vizn3r/warhammer40k-lore huggingface dataset:
Warp Clock - Warp Clock: A Warp Clock is a relic of the Chaos God Nurgle created by the Daemon Primarch Mortarion and given to his mortal servants among the Heretic Astartes of the Death Guard that can draw on the power of the Warp to weaken the boundaries between realspace and the Empyrean. These devices were crucial in the early successes gained by the Nurglish forces in their offensive against the Realm of Ultramar during the Plague Wars of the Era Indomitus.
Warp Clock - History: After their creation by Mortarion, the artefects were secretly placed on several worlds in the Realm of Ultramar by agents of the Death Guard and were connected to each other through the development of a network of "roots" connecting the affected worlds through the Warp. This Empyric network weakened the fabric of realspace in the region of Ultramar and allowed Nurgle's Warp-enhanced supernatural plagues to more easily spread across the region.The Warp Clocks' unnatural root network also aided Mortarion's forces by strengthening his mortal followers' connection to the Warp and weakening the boundaries of realspace enough that his Daemon allies were able to remain permanently manifested in the mortal universe.However, once the existence and purpose was discovered by the Imperial defenders, the relics were destroyed one-by-one by the Ultramarines and the other forces under the command of Lord Commander of the Imperium Roboute Guilliman. The loss of each Warp Clock on the worlds where one was located after an intensive battle with the forces of Chaos greatly weakened the network and diminished Nurgle's influence in Ultramar, ultimately becoming a key reason that the Imperial forces under Guilliman were able to expel the Death Guard and their Daemonic allies from the region at the end of the Plague Wars after the final battle between Guilliman and Mortarion on Iax.
Warp Engine - Warp Engine: A Warp Engine is the uncertain and erratic FTL technology utilised by the Ork race to travel through the Warp. Many of these Warp Engines are rebuilt by Ork Mekboyz from the ruins of salvaged Imperial Warp-Drives, while others are bizarre contraptions built around the disembodied brains of Ork Weirdboyz.Like all Ork technology, no matter how outlandish, Warp Engines seem to be powered ultimately by the gestalt psychic powers of the Greenskin species as a whole, allowing their creations to seemingly violate the known laws of realspace physics.
Warp Gate - Warp Gate: A Warp Gate is a point in realspace which is usually linked to another point in realspace by a tunnel through the Warp. The tunnel somehow avoids the normal disturbances of Warpspace, allowing a journey to be made within a fixed time and in perfect safety.Some rare Warp Gates, such as that on the Knight World of Molech, lead directly into the Immaterium itself, instead of to a destination point in realspace. It was this gate that the man who would later become the Emperor of Mankind used to enter the Realm of Chaos to parlay with the Ruinous Powers during the Age of Technology. Horus later entered the same gate following the Battle of Molech during the Horus Heresy to earn the Chaos Gods' final recognition as their champion.The existence of Warp Gates represents something of a mystery, and much debate rages over whether they are natural or artificial. If artificial, then none can say who made them or for what purpose. Furthermore, some Warp Gates have been artificially enhanced, their entrances delineated by mechanical constructions whose exact function can only be guessed at. Other Warp Gates are mere black holes in space.The one disadvantage of Warp Gates is that their destination is pre-determined and travel is permitted only within that fixed route.Warp Gates occur in the depths of space, at the boundaries of solar systems, within solar systems, and even on planets. The largest are easily big enough to permit the passage of spacecraft and are usually situated at the edge of a solar system or amongst its outer planets.Other gates are only large enough to permit the passage of small vehicles, or perhaps Human-sized creatures. These occur mostly on planet surfaces and lead directly to other gates on the surfaces of other planets. All gates are rare, the smaller types extremely so. Planetary gates are often disguised, or respond only to electrical, psychic, or other signals, which would seem to indicate a certain amount of intended secrecy on the part of their builders.All space-going species are prepared to utilise Warp Gates when they find them, although discovering where they lead can often be hazardous. Many gates appear to be defective, and can dump a voidship randomly into Warpspace. Others can lead to places which may once have been stars or planets, but which are now no more than empty space.The possibility of emerging into a distant, hostile alien star empire also has to be considered. It may be that voidcraft vanishing into Warpspace have been transported beyond the galaxy itself. Warp Gates often become extremely important to whoever controls them, and many are of vital strategic value to the Imperium.Imperial Commanders and other interests vie for control of a Warp Gate in their sphere of influence, and these relics are often heavily defended against outside attack.
Warp Gate - Notable Warp Gates: Warp Gate 492 -  Warp Gate 492 is located in the vicinity of Cluster FR/7891 but was declared unusable by the Imperium. It was marked as such on Imperial charts of the region, but it was later discovered by Orks.Jericho-Maw Warp Gate - The Jericho-Maw Warp Gate joins the former Imperial sector now known as the Jericho Reach in the Segmentum Ultima in the galactic east to the region of the Segmentum Obscurus in the galactic west that divides the Calixis Sector and the Koronus Expanse. This connection makes this Warp Gate one of the most strategic in the galaxy, as it allows Imperial forces to cross almost the entire stretch of the Milky Way in a single, completely safe passage.
Warp Gheists - Warp Gheists: The Warp Gheists are a thrallband of Heretic Astartes dedicated to Tzeentch, the Chaos God of change and intrigue. The Warp Gheists were originally formed by members of the Thousand Sons Traitor Legion who were exiled by their Primarch Magnus the Red for aiding in the disastrous spell known as the Rubric of Ahriman that created the undying Rubric Marines.Recently, the Sorcerer Lord at the thrallband's heart, the Exile Magister Nezchad Aratos, enacted a revivification ritual to restore his exiled brethren's physical forms -- but only as far as their skeletons. He died in the process, leaving his sect to scour the galaxy ever since in search of similarly powerful magics.
Warp Gheists - Notable Campaigns: Siege of the Fenris System (ca. 999.M41) - The Sorcerer Lord Nezchad Aratos and his warband were recruited by Ahriman to aid their primarch Magnus the Red in his invasion of the Space Wolves Chapter's homeworld of Fenris. The invasion was ultimately defeated by the Space Wolves and their allies, but Aratos and the Warp Gheists escaped the Imperium's wrath.
Warp Gheists - Warband Colours: The Warp Gheists' thrallband colours are azure trimmed in gold. The white on the Warp Gheists' armour represents the bone remnants contained within the Power Armour of their Rubricae.
Warp Gheists - Warband Badge: The Warp Gheists thrallband's symbol is a yellow sigil of the Cult of Duplicity centred upon a field of azure and trimmed in gold.
Warp Gheists - Sources: Codex Heretic Astartes - Thousand Sons (8th Edition), pg. 22War Zone: Fenris - Wrath of Magnus (7th Edition), pg. 134
Warp Ghosts - Warp Ghosts: The Warp Ghosts are a Renegade Chapter of Chaos Space Marines of unknown Founding and origin, whose survivors now serve Chaos Undivided. It is unknown exactly when the Chapter betrayed the Imperium of Man and turned to Chaos.Being only a single Renegade Chapter, the Warp Ghosts have far fewer Heretic Astartes and equipment than the original Traitor Legions, but are still renowned for their ferocity among the forces of Chaos.The Warp Ghosts are a mysterious entity similar in some ways to the Loyalist Legion of the Damned. A warband of spectral Chaos Space Marines existing somewhere between life and death, each of their Heretic Astartes gives off an eerie green glow.Iskandar Khayon of the Black Legion did not recognise the pattern of their armour and warships during the 31st Millennium, commenting that it looked futuristic compared to what even the Imperium at the time fielded.The origin of the Warp Ghosts and what they are remains unclear. Any attempt made by others to have them explain their origin or purpose is met with a proclamation that such matters are irrelevant.It is believed that the Warp Ghosts, or at least a sizable faction of their number, joined the 13th Black Crusade of Abaddon the Despoiler, although doubtless such a loyalty will last only so long as their price is met.
Warp Ghosts - Chapter History: The sinister legend that surrounds the Warp Ghosts is well known among the students of the profane, but itself has been the cause of considerable confusion as to the attribution of their actions and involvement in various wars and incursions down the millennia.The Warp Ghosts themselves are believed to be a sizable force, perhaps numbering several thousand damned Heretic Astartes at their core. Their true strength, however, lies in the possession of at least two score of powerful warships, ranging in power from fast raider vessels to vast Grand Cruisers.Their flagship, it is claimed, is a Horus Heresy-era assault barque of prodigious size known as the Spectre Ens, while xenos gunships, stolen Imperial troop macro-transports and even a nightmare-conglomerated space hulk are attested as under their control, according to unconfirmed reports.As well as marauders and world-breakers in their own right, the Warp Ghosts are also renowned as mercenaries among the dark forces of the Eye of Terror and far beyond, owing fealty to neither god nor master but only to the coin of strong flesh and blood, fealty and sacrifice.Theirs, it is said, is a singular curse, to be condemned as withered undying souls, damned for some unknown sin or treachery, to ride the tides of the Warp in search of new flesh to wear, as any physical body that they invade is itself quick to decay and soon ruined by their Chaos-tainted possession.Condemned to wander the tides of the Warp, they have gained a reputation as the ferrymen of the damned, transporting vast war hosts of mutants and Renegades as well as Chaos Space Marine warbands and the forces of the Dark Mechanicum to safe exit routes out of the Eye of Terror, so long as their sinister price is met.These dark proclivities have led the Warp Ghosts and their nature to be confused in garbled after-battle reports with other Chaos forces they have carried to war, such as the Deathmongers, the Bleak Brotherhood and the Unhallowed, while they have also been known to have made common cause with Fabius Bile and his abominations on more than one occasion. The Bleak Brotherhood, however, may also be a sub-faction or warband of the Warp Ghosts.
Warp Ghosts - Notable Campaigns: The Martyred Sons (416.M37) - Inquisitor-Lord Antonius Coil of the Ordo Malleus discovers the current location of the nomadic Hell-Forge of Sarum while conducting an Exterminatus action against the Warp-tainted Hive World of Goleonda IX, and moves to see it destroyed at last. Along with warships committed from Battlefleet Reductus and several Militarum Tempestus regiments, he mobilised the aid of three Space Marine Chapters, the Sons of the Raven, Celestial Guard and the Brazen Claws, to strike deep into the perilous Golgotha Wastes against this nightmarish thorn in the Imperium's side. Within sight of the baleful world, the Imperial fleet was ambushed on all sides by the pale warships of the Warp Ghosts and corrupted Black Wings Chaos Space Marines and the horrific Daemon Engines of their Dark Mechanicum allies of Sarum. In the brutal seventeen-solar-hour void battle that followed, the Imperial fleet was encircled and slowly torn to pieces both from without and from within as daemons ripped open passages into realspace deep onboard the stalwart vessels. Only the Chapter fleet of the Brazen Claws broke free from the trap without crippling losses, while the human contingent of the Imperium's strike forces were annihilated to the last. The ravaged Celestial Guard Chapter took nearly a standard century to rebuild its grievous losses from its stores of gene-seed, swearing bitter vengeance against the Warp Ghosts. The fleet-based Sons of the Raven Chapter, not one of whose Battle-Brothers escaped the deadly trap, were declared martyred and the great Bell of Lost Souls in the Tower of Heroes on Terra tolled to mourn their passing. Eighteen standard years later, a corrupted Warspite-class Battle-Barge, believed once to have been the Seraphina Carricus of the Sons of the Raven, is encountered transporting a Warp Ghosts raiding force off Mezoa XV, the withered face of Jo'sun Hernezu, the martyred Chapter's last Master, worn by its revenant captain.The 13th Black Crusade (999.M41) - It is believed that the Warp Ghosts, or at least a sizable faction of their number, joined forces with the 13th Black Crusade of Abaddon the Despoiler.
Warp Ghosts - Stygian Vanguard: Such mystery surrounds the Renegade Astartes known as the Warp Ghosts that barely a handful of confirmed depictions of their war machines exist in the archives of the Ordo Malleus. These fragments of forbidden knowledge have been pieced together by the toil of several generations of indentured Imperial savants to form a tenuous description of a cadre of siege engines within the group.This formation has been dubbed the "Stygian Vanguard" by Ordo Malleus Inquisitors and has been engaged by the forces of the Grey Knights on four different occasions, and the Exorcists and Revilers Chapters in an unknown number of encounters.The Stygian Vanguard is thought to represent a gathering of the Warp Ghosts' entire heavy tank and siege capacity into a single battlefield formation, and is thought to include amongst its ranks several dozen Vindicators and Predators in addition to a Typhon Heavy Siege Tank.The Stygian Vanguard is said to possess certain characteristics beyond those normally encountered even among the hosts of the hell-tainted Ruinous Powers. Its attacks are invariably heralded by abnormal atmospheric phenomena, including the sudden appearance of unnatural mists, the falling of night during daytime, strange lights in the sky and a deep, haunting clarion call rolling across the land from no discernible source.Thus cut off, Imperial bastions and fortress-cities find all Vox systems mysteriously silent, and allied formations ignorant of their plight. The first, and invariably last, sight the defenders see is a sudden parting of the lambent mists as the Stygian Vanguard descends upon them, large bore guns raining death and destruction upon them.Even the staunchest of defences cannot hold against such a sudden and relentless assault, and it is believed the mightiest of fortifications will come crashing down under their weapons fire.In the wake of the Stygian Vanguard comes the ground troops of the Warp Ghosts, though in truth very few defenders have survived to describe them, or if they have, their maddened ravings can hardly be counted as reliable.
Warp Ghosts - Chapter Appearance: Based on their colour scheme, the Warp Ghosts may be another name for the Death Mongers, a similar Chaos Space Marine warband. Or, this duplication of colour scheme may simply be an oversight on the part of Games Workshop.
Warp Ghosts - Chapter Colours: The Warp Ghosts' original Loyalist Chapter colours were dark green and white with black and gold details. After turning to Chaos, their armour became the pale green of rotting flesh with black trim.
Warp Ghosts - Chapter Badge: The Warp Ghosts' Chapter badge is currently unknown. However, iconography known to have been deployed by Warp Ghosts' assets that has been only rarely witnessed depicts two skulls facing away from one another. A small black Octed (eight-pointed Star of Chaos) is centered upon the twin skulls.Ordo Malleus diabolists theorise that this symbol represents a stylised coin, the skull face looking in two directions at once. They note commonalities with certain legends of the Hellan cultures of Ancient Terra, as well as the role the Warp Ghosts are said to play in the ranks of the servants of the Ruinous Powers.It is currently a matter of debate whether this symbol is unique to a certain war machine, the icon of the Stygian Vanguard, or of wider significance to the Warp Ghosts as a whole. The Warp Ghosts are also known to adorn their Power Armour with the usual heretical symbols of devotion to Chaos, such as the eight-pointed Chaos Star.
Warp Ghosts - Notable Warp Ghosts: Saronos - Saronos was the Chaos Lord who led the Warp Ghosts and was originally the Chaos Sorcerer Ashur-Kai Qezremah of the Thousand Sons Traitor Legion. Known as the "White Seer," Ashur-Kai was a powerful psyker who commanded the warship Tlaloc and its advanced, partially daemonic Machine Spirit (artificial intelligence) known as the Anamnesis. He eventually fell under the command of the Sorcerer Iskandar Khayon and became part of the Kha'Sherhan warband. Along with the rest of his warband, Ashur-Kai swore himself to the service of Abaddon the Despoiler and took part in the first battle of the reborn Black Legion, the Battle of Harmony during the Legion War within the Eye of Terror. Though the Tlaloc was destroyed in combat, Ashur-Kai was aboard the Vengeful Spirit and continued to serve Abaddon. Shortly before the commencement of the 1st Black Crusade, Abaddon's fleet was unable to break out of the Eye of Terror. The Warp Ghosts warband of Chaos Space Marines suddenly appeared, offering to ferry the Black Legion fleet to the Cadian Gate should a price be met. Abaddon agreed to give up the children of his human slaves who were psykers and several sorcerers within the fleet in return for the Warp Ghosts' tow. Ashur-Kai was among those to be taken and voluntarily went with the Warp Ghosts' leader, Saronos. In an apparent act of time travel, it was later revealed that Saronos was likely a future version of Ashur-Kai himself, returned to the past for an unknown reason.
Warp Ghosts - Canon Conflict: The Warp Ghosts have the same colour scheme as the Deathmongers, as seen in that warband's first appearance in Codex: Chaos Space Marines (4th Edition). However, Codex Heretic Astartes - Chaos Space Marines (8th Edition) shows the Deathmongers now wearing pure grey armour with copper trim.
Warp Jump Generator - Warp Jump Generator: The Craftworld Aeldari Aspect Warriors known as Warp Spiders make use of a technology called a Warp Jump Generator that serves as a sophisticated Warp field emitter that is integrated into a Warp Spider's Aspect Armour and is largely responsible for that suit's unusual bulk, as least so far as Aeldari defensive technologies are concerned.The generator is what allows the Warp Spider to make his short jumps into the Immaterium so that he can cross the intervening space nearly instantaneously, completely undetectable to his foes, providing an invaluable ability to outmaneuver and surprise the enemy.The Craftworld Aeldari use these Aspect Warriors in a similar combat role as the jump troops of the other starfaring races. But the Warp Spiders' ability to literally materialise out of thin air and attack with no warning is invaluable to Aeldari commanders despite the extreme risk to the Aeldari of travelling unprotected through the Warp even for only Terran seconds at a time.The Aeldari generally make use of little in the way of teleportation technology due to the extreme dangers for them of being exposed to the Warp and the soul-hunger of Slaanesh. However, in this one area of Aeldari life the risk has been deemed worth taking.
Warp Missile - Warp Missile: A Warp Missile is an Imperial Titan support weapon that travels through Warpspace, the strange chaotic dimension used by Imperial starships to span immense distances in realspace.The missile, equipped with a massive explosive payload, enters the Immaterium when it is fired, and is programmed to re-enter normal space on the other side of the target's Void Shields. It may sometimes materialise inside the target itself.However there is a chance that the missile will exit from Warpspace at an entirely different point, potentially any location within this or another universe.A Warp Missile is a special type of support missile used by Imperial Titans. Like other support missiles the Warp Missile takes up one carapace point on the Titan and is usually fitted to the walker before a battle.
Warp Spider - Warp Spider: A Warp Spider is a tiny, spider-like creature that lives in the Aeldari Craftworlds' Infinity Circuits. They are attracted by the presence of negative psychic entities which they swarm and feed upon, much like the white blood cells of a human immune system.When there is no danger to the Craftworld of psychic infection, they roam the Infinity Circuit forming nests and searching for fragments of bad memories to feed upon.The Warp Spiders Aspect Warriors are named after them in honour of their role defending the Craftworlds. Because of their protective abilities, Warp Spiders are also known to the Aeldari as "White Guardians."
Warp Spiders - Warp Spiders: The Warp Spiders are Craftworld Aeldari Aspect Warriors who specialise in the use of a personal teleportation device built into their Aspect Armour to make a series of rapid jumps through the Immaterium that make them nearly impossible to target and allow them to attack the enemy suddenly and disappear before he can strike back.Taking their name from the arachnoid creatures  who protect the Infinity Circuits of their craftworlds, the Warp Spiders epitomise the concept of an aggressive defence.
Warp Spiders - History: Like all of the Craftworld Aeldari Warrior Aspects, the Warp Spiders trace their history back to Asurmen, the first Phoenix Lord, who established the first Aspect Shrine, called the "Shrine of Asur," upon the world of the same name. It was Asurmen who trained the first Aeldari Exarchs, several of whom went on to become the Asurya, the first Phoenix Lords and founders of the different Warrior Aspects.However, like several of the other Aeldari Warrior Aspects there is no known founder, or Phoenix Lord, of the Warp Spider Aspect Shrines, although the lore of the Kaelor craftworld speaks of the Lhykosidae, the Wraith Spider, who might be a Warp Spiders Phoenix Lord perhaps even the Aspect's Asurya, the first Phoenix Lord. The truth of the matter may not even be known to the Aeldari themselves, lost in the mists of the ancient past.The Warp Spiders actually take their name from the tiny but aggressive creatures that are seen amongst the slender wraithbone trees of the Dome of Crystal Seers that forms the heart of every Aeldari craftworld. These sparkling entities can move anywhere within the craftworld, melting their arachnoid bodies into the Infinity Circuit and becoming pure psychic energy before recrystallising in the Materium to reappear at a new location. They are attracted in vast numbers to invasive psychic entities.As the wraithbone core of a craftworld is supportive of psychic consciousness in a similar way to the Immaterium itself, it is possible for it to become corrupted by the fragmented consciousnesses of lost Human or other non-Aeldari souls. In theory, at least, it would be possible for a Daemon of Chaos to find its way into the wraithbone core of a craftworld, although such a horrific occurrence would be immediately apparent.The tiny Warp Spiders ensure that this does not happen, hunting and destroying alien psychic fragments much as white blood cells in the Human body attack and neutralise foreign bacteria.
Warp Spiders - Role: The Warp Spider Aspect Warriors epitomise the doctrine of aggressive defence. Using a compact Warp Spider Jump Generator housed within the backpack of their Aspect Armour and operating in squads of five to ten warriors which are sometimes lead by an Exarch, these Aspect Warriors can make short Warp-jumps, disappearing into the Immaterium and reappearing into realspace in the blink of an eye.This enables them to make totally unexpected attacks on their foes, though it does necessitate spending a short time unshielded in the Empyrean. For this reason, the Warp Spiders are considered the bravest of all Aeldari Aspect Warriors -- they risk not only their lives in the name of victory, but also their souls, as Slaanesh hungers for the souls of all Aeldari who dare to enter the native realm of "She Who Thirsts" unprotected.Despite this accolade, Warp Spiders are also regarded as strange and terrifying, the furthest removed from the normal Asuryani mindset of all the Warrior Aspects. Warp Spiders also tend to have a bleak outlook on life, and rarely mix with the warriors from the other Aspect Shrines.The ritual armament of the Warp Spider is the Death Spinner; a highly advanced weapon that extrudes a thick cloud of razor-sharp monofilament wire. The Spinner's magnetic containment field then spools the wire together and hurls it toward the enemy. The wire's own tension causes it to writhe and lash, and where it touches flesh or soft tissue, it slices through the victim's body, causing an agonising and quite messy death. Warp Spiders are also equipped with other standard Craftworld Aeldari weapons, including Power Blades, Shuriken Weapons and Fusion Guns.
Warp Spiders - Notable Warp Spiders Shrines: Shade Gate Shrine - Warp Spiders of the Shade Gate Shrine bear only token flourishes of the red and white of their Aspect, favouring all-black bodysuits. Draping their foes in cascades of monofilament wire, they will often retreat to hidden positions in order to observe their targets' futile, and ultimately fatal, struggles.Slicing Skein Shrine - The crimson-clad Aspect Warriors who hail from the Shrine of the Slicing Skein are the thread of fate that severs all others. Theirs is the art of the ambush from multiple directions; the cutting of chosen strands that will see entire webs of fate collapse in upon themselves.
Warp Spiders - Warp Spiders Exarchs: Every Aspect Shrine of the Craftworld Aeldari is led by an Exarch, an Asuryani who has been called permanently to the Path of the Warrior. An Exarch has travelled so far down that Path that he or she can no longer leave it and so dedicates him or herself fully as a high priest of Khaine in service to the Aspect of the war god that he or she represents.Exarchs wear more elaborate and ornate versions of their Aspect Armour which incorporates the souls of their past wearers, granting an Exarch not only wisdom and knowledge stretching across the millennia but a raw pool of potent psychic energy that can be used in combat.This permanent acceptance of the Asuryani's "war mask" provides Exarchs with enhanced skill and dedication to their craft and entitles them to access their Aspect Shrine's oldest and most advanced wargear.The Exarchs of the Warp Spider shrines have honed their deadly skills as ambushers to a high degree, passing on this knowledge to the Warp Spider squads that they personally lead. They are experts in surprise assaults, teleporting onto the battlefield in a storm of crackling psychic lightning, but also know when it is prudent to withdraw from combat and to regroup in order to perform further guerrilla attacks.Some Exarchs will go into battle with two Death Spinners, wielding them as ably as they would a single weapon, or instead carry a Spinneret Rifle. These weapons eject a single, rigid strand of monomolecular wire that punches through armour and recoils in a tight spiral.In addition to this ranged weaponry, some Warp Spider Exarchs will also be equipped with Powerblades, twin Power Weapons fitted to their forearms, enabling the wearer to use both hands freely.
Warp Spiders - Phoenix Lord: There is no known Phoenix Lord for the Warp Spiders. However, some Craftworld Aeldari claim that the legendary Aeldari warrior Lhykosidae, renowned upon Kaelor as the "Wraith Spider," is the Phoenix Lord of the Warp Spiders.Most other Asuryani disagree with this supposition because the Phoenix Lords appeared far earlier in Aeldari history and were responsible for founding their Warrior Aspect after their tutelage by Asurmen. The truth of the matter remains currently unknown to Imperial xenographers.
Warp Spiders - Sources: Codex: Eldar (2nd Edition), pp. 23, 38Codex: Eldar (3rd Edition), pg. 9Codex: Eldar (4th Edition), pp. 36, 65Codex: Eldar (6th Edition), pg. 37Rogue Trader: Into the Storm (RPG), pg. 125Rogue Trader: The Koronus Bestiary (RPG), pg. 55White Dwarf 127 (US), "Eldar" by Rick Priestley, Jes Goodwin, William King and Lindsey D. Le Doux Paton, pp. 13-52White Dwarf 138 (US), "Alaitoc Craftworld Eldar Army - Warp Spiders Exarch", pp. 20-29White Dwarf 172 (US), "The Eldar: The Path of the Warrior - Warp Spiders", pp. 5-16Wrath & Glory: Aeldari - Inheritance of Embers (RPG), pg. 30Planetstrike (4th Edition), pg. 9Eldar Prophecy (Novel) by C.S. GotoDawn of War (Novel) by C.S. GotoPath of the Warrior (Novel) by Gav ThorpeWarhammer 40,000: Conquest Collectible Card Game(Picture)
Warp Stabilisation Field - Warp Stabilisation Field: A Warp Stabilisation Field is produced by a Warp Stabilisation generator and acts similarly to a Gellar Field to protect Imperial ground vehicles like Land Raiders and Dreadnought walkers from assault by the entities of the Immaterium.Warp Stabilisation generators are intricate and highly-sophisticated technology that is no longer understood in the Imperium of the late 41st Millennium. As such, they are rarely used, as they are nearly impossible to replace if damaged or destroyed.Inquisition Land Raiders of the Ordo Malleus and Vortimer Pattern Land Raider Redeemers deployed by the Grey Knights often possess the technology needed to generate Warp Stabilisation Fields.
Warp Storm Cyklöp - Warp Storm Cyklöp: Warp Storm Cyklöp is a Warp storm that erupted in the galactic core after the birth of the Great Rift in the Era Indomitus.The greatest recorded upheaval to the Leagues of Votann's home space in the galactic core came with the emergence of the Great Rift, and the eruption of multiple Warp storms across the core as a result. Warp storms designated by the Leagues Örgvayr, Töroll, Öggh, Cyklöp and other distorted maelstroms swallowed star systems, consumed Kindreds, sundered age-old trade routes and stable Warp currents, and left many leagues either suddenly embattled or broken into Warp-riven territorial fragments.As the shock waves of the Warp storms rolled outward, worse was to follow. Long-stable celestial phenomena convulsed and mutated, with pulsars becoming betentacled predatory horrors, grav-reefs inverting and black holes sprouting dark matter fangs as they expanded ravenously. Hostile alien races -- such as the insidious Septeryx, the Chrobdyr Ferrophagites and the ominous Cult of Ohn -- were driven onto the warpath as their own home star systems were consumed. Some Warp storms -- Örgvayr and Gëirokh worst amongst them -- vomited hordes of Chaos-worshipping invaders and Daemonic horrors, and one Ork WAAAGH! after another erupted from the fringes of the storms.It was in the face of such threats that many of the Leagues of Votann chose to seek new territory beyond the bounds of the core for the first time in their histories. At the same time, the universal upheaval catapulted Human, Aeldari and T'au interlopers into the galactic core, dislocated through space and time by the energies of the raging Warp and spat out in territory claimed by the Leagues. Anarchic conflicts erupted as interlopers sought to either fight their way out or claim territories for themselves, and the Kin fought back with equal vigour.
Warp Storm Gëirokh - Warp Storm Gëirokh: Warp Storm Gëirokh is a Warp storm that erupted in the galactic core after the birth of the Great Rift in the Era Indomitus.The greatest recorded upheaval to the Leagues of Votann's home space in the galactic core came with the emergence of the Great Rift, and the eruption of multiple Warp storms across the core as a result. Warp storms designated by the Leagues Örgvayr, Töroll, Öggh, Cyklöp and other distorted maelstroms swallowed star systems, consumed Kindreds, sundered age-old trade routes and stable Warp currents, and left many leagues either suddenly embattled or broken into Warp-riven territorial fragments.As the shock waves of the Warp storms rolled outward, worse was to follow. Long-stable celestial phenomena convulsed and mutated, with pulsars becoming betentacled predatory horrors, grav-reefs inverting and black holes sprouting dark matter fangs as they expanded ravenously. Hostile alien races -- such as the insidious Septeryx, the Chrobdyr Ferrophagites and the ominous Cult of Ohn -- were driven onto the warpath as their own home star systems were consumed. Some Warp storms -- Örgvayr and Gëirokh worst amongst them -- vomited hordes of Chaos-worshipping invaders and Daemonic horrors, and one Ork WAAAGH! after another erupted from the fringes of the storms.It was in the face of such threats that many of the Leagues of Votann chose to seek new territory beyond the bounds of the core for the first time in their histories. At the same time, the universal upheaval catapulted Human, Aeldari and T'au interlopers into the galactic core, dislocated through space and time by the energies of the raging Warp and spat out in territory claimed by the Leagues. Anarchic conflicts erupted as interlopers sought to either fight their way out or claim territories for themselves, and the Kin fought back with equal vigour.
Warp Storm Töroll - Warp Storm Töroll: Warp Storm Töroll is a Warp storm that erupted in the galactic core after the birth of the Great Rift in the Era Indomitus.The greatest recorded upheaval to the Leagues of Votann's home space in the galactic core came with the emergence of the Great Rift, and the eruption of multiple Warp storms across the core as a result. Warp storms designated by the Leagues Örgvayr, Töroll, Öggh, Cyklöp and other distorted maelstroms swallowed star systems, consumed Kindreds, sundered age-old trade routes and stable Warp currents, and left many leagues either suddenly embattled or broken into Warp-riven territorial fragments.As the shock waves of the Warp storms rolled outward, worse was to follow. Long-stable celestial phenomena convulsed and mutated, with pulsars becoming betentacled predatory horrors, grav-reefs inverting and black holes sprouting dark matter fangs as they expanded ravenously. Hostile alien races -- such as the insidious Septeryx, the Chrobdyr Ferrophagites and the ominous Cult of Ohn -- were driven onto the warpath as their own home star systems were consumed. Some Warp storms -- Örgvayr and Gëirokh worst amongst them -- vomited hordes of Chaos-worshipping invaders and Daemonic horrors, and one Ork WAAAGH! after another erupted from the fringes of the storms.It was in the face of such threats that many of the Leagues of Votann chose to seek new territory beyond the bounds of the core for the first time in their histories. At the same time, the universal upheaval catapulted Human, Aeldari and T'au interlopers into the galactic core, dislocated through space and time by the energies of the raging Warp and spat out in territory claimed by the Leagues. Anarchic conflicts erupted as interlopers sought to either fight their way out or claim territories for themselves, and the Kin fought back with equal vigour.
Warp Storm Öggh - Warp Storm Öggh: Warp Storm Öggh is a Warp storm that erupted in the galactic core after the birth of the Great Rift in the Era Indomitus.The greatest recorded upheaval to the Leagues of Votann's home space in the galactic core came with the emergence of the Great Rift, and the eruption of multiple Warp storms across the core as a result. Warp storms designated by the Leagues Örgvayr, Töroll, Öggh, Cyklöp and other distorted maelstroms swallowed star systems, consumed Kindreds, sundered age-old trade routes and stable Warp currents, and left many leagues either suddenly embattled or broken into Warp-riven territorial fragments.As the shock waves of the Warp storms rolled outward, worse was to follow. Long-stable celestial phenomena convulsed and mutated, with pulsars becoming betentacled predatory horrors, grav-reefs inverting and black holes sprouting dark matter fangs as they expanded ravenously. Hostile alien races -- such as the insidious Septeryx, the Chrobdyr Ferrophagites and the ominous Cult of Ohn -- were driven onto the warpath as their own home star systems were consumed. Some Warp storms -- Örgvayr and Gëirokh worst amongst them -- vomited hordes of Chaos-worshipping invaders and Daemonic horrors, and one Ork WAAAGH! after another erupted from the fringes of the storms.It was in the face of such threats that many of the Leagues of Votann chose to seek new territory beyond the bounds of the core for the first time in their histories. At the same time, the universal upheaval catapulted Human, Aeldari and T'au interlopers into the galactic core, dislocated through space and time by the energies of the raging Warp and spat out in territory claimed by the Leagues. Anarchic conflicts erupted as interlopers sought to either fight their way out or claim territories for themselves, and the Kin fought back with equal vigour.
Warp Storm Örgvayr - Warp Storm Örgvayr: Warp Storm Örgvayr is a Warp storm that erupted in the galactic core after the birth of the Great Rift in the Era Indomitus.The greatest recorded upheaval to the Leagues of Votann's home space in the galactic core came with the emergence of the Great Rift, and the eruption of multiple Warp storms across the core as a result. Warp storms designated by the Leagues Örgvayr, Töroll, Öggh, Cyklöp and other distorted maelstroms swallowed star systems, consumed Kindreds, sundered age-old trade routes and stable Warp currents, and left many leagues either suddenly embattled or broken into Warp-riven territorial fragments.As the shock waves of the Warp storms rolled outward, worse was to follow. Long-stable celestial phenomena convulsed and mutated, with pulsars becoming betentacled predatory horrors, grav-reefs inverting and black holes sprouting dark matter fangs as they expanded ravenously. Hostile alien races -- such as the insidious Septeryx, the Chrobdyr Ferrophagites and the ominous Cult of Ohn -- were driven onto the warpath as their own home star systems were consumed. Some Warp storms -- Örgvayr and Gëirokh worst amongst them -- vomited hordes of Chaos-worshipping invaders and Daemonic horrors, and one Ork WAAAGH! after another erupted from the fringes of the storms.It was in the face of such threats that many of the Leagues of Votann chose to seek new territory beyond the bounds of the core for the first time in their histories. At the same time, the universal upheaval catapulted Human, Aeldari and T'au interlopers into the galactic core, dislocated through space and time by the energies of the raging Warp and spat out in territory claimed by the Leagues. Anarchic conflicts erupted as interlopers sought to either fight their way out or claim territories for themselves, and the Kin fought back with equal vigour.
Warp Storm Örgvayr - History: After the birth of the Great Rift, one such raging empyric maelstrom opened upon the north-eastern fringe of Greater Thurian League space, and was soon named "Örgvayr" -- roughly translating into High Gothic as "the Ogre." The Void Strider Kindred and Lâkhryr's Kindred were swallowed up in the instant of its opening. Their pan spectral arrays gave some small forewarning, and so ragged flotillas of Kin refugee ships limped from the fringes of Warp Storm Örgvayr solar days after its emergence, their passangers telling of holds dissolved into raw madness or overrun by howling Daemons.Close on their heels came ravening Chaos Warfleets. Sailing the void in baroque warships and monstrous space hulks, they fell upon the Greater Thurian star systems bordering the storm zone. As more Chaos worshippers poured out of Örgvayr by the solar day, it became clear to the Greater Thurian League that a terrible new threat had been unleashed upon their holds.Those Kindreds whose holds lay directly in the invaders' path now faced a difficult choice -- to hold their ground against the onslaught, or to fall back in the face of growing enemy strength. Exchanging messages as best they could via hardened las-com relays, the Hearthspakes of the Deeprock Kindred, the Kindred of Vôrtun, Khâld's Star Breaker Kindred and Kindred Crimson-Two all elected to hold fast.The Grimnyr interfaced in their Fanes with the Greater Thurian Votann, asking that it communicate their plight to the wider league and begging its advice. Swift merchant craft and scout ships plunged into the Warp, bearing the same messsages to neighbouring Kindreds. Those facing the invasion would stand firm until the will of the Votann and the rest of the league could be made known, or until their defiance was judged too costly to maintain.Meanwhile, the ravening hordes of Chaos blazed a trail of havoc toward the Thurian Hold Worlds that lay in their path. Though one victory was won at what became known as the Battle of Örgvayr on the Kin World of Törg, the great conflict in the region was only beginning for the  Thurians.
Warp Talon - Warp Talon: A Warp Talon is a Chaos Space Marine Raptor whose long exposure to the Immaterium has corrupted his physical form, enabling him to move through the veil of reality and slice between dimensions.Warp Talons are capable of striking at their enemies as if appearing from nowhere before slinking back into their nightmarish home dimension.When a pack of Warp Talons emerges from the Warp, it appears to those on the battlefield below as if daemonic warriors have burst out from nothingness into fiery, vengeful life.Like the stuff of nightmares, they plummet downwards in an explosion of Warp fire, tearing into the foe with murderous intent.Warp Talon packs are comprised of tightly knit groups of horribly altered Chaos Space Marines who possess the ability to slice open the barriers between dimensions.Like their brothers-in-arms, the Raptors, they were once part of the Legiones Astartes Assault companies, though they have followed the path of the predator for so long that they live for nothing more than cutting, slashing and carving apart.This single-minded fixation with the act of severance has been wrought into the very substance of their bodies. In place of its hands and feet, each Warp Talon has a set of crackling blades with supernaturally sharp edges that can temporarily cut through the substance of reality itself.When the din of war resounds through the air, the Warp Talons are attracted to the ephemeral echoes of anger and pain that reverberate through the Warp. These ripples in the aether are often refracted within the Immaterium, where hunting packs of Warp Talons single out the psychic signature of their prey using senses that a mortal could not comprehend.Once the Warp Talons have closed in upon the emotional reflection of their victim's psyche, they will slice their spirit-sharp talons through the air above their quarry's location, cutting deep wounds in the veil between worlds with their energised claws. In this way, they force their way out from the swirling anarchy of the Warp straight into the material dimension.Though the lesion they slice in the fabric of realspace seals over as soon as the hunting pack has passed through, the mind-shattering nature of their attack is usually enough to stun their prey into inactivity.When the Warp Talons appear in reality they do so in an explosion of empyric flame, a flare of energy that is all colours and none at the same time, and accompanied by a cacophony of hellish cries that blasts all reason and thoughts of order from the mind.This moment of awestruck hesitation is often fatal, for as the Warp Talons hurtle into the ranks of the foe, their hellishly sharp claws part heads from necks and limbs from torsos.
Warp Talon - Unit Composition: 4-9 Warp Talons1 Warp Talon Chaos Champion
Warp Talon - Wargear: Warp Talons still wear an extremely corrupted form of ancient Power Armour, and the potency of their mutated talons has been likened to that of Lightning Claws.They are still equipped with their now almost-unrecognizable Jump Packs, which allow them to soar and fly above the melee in pursuit of their prey.Their most disturbing ability is their capacity to exit from the Warp in close proximity to their victims, appearing unannounced in a dazzling flash of light.
Warp Talon - Notable Warp Talons: Lucoryphus' Pack - During the Fall of Vilamus in 999.M41, the 10th Company of Night Lords assisted Huron Blackheart in seizing the Marines Errant reserves of gene-seed. During the infiltration of the Marines Errant's fortress-monastery, the Night Lords deployed Lucoryphus and his pack of "Raptors" that were clearly in the process of devolving into Warp Talons. Lucoryphus was the only remaining member of his pack still able to speak the dialect of Nostraman Low Gothic favoured by the Night Lords and meaningfully communicate with his fellow Legionaries, and his pack eschewed ranged weapons in favour of their claw-like appendages to hunt and slaughter their terrified prey. When at rest in the hold of the Night Lords' starship Echo of Damnation they miserably crawled on all fours or hung from the ceiling like obscene bats, yowling and screeching in protest of their inability to fly. Lucoryphus and his pack were not then fully-fledged Warp Talons, for they could not yet enter and exit the Empyrean at will, but these miserable beings were clearly on their way into mutating into a pack of those foul servants of the Dark Gods.
Warped Stars (Short Story) - Warped Stars (Short Story): Warped Stars is a short story published in the Inquisition War series by Ian Watson. It is included in The Inquisition War (Omnibus) and Deathwing (Anthology).
Warped Stars (Short Story) - Synopsis: Jomi Jabal has an imaginary friend who helps him make sense of the universe. Except Jomi's friend isn't imaginary, and he's coming to visit very, very soon...
Warpflame Gargoyles - Warpflame Gargoyles: Warpflame Gargoyles are an add-on for Chaos Space Marine vehicles. It takes the form of of a gargoyle-shaped muzzle mounted on all of a vehicle's weapons that allows them to attack the foe with unnatural blasts of fire powered by the energy of the Immaterium.
Warpflame Weapons - Warpflame Weapons: Warpflame Weapons are the Flamer weapons used by the military forces of the Chaos God Tzeentch, particularly the Heretic Astartes of the Thousand Sons Traitor Legion and their associated warbands. In the hands of the Chaos Space Marines, Warpflame Weapons unleash Warp-generated gouts of transmorphic fire that will mutate any beings caught within them.
Warpflame Weapons - Warpflame Pistol: The Warpflame Pistol is a smaller variant of the Warpflamer that can be fired in one hand.
Warpflame Weapons - Warpflamer: The Warpflamer is the standard Warpflame weapon, similar to a standard Imperial Flamer but with the added mutagenic power of Tzeentch.
Warpflame Weapons - Heavy Warpflamer: The Heavy Warpflamer is a more potent and powerful version of the Warpflamer, similar to a standard Imperial Heavy Flamer but with the ability to project the mutagenic Warpflame provided by the blessings of the Lord of Change.