vizn3r/warhammer40k-lore huggingface dataset:
Wraithguard - Wraithguard: The Wraithguard of the Craftworld Aeldari are not living warriors; they are artificial robotic constructs called Ghost Warriors created from the complex psycho-plastic material crafted by the Asuryani of the craftworlds known as wraithbone. Each Wraithguard has a Spirit Stone containing the soul of an elite Aeldari warrior that was drawn out of the Infinity Circuit of a craftworld.Wraithguard are smaller in size than Wraithlords, and carry a weapon known as a Wraithcannon which is a short-range, but potent weapon capable of opening a small rift into the Warp which sucks the target, or pieces of the target, within the Immaterium.When used against infantrymen, the result is invariably fatal. Due to their wraithbone construction, Wraithguards can suffer damage that would cripple, or even kill, a living Aeldari warrior and still continue to fight, making them useful in situations that would be suicide for living soldiers.They see through the Warp using what is known as "Wraithsight" but as the Warp is a tumultuous place, Wraithguards often have trouble discerning the true nature of realspace and so can find themselves blinded and unable to function effectively. Because of this tendency Wraithguard are often led into battle by Warlocks who help to guide them.Only in times of great need are the Asuryani dead stirred from their slumber in the Infinity Circuits and brought to battle.Craftworld Iyanden fields more Wraithguards and Wraithlords than any of the other Aeldari craftworlds, due to the heavy losses Iyanden suffered during the invasion of the Eastern Fringes of the galaxy by the Tyranid Hive Fleet Kraken.The Iyanden even have specially-trained psykers, known as Spiritseers, to aid the dead warriors during battle. These, however, are viewed by other Asuryani as little more than necromancers.
Wraithguard - Wraithblade: The most feared of all the Wraithguard are usually referred to as "Wraithblades" -- few Asuryani will speak their true name in the Aeldari Lexicon, Klaivaulch, for fear of inciting the wrath of Khaine.Tradition has it that each craftworld keeps these vengeful constructs apart from other ghost warriors so that the immortal anger that pervades their wraithbone shells does not taint those who might one day still attain peace when they are returned to the Infinity Circuit.When  the call to war is heard, these beings are awakened by the most gifted Seers. Their Spirit Stones glow hot as the slow-burning anger of the dead flows through their cores. Once kindled, the wrath that animates their wraithbone bodies becomes an unstoppable fury that can only be quenched in the blood of their foe.Wielding twin Ghostswords that leave glowing traces in the air, the Wraithblades cut down their foes with both merciless precision and the great might afforded by their long-limbed forms.Some of these constructs instead bear elegant Ghostaxes and glowing Forceshields, which deflect enemy fire as they advance and misdirect the desperate blows aimed at them at close quarters.In deadly melee, the Wraithblades take the lives of the foe just as their lives were taken in the ongoing battle against the extinction of the Aeldari species.
Wraithguard - Unit Composition: 5-10 Wraithguards5-10 Wraithblades
Wraithguard - Wargear: Wraithcannon (Wraithguard only)D-scythe (Wraithguard only, optional replacement for Wraithcannon)2 Ghostswords (Wraithbalde only)1 Ghostaxe (Wraithblade only, optional replacement for Ghostswords)Forceshield (Wraithblade only, optional replacement for Ghostswords)Unit can use Wave Serpent as dedicated transport
Wraithknight - Wraithknight: A Wraithknight is a Craftworld Aeldari Ghost Warrior combat walker. Dominating the battlefield, the Wraithknight looks down upon its foes like a vengeful god of war.Armed with either massive directed energy cannons or a colossal powered Ghostglaive and Scattershield for melee combat, this giant Ghost Warrior can unleash blazing destruction or charge in to artfully carve apart its foes.Inside its wraithbone hull, its living pilot communes with the soul of their twin, for this Ghost Warrior is driven by two Asuryani, one living and one dead, working as one.In many ways, the Wraithknight embodies the symbol of the cyclical nature of reality for the Asuryani, the curving discs that embody a portion of death within life and a fragment of life within death.Their contoured shells house the spirits of the wakeful dead in much the same way as lesser Ghost Warriors, though their armoured chests each hold a living Asuryani pilot within.These pilots are not normal steersmen such as those at the helm of Aeldari grav-tanks and aircraft, but rare and unusual warriors who were each born a twin.
Wraithknight - Armament: Looming Ghost Warriors many times larger than even the mighty Wraithlords, the war machines known as Wraithknights are still dextrous enough to run through the ruin of a shattered city, leaping from pillar to spar as their arcane weapons bring oblivion to the enemies of the Craftworld Aeldari.Each carries either a pair of Heavy Wraithcannons, their lengthy forms capable of sending their targets straight into the hell-dimension of the Warp; a Suncannon, powerful enough to obliterate a platoon of Human soldiers in a single blast of roiling plasma; or a great Ghostglaive and Scattershield to engage even the Daemon Lords of Chaos in single combat.
Wraithknight - Skathach Wraithknight: A much rarer form of Ghost Warrior construct than the Wraithknight itself, Skathach Wraithknights were designed to walk the endless paths of the Aeldari's ethereal realm in the Webway and to purge them of any who would dare trespass.This macabre breed of Wraithknights are piloted by an Asuryani torn by the separation from their twin. Grief-stricken, a pilot and his Skathach Wraithknight dwell in the Webway communing with the small wraithbone Infinity Circuit of their own construct.Usually Skathach Wraithknights protect the Webway from intrusion and emerge into realspace only to aid Asuryani forces on the brink of defeat or to defend threatened Webway portals.Equipped with complex Webway Shunt Generators and rare, specialised weapons, Skathach Wraithknights are few in number, but devastating in battle.Skathach Wraithknights are often armed with a pair of Deathshroud Cannons or Inferno Lances. Similar to the armament of the Deathspinner grav tank, the Deathshroud Cannon projects a dense field of monofilament wire which leaves only unrecognisable gore in its wake.The area affected can be adjusted for maximum coverage or increased lethality.
Wraithlord - Wraithlord: A Wraithlord, also called an Iron Knight, Wraith-giant and by the Imperium an Eldar Dreadnought, is a Craftworld Aeldari robotic combat walker known as a Ghost Warrior that contains no living pilot; rather, it is merely a robotic shell, a repository of the animating soul of a dead Asuryani hero. Wraithlords are graceful but mighty giants that dwarf their smaller Wraithguard Ghost Warrior cousins.These large constructs are extremely precious to their Aeldari craftworlds and have a supernatural toughness due to being made from the psychically-active substance called wraithbone.Summoned into being by the necromantic processes of the Asuryani Spiritseers, only a true hero of the Aeldari people has psychic power enough to animate the gigantic wraithbone shell of a Wraithlord.History abounds with tales of enormous statues magically coming to life in defence of primeval crypts or to avenge ancient wrongs. The image of these towering constructs shuddering into animation is ingrained in the Human psyche, and explains the visceral reaction most Humans have when first encountering the Wraithlords.A graceful statue of Aeldari manufacture, each Wraithlord is encrusted in glittering gemstones and scrolling alien glyphs. With a smooth, featureless head sweeping back from broad, fragile-seeming shoulders, the inhumanity of the gigantic statue is immediately evident.Their armour is decorated by arrays of gleaming precious stones, which Imperial scholars believe both power and guide these daunting constructs.A Wraithlord's seemingly delicate armour is nearly impossible to breach without the heaviest of military-grade weapons, and in battle they form mobile strong points, spearheading assaults as they lead elite Aeldari warriors against their foes.
Wraithlord - Role: The creation of a Wraithlord involves empowering an Asuryani Spirit Stone with the soul of a dead Craftworld Aeldari warrior from the Infinity Circuit of their craftworld. The soul is then placed into the forehead of a Wraithlord construct.Should the Wraithlord fall in battle, the Spirit Stone will be recovered and either placed onto another Ghost Warrior construct, or be returned to the Infinity Circuit.Despite the fact that the Wraithlord construct exists in realspace, the spirit which controls it is never able to perceive reality as well as those who are still alive, as a soul in a Spirit Stone inhabits a dimension that is in both realspace and the Warp simultaneously.This phenomenon is known as "Wraithsight," and can affect the Wraithlord in battle by making them slower to act and occasionally stopping them from acting at all. As a result, an Asuryani Spiritseer must remain in close proximity to all Ghost Warrior constructs in order to psychically guide their actions.The Asuryani soul drawn from the Infinity Circuit  resides within the wraithbone construct until such time as its power begins to fade and it can no longer function or it is destroyed, the spirit within tragically lost to the Warp and the hunger of Slaanesh.The Aeldari Wraithlords stand significantly taller than a man, carry an array of weaponry and are a terrifying sight on the battlefield. Wraithlords have incredible strength even when bare-handed, but also sometimes carry a gigantic Wraithsword for close-combat.If the animating soul within the Wraithlord specialized in close infantry assault when it was alive, it will seek to tear apart its enemies with great energized fists or cleave several apart with a swing from its Wraithblade.If it specialized in combat support, the Ghost Warrior's energy core will instead be rerouted to power a devastating array of heavy weaponry.Either way, a single Wraithlord can turn the tide of battle for the Craftworld Aeldari; the legends of the fallen heroes within continuing to grow even in death.
Wraithlord - Armament: Standard Wraithlord armament includes two massive Power Fists, with attached Flamers or Shuriken Cannons.  In addition, some Wraithlords are equipped with heavy ranged armaments such as Scatter Lasers, Missile Launchers, Bright Lances and Starcannons.As noted above, a Wraithlord's armament is often chosen to complement the nature of the spirit controlling the construct, as their predisposition towards different types of combat follows them beyond death -- those who prefer melee combat will still attempt to tear their enemies limb from limb or cleave foes with a massive Ghostglaive.
Wraithlord - Wraithseer: Rare and precious beyond compare, their souls protected from the predations of Slaanesh within Spirit Stones, long-dead Warlocks of great power can still be summoned to aid their craftworld in the form of a variant Wraithlord known as a Wraithseer.The Wraithseers are to the Asuryani's spirit host what a Warlock is to its Aspect Warriors and Guardians, a war-leader. There are now very few Wraithseers on the craftworlds, and it is believed that the Spiritseers no longer have the knowledge or skill to reanimate them. As such they are precious indeed, and each loss is keenly felt.Rarely can a Wraithseer be risked upon the battlefield. Armed with a Distortion Cannon, Wraithspear and Wraithshield, and wreathed in eldritch energy, a Wraithseer is still a potent foe despite its ancient age.Marching at the head of a spirit host, wordlessly guiding their actions, a Wraithseer still retains many of their former powers and instinct for battle.Aeldari legends tell that a few Wraithseers still remain trapped upon their old colony worlds in the space of the ancient Aeldari Empire, buried as the leaders of an Aeldari world's spirit host, but now long-lost.
Wraithlord - Game History: In the earlier versions of Warhammer 40,000, the Wraithlord was simply a Dreadnought as fielded by any other of the fictional races of the game. The Spiritseer was the then-equivalent of the Wraithlord but retained the ability to use psychic powers in play.It possessed a small, proportionally-sized head and was packaged with a smaller Ghost Warrior which appears to have been the forerunner of the Wraithguard, albeit smaller and possessing less destructive weapons as it was typically armed with a Shuriken Cannon or Flamer.
Wraithlord - Sources: Codex: Eldar (2nd Edition), pg. 21Codex: Eldar (4th Edition), pp. 28, 47Codex: Eldar (6th Edition) pp. 50, 103Imperial Armour Volume Eleven - The Doom of Mymeara, pp. 130, 135, 182-185Rogue Trader: The Koronus Bestiary (RPG), pg. 57Warhammer 40,000: Rulebook (5th Edition), pg. 157Warhammer 40,000: Rulebook (6th Edition), pg. 275White Dwarf 236 (UK), pg. 84Fulgrim (Novel) by Graham McNeill
Wraithsight - Wraithsight: Wraithsight is a condition from which both Aeldari Wraithlords and Wraithguard alike suffer, and sometimes results in the temporary inactivity of these wraithbone-constructs while in battle.The Wraithguard and Wraithlord "bodies" are activated by the implantation of a Spirit Stone containing the soul of a deceased Aeldari. Due to the spiritual nature of the piloting souls, the physical world of realspace appears to them as an ever-shifting melange of shapes and colors.This makes the Wraith constructs slower to react to changes and stimuli, and often results in the construct becoming unresponsive for a period of time. Knowing this, the Aeldari usually send a Farseer or Warlock with these constructs, as the singular guidance of a psychically potent mind is very effective at combating the effects of Wraithsight. Warlocks that specialise in this are called Spiritseers, and are most common among the inhabitants of the Craftworld Iyanden.
Wraithspear - Wraithspear: A Wraithspear is a rare close combat weapon that is a variant of the more common Wraithsword used by the massive war engines known as Aeldari Wraithlords. A Wraithspear is only wielded by the equally rare variant of the Wraithlord known as the Wraithseer. A Wraithspear is an arcane form of the Wraithblade that takes the appearance of a huge staff topped with a massive spearblade surrounded by a Power Field.Its shaft is studded with Spirit Stones that amplify the Wraithseer's already impressive abilities in close combat. This is because the Aeldari spirits embedded within the gems are a sentience unto themselves that guide the Wraithseer's blows and compensate for the construct's vision-obscuring Wraithsight.Thus, a Wraithseer is able to cleave apart multiple enemies with alarming grace and skill with each swing of its Wraithspear. A Wraithspear is also designed to be used to greater effectiveness against vehicles than a Wraithsword, and many an enemy tank has been destroyed with a single devastating thrust.
Wraithsword - Wraithsword: A Wraithsword is a huge close combat weapon used only by the massive war machines known as Aeldari Wraithlords. A Wraithsword is a massive Wraithlord-sized Power Sword, whose hilt is studded with Spirit Stones that amplify the Wraithlord's already impressive close combat abilities.Their effectiveness is because of the Aeldari spirits embedded within the gems, which form a sentience unto themselves that assist the Wraithlord by compensating for the construct's vision-obscuring Wraithsight, allowing the Wraithlord to be able to cleave apart multiple enemies with alarming grace and skill with each swing.
Wrath, The - Wrath, The: The Wrath are a Khorne Daemonkin warband that bring butchery to an unimaginable scale. Even in such murderous haunts as Commorragh and the Eye of Terror, these Daemonkin are whispered of with awe.Ferocious beyond the bounds of sanity, The Wrath are little more than beasts in power armour.
Wrath, The - Warband History: The Wrath are a warband infamous for utter brutality. Slaughter is not enough for these feral warriors. At battle's end, the warriors of The Wrath fall upon the corpses of the slain, cannibalising friend and foe alike in a hideous victory feast.Skin is peeled, then hacked into ragged cloaks and face masks that are draped across The Wrath's armour.Bones are ripped free and pushed through the warriors' skin as crude totems. Blood is guzzled and organs crushed to a foul paste that is used to anoint weapons and wargear.Finally, all that remains are the fleshless skulls of the fallen, piled in tottering heaps as an offering to Khorne.The source of this monstrous savagery is the Daemonkin's object of worship. They seek to imitate a Bloodthirster of Insensate Rage named Arbra'Gax and his horrific honour guard, the Charnel Reapers.So complete is The Wrath's devotion that Arbra'Gax's fury has seeped into their souls, setting them aflame with hate. They seek always to destroy their foes utterly, eradicating them down to the last scrap of matter before moving on in search of new prey.
Wrath, The - Notable Campaigns: Paradise Lost (366.M40) - The Wrath fall upon the verdant Aeldari Exodite World of Klithaine. In just three solar months they reduce the paradise to a blood-drenched hell and then slaughter the Biel-Tan warriors who attempt to intervene, devouring their corpses in a horrific feast.First War for Armageddon (444.M41) - Several hosts of Khorne Daemonkin, including The Wrath and the Blades of Rage, join the Daemon Primarch Angron's attack upon the Hive World of Armageddon.All is Death (793.M41) - Like the fury of Khorne himself, The Wrath and The Eightscarred fall upon the Tau colony of Shau'Nesh. The aliens fight bravely, deploying incredible technologies to blast great furrows in the Khornate ranks. Still, the Tau are outnumbered and, despite their heroics, overrun. Crazed with battle-lust, the two Daemonkin hosts then fall upon one another, battling frenziedly until both are all but wiped out.Disaster on Yngroth (994.M41) - Whilst pursuing Harlequins of the Masque of the Silent Shroud, The Wrath battle their way through the Grey Canyons of Yngroth. Just as the Harlequins seem cornered, a warhost from Craftworld Yme-Loc springs from ambush, catching The Wrath in a devastating crossfire. For long moments the Asuryani plan looks set to work, until Arbra'Gax, Bloodthirster of Insensate Rage, bursts into reality to save his devotees. Led by this unstoppable demigod of war, the Khornate horde smash their way out of the Asuryani ambush, which swiftly devolves into a massacre as the Blood God's forces punish their devious foes.Visions of Blood (999.M41) - Warmaster Abaddon's 13th Black Crusade bursts from the Eye of Terror and falls upon the Cadian Gate. As the same moment, all across the galaxy, Khorne's Daemonkin are stricken by bloody visions of carnage on a scale none have seen before. Compelled by their wrathful god, the Daemonkin turn as one and begin to carve a path toward the Cadian Gate. It seems likely that, while there is blood still to spill, neither side will be safe in the war to come.
Wrath, The - Warband Colours: The Renegades of The Wrath have bone helms and bolters, black power armour, and red greaves and shoulder guards. They show their warband's rune on their left shoulder guard.The Khorne Berzerkers of The Wrath have bone helms and weapons, as do the warband's Chaos Terminators. The Daemons they summon forth have distinctive blackened limbs and carry weapons that appear to be fashioned from bone.
Wrath, The - Warband Badge: The badge of The Wrath is a bone Khornate rune set upon a crimson background the colour ofwet, flayed muscle.
Wrath, The - Sources: Codex: Khorne Daemonkin (7th Edition) (Digital Edition), "The Bloodsworn Hordes -The Wrath", "Slaughter Without End" (Chronology), "The Wrath" (Gallery Images)
Wrath - Wrath: The Wrath or Wrath Pattern Starfighter was a starfighter formerly utilised by the pilots of the Legiones Astartes and the Imperialis Auxilia during the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millennia. By the beginning of the Horus Heresy, the Wrath had become obsolete, and was increasingly replaced in Imperial service by the Fury Interceptor since the Fury was easier to manufacture, its pilots found that it handled more smoothly, and it suffered technical malfunctions at a much lower rate.However, the more veteran pilots in the Imperial Army fleet still preferred the Wrath, seeing it as a finer instrument of void war over the much more "sterile" Fury. Like its successor, the Wrath was also crewed by a mix of human or Space Marine pilots and Servitors.
Wrath (Planet) - Wrath (Planet): Wrath is an Imperial Fortress World within the Achilus Crusade's Canis Salient in the Jericho Reach. It acts as both the Achilus Crusade's secondary command centre for the salient, as well as the salient's primary source of internal security.While the Fortress World of Spite drives the Canis Salient's forces onwards, Wrath guards the worlds already claimed and watches for treachery, sedition and the scourge of xenophilia.Wrath oversees matters of security and defence across the salient, its gaze spread across dozens of worlds thanks to the arcane sophistication of the Eyes of Wrath, a multi-planetary surveillance system on a colossal scale covering many of the Imperial-held worlds in the Canis Salient.A world of unrest, its primitive populace still not entirely pacified, Wrath is not universally fortified like Hethgard or united in defence like Karlack.Instead, it is covered in countless smaller fortified structures, each housing some distinct facet of Imperial rule, defended not only from alien aggression, but also from the actions of recidivist groups.This scattering of fortresses has produced an isolationist mind-set amongst Wrath's adepts, with each group working apart from others who serve Terra, separated by thick, blast-proof walls.Lord Commander Sebiascor Ebongrave encourages this sense of mistrust and paranoia, for he believes it to be a vital state of mind when combating the insidious T'au.Beyond the fortress walls, on the shores of the numerous islands that form Wrath's only land masses and roaming the vast seas in primitive ships, is the native population of Wrath, their world subjugated to the will of some distant Emperor.Still retaining a fierce sense of independence, these people continue to struggle against Imperial rule where they can, and while many refuse the aid of outsiders who may simply replace the rule of the Imperium, some have chosen to seek assistance.Adept presence is high on the planet. The Departmento Munitorum employs Wrath as a major command centre and supply depot for Canis Salient operations, while extensive Adeptus Arbites and Adeptus Administratum presences monitor Imperial activity within the salient.Meanwhile, 65% of Wrath's population is engaged in actions of a military nature or in support of military operations. Actual armed forces (as opposed to support personnel) comprise 29% of the population, consisting primarily of the Astra Militarum and Adeptus Arbites.A few groups return to the old gods who ruled long ago and whose realm can be seen as the glowering crimson star of the Hadex Anomaly that rules the night, while others find allies in the servants of the grey-skinned outworlders, the T'au, who speak of unity.Wrath has no exports of any kind, and has high supply requirements in terms of munitions and food. The planet's water has an extremely high mineral content and is not regarded as fit for Human consumption without purification and filtration.
Wrath (Planet) - Native Populace: Wrath's native population are a technologically regressed branch of Humanity, made aggressive by long millennia of confinement to a single resource-poor world.Records indicate that Wrath has never been particularly well-favoured by the Imperium, even during the days of the Jericho Sector, and the ruins of an orbital way-station are the only significant and enduring Imperial structure remaining in the system from before the Age of Shadows.The people of Wrath are tall, swarthy and heavily built, within prescribed Human norms, and well adapted to the planetary conditions, having a high tolerance for the mineral content in the world's waters, which otherwise causes illness and allergic reactions in non-native Humans.The general lack of resources, and the scarcity of arable land, has resulted in a belligerent nomadic lifestyle focused around ocean-going ships capable of supporting an entire clan.Imperial settlement has changed little; the natives regard outsiders as thieves for taking what little valuable land exists, and act against Imperial authorities when they can.Contact with the T'au Empire before the arrival of the Achilus Crusade has led to small xenos sympathiser groups springing up, though most natives regard the T'au as undesirable outsiders, much as they view the Imperium.However, what is worrisome is the increasing tendency of the natives to return to an old religion, focused upon the gods of a distant realm called Aithess, rather than accept the Imperial Creed.Order Dialogous analysis suggests that this may be a mutation of the term "Hadex," in reference to the Hadex Anomaly that blights the heart of the Jericho Reach, leading to some unpleasant conclusions about the indigenous religion of Wrath.
Wrath (Planet) - Key Locations: The following are a number of significant locations on Wrath, ranging from overt manifestations of the monolithic rule of the Imperium, to locales intended for more clandestine purposes.
Wrath (Planet) - Bastion Ocularis: A spire standing almost a kilometre tall, the Bastion Ocularis is one of the tallest structures on Wrath, and one of the most significant. The Bastion serves two distinct, but interlinked, purposes.The first is as the administrative and military capital of Wrath, home to its Imperial Commander and command centre for the world's garrison. The second purpose, which dominates the majority of the spire's internal volume, is as the heart of the Eyes of Wrath.Colossal chambers filled with cogitators and infolooms, attended by thousands of lexmechanics and tens of thousands of purity-screened scribes and ordinates, fill much of the upper levels of the Bastion Ocularis, linked to vox networks, pict-thieves, spoor-trackers and every other conceivable form of surveillance device.They are supplied with thousands of personal testimonies, mission reports and interrogation logs gathered every day from Arbitrator patrols and purity testing.Above that is chamber after chamber filled with Sanctioned Psykers and astropaths in auto-séance trances or gathered in choirs to perform the vital task of sending and receiving this colossal amount of gathered and compiled data to and from every other world under the gaze of the Eyes of Wrath.Access to the Bastion Ocularis is heavily restricted -- visitors are subject to intensive purity testing and interrogation before they can access more than the spire's ground level, and permanent staff are subject to continual scrutiny and routine tests even more intensive than those imposed on the rest of Wrath's population, in order to ensure the absolute loyalty and purity of those who labour over this most vital and sensitive of facilities.The Bastion Ocularis, as a sign of Imperial authority on Wrath, is an obvious target for terrorist attacks and seditious protests, and there have been numerous attempts each year to damage, interfere with or otherwise disrupt the Bastion or its operations in the three solar decades it has stood. Retaliation against these crimes is swift and universally merciless, with those responsible surviving only long enough to be thoroughly interrogated by the Adeptus Arbites, the Inquisition, or sometimes both.
Wrath (Planet) - Officio Redigire: Based within a small, unassuming building within the long shadow of the Bastion Ocularis, the Officio Redigire is ostensibly a minor office of the Adeptus Administratum on Wrath.It is officially responsible for certain matters of doctrinal oversight within the salient regarded as being too obscure and overly complex for anyone not of the Administratum to care about, but which grants it access to a startling quantity of information.In truth, the Officio Redigire is a front for the Inquisition, and while some in the higher echelons of the Canis Salient's chain of command have their suspicions, actual evidence is impossible to find beneath the mountains of official bureaucracy and legislation that surround the Officio and its function.Rumours within the Inquisition itself suggest that the Officio is so thoroughly infiltrated by the Inquisition that even the lowest scribe has ties to the Holy Ordos.Whatever the case, this minor but remarkably influential office is a façade for Inquisitorial activities, as are many like it across the Jericho Reach and Calixis Sector.Headed by Praefect Primus Hannis Durander, the Officio Redigire building on Wrath serves as a safe house, prison and listening post for passing Inquisitors.The interior of the building appears to be nothing more than what it claims to be, yet hidden passages and subterranean vaults lead to interrogation chambers, stasis vaults and even a substantial weapons cache, which has been expanded to contain small quantities of Deathwatch equipment at the request of the Master of the Vigil.Access to the building is through the public entrance, guarded by Inquisitorial agents disguised as Wrath Planetary Defence Force, or via the subterranean Teleportarium, constructed decades ago by Inquisition-affiliated Tech-priests to allow unseen entry to the facility from anywhere on the planet or any suitably equipped starship in orbit.The Teleportarium, for obvious reasons, is the main method of entry for Battle-Brothers of the Deathwatch, as entering an Administratum facility on foot would draw unwanted attention to both the Officio Redigire and the Deathwatch.
Wrath (Planet) - The Float: Rather than being a single location, "the Float" is the common name given to the ghetto-like settlements that exist on the shores of the islands upon which the Imperium has built its fortresses.Consisting of rough floating platforms and lashed-together boats, these shanty-towns are home to most of the native population of Wrath, and are ill-regarded by the local Planetary Defence Force, the Adeptus Arbites, the Inquisition and most of the adepts present on Wrath.With no discernably planned layout, and connected together by rope and chain from large floating sections, the Float is a maze at the best of times, and even harder to navigate when the population disconnect the platforms and rearrange their "district."The populace of the Float has little love for the Imperium, and discontent within one of the thousands of ad hoc "districts" frequently flares up into mob violence or seditious activity.This in turn spurs the local Planetary Defence Force or the Adeptus Arbites into action in order to quell these rebellious acts, though such purges are typically stymied by the irregular and unpredictable arrangement of each district.It is common knowledge that the Float is a breeding ground for cults, rebels and heretical sentiment. While action to cleanse the area has been planned in excruciating detail, the overwhelming majority of Wrath's unskilled workforce comes from the native population, and to eliminate it entirely would leave the world lacking a vital resource, forcing those plans to be placed on hold indefinitely.
Wrathful Dead - Wrathful Dead: The Wrathful Dead are a warband of Chaos Space Marines that splintered from the World Eaters Traitor Legion. Most recently, during the 13th Black Crusade, this warband fought alongside the monstrous Butcherhorde, a conglomeration of multiple World Eaters warbands led by the infamous Khârn the Betrayer, who led them in the slaughter of the Imperial world of Amethal in the Diamor System against the valiant defence of the Blood Angels Chapter.
Wrathful Dead - Notable Campaigns: Diamor Campaign (999.M41) - The Diamor Campaign took place during Abaddon the Despoiler's 13th Black Crusade within the Diamor System. Initially led by the Chaos Lord Kranon the Relentless, his Renegade Chapter, known as the Crimson Slaughter, spearheaded the attack on the Imperial world of Amethal on behalf of Abaddon in order to obtain something the Despoiler desired. Due to the madness and unpredictability of Kranon, the execution of the invasion instead fell upon the Black Legion's Chaos Lord Xorphas. The Wrathful Dead warband would later join the monstrous Butcherhorde alliance, comprised of a coalition of multiple World Eaters warbands and led by the infamous Champion of Khorne Khârn the Betrayer. This Khornate host descended upon Amethal with but a single goal -- to take the heads of the most worthy and mightiest of the heroes of the defending Blood Angels. The resultant slaughter weakened the barrier between the Immaterium and the material realm to such an extent that the Blood Angels were forced to call for aid from the Daemon-hunting Grey Knights Chapter.
Wrathful Dead - Warband Colours: The Wrathful Dead warband wears crimson battle-plate trimmed in silver and brass, which denotes their allegiance to the Blood God Khorne. They also bear bone helms to signify the fact their skulls belong to the Blood God. In this way they pledge their deaths to the glory of their wrathful god, robbing their enemies of their victory even should the foe cut them down to the last.
Wrathful Dead - Warband Badge: The Wrathful Dead warband's icon is reminiscent of their original Legion icon -- a world being devoured by a monstrous black maw, centred on a field of crimson.
Wrathful Dead - Sources: Black Crusade: Traitor's Hate (7th Edition), pg. 63
Wroughtlock Revolvers - Wroughtlock Revolvers: Wroughtlock Revolvers are a type of powerful ballistic weapons employed by the warriors of the Leagues of Votann, particularly by the Bombasts of their Hernkyn Yaegir teams. A Bombast's primary tactical role is to draw attention away from their fellow Yaegir's operations and force the enemy into reckless action.To this end they are usually equipped with twin attention-grabbing Wroughtlock Revolvers that produce particularly loud reports when they are fired.
Wulfen - Wulfen: The Wulfen are Space Marines of the Space Wolves Chapter who have succumbed to the Curse of the Wulfen and transformed into savage, malformed lupine mutants. Within every Space Wolf's gene-seed is the specific genetic sequence known as the Canis Helix which invests the Space Wolves with the acute predatory senses of the Fenrisian Wolves native to their homeworld of Fenris.When Aspirants undergo the beginning of the physical changes that will transform them into superhuman Astartes during the brutal trial known as The Blooding, not every candidate is able to overcome the feral Curse that the activation of the Canis Helix unleashes within them, and they suffer the horrible fate of transforming into one of these fell creatures.Many Space Wolves warriors do not succumb to the Curse for many Terran centuries. But once he drinks from the Cup of Wulfen the warrior must continuously fight against the beast that rages within him for the remainder of his days. Some Space Wolves eventually surrender, unable to contain the ferocity of the Wolf Within during the heat of battle.
Wulfen - The Wolf Brothers: During the Second Founding in the late 31st Millennium, the Wolf Brothers Chapter was raised from the gene-seed of the Space Wolves Legion. Led by its first Chapter Master, Beor Arjac Grimmaesson, the Wolf Brothers were intended to be as numerous as their genetic forebears, and as powerful.They were gifted a homeworld, Kaeriol, a planet of ice and fire, just as Fenris is. They were given half of the VI Legion's fleet, half their armouries and half their Wolf Priests. They were to have been the first of many Successor Chapters, a whole line of descendant Fenrisian Chapters -- the "Sons of Russ", capable of carving out a star empire the size of Ultramar. That was the vision: to be powerful enough to encircle the Eye of Terror completely, to prevent the Traitor Legions from daring to ever leave it again. It was hoped that the Wolf Brothers and other Space Wolves Successors would fulfill their destiny and find a new purpose in the Age of the Imperium.But something went terribly wrong and the Wolf Brothers were disbanded, scattered to the six points of the compass. They were disbanded for the same reason there could be no further Successors to the Space Wolves -- the existence of the Wolf Within. The genetic code of the Space Wolves Astartes known as the Canis Helix was far too dangerous to be copied. The heritage that made the Space Wolves powerful also made their genomes unstable and prone to rapid mutation. The Wolf Brothers, located far from Fenris, fell quickly into the state of beasts. So it would prove again and again with any attempt to splice new sets of gene-seed from the genetic legacy of Leman Russ.This instability may have been the result of the Curse of the Wulfen that manifests itself at times in the Space Wolves themselves, most obviously amongst the Space Marines of the Space Wolves 13th Company. Some Wolf Brothers, however, chose to go Renegade rather than be liquidated and eventually became Chaos Space Marines in service to the Space Wolves' greatest enemies, the Thousand Sons Traitor Legion, and later to other Heretic Astartes warbands such as the Red Corsairs. Some of these Renegades remain at large in the late 41st Millennium, though the vast majority of the Chapter was liquidated millennia ago.
Wulfen - Canon Conflict: Bulveye may not be the actual ranking Wolf Lord of the 13th Great Company, as he only appears in William King's novels, which are not fully accepted as canon (and clash with the current depiction of the Vlka Fenryka in recent Black Library novels).It may be the case, however, that due to their extended great hunt in the Eye of Terror the 13th Great Company became fragmented to the degree that it was forced to promote several of its remaining Wolf Guard to the position of Jarl (Wolf Lord) in order to maintain several independent task forces. In this case, Bulveye may well be a Wolf Lord of the 13th Great Company, but probably not the Wolf Lord.
Wulfen Dreadnought - Wulfen Dreadnought: A Wulfen Dreadnought is a Space Marine Dreadnought in service only to the Space Wolves Chapter whose pilots have fallen prey to the curse of the Wulfen.Each of the Dreadnoughts housed deep beneath The Fang contains a great Space Wolves hero shorn of his warrior physique. But an even crueller fate awaits some of these entombed warriors. Though their bodies are all but lifeless, they still bear the genetic heritage of their Primarch, the Canis Helix, and in rare cases the sleeping beast within their psyche is awoken.The Curse of the Wulfen afflicts the warrior bound within the Dreadnought; sometimes it will distort his crippled body even as it ravages his mind, forcing the Iron Priests to refit the sarcophagus so his gnarled features glower and snarl from within. The animal fury of the battle-brother provokes the Dreadnought's machine spirit, adding to its simmering rage a mindless hunger for violence and transforming the walking war engine into a Wulfen Dreadnought.Like all Dreadnoughts, a Wulfen Dreadnought is a veritable mountain of iron and adamantium. But where other Dreadnoughts stomp towards their foe with robotic stiffness, the joints and servos of a Wulfen Dreadnought twitch and spasm like the muscles of a crazed animal.Leaning forward as it begins to charge, the Wulfen Dreadnought is consumed with a singular, predatory intent, and seeks only to maul and eviscerate the enemies before it. The rampant devastation is accompanied by baleful howling, and the savagery continues until the metallic beast is eventually stared down by their Wolf Lord.Wulfen Dreadnoughts are bellicose, even by the standards of the Space Wolves, and their weapon loadouts are hence adapted by Iron Priests. Ranged armaments are replaced with massive implements of close quarters slaughter -- namely the Fenrisian Great Axe and Great Wolf Claw. Some Wulfen Dreadnoughts bear a "Blizzard Shield," its powerful force field allowing them to weather even more punishment as they plunge into battle.
Wulfen Dreadnought - Wargear: Storm BolterFenrisian Great AxeGreat Wolf ClawBlizzard Shield and Storm Bolter (Optional replacements for Fenrisian Great Axe or Storm Bolter and Great Wolf Claw)Heavy Flamer (As replacement for any Storm Bolter)
Wulfen Dreadnought - Notable Wulfen Dreadnoughts: Murderfang - It was Logan Grimnar's Great Company that found the feral Dreadnought known as "Murderfang." On the hell world of Omnicide the champions of Fenris were locked in a roving campaign against the Alpha Legion, with battles raging throughout the spine of acid-spewing volcanoes that encircled the planet. The Space Wolves fully expected to be ambushed as they followed the duplicitous Chaos Space Marines further into the mountain ravines, but instead of a deadly trap they came across a slaughter. A stampeding mechanical beast was hurtling through the already thin Alpha Legion ranks, its massively brutal claws tearing the remaining Traitors limb from bloody limb. The monstrous construct bore the heraldry of Fenris, though no Battle-Brother recognised the specific markings. The Space Wolves joined in the melee, quickly dispatching the last of the Alpha Legion, but even with their common foe gone the fury of the Dreadnought did not subside. Attempts to communicate with the entombed Battle-Brother were met with metallic snarls, and all efforts to calm the berserk machine only enraged it further. Only by using Helfrost technology were the Space Wolves able to freeze the Dreadnought, placing it in stasis so that it could be taken back to Fenris and studied by the Iron Priests in The Fang. The metal-skinned monster is now believed to be the culmination of the Curseborn Prophecy, its arrival having been foreseen nearly two hundred standard years ago. Though it resembles a Space Wolves Dreadnought, and must once have had a name, the identity of the once noble hero within its sarcophagus is long lost, consumed by the bestial thing that now leers from its facade. Named "Murderfang" by the Space Wolves, it is a force of untamed destruction. In times of great strife, such as when Fenris itself was beset by a daemonic incursion, the machine-beast is released from its glacial prison and set upon the foe. Unleashed, Murderfang claws and stamps until nothing is left but ruin. At battle's end, the Space Wolves freeze it with Helfrost technology once again, hoping that Murderfang's wrath can be stayed for long enough to see it contained in the caverns beneath The Fang. Yet all know that as the Time of Ending approaches, the white heat of its rage will be needed more than ever.Magni Morkaisson - Magni Morkaisson was a Space Wolves Wulfen Dreadnought who served in a strike force that attacked a large Thousand Sons force commanded by the Daemon Primarch Magnus the Red, sometime after the Great Rift's creation. Led by their Chapter Master Logan Grimnar, the Space Wolves had tracked Magnus in order to claim revenge for the Daemon Primarch's invasion of their homeworld of Fenris just before the Great Rift formed. In the fierce battle that followed, Morkaisson was killed by an Exalted Sorcerer, though the Space Wolves emergeed victorious and destroyed the Thousand Sons force.
Wych Cults - Wych Cults: The Wych Cults or Hekatarii of Commorragh are second in prestige in Drukhari society only to the Kabals that sponsor them. The Drukhari thrive upon expert displays of bloodletting, and in the pursuit of murder the Wyches are talented Aeldari indeed.The nightly battles between the gladiatrixes of the Wych Cults draw baying crowds to every Commorrite arena. Wyches wield a variety of outlandish weapons that can whip out, extend, enmesh, retract, split in two, or snap an opponent's blade with the twist of a supple wrist.Some Wyches -- such as the Lacerai, Hydrae, and Yraqnae -- specialise in such deadly esoterica. Furthermore, all Wyches are skilled knife-fighters who can kill a foe many times their size with the smallest of blades. The Wyches use a variety of combat drugs, galvanising them to ever-greater heights of balletic dexterity.They flip and pirouette around their enemies, slicing open a throat here and piercing a heart there. The Wyches flow through the elegant steps of battle, expressions of disdain twisting into savage smiles as they psychically feed upon each fresh scream of agony and pain.
Wych Cults - Role: The Wych Cults provide their kin with a feast of agonies that, for a while at least, keeps their blades from one another's throats. Each cult's arena is unique, each performance more violent and outlandish than the last, for these gladiatorial sisterhoods are locked in constant competition to offer up the greatest show for their hungry-eyed audience.Commorragh exists in a delicate but well-established balance. Its citizens would gladly stab each other in the back just for the looks on their victims' faces, for to witness another's anguish is the only way the Drukhari have left to feed their withered souls. Yet for the ruling Archons of Commorragh to allow the natural bloodthirst of their kin to be unchecked would be to invite total societal collapse.Because of their kind's unending need to bathe in murderous sensations, the Drukhari have evolved the Hekatarii, known in common parlance as the Wych Cults. Each Wych Cult is a thousands-strong organisation of gladiators that put on nightly displays of the most incredible violence; not only for the edification of the masses, but also for their literal sustenance.Such is the scale of the carnage staged by these armies of warrior-athletes that their audiences leave the arena with the glow of well-fed predators. In this way the populace is kept from full-scale anarchy -- at least, those portions of Commorragh wealthy enough to attend the Wych Cults' nightly performances.
Wych Cults - Lacerai: The Lacerai are Wyches who wield the vicious, segmented Drukhari Razorflails in combat that lash out like a whip at their opponents.
Wych Cults - Hydrae: The Hydrae are Wyches who wield the strange weapons known as Drukhari Hydra Gauntlets that can sprout and regrow new, crystalline blades from an unknown extradimensional source.
Wych Cults - Yraqnae: Yraqnae are Wyches who make use of the electrified Shardnets and twin-bladed Impalers of the Dark City's arenas to more artistically slay their victims without resorting to the use of any ranged weapon at all.
Wych Cults - Sub-Cults of the Hekatarii: As well as the knife-wielding warrior athletes who make up the bulk of the Wych Cults, the Dark City plays host to numerous sub-cults of gladiatorial combatants. When a cult goes to war against the warriors of realspace, these sub-cults lend their particular skills to the raid in exchange for a bounteous feast of pain from those slain and captured.
Wych Cults - Hekatrix Bloodbrides: Each squad of Drukhari Wyches is led by a more skilled Wych known as a Hekatrix, who in her turn reports to the Wych Cult's ruling Succubus. It is common for a Succubus to gather the most talented and skilled of her Hekatrix handmaidens into a clique of elite murdereresses, led by the most skilled Hekatrix in the cult, who holds the rank of Syren.These cliques, whose members are known as Hekatrix Bloodbrides, are usually plagued by often intense rivalries for the Succubus' favour. When combat begins, however, Bloodbrides become an unstoppable force, ritually anointing themselves with the blood they spill from the foe as a foul testament to their own dark prowess in the arts of death, pain and terror.Hekatrix Bloodbrides are armoured in Wychsuits, and normally make use of Plasma Grenades, a Splinter Pistol and close combat weapons like Razorflails, Hydra Gauntlets, Shardnets and Impalers.The Bloodbrides' commanding Syren normally uses a Blast Pistol, a close combat weapon like a Venom Blade, Agoniser or another Power Weapon and sometimes keeps a Phantasm Grenade Launcher in reserve to deal with more immediate threats.