was no force capable of resisting the Space Marine Legions for long.As the Great Crusade spread out from Terra, the Space Marines rediscovered the first of the lost primarchs, and as the Legions reclaimed ever more worlds, eventually all of the primarchs were found. Reunited with the Emperor, the primarchs became Mankind's paramount warriors and generals.Each primarch was given an Astartes Legion to command, one created from his own genetic material. With joyous vigour and unequalled martial prowess, the primarchs and their Legions pushed back the boundaries of the wild galaxy, claiming many thousands of worlds in the Emperor's name and reconnecting the distant reaches of space in an ever-expanding empire.The deeds of each Legion are uncountable, as are those of the primarchs themselves, but suffice to say, this was a golden time for the armies and servants of the Emperor of Mankind.Yet even at the pinnacle of the Emperor's might, there arose an enemy that would almost destroy His growing Imperium. Although none of the many alien foes of the Great Crusade could match the power of the Space Marine Legions, the insidious forces of Chaos had already set into motion the events of their near-destruction many solar decades earlier.The most dire threat to the Imperium was not to come from the xenos filth that infested the galaxy, but from amongst the ranks of the Space Marines themselves. The leader of this rebellion, after whom the first great heresy is named, was none other than the most praised and respected of all the primarchs -- Horus.
Long War - Post-Heresy: The centuries after the end of the Horus Heresy have seen the Traitor Legions tear themselves apart in the fractious in-fighting that is so common amongst the servants of Chaos as their masters pursue the Great Game. Others have become factional warlords, murder-obsessed berserkers, pleasure-seeking hedonists, Daemonhosts or potent servants of the Dark Gods who are more devoted to achieving ascendance in the Great Game played between the major Chaos Gods in the Realm of Chaos than the struggle against the Corpse Emperor. This is most true of the fallen primarchs of the Traitor Legions who survived the Heresy, all of whom have become Daemon Princes and given up day-to-day control over their former Legions.That minority of Chaos Space Marines, including individuals like Abaddon the Despoiler, who have managed to retain their full faculties and kept the corrupting influences of the Warp to a minimum, have done so only by maintaining a sense of purpose dedicated to the final overthrow of the Emperor. In truth, the Long War is the only activity that is capable of reuniting all of the now-disparate warbands of Heretic Astartes into a fighting force capable of taking on the forces of the Imperium.It is Abaddon, Horus' successor as the Warmaster of Chaos Undivided, who is most capable of forging this unity, usually so that the forces of Chaos may unleash yet another one of their Black Crusades out of the Eye of Terror into Imperial space. It should be noted that the Long War is now closer to its end than ever before since the end of the Horus Heresy, due to the success of Abaddon's 13th Black Crusade in ca. 999.M41, which for the first time won control of Imperial space outside of the Eye of Terror when his forces finally laid low the defenders of the Fortress World of Cadia.It should be noted that many of those Chaos Space Marines who have managed to remain relatively free of Chaos corruption consider that their surviving primarchs have essentially chosen to forget about the goals of the Long War, preferring instead to pursue the more inscrutable goals of the Great Game. For these Traitor Marines, it is Abaddon, rather than their Daemon Primarchs, who are truly worthy of their loyalty, for in ten thousand years, he has never wavered in his determination to achieve the final victory that eluded Horus Lupercal.
Long War - Khorne: None of the gods of Chaos benefit as much from the continued conflict generated by the Long War as Khorne does. Many of his Champions were forged in the flames of the battles of the Horus Heresy, and while some have been elevated to the ranks of Daemon Princes, and others have fallen in battle, many of those Champions live and fight to this day.They remember with furious anger the great betrayal by the "Corpse God" and His followers. This anger still smoulders in their hearts, ready at any time to fully reignite and burst through the plates of their Chaos-corrupted power armour, consuming their one-time brothers in flames of undying hatred.These are veterans of hundreds, even thousands, of campaigns. Their bases on Daemon Worlds deep within Warp Storms, such as the Screaming Vortex, exist outside of the normal strictures of space-time. The disparity between what might be thought of as real time and subjective time as they experience it within the Immaterium allows them to wage endless wars and accumulate the experiences of many lifetimes, giving them an enormous advantage over their weaker Loyalist brothers.It also gives them a perspective unique among Khorne's Champions and other minions. Because they begin as mortals but taste immortality, they develop what vaguely resembles patience.Khorne may not have patience of his own, but he knows the value of it in these Champions. He allows them to bide their time and hone their skills on the battlefields of the Daemon Worlds, waiting for opportunities to unleash them upon the Imperial weaklings who refused to embrace Khorne's blessings.When these crusades are launched, the inhabitants of the galaxy are almost never prepared. There is no warning. No scouts or Astropaths are able to adequately pierce the veil that obscures the activities of these forsaken domains and, even if they could, the distortion of time and the vagaries of the Warp would make any knowledge gained nearly useless. Reports of assaults being launched could easily be delayed by hundreds of standard years, reaching panicked ears after they have already been in the grave for generations.Thus the continuance of the Long War gives the Blood God an unmatched and incredibly useful capability. Sitting upon the Throne of Skulls, Khorne can see new worlds ready to burn, civilisations ripe for conquest, populations ready to be bled into his rivers, or warzones where fighting is abating.In his Chaos Space Marines, he has warriors ready to eagerly serve him and feed the flames of conflict. With hearts full of hate, they strike without warning to unleash devastation upon the enemies of Khorne. The galaxy is but a parched, sun-baked field to them, and they, the Flamer ready to ignite it all. All the Blood God has to do is pull the trigger and let the galaxy burn.
Long War - Nurgle: For a Plague Marine or other Chaos Space Marine in the service of Nurgle, the timeless nature of existence within the Warp is a gift beyond measure. Many of the lessons and experiences that lesser mortals are unable to fully appreciate, let alone comprehend in any significant way, are theirs to explore.It gives these warriors an eternity to ponder the grandeur of their master's plan for ultimate corruption. The many diseases they have within them are given time to percolate and properly evolve into ever more deadly forms. Perhaps best of all, it may allow them to live long enough to see rot claim the body and soul of the False Emperor as He withers away to nothing on His Golden Throne.While the unfocused followers of Tzeentch waste time in futile attempts to find new ways to breach the Imperial Palace, the patient Chaos Space Marines of Nurgle know that inevitability is their ally. They have but to wait for the great victory, for nothing is eternal -- not even the Emperor and His domain. For these enlightened and blighted warriors, the Long War does not seem as long as it does to others.This is not to say they do not harbour the same righteous hatred for their former brothers that all Traitor Legions share. While they know they could simply wait for victory to come to them, they choose to follow the example of Nurgle himself and take a more active role in the downfall and renewal of the galaxy.Eternity offers them many ways to revel in the joy of living and to gain satisfaction from the death they can bring to their enemies. There are a thousand worlds ripe for virus bombing. Billions of souls wait to be tormented by plagues of the spirit. The flesh and bones of entire Space Marine Chapters are there to be harvested and used as experimental subjects for Nurgle's constantly mutating catalogue of diseases. It is the duty and privilege of the veterans of the Long War to see to it that no opportunity to further the great cycle through acts of vengeance upon the Emperor's lapdogs passes by.The betrayals committed against the Legions in the days of Horus' war against the bonds of undeserved servitude to the False Emperor are fresh in the minds of all who fought in those days. Let Khorne's brainless savages mutilate the warriors of the Adeptus Astartes. Such violence has a place.If the appetites of Slaanesh's brain-addled devotees get lost in the pleasures of the kill, so be it. Even the erratic, misguided actions of Tzeentch's minions can, at times, create diversions that force the enemies of the Ruinous Powers to weaken.None of this can compare to the all-encompassing totality of the Plaguelord's grand design. As empires crumble, stars collapse upon themselves and each and every pathetic Space Marine Chapter fades from memory, Grandfather Nurgle and his chosen servants will have the last laugh. The galaxy will die, and from its death throes a new existence shall come into being, with Nurgle ruling as lord over it all. Not a single one of the Emperor's loyal, wretched offspring shall persist to sully it.
Long War - Slaanesh: Perfection is normally an impossible goal to achieve. Life is finite, and there is only so much that can be done through its course. Time pushes ever onward, stealing opportunities and exchanging them for failures and regrets. This is the truth of existence for all creatures in the mortal realm.There are, however, places where the rules that govern reality are suspended, where time can be slowed, stopped, or even reversed. Warp rifts such as the Eye of Terror and the Screaming Vortex are such places. Within these treacherous domains, the ancient veterans of the Long War experience time differently than those who fear to enter.Time is theirs to do with as they please. They can spend it honing their skills, plotting vengeance, and practicing their deadly arts -- and as it is said, practice makes perfect. The Emperor's Children and other Space Marines whom the Dark Prince released from the shackles of Imperial dogma have had thousands of standard years to revel in their freedom.Like all the warriors who fought the Emperor's tyranny, these Chaos Space Marines have a burning hatred of the Emperor and His simple minions smouldering within them. Unlike those others, they have found pleasure in the intensity of this hatred, and this has shown them the value of an existence in the borders between realspace and the Realm of Chaos.There they are free to linger over an emotion, to savour the sensations of the passions they feel. They can expose themselves to delightful torments, immerse themselves in debauched distractions, and experiment with new and gratifying ways to pursue their desire for revenge.Let Khorne be content with simply killing, or Tzeentch with his black schemes. A warrior of Slaanesh has much more interesting things to do to his enemies than merely ending their lives, and within the timeless realms he and his subjects can experience and experiment with them all.
Long War - Tzeentch: Tzeentch has long been associated with the struggle against the hated Imperium. Some dare whisper that it was his schemes that led to the Heresy itself, with his invisible tendrils guiding such small events as the discovery of a blade able to mortally wound even a primarch, the rivalries that led Legion to fight Legion, or the hubris that led a primarch to disobey his father and His edicts.Such suppositions must remain merely that, for it is also possible they are all mere rumours designed to ensnare the weak-minded with further evidence of the power of Tzeentch. It is clear, though, that the Changer of Ways has been an active force in the Long War for untold ages. It may be that he required the Emperor to be brought low, lest Mankind perhaps escape his grasp -- or that he cares not which faction emerges the victor and views the endless conspiracies and plots as part of an amusing game.Such motivations would be far removed from rational thought, but the ways of Tzeentch are beyond mere sanity and no mortal mind can possibly encompass even a fraction of his roiling will. Like the Great Ocean of psychic energy he was created from, Tzeentch is perhaps more a force that must be respected and endured than controlled and harnessed. The Impossible Realm is littered with the gibbering, drooling Chaos Spawn that had thought themselves ready to bind or comprehend the smallest shard of the Changer of Ways, but there are always more who will join them in time.In the end, all who serve the Dark Gods must remember that Tzeentch is the Father of Lies and Deceit. As such, some Heretics may choose to accept the accounts they have read or experienced at face value or assume that, when it comes to Tzeentch, there is no true dogma.All is Change, even what most would consider to be incontrovertible facts that establish empires. Anything xenos species or human followers of the "Corpse God" believe and perpetuate regarding the Great Conspirator may have also been influenced by his distortions. For those who would follow the Changer of Ways, manipulating fact and affirming myth are but a small part of the Great Game.
Longshot Pulse Rifle - Longshot Pulse Rifle: A Longshot Pulse Rifle is an advanced Pulse Weapon that utilises pulsed induction fields to propel lethal micro-bursts of plasma over extremely long ranges.A Longshot Pulse Rifle is a variant of the T'au Pulse Rifle, modified specifically for a sniping role. As such, it has a far further range and fires more focused plasma pulses, whilst maintaining a similar rate of fire to its standard counterpart.As a rifle-sized Pulse Weapon, it is only known to be used by Sniper Drones as their primary weapon. Lethal weapons capable of sending plasma pulses over great distances, a well-placed shot from a Longshot Pulse Rifle is capable of taking out any target.Longshot Pulse Rifles were a lethal fruit of the Pulse Weapon technology first developed during the T'au Empire’s Campaign of Cleansing from 606.M38 to 792.M38, the first prolonged war of the T'au against the Orks.Whilst the T'au suffered many defeats early on, they were ultimately able to eradicate the Greenskins, thanks in part to the Earth Caste refinement of the first Pulse Weapons. As a result of this campaign, the Dal'yth Sept was successfully founded.
Longshot Pulse Rifle - Construction: A Longshot Pulse Rifle is a long weapon, but with a length many times its width and height. The bulk of the barrel is surrounded by coils of conductive material, visible in some patterns along the top of the weapon, which comprise a solenoid. When current is passed through them, these coils generate an electromagnetic field oriented along the barrel.At the front of the pistol are the weapon's two muzzles, just behind which is a circular apparatus similar in appearance to a bolt-head, that serves as a recoil stabiliser. Behind the barrel mechanism is the primary magazine, and behind that the trigger assembly and stock. Within the stock is the secondary magazine, or power cell.
Longshot Pulse Rifle - Theorised Operation: The Longshot Pulse Rifle works by electromagnetically accelerating a plasma shell down its barrel. In effect, it is a miniature mass accelerator. On firing, a ferromagnetic, solid slug is chambered from the magazine and turned into plasma by electromagnetic induction, as it would be relatively easy to alternate the coil current at frequencies sufficient enough to heat the coil to an extreme temperature while keeping it in the chamber.The solenoid is then charged fully, propelling the newly produced plasma out of the gun at an extreme velocity while keeping it cohesive. Though this electromagnetic field continues to keep the plasma together until impact, residual plasma is expelled from the barrel to produce the weapon's considerable muzzle flash.Maintenance of the field is also aided by a bolt-like apparatus, which increases the field strength and therefore the range. The weight of the bolt also serves to dampen the recoil from firing. Without the electromagnetic field, the fired plasma would all dissipate at the barrel mouth, producing a weapon with a range of approximately twenty centimetres. As it is, residual energy and waste plasma, together with the heat produced by energizing the coil, necessitates two barrels to avoid overheating.The power required to generate these immense electromagnetic fields comes from the secondary magazine which is effectively a very powerful and dense rechargeable battery in the weapon's stock. It is changed less frequently than the primary power pack, and can be recharged from the firer's suit or combat armour.Vehicle-mounted Pulse Weapons are usually connected directly to a suitable power source, allowing higher rates of fire with sufficient heat dispersal and eliminating the secondary magazine.Pulse Weapon rounds do a great deal of damage on impact, mostly due to the extreme thermal energy of the plasma mass and the speed with which the projectile impacts, which helps ensure that armoured targets are more heavily damaged.The electromagnetic field that holds the charge together flattens on impact slightly before breaking, which causes the resulting impact to spread over a wider area than would otherwise be possible. The speed at which the plasma projectile is launched is so extreme, that in some cases, it has been known to "light the air on fire".
Longstrike - Longstrike: Shas'la T'au Sha'ng of the T'au Empire, now better known as "Longstrike" -- and bearing the titles of "Hammerhead Pilot," "Gunship Ace," "Titan-Slayer," "Terror of T'ros" and "Hero of T'au" -- is a master gunship pilot and has quickly become the T'au Fire Caste's most heralded tank ace.Since his first training session, he has exhibited an almost innate ability to handle a Hammerhead. With the start of the T'au Empire's Third Sphere Expansion, his skills were soon put to the ultimate test in the heat of battle.
Longstrike - Wargear: Longstrike wears a unique experimental XV02 Pilot Battlesuit. This form-fitting prototype allows a pilot to work in tandem with his vehicle's AI by processing the cadre tactical network and incoming data quickly so that the pilot can react extremely rapidly to enemies attacking his vehicle or nearby units.The battlesuit also features a multitude of specialised systems, plug sockets, vents, and a wrist-mounted control panel that allow Longstrike to pilot his Hammerhead by himself without the need for additional crew members.The battlesuit incorporates a Blacksun Filter, which is an optical filtering suite that allows him to target enemies at full efficiency and range, even during night fighting operations.
Looted Leman Russ - Looted Leman Russ: A Looted Leman Russ is an Astra Militarum Leman Russ Tank that has either been stolen or scavenged by Ork Lootas. The Orks have seen the usefulness of the Leman Russ and almost always loot one or more from a battlefield where they have faced the Imperial Guard should the chance arise.Orks will usually "enhance" their looted vehicles with more weapons, armour, and garish paint jobs which match their "unique" aesthetic style. However the Orks' incompetence with ranged weaponry has drastically decreased the effectiveness of the tank's main weapons. Looted Imperial vehicles are very popular with the Death Skulls Ork tribe who are very good at "liberating" such vehicles.The Death Skulls like to loot a vehicle, repair it, and then use it on the enemy during the same battle. Orks of the Blood Axes Ork tribe also enjoy looted vehicles and use them to infiltrate Imperial Guard positions. There is a Greenskin legend about a Loota called "Grabber" Gutzbag who could even loot Imperial Titans.
Looted Leman Russ - Armament: When an Imperial vehicle is scavenged off of the battlefield it is usually heavily damaged, but this is no challenge for Ork Mekboys. As seen with the Looted Rhino, the Mekboys will replace or "enhance" all of the weapons with better Orky ones. The Looted Leman Russ is usually equipped with a Boomgun as its main weapon and several Big Shootas as secondary weapons if its original weapons were unusable. The Looted Leman Russ can also be equipped with Skorchas, Boomguns, and Killkannons. These Looted vehicles can be upgraded with many Ork "enhancements" such as an 'ard case, a red paint job, Grot riggers, a Stikkbomb Chukka, extra armour plating, boarding planks, a wreckin' ball, a reinforced ram, or a Grabbin' Claw. Looted Leman Russ tanks can also be equipped with any still functioning weapons and features from when the tank was still in Imperial service, such as Battle Cannons, Demolisher Cannons, Heavy Bolters, Lascannons, Searchlights, Smoke Launchers, and track guards.
Looted Leman Russ - Adeptus Mechanicus Technical Specifications: Looted Leman Russ Battle TankVehicle Name:Looted Leman Russ Battle TankMain Armament:VariesForge World of Origin:N/ASecondary Armament:VariesKnown Patterns:VariesTraverse:UnknownCrew:UnknownElevation:UnknownPowerplant:VariesMain Ammunition:UnknownWeight:Approx. 60 TonnesSecondary Ammunition:VariesLength:Approx. 7.08 metresArmour:Width:Approx. 4.86 metresHeight:Approx. 4.42 metresSuperstructure:UnknownGround Clearance:Approx. 0.45 metresHull:UnknownMax Speed On-Road:UnknownGun Mantlet:UnknownMax Speed Off-Road:UnknownVehicle Designation:VariesTransport Capacity:UnknownFiring Ports:UnknownAccess Points:UnknownTurret:Unknown
Looted Leman Russ - Also See: Leman Russ Tank
Looted Leman Russ - Sources: Codex: Orks (4th Edition), pp. 54, 103Codex: Orks (3rd Edition), pg. 16Imperial Armour Volume Eight - The Raid On Kastorel-Novem, pp. 137, 187-189
Looted Rhino - Looted Rhino: A Looted Rhino is an Imperial Rhino armoured personnel carrier that has been looted from a previous battlefield by Ork Lootas and is now used as a transport for their WAAAGH!. These machines are "upgraded" with Ork technology and are capable of loading a group of Ork Boyz. While in battle, Looted Rhinos are fast, and are usually outfitted with a gunner. Looted Rhinos have been used as weapons during many past Ork invasions. However, Looted Rhinos are more prone to breakdowns  and often possess inferior armoured protection and do less damage than their Imperial counterparts because of the Orks' lack of maintenance and care for their stolen vehicles.
Lord Commander - Lord Commander: Lord commander is a general officer rank of the Astra Militarum.The five lord commanders are each responsible for directing the operations of all of the Imperial Guard forces within an entire segmentum of the Imperium.It is common to refer to each of the lord commanders by the name of the segmentum which they lead, i.e. lord commander solar, lord commander tempestus, lord commander obscurus, etc. The rank also has variant titles which have been used by some of its holders, such as "lord high general."
Lord Commander Militant - Lord Commander Militant: The Lord Commander Militant is the supreme commander of all Astra Militarum forces in the Imperium of Man, the highest-ranking individual in the Astra Militarum, and the representative of the Astra Militarum on the Senatorum Imperialis.However, the rank is primarily a political position, and the Lord Commander Militant spends the vast majority of their time overseeing the bureaucracy of the Departmento Munitorum and engaging in political in-fighting with the other High Lords of Terra.The actual administration of military matters and Imperial Guard strategy has remained in the hands of the Lord Commander Militant's immediate subordinates, the five Lord Commanders of each of the Segmentae Majorum.
Lord Commander Militant - Notable Lord Commanders Militant: Heth - Heth was the lord commander militant of the Astra Militarum in the middle of the 32nd Millennium. The primary political rival on the Senatorum Imperialis to Lord High Admiral Lansung, Heth differed from the Admiral due to his desire to lead his troops on the battlefield directly and the suprisingly warm relationship he had maintained with the rank-and-file troopers of the Imperial Guard despite his rise to such a high position. Heth was joined in his opposition to Lansung by Inquisitorial Representative Marguerethe Wienand and Grand Master of Assassins Drakan Vangorich. During the War of the Beast, Heth personally led an Imperial Guard expeditionary force to relieve the Imperial Fists Chapter on Ardamantua from a massive Ork force. However, Heth's forces were destroyed by the unexpectedly large and powerful Greenskin force, and before his voidship was seemingly destroyed the Lord Commander Militant despatched a message back to Terra warning of the coming of The Beast and the existence of his Attack Moon.Abel Verreault - Abel Verreault was the lord commander militant of the Astra Militarum the the mid-32nd Millennium who replaced Lord Commander Militant Heth after his unexpected death during the War of the Beast. Verreault discovered that most other Imperial forces were bogged down in executing other campaigns and what troops were at his disposal lacked transport to get them in-theatre due to the machinations of Lord High Admiral Lansung. To gain this critical transport, Verreault ultimately agreed to follow Lansung's political lead on the Senatorum Imperialis in return for getting his Guardsmen into the fight. Unlike Heth, who had been a soldier's general, Verreault was much more of a politician. He supported the Proletarian Crusade and was always ready to support the wider political schemes of Lord Commander of the Imperium Udin Macht Udo, the leader of the High Lords of Terra during this period. But when the Inquisition moved to remove Udo, Verreault saw which was the wind was blowing and quickly withdrew his support. Verreault was later assassinated by the Master of the Administratum Tobris Ekharth as part of the plot by Drakan Vangorich, the Grand Master of Assassins, to take over control of the Imperium during the attempted coup remembered as The Beheading.Oskar Lowis - After the assassination of Abel Verreault during The Beheading, Oskar Lowis replaced Verreault as the new lord commander militant of the Astra Militarum on the Senatorus Imperialis. However, he was only a political puppet of the Grand Master of Assassins Drakan Vangorich, and carried out Vangorich's plans for the Imperium until the Grand Master was slain by the intervention of the Adeptus Astartes, which selected a new Senatorum Imperialis.
Lord Commander of the Imperium - Lord Commander of the Imperium: The lord commander of the Imperium, known in ancient times by the now-defunct title of "Lord Guilliman," is a singular and unique military rank held by the individual who serves as the supreme commander of the Imperial armed forces and as the chair of the Senatorum Imperialis.Officially, the position conveys only military authority, but is usually held at the same time as the rank of Imperial Regent, which grants supreme civil authority as well, with only the Emperor of Mankind Himself ranking higher.The position has been held only a few times in the Imperium's history, in the first case in the millennium and a half after the end of the Horus Heresy in the early 31st Millennium known as the Time of Rebirth and most recently again after the Terran Crusade of ca. 999.M41 at the dawn of the Era Indomitus.Only one man has held the position twice, separated by ten thousand standard years of history -- Primarch Roboute Guilliman.
Lord Constable - Lord Constable: The lord constable is the Imperial official who is the leader of the Synopticon, an agency of the Adeptus Terra whose name indicates that it is dedicated to surveillance and intelligence analysis. The Synopticon acts as the primary signals intelligence and internal security surveillance agency for the Imperium. The lord constable is sometimes granted one of the three temporary seats among the High Lords of Terra.
Lord Discordant - Lord Discordant: A Lord Discordant is a Chaos Space Marine who maintains sinister, arcane control over machines and the Warp-possessed constructs known as Daemon Engines.A Lord Discordant's sinister, arcane mastery over machinery is similar to that of Warpsmiths in both their training and fell purpose. However, while Warpsmiths are generally found behind their mechanical charges, enacting repairs, Lords Discordant prefer to lead from the front, fighting from the backs of scuttling Daemon Engines known as Helstalkers.Bellowing profane litanies that cause nearby machines to glitch and seize, they specialise at dismantling tanks, skimmers and the like with prying mechadendrites and brutal swings of their Impaler Chainglaives.Lords Discordant feed off the suffering of the machines they destroy, using their captured motive force to repair their allied Daemon Engines and annihilate the enemy with coruscating beams of repurposed energy.
Lord Discordant - Wargear: HelstalkerAutocannonBaleflamer (Optional replacement for Autocannon)Impaler ChainglaiveMechatendrilsFrag GrenadeKrak GrenadeTechno-virus Injector (Attached to Helstalker)Magma Cutter (Attached to Helstalker; optional replacement for Techno-virus Injector)
Lord Discordant - Sources: Chaos Space Marines Focus: The Lord DiscordantCodex Heretic Astartes - Chaos Space Marines (8th Edition) (Revised Codex), pp. 63, 128Chaos Space Marine ForcesCommandChaos Lord • Exalted Champion •  Chaos Champion • Aspiring Champion • Sorcerer Lord • Daemon Prince • Daemon Prince of Nurgle • Daemon Prince of Tzeentch • Death Guard LordSpecialistsExalted Sorcerer • Sorcerer • Warpsmith • Dark Apostle • Master of Possession • Master of Executions • Lord Discordant • Warsmith • Death Guard Sorcerer • Lord of Contagion • Malignant Plaguecaster • Plague Surgeon • Tallyman • Scarab Occult Sorcerer • Scarab Occult TerminatorsTroopsChaos Space Marines • Havocs • Chosen • Chaos Terminators • Possessed • Greater Possessed • Khorne Berzerkers • Plague Marines • Noise Marines • Rubric Marines • Obliterators • Mutilators • Chaos Spawn • Fallen Angels • Noxious Blightbringer • Foul Blightspawn • Biologus Putrifier • Blightlord Terminators • DeathshroudFast AttackChaos Space Marine Bikers • Chaos Space Marine Raptors • Warp TalonsChaos DreadnoughtsHelbrute • Ferrum Infernus Dreadnought • Chaos Contemptor Pattern Dreadnought • Sonic Dreadnought • Berserker Dreadnought • Leviathan DreadnoughtVehicles and Daemon EnginesChaos Rhino • Chaos Predator • Infernal Relic Predator • Chaos Vindicator • Chaos Land Raider • Chaos Land Raider Proteus • Infernal Relic Land Raider Achilles • Land Raider Hades Diabolus • Relic Sicaran Battle Tank • Maulerfiend • Forgefiend • Defiler • Brass Scorpion • Blood Slaughterer • Blight Drone • Foetid Bloat-drone • Kytan • Plague Hulk • Venomcrawler • Myphitic Blight-haulerHeavy Vehicles and Daemon EnginesSpartan Assault Tank • Fellblade • Decimator • Typhon Heavy Siege Tank • Lord of Skulls • Death Wheel • Plaguereaper • Plagueburst Crawler • Silver Tower of TzeentchAircraftHeldrake • Stormbird • Thunderhawk • Chaos Storm Eagle • Chaos Fire Raptor • Hell Blade • Hell Talon • Harbinger • Chaos Dreadclaw • Kharybdis Assault Claw •  Fire Lord •  Doom WingSummoned DaemonsBloodletters • Plaguebearers • Horror of Tzeentch • Daemonette • Nurglings • Beast of Nurgle • Plague Drone • Flamer • ScreamerLost and the DamnedChaos Cultists • Poxwalkers • Pestigor • Plague Zombies • Plague Ogryn • Thrall Wizard • Tzaangor • Tzaangor Enlightened • Tzaangor Shaman • Dark DiscipleChampionsMagnus the Red • Mortarion • Abaddon the Despoiler • Kharn the Betrayer • Typhus • Ahriman • Huron Blackheart • Fabius Bile • Cypher • Haarken Worldclaimer • Invocatus
Lord Executioner - Lord Executioner: The Lord Executioner is a Space Marine Captain who in a Codex Astartes-compliant Chapter serves as the master of the Chapter's Assault Company, usually designated as the 8th Company. He is a brutal and direct individual, not so much given to glittering heroics and flamboyant challenges as short, bloody and efficient close combats.Clutching his favoured master-crafted melee weapon in his hands, he strides purposely into battle, an expression of a stone cold killer writ on his face as he heads towards his grim duty.His Artificer Armour is often impressively detailed with embossed skulls, scrollwork and multiple Purity Seals. Of all the Space Marine Captains within a Chapter, the Lord Executioner is the most menacing.
Lord Executioner - Notable Lord Executioners: Captain Numitor (Ultramarines) - Captain Numitor serves as the current company commander of the Ultramarines 8th Assault Company. He was elevated to this position by Chapter Master Marneus Calgar in the wake of his predecessor's death. It is noted that Numitor was chosen over by then-Sergeant Cato Sicarius for this position due to the latter's tendency to use his battle-brothers as distractions instead of a unit.Captain Atheus (Ultramarines) - Captain Atheus was the former company commander of the Ultramarines' 8th Assault Company. He was killed during an assault on the Dal'yth Sept by the infamous T'au Commander Farsight.
Lord General - Lord General: Lord General, also commonly known as Lord Castellan, Lord Marshal, and Captain-General, is the highest rank possible to achieve on the General Staff of the Astra Militarum. This rank of general officer actually has many different titles depending on the cultural context of the holder.A Lord General usually commands an entire army group under the overall campaign or Imperial Crusade command of a Lord General Militant, but in fact the responsibilities of this rank can vary dramatically, depending upon the needs of the overall theatre commander.
Lord General - Lord Castellan of Cadia: On the lost Fortress World of Cadia, the rank of Lord Castellan was a special one granted in times of planetary emergency or military necessity. Cadia had always had two planetary governors, a Primus and a Secundus, so that if one was slain in an assault by the Archenemy, the other could continue to rule with no loss of continuity.But if an emergency beckoned, a Lord Castellan was appointed whose powers included those of the Governor Primus as well as supreme command of all the Planetary Defence Forces and Astra Militarum troops present on the planet for life or until the crisis had passed.In recent years, the Lord Castellan of Cadia has been a member of the Creed family, first Ursarkar E. Creed before the Fall of Cadia and then his daughter Ursula J. Creed in the Era Indomitus after her father went missing during the 13th Black Crusade.
Lord General Militant - Lord General Militant: Lord General Militant, also known as Lord Militant, is a general officer rank of the Astra Militarum.Lord General Militant is the highest operational rank within the Astra Militarum, and its holder serves as the supreme military commander of an entire designated theatre of operations or Imperial Crusade, assigned to those responsibilities by the Departmento Munitorum or directly by decree of the High Lords of Terra.The promotion to Lord General Militant usually comes to a Lord General or General of the Astra Militarum through his or her powerful noble family connections as well as a combination of the achievements earned during their prior command experiences and service to the Emperor.Those who rise to the rank of Lord General Militant often receive additional organisational training to prepare them to effectively lead potentially tens of millions of personnel across multiple Imperial organisations.Every Lord General Militant forms a General Staff comprised of lower-ranking Astra Militarum general officers who provide counsel and serve as the pool of officers from which the Lord General Militant can select new subordinate commanders within the theatre. Only one Lord General Militant is ever appointed per sector of the Imperium of Man.