vizn3r/warhammer40k-lore huggingface dataset:
Deceiver - The Silvae: The Silvae were an agrarian society with little technology. They were visited by the Deceiver early in their development and it convinced them to worship it. It returned occasionally to reinforce their devotion and they quickly became a superstitious people. There is a sentence that merits attention: "Here, it seems to be testing them, promising the race as a whole greatness at its side should they prove worthy". This could be seen as an attempt by the Deceiver to recruit new races and create new Necrons to bolster its forces.The Silvae were then introduced to the Imperium and they soon turned to violence, but the Deceiver did not show up to help them. Instead he found them "slipping back to barbarism" and was dismayed. He then sent in Necrons to wipe out all of the Silvae. Most of them were killed but a few survive although there was insufficient variation in the DNA to continue the race and they eventually died out. This account shows the Deceiver's ability to sway the minds of entire planets, but also its instability as any failure is punished by destruction.
Decimator (Daemon Engine) - Decimator (Daemon Engine): The Decimator is a Chaos Daemon Engine created from a horrific amalgam of human and xenos technology fused together and brought to unholy life by the darkest Warp sorcery. Decimators are nothing more than daemonic engines of death, standing taller than even the mighty Contemptor Pattern Dreadnoughts used by the Adeptus Astartes. The Decimator is believed to be an attempt to bolster the ranks of such ancient devices that still serve with the Traitor Legions and if this is the truth, then it is feared that many warriors of the Imperium will fall before these deadly machines.The Decimator is a nigh-unstoppable war machine, striding forth into the maelstrom of battle seeking to kill as many foes as possible with its horrendous might. These great beasts of Warp-fused metal and daemonic flesh are fortunately rarely encountered by Imperial forces as these terrible machines are blessed with the power of unholy vigor, and are capable of fighting on despite suffering obscene amounts of damage. The only way to ensure a Decimator is no longer a threat is to completely destroy its physical body, eliminating its daemonic possessing spirit's tether to the Materium and banishing it back into the darkness of the Warp.
Decimator (Daemon Engine) - History: The use of the Decimator Daemon Engine was first recorded in Imperial records as far back as the latter part of the 35th Millennium, during the mass genocides known as the Grief of Herodin. The Decimator is rarely encountered outside of the Chaos Cults and demonic fleets that roam the benighted reaches of the Nightmare Rifts far to the galactic south in the Segmentum Tempestus. It is here in the dark void beyond the Imperium's borders that some unknown source, it is believed, barters these dread killing machines for a high price in blood, plunder and souls.This has led some within the Ordo Malleus to label them the work of the infamous Dark Magos known as the Sepktraal Cult which legend has it was driven to the rifts beyond the Silent Abyss during the Great Scouring of the early 31st Millennium. Other Imperial savants insist that the cult never existed at all except in the febrile myths of that forgotten age.
Decimator (Daemon Engine) - Armament: The Decimator is a large, brutal, and hellish creation; the essence of a Warp creature bound and fettered within the armoured bulk of a great bipedal warmachine. The hell-machine features great slab-shoulders of tainted and defiled ceramite and adamantium, while a low-set "head" gives the Decimator a characteristic hunched posture which exudes brooding and vicious menace. Inquisitorial savants do not know for sure what malefic party is responsible for this sinful innovation as the Decimator is capable of fielding a wide range of armaments attached to the ends of its long and powerful arms, including a rapid-firing Butcher Cannon, a Soul Burner Petard, a multi-barrelled Storm Laser, and great raking Dreadnought Close Combat Weapons known as Decimator Siege Claws with in-built Heavy Flamers.The Decimator can field these weapons in any combination, such as twin Butcher Cannons, Storm Lasers, or Decimator Siege Claws or use them in a combination with one another.The Decimator can also be turned into a mighty fire support and anti-armour platform by being armed with a single Heavy Conversion Beamer, allowing it to make quick work of all but the most resilient vehicles; fortunately the machine must stop moving in order to wield the weapon with any real accuracy.These great war machines can also be ritually dedicated to one of the four Chaos Gods; Khornate Decimators are armed with twin Siege Claws that it uses to rampage across the battlefield in a blood spilling frenzy; a Nurgleite Decimator is even harder to destroy than the standard Decimator as it is blessed by the Plague God with unnatural resilience; a Slaaneshi Decimator is almost untouchable in close combat; and a Tzeentchian Decimator's Heavy Flamers are made even more devastating. The machine can also take on more support options such as a searchlight to illuminate enemy units and a smoke launcher to provide cover for friendly infantry.
Decimator (Daemon Engine) - Ordo Malleus Departmento Analyticus Technical Specifications: The technical specifications of the Decimator have not yet been determined by the Ordos of the Inquisition.
Decimator (Daemon Engine) - Also See: Chaos Vehicles
Decimator (Daemon Engine) - Sources: Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned by Andy Hoare with Alan Bligh & Neil Wylie, pp. 126-130Forge World Webstore: Chaos Decimator Daemon EngineForge World Webstore: Decimator Butcher CannonForge World Webstore: Decimator Heavy Conversion BeamerForge World Webstore: Decimator Siege ClawForge World Webstore: Decimator Soulburner PetardForge World Webstore: Decimator Storm Laser
Decimator Siege Claw - Decimator Siege Claw: A Decimator Siege Claw is a massive, four-bladed Dreadnought Close Combat Weapon that is used by the forces of Chaos on their Decimator Daemon Engines.The Decimator is capable of being armed with either a singe Siege Claw or it can use two of them in tandem, turning the Decimator into an extremely effective close combatant. Decimator Siege Claws are equally effective against both "soft" targets such as enemy infantry and against hardened targets such as buildings and armoured vehicles.The reason that these weapons are considered as "siege" armaments is that they feature built-in Heavy Flamers. The Daemon Engine can use these to engulf enemy infantry in flames at close quarters or to rip open buildings and armoured vehicles and instantly reduce their occupants to ash. This is a highly useful ability when assaulting positions defended by enemy infantry sheltering behind hard cover.The Decimator, like all things that hail from the armoury of Chaos, can be dedicated to one of the four Chaos Gods.If a Decimator armed with Siege Claws is dedicated to the Chaos God Tzeentch, its built-in Heavy Flamers gain the ability known as "Soul Blaze." The Heavy Flamers are then capable of burning the soul inside of its target's physical body, consuming the unfortunate victim in clouds of ethereal fire.
Decimus Androdinus Felix - Decimus Androdinus Felix: Decimus Androdinus Felix, the Lord of Vespator and the Eastern Marches, was one of the first Primaris Space Marines who also served as a lieutenant in the Unnumbered Sons and later as the equerry of the lord commander of the Imperium, Roboute Guilliman, during the Indomitus Crusade.The lord commander would appoint him to become the eleventh captain of the Ultramarines Chapter, breaking the strictures of Guilliman's own original Codex Astartes-mandated order of battle.As the Indomitus Crusade's first phase ended and Guilliman turned to defending his Realm of Ultramar from the forces of Nurgle during the Plague Wars, he announced his intent to massively enlarge Ultramar's territory and restore it to its original size of five hundred worlds.Guilliman appointed Decimus Felix as one of Ultramar's new ruling class of Tetrarchs, an ancient rank that the primarch had decided to restore to prominence. Felix was given rulership over the Ultramaran world of Vespastor, and charged with enlarging Ultramar's eastern expanse by whatever means necessary.
Declates Crusade - Declates Crusade: The Declates Crusade was an Imperial Crusade against the Ork WAAAGH! Gitzmott carried out by the Crimson Fists and Black Templars Space Marine Chapters in the heavily-populated Declates System. When the Declates System got in the way of Ork WAAAGH! Gitzmott, entire worlds fell overnight. The Crimson Fists were dispatched quickly to stem the bleeding and deal with the Ork threat.Upon arrival, the venerable Chapter at first scored victory after victory with hit-and-run attacks. However, the Crimson Fists began to lose ground as the immense Ork invasion brought its full weight to bear. It became apparent that help was needed, and fast. The massive Ork incursion was definitely heading in-system towards the valuable Forge World Declates IV and the densely populated hives of Declates V. The Imperium could not let these centres of civilization fall. The nearby Black Templars Chapter heeded the call to arms, and soon the campaign was brought back from the brink of defeat. It was on Declates VII that the fate of the star system was finally determined when both Chapters succeeded in slaying the Ork Warlord Gitzmott and the WAAAGH! subsequently collapsed without his leadership, saving the system from destruction and slavery at the hands of the Greenskin horde.As a symbol of solidarity against what seemed to be an innumerable foe, Astartes from both Chapters "exchanged" iconography and often fought in mixed squads. Black Templars painted their left hands red, and Crimson Fists painted a Templar Cross onto their right knee. This unusual gesture of unity helped establish a tight bond that steeled the resolve of the brave warriors involved. Another instance of Battle-Brothers cementing their unity in the face of almost certain death was that of the red-and-black Templar cross. Adding a red sliver to each of the four spokes of the Black Templars Chapter symbol visually conveyed this bond.
Declates Crusade - Outcome: Gitzmott was located and slain on the barren plains of Declates VII by an Emperor's Champion. Leaderless, Gitzmott's Ork forces lost focus and abandoned the field of battle. From there, it was a simple matter of mopping up the scattered alien troops. Hideous losses were incurred by both Chapters as the numbers they faced were often 5 to 1 against the Imperials. Despite these difficulties, both Chapters earned battlefield renown and are forever remembered as the heroes of the Declates System.
Declates Crusade - Notable Participants: Veteran Sergeant Demetrian of the Crimson Fists
Decoy Launchers - Decoy Launchers: Decoy Launchers are a form of T'au vehicle support system that is mounted near the engines of T'au vehicles. When triggered, they fire clouds of reflective strips, sophisticated electronic decoys, flares, chaff and tiny Emitter Drones to protect the vulnerable thruster arrays, although they are also extremely effective at protecting the vehicle from enemy missiles.
Decree Passive - Decree Passive: The Decree Passive is a decree promulgated in 288.M36 by the High Lords of Terra in the aftermath of the terrible events of the Age of Apostasy's Reign of Blood.In essence, it forbade the Ecclesiarchy to "gather, train, promote, sustain or in any way command any force of men under arms," to prevent another occurrence like that of the Reign of Blood in which the High Lord of Terra Goge Vandire became, at the same time, the Master of the Administratum as well as Ecclesiarch of the Adeptus Ministorum, thus making him the most powerful individual in the entire Imperium of Man for a time.Vandire could keep any Imperial citizen in his thrall with the threat of branding them a Heretic or unleashing the forces of the Ecclesiarchy's Frateris Templars upon any who disobeyed him. This effectively transformed Vandire into the ruler of the Imperium, usurping even the authority of the blessed Emperor of Mankind for the duration of his rule.The reforming Ecclesiarch Sebastian Thor who replaced Vandire was ordered to carry out this edict, forcing the Ecclesiarchy to disband the Frateris Templar and the armies and fleets maintained by any member of the Ministorum with one exception, the all-female warriors of faith known as the Daughters of the Emperor, due to the infamous loophole in the Decree Passive's wording which clearly specified only "men under arms."As an all-female militant group, Sebastian Thor argued that the Daughters of the Emperor were not obligated to disband by the Decree Passive, and instead incorporated them into the Ministorum as the Adepta Sororitas, a force that would as much regulate the Ecclesiarchy through their quest for purity as enforce its will upon the faithful.
Deeds Endured (Anthology Short Story) - Deeds Endured (Anthology Short Story): Deeds Endured is a short story published in The Horus Heresy series that was originally part of an anthology. Deeds Endured was published as part of the event exclusive Meduson anthology and then later as part of the Shattered Legions main series anthology in April 2017. The cover image used is that of Shattered Legions, as Deeds Endured was never republished separately.
Deeds Endured (Anthology Short Story) - Synopsis: An argument between the Salamanders and Iron Hands of the Shattered Legions reveals the key philosophical differences between these Loyalist Space Marine Legions.
Deeprock Kindred - Deeprock Kindred: The Deeprock Kindred is a Kindred of the Greater Thurian League of the Leagues of Votann located in the galactic core. It was one of many Thurian Kindreds whose Hearthspakes voted to take up defensive positions and face the onslaught of the forces of Chaos pouring out of Warp Storm Örgvayr after it was created in northeastern Thurian space with the birth of the Great Rift.
Defence Laser - Defence Laser: A Defence Laser is a very large Imperial laser weapon commonly used as a static, planet-based, anti-starship defence by Imperial Planetary Defence Forces. Due to its power consumption and sheer weight, it cannot be installed on a ground vehicle of standard size.The Defence Laser is normally only mounted on fixed emplacements or extremely large vehicles such as a Battle Titan. The immense Imperator-class Titan is capable of mounting one as an anti-aircraft weapon.The average length of a Defence Laser's main lasing chamber is over 15 metres, with an overall weight of many tons. A Defence Laser is of little use against ground-based targets, as its practical minimum range was nearly a Terran mile at ground level.The largest Defence Lasers use vast reservoirs of plasma-based energy, blacking out local power grids for kilometres around their emplacements each time they fire. The blinding red blasts unleashed by a Defence Laser are so powerful that they can breach the atmosphere of a planet and engage targets in low orbit, making the weapon invaluable for repelling alien invasions or other planetary assaults.Even a glancing blow from a Defence Laser can be enough to drive off any voidship up to cruiser-class in size once the vessel's Void Shields are brought down. A smaller escort vessel may even be cut in two by the blast if struck by a direct hit.These massive laser weapons, housed in extensive installations on planetary surfaces, are classified as Lance weapons by voidship standards. Although able to project their powerful beams hundreds of kilometres outside of the planet's atmosphere, planet-based lasers require even more power than ship Lances to compensate for the diffraction of the energy beam caused by firing through the atmosphere.These power requirements can be satiated by on-site generatoriums, or by drawing from the power grid of the planet's infrastructure. In many cases, the bulk of the defence laser silo's supporting machinery is built underground, adding the protection of hundreds of feet of rock to the metres-thick armored walls of the facility above.Defence Laser installations are usually protected by a garrison of infantry and multiple turrets which have twin-linked Autocannons emplaced upon them to serve as anti-air defence.
Defence Laser - Notable Defence Lasers: Duty's Fist - Duty's Fist was the Defence Laser deployed to protect the west gate of the city of Bellephon upon the world of Thesus Reach, and employed technology dating back to the Dark Age of Technology. The Fist could reroute the power supplies of the entire metropolis into one earth-shattering laser blast. When fired in this manner, Duty's Fist possessed the capability to shatter a Battle Titan into a thousand pieces and even engage targets in orbit above the planet. During the battle for Bellephon when the Forces of Chaos assaulted Thesus Reach during the 13th Black Crusade, Duty's Fist exchanged fire with the Planet Killer, Abaddon the Despoiler's personal flagship. Though it forced the Planet Killer to undertake evasive manoeuvres, it was eventually disabled by a powerful Greater Daemon of Tzeentch, and its defenders were torn apart by a one-man assault by Kharn the Betrayer, Champion of Khorne.Hammer of the Cursed - A Defence Laser with over 20 confirmed enemy kills.Spear of the Emperor's Fury - A Defence Laser with over 20 confirmed enemy kills.Eternal Vigilance - A Defence Laser with over 20 confirmed enemy kills.Inescapable Wrath - A Defence Laser with over 20 confirmed enemy kills.Pious Retribution (called "Gunhead" by its crew) - A Defence Laser with over 20 confirmed enemy kills.
Defence Monitor - Defence Monitor: Defence Monitors are dedicated Imperial defensive vessels incapable of interstellar FTL travel crewed by Imperial Navy personnel that are designed to engage enemies who are intent on attacking a world or Imperial static installation like a space station.Since such an enemy must approach directly and closely to the planet they intend to assault with ground forces, Defence Monitors do not need much speed or maneuvreability.This allows Defence Monitors to link most of their power generation systems to armaments rather than engines, which often include a massive Lance and a battleship-calibre weapons battery, granting a Defence Monitor enough firepower to threaten even a capital ship despite its diminutive size.
Defence Monitor - Notable Defence Monitors: Javelin - The Javelin was a Defence Monitor that served in Battlefleet Solar. The Javelin was destroyed while engaging Necron Shroud-class Light Cruisers near Mars in 998.M41.
Defence Monitor - Sources: Battlefleet Gothic Rulebook (Specialty Game), pg. 144Battlefleet Gothic 2002 Annual (Specialty Game), pg. 10
Defence of Fio'vash - Defence of Fio'vash: The Defence of Fio'vash is a tale oft-told to the Fire Caste about the famed Ethereal Aun'shi. In what was supposed to be his last assignment, Aun'shi led a T'au colony force to a planet he named Kel'tyr, the newest world in the expanding Tau Empire. Infested by Feral Orks, initial progress in claiming the world was slow but, under Aun'shi's guidance, the Fire Caste were soon able to push the Orks back from the main areas of T'au settlements.Within four Terran years, the world was flourishing, the Earth Caste building many fine towns across the main continental mass. Fio'vash was one such town, a mining outpost in the low foothills of a mineral rich mountain range some four hundred Terran miles to the east of the planetary capital. While on a tour of inspection of the outlying towns, Aun'shi and his bodyguard became trapped in Fio'vash when a horde of Feral Orks surrounded the town and launched a surprise attack to capture the mine workings.
Deff Dread - Deff Dread: The Ork Deff Dread (Ork shorthand for Death Dreadnought) is a large Ork combat walker that is essentially a cross between an Ork Killa Kan and a Space Marine Dreadnought. The machine is smaller than an Ork Stompa, but is larger than a Killa Kan. The Deff Dread is also capable of carrying up to four weaponised arms. Also like a Dreadnought, a Deff Dread's Ork pilot must be cybernetically hardwired into the machine. As a result, the construction of a functional Deff Dread requires the skills of both an Ork Mekboy and a Painboy. When it is possible to craft a Deff Dread many Orks volunteer for the process since it will allow them to essentially become one of the biggest and most powerful Orks in the clan. Deff Dreads are also popular with other Orks since their immense destructive capacity, large number of weapons and tendency to stomp things to death lie at the very heart of what defines Ork "kulture." To many Orks, however, the process of creating a Deff Dread is the opposite of what they usually want, as their dreams of power are hampered by the fact that they are permanently wired into a metal can. This causes the Orks inside to turn a bit mad, and hence new Deff Dreads often need "runnin' in," often at the expense of any nearby buildings. Deff Dreads are rare Greenskin war engines and will cost an Ork Warboss or Warlord around a hundred Greenskin teef to build and/or purchase from another clan.
Deff Dread - Construction: Deff Dreads are clanking, rattling, lumbering, smoke belching, implacable engines of destruction. A terror to behold on the battlefield, these deadly machines are hulking, heavily-armed and armoured bipedal walkers, bristling with heavy guns and slashing close-combat weapons. Based around a similar, if infinitely cruder technology than those venerable machines of war, Deff Dreads are infinitely more powerful than their smaller Killa Kan cousins. With heavier armour, bigger guns, and a more powerful power plant than many walkers of their size and class, Deff Dreads pack an incredible amount of firepower and destructive potential in a relatively compact package. As with Killa Kans, and indeed the majority of things built by the Orks, there is little commonality between Deff Dreads. They are typically armed with two forward-facing heavy weapons like Skorchas, Rokkit Launchas, or Big Shootas bolted directly to the kan, along with anywhere from two to six mechanical arms. These arms usually end in some combination of slashing power klaws, hammers, and numerous types of loud and cruel flesh-tearing saws.No two Deff Dreads appear alike, and each is usually crudely painted and covered in spikes, skulls and the decaying bodies of slain Ork foes rotting on spears as typically seen in all Ork decorating schemes. Aside from these basic design elements, Deff Dreads are decorated, armed, and configured in countless ways, each one reflecting the tastes and vision of the Mek who designed it. Orks owners will then often paint skull-like devices or add large Ork skull masks to cover the front of their war machine.
Deff Dread - Combat Role: In battle, Deff Dreads act as support units and mobile weapons platforms, working in compliment with mobs or backing up a Warboss and his mega-armoured Nobz. Wading into the thick of battle in support of infantry forces, even a single Deff Dread brings enough firepower and general good “stompy killiness” to an engagement to tip the scales of even the most fearsome battle in the Orks’ favour. Extremely expensive and, for the Ork’s enemies at least, blessedly rare, Deff Dreads are used sparingly by those Warbosses who can afford them. This irritates none more than the pilots locked within, whose only release from the tedium of being welded inside these machines comes in slaughtering their foes on the battlefield. When they are deployed in support of an Ork mob, however, the destruction they inflict on their enemies is truly shocking to behold. Only the most stalwart or foolish of Imperial Guard troopers can stand against these metal monsters, whose crushing feet, tearing claws, and rattling guns shatter anything that falls within range.
Deffkopta - Deffkopta: A Deffkopta is a rotary-wing aircraft that is often employed by the Orks, particularly Orks who are part of an Ork tribe's Kult of Speed. These flying machines are the lunatic inventions of Meks that are obsessed with the power of flight, usually in the search for ever greater speed.Deffkoptas commonly make a hell of a lot of noise, spit out a constant stream of bullets, and frequently kill their pilots within a single solar week of operation.Nevertheless, they are without doubt the fastest and most dangerous way to get an Ork to the front line. Each Deffkopta is a one-Ork flying machine that is little more than a scavenged Warbike frame with its wheels removed and to which a set of whirring rotors has been attached, mounted above the pilot's head. Additionally, a jet engine has been added to the rear of the airframe.The rotors hold the machine aloft as the jet engine propels it forwards, allowing the Deffkopta to scream across the battlefield in the general direction of the enemy, all the while firing its underslung weaponry in the vain hope of actually hitting a target.These aircraft are extremely temperamental and are prone to falling apart mid-flight or crashing spectacularly without warning or notice, yet surprisingly there are always a number of Orks, known as Flyboyz, who volunteer to fly these ungainly machines into combat.
Deffkopta - History: There are countless instances of Ork Meks trying to master flight, but only a tiny fraction of them have achieved anything more than a spectacularly entertaining disaster.Still, Orks have a cheerful try and try-again attitude towards technology, and there is never a shortage of willing test pilots amongst the ranks of the Speed Freeks.The Deffkopta was the result of decades of experimentation, and truth be told, it is still the subject of rather a lot of experimentation to this day. It is believed by Imperial savants that the original Deffkopta was first pioneered by an Ork Mek known as Kog da Flymek.
Deffkopta - Role: The Deffkopta is used mainly as a reconnaissance vehicle, flying out ahead of the rest of the Ork warband and locating victims or targets for the rest of the main Ork horde. Once an enemy force has been discovered, the Flyboyz, with a supreme exercise of will, will turn their 'koptas around in the face of the enemy and head back to the greenskins' lines to bring in reinforcements.The Deffkopta can also be commonly seen leading a Kult of Speed into battle, with the main Ork mobs following the aircraft's exhaust trails to the enemy's frontlines. The main advantage that the Deffkopta has over its ground-hugging cousin the Warbike is that it is capable of traversing absolutely any type of ground, and while Warbikes can attain great speeds over rolling terrain, the only limit to the Deffkopta's theoretical velocity is the nerve of the aircraft's pilot.As the pilot must indeed have a few screws loose to even consider climbing into the seat of a Deffkopta in the first place, this means that squadrons of Deffkoptas often pass their comrades in a kind of oily blur, their pilots howling in glee as they carve a path through the skies before slamming into the ranks of the foe, or just as often, into the ground below.
Deffkopta - Armament: The problem with Ork Meks is that they never build the same machine the same way twice. Ever since the very first Deffkopta was pioneered, the Mek fraternity has devised ever more and more cunning ways to turn it from a bizarre conveyance into a lethal weapon.The first Deffkoptas, and most still built today, are armed with a set of twin-linked Big Shootas, usually scavenged from crashed Ork Warbikes, but as the Meks have had their way with the Deffkopta design it has become a common sight to see other weapons in use.The Deffkopta can have its twin-linked Big Shootas replaced with a set of twin-linked Rokkit Launchas or a single Kustom Mega-Blasta. Some Ork Meks delight themselves in making even more extravagant designs, such as attaching high-yield explosives known as Bigbomms to their 'koptas so that they can drop them directly on top of their enemies, or fixing massive buzzsaw blades to the 'koptas that allow them to decapitate their foes in one fell swoop.There are other, less common weapons and things found on Deffkoptas such as kannister bomb droppers, rippa-saws on long extendable arms, Squig-parachutes, and large wing-mounted mirrors (reasons unknown!).
Deffkopta - Variants and Derivatives: There are at least two noticeably different variants or derivatives of the Deffkopta that are used by the Orks:Gravkopta - Gravkoptas, also known as Anti-Grav Deffkoptas, are an extremely rare variant of the Deffkopta that makes use of anti-gravitic technology to keep the aircraft aloft instead of a rotor design. These variants of the Deffkopta more than likely make use of scavenged anti-gravitic technology taken from battlefields where the Orks fought against the Imperium or the Eldar.Warkopta - The Warkopta is a recent innovashun in Orkish air power that is beginning to appear in WAAAGH!s across the galaxy and is growing in popularity. The Warkopta is a larger variant of the Deffkopta, featuring two huge rotor blades fixed at either end of a long, open-framed fuselage, with a cluster of Rokkit-boosted jets at one end and a cunning yoke and pulley system used to steer. The Warkopta is used by the Orks as an aerial transport for moving Ork infantry across the battlefield.
Deffkopta - Ordo Xenos Departmento Analyticus Technical Specifications: Ork DeffkoptaTypeLow-Flying Assault AircraftOperational CeilingUnknownVehicle NameDeffkoptaMax SpeedUnknownOriginOrk innovashunRangeUnknownKnown PatternsN/AMain ArmamentNose-mounted twin-linked Big ShootaCrew1 Ork PilotSecondary ArmamentOrk wielded Choppa and or ShootaPowerplantSingle Rokkit-boosted Jet Engine, two vertical-lift Rotor BladesMain AmmunitionUnknownWeightUnknown (Varies)Secondary AmmunitionUnknownLengthUnknown (Varies)ArmourWingspanUnknown (Varies)SuperstructureUnknown (Varies)HeightUnknown (Varies)HullUnknown (Varies)
Deffkopta - Also See: Ork Vehicles
Deffkopta - Sources: Apocalypse Reload, pg. 25Waaargh: Orks (1st Edition), pg. 90Codex: Orks (4th Edition), pp. 48, 101Codex: Orks (8th Edition), pg. 47Imperial Armour Volume Eight - Raid on Kastorel-Novem, pp. 34, 134, 185-186, 213Warhammer 40,000 Collectible Card Game (Card Game)Orks Collectors' Guide, pg. 54Deffkopta - Games WorkshopAssault On Black Reach - Games Workshop
Defiant-class Light Cruiser - Defiant-class Light Cruiser: The Defiant-class Light Cruiser is a rarely utilised variant of the Endeavour-class Light Cruiser of the Imperial Navy.
Defiant-class Light Cruiser - History: A rarer carrier variant of the Endeavour, the Defiant is rarely utilised on its own in the Imperial Navy, as its typical weapons loadout leaves it vulnerable to direct attack and totally reliant upon its relatively small number of Furies and Starhawks to defend it. In centuries past, these warships occasionally formed the flagships of long range light reconnaissance patrols into the Koronus Expanse, prior to the establishment of the more permanent taskforce known as Passage Watch 27 Est. Even then, some Defiants still remain in service with Battlefleet Koronus. A few of these spacecraft have made it into the hands of some of the richer Rogue Trader dynasties, where they are often utilised as a versatile "second ship," a supplementary support vessel used to fill gaps in the capabilities of the Trader's primary flagship.
Defiant-class Light Cruiser - Dimensions: Hull - Light Cruiser.Dimensions - Approximately 3.8 kilometres long, 0.5 kilometres abeam at fins.Class - Defiant-class Light Cruiser.Mass - Approximately 22 megatonnes.Crew - Approximately 61,500 crew, including 6,100 pilots and support staff.Acceleration - 3.8 Gravities maximum sustainable acceleration.
Defiler - Defiler: A Defiler is a massive Daemon Engine in the service of the Heretic Astartes of Chaos and it is a truly potent beast of war, mounted upon six massive spine-legs. It is twice the size of most other Daemon Engines and is possessed of a temper to match.Each Defiler is roughly tank-sized, and both extremely violent in its actions and indiscriminate with who bears the brunt of its wrath. Whether using its massive Battle Cannon to destroy entire formations or ripping apart enemies with its massive claws, this engine of war acts as a harbinger of utter devastation to its foes.Though their origins are lost to the ages, Defilers were created sometime after the end of the Horus Heresy in the early 31st Millennium on the orders of Abaddon the Despoiler to supplement the forces of the Traitor Legions, whose remaining Chaos Dreadnoughts were no longer the reliable heavy support units they had once been before their transformation into the insane cybernetic servants of the Ruinous Powers.Defilers are truly massive beasts of war, twice the size of most other Daemon Engines and with a temperament to match. The ground shivers and melts as they stalk towards their foes on six massive, segmented legs, their great pincer-arms twitching and snipping with an impatient need to slice through warm flesh.The Defiler's crab-like body supports a daemonic torso that carries an array of deadly weaponry, ranging from Reaper Autocannons to racks of highly explosive missiles. The Battle Cannon mounted in its chest turret is undoubtedly its most potent armament. Each hell-forged shell that thunders out from its growling muzzle is capable of crippling a squad of Loyalist Space Marines in a single earth-shaking blast.Those foes fortunate enough to survive a Defiler's barrage of shells must then face its full fury at close quarters. Built with piston-driven claws to grab and crush the enemy, and boasting whirring blades or whip-like flails mounted on articulated limbs, the Defiler charges into the foe, crushing and grinding as it smashes aside all opposition. Its mechanical growls drown out the cries of the wounded and dying; trampled corpses and severed limbs are left scattered in a red path behind it as the Defiler rampages through the enemy's ranks.Like many of the Warpsmiths' creations, a Defiler's animus is provided by a bound daemon of Chaos. When the immortal ire of this imprisoned entity is raised, the Defiler powers forwards on its clanking legs, spewing death with its guns.The Defiler rejoices in battle, for only then can it enjoy the blissful release of slaughter -- once the feeble warriors of the Corpse God have been crushed, the Defiler will once more be bound in runic chains by its masters and dragged hissing back to the forges until it is needed once more.
Defiler - The Lust for Slaughter: By the early 32nd Millennium, the Defiler had become a mainstay of the forces of the Chaos Space Marines. warbands used them to lay waste to Imperial fortifications in lightning-fast raids. Legions who fought to destroy the hated Adeptus Astartes fielded the Defiler in some of the most protracted and violent conflicts since the Horus Heresy.One of the earliest of these atrocities involved a warband of the Word Bearers. A host of Traitor warriors assaulted an Imperial fleet as it brought military aid into Segmentum Tempestus against Abaddon's 2nd Black Crusade. Though the Word Bearers had formed no specific allegiance with the Despoiler at the time, they nevertheless routed the fleet.After their own battleships destroyed Imperial vessels, the Word Bearers boarded five Cruisers, unleashing Defilers on each of them. The Daemon Engines ripped through the passageways, crushed the crew members or torched them as they tried to flee. Ultimately the Defilers made quick work of the ships’ inhabitants. Before they disembarked to the Chaos vessels, the Word Bearers sent the ships spiraling back into the rest of the Imperial fleet, and the void of space filled with explosions.
Defiler - Forged In Hell: Defilers are constructed in the soul forges, a huge sprawl of sulphurous worlds within the Eye of Terror. Within the Immaterium, millions of the Dark Mechanicum's bleak forge-citadels ring with the abominable industry of Chaos.They are foul places. The Warp-distressed spires of tainted foundries vanish up into skies choked with sorcerous smoke. The air on the ground is thick with garbled chanting, hideous pledges and foul incantations that would never be uttered by the sane.The stench of rank magicks lingers in labyrinthine passageways, mingling with the charred odour from protein farms. The corrupted Servitors who slave away for their masters never see any light save that of the glow of magma or the spark of sorcery.Such places are forever spawning new creations of flesh and metal to be unleashed by the forces of Chaos in order to bring terror to the galaxy. On these old worlds, hidden in twisted metal and bone citadels and tainted manufactoria, Warpsmiths labour to create all manner of war engines.Their mechatendrils are forever whirring about them as they perform their forbidden art. And it is the Defiler that stands among the Warpsmiths' most revered and feared creations.Strictly speaking, the body of a Defiler is not manufactured from anything new, for the obscure processes of the Warpsmiths reconstitute it from Warp-tainted metal wrenched from other constructs. The Defilers' ancient slab-sided metal panels have been known to possess the runic signatures of ancient Forge Worlds that fell during the Horus Heresy, and of Tech-Priests who had turned traitor.It is said by those within the Council of the Ordo Malleus that many such panels, as well as other elements of the Defiler's technology, are originated from Dreadnoughts, perverted by the hands of Chaos and distorted by the Warp.During this process the Warpsmith may affix all manner of weaponry to the construct. As such, Defilers have been seen crawling across the battlefield armed with havoc launchers, power scourges, power fists and huge twin-linked heavy flamers. But central to the war engine is the battle cannon, which delivers death to all corners of a battlefield.
Defiler - Role: Unlike the main battle tanks of the Imperial Guard and the Loyalist Space Marines, the Defiler is not operated by a human crew, but by the Warp energy of a daemon of Chaos bound within its metallic shell. Using complex sorcerous rites, the Adepts of the so-called Dark Mechanicum work with Chaos Sorcerers to draw forth the essence of a daemon from the Warp and trap it within the rune-bound mechanical body of a Defiler.Enraged by its imprisonment, the daemon needs to be sedated by spells of appeasement which are only lifted when battle begins. With its full anger at its imprisonment unleashed, the daemon drives the Defiler forward on its six legs, spewing death from its implanted weaponry.It rejoices in battle, ripping apart the enemy with its great claws while emitting terrible roars of rage and delirious battle-joy from its vox-grilles.Unconcerned for its survival since it seeks release back into the Immaterium, the Defiler's bound daemon ignores the blasts of missiles and detonations of artillery and Bolter shells against its armoured body, advancing through the heaviest weapons fire without hesitation.
Defiler - Armament: The Warpsmiths who create these nightmarish constructions originally devised them to be walking artillery pieces, though their obsession with destruction soon saw their creations becoming ever more bestial and aggressive. Over time, the multi-legged chassis that bears the Defilers to war has been adapted to include shearing claws and spiked armour plates.The Defiler's crab-like body supports a daemonic torso that carries an array of deadly weaponry, ranging from a Reaper Autocannon to racks of highly explosive missiles unleashed by a Havoc Missile Launcher. It is the Battle Cannon mounted in its chest turret, however, that is undoubtedly its most potent armament.Each hell-forged shell that thunders out from its growing muzzle is capable of crippling enemy squads in a single earth-shaking blast. Those foes fortunate enough to survive a Defiler's barrage of shells must then face its full fury at close quarters. Built with piston-driven claws to grab and crush the enemy and boasting whirring blades or whip-like flails mounted on articulated limbs, the Defiler charges into the foe, crushing and grinding as it smashes aside all opposition.Its mechanical growls drown out the cries of the wounded and dying; trampled corpses and mutilated limbs are left scattered in a red path behind it as the Defiler rampages through the enemy's ranks. Its extremities are often fitted with subsidiary weapons such as modified Autocannons, twin-linked Heavy Flamers, twin-linked Lascannons, twin-linked Heavy Bolters and Combi-Weapons that spew firepower as the Daemon Engine storms forward.
Defiler - Defiler Variants: Slaughterfiend - Dedicated to Khorne the Blood God, a Slaughterfiend is a Defiler subjugated and ridden by a Khornate Berzerker. The first recorded instance of this reckless tactic came during the campaign for the world of Eclipsion Prime, when the Berzerker Champion of Chaos, Akraghar of the World Eaters Traitor Legion, jumped from the ruins of a hive city onto the eponymous Defiler, known as Slaughterfiend, and managed to subdue the daemonic machine to his own will and ride it like a monstrous steed. Ever since, Khornate Berzerkers have attempted to emulate Akraghar’s actions and carve rune-etched links about the throat of the infernal vehicle, binding it to the will and rage of Khorne. Competition to ride such beasts is fierce and though many try, few succeed. In battle, whole units of Berzerkers will attempt to clamber onto a nearby Slaughterfiend, if only to steal a ride into the fray. Typically Slaughterfiends renounce most ranged weapons in accordance with the preferences of the Blood God and are armed with additional close assault weapons. They are often also faster than other Defiler variants, as they are as filled with bloodthirst as the Berzerkers who ride them. Groups of Slaughterfiends are known as Bloodpacks.Desecrator - Dedicated by the Death Guard Traitor Legion to the service of the Plague Lord Nurgle, a Desecrator is a Defiler armed with a Vomit Cannon, Reaper Autocannons and Battle Claws.Debaser - A Debaser is a Defiler perverted to the Dark Prince of Pleasure, Slaanesh, by the Emperor's Children Traitor Legion. It is armed with a devastating payload of Sonic Weaponry, including Ultrasonic Disruptors, a Death Wailer and Blastmasters, as well as razor-sharp Battle Claws.Deceiver - When the Thousand Sons Traitor Legion dedicate a Defiler to the nefarious will of the Lord of Change, Tzeentch, it is called a Deceiver. Such vehicles make use of an array of confusing weapons such as Tzeentch Cannons, Ether Cannons and Heavy Flamers, as well as Battle Claws and Warp Flames which are used in close assault. Typically, Deceivers are more accurate in a ranged fire fight than other types of Defiler as a result of these modifications.
Defiler - Ordo Malleus Departmento Analyticus Technical Specifications: The technical specifications of the Defiler have not yet been determined by the Ordos of the Inquisition.
Defiler - Sources: Apocalypse Reload, pg. 58Black Crusade: The Tome of Blood (RPG), pg. 116Codex Heretic Astartes - Chaos Space Marines (8th Edition), pp. 77, 144Codex Heretic Astartes - Death Guard (8th Edition), pp. 48, 87Codex: Chaos Space Marines (6th Edition), pg. 53Codex: Chaos Space Marines (4th Edition), pg. 41Codex: Chaos Space Marines (3rd Edition, 2nd Codex), pg. 37Imperial Armour Volume Thirteen - War Machines of the Lost & The Damned by Andy Hoare with Alan Bligh & Neil Wylie, pp. 112-113Warhammer 40,000: Index Chaotica - Defilers (Digital Edition)Garro: Oath of Moment (Audio) by James SwallowFanatic Online (Defunct), "Death Guard Experimental Army List v1.0," "Thousand Sons Army List v2.1, " "Emperor's Children Experimental Army List v2.0"
Deimos - Deimos: Deimos, known also as the "Steel Forge", was once one of the two moons of Mars which now serves as a major Forge World for the Daemon-hunting Grey Knights Space Marines, the Chamber Militant of the Inquisition's Ordo Malleus.This Adeptus Mechanicus realm, now located in orbit of their Chapter homeworld of Titan, itself a moon of Saturn, is devoted exclusively to providing the Chapter with arms, munitions and war machines.In theory, the Grey Knights have access to any pattern of war machine ever wrought by the hands of the servants of the Machine God, but in practise they limit the use of armoured transports to the mighty Land Raider and a few other key armoured fighting vehicles and aircraft.
Deimos - History: The war needs of the Grey Knights call for a constant supply of ammunition and ordnance. Long ago, upon the inception of this secret Chapter, the Grey Knights made an alliance with the Adeptus Mechanicus and as part of their bargain were gifted with the Forge World of Deimos.Tasked with directly combating the daemonic threat, it was recognised that they would need their own Forge World. Using arcane technologies, Deimos, one of the heavily industrialised moons of Mars, was stolen out of its orbit, dragged across the Sol System and secretly relocated above Titan, the shrouded homeworld of the Grey Knights, its mass mined and converted until it was more star fort than celestial body.Deimos is blessed with a great many macroclades, all bearing the triple blessing of the Omnissiah. Additionally, no fewer than three Knight houses are permanently stationed upon Deimos, including House Steel, whose vows of silence in service to the Adeptus Mechanicus have lasted since the Great Crusade.Deimos' armies are used as guardians, as procurement forces, and upon request, are sent to march forth in battle alongside the Grey Knights.
Deimos - Notable Campaigns: War of Slime and Metal (Unknown Date.M42) - Metalica is besieged by the Plaguehosts of Nurgle, including the 3rd and 7th Plague Companies of the Death Guard, other Chaos Space Marines, the corrupted Titans of the Legio Morbus, and no fewer than seven fallen Knight houses. Only the arrival of the entire complement of House Raven's Knights staves off defeat, and only with the aid of a war fleet from Deimos is the attack finally broken and the daemons banished.
Deimos - Deimos Iconography: The strange esoteric tech-glyph of Deimos, whose exact meaning is unknown to outsiders, is borne proudly by the nuermous macroclades of this Forge World.
Deimos - Deimos Forge World Colours: Deimos' Skitarii bear sinopia coloured armour plates and sky blue robes, whose interior is white.The white toothed iconography which rings the hoods, sleeves and hems of their robes is reminiscent of the teeth of a cog, a sacred symbol of great significance to all the Tech-priests of the Cult Mechanicus.The armour and weapons of the warriors and Tech-priests of Deimos is always adorned with brass trim.
Deimos - Manufactoria Capabilities: Since the relocation of this Forge World from its position as a moon of Mars to the orbit above Titan, the weapons required by the Emperor's Daemonhunters have been produced by the manufactoria of Deimos.This includes standard Adeptus Astartes armaments as well as all the specialist gear required to combat Warp-based foes, from Psycannon ammunition to deadly Psyk-Out Grenades. Each item receives psychic wards atop the blessings of the Omnissiah to ensure protection against daemonic taint.Only the Nemesis force weaponry is created in the citadel by the Grey Knights Techmarines themselves; all other materiel is ferried down from Deimos in an endless stream of heavily-guarded transports.Especially debilitated servitors oversee the packing and transportation of everything destined for Titan, loading consignments in utmost secrecy to ensure that no one, not even the Tech-magi of Deimos, know the extent of the Grey Knights' arsenal.The same servitors are then mind-wiped and their circuits scrubbed clear before their return to Deimos, lest the enemies of the Imperium were ever to dissect their shrivelled brains.Such extreme measures ensure that the secrets of the Grey Knights can never be learned by the Tech-priests -- and, conversely, that the psychic Grey Knights cannot themselves glean any of the clandestine mysteries of the Adeptus Mechanicus.
Deimos - Relics: Fury of Deimos - When the Martian moon of Deimos was gifted to Titan by the Adeptus Mechanicus, it carried with it a voidship loaded with some of the finest weapons the Imperium has ever created. Among them was the Storm Bolter Fury of Deimos, a weapon crafted by the first Fabricator-General of the Mechanicum. Superior in range, accuracy, rate of fire and reliability to a normal Storm Bolter, it is a relic whose secrets have long been forgotten.