vizn3r/warhammer40k-lore huggingface dataset:
Mawcannon - Mawcannon: The Mawcannon is a terrible Warp-based energy weapon that is used by Soul Grinders, Plague Hulks, and Blight Drone Daemon Engines. Mawcannon is the name given to the Plague Hulk and Soul Grinder's natural ability to unleash different types of lethal Warp energies through their mouths.The weapon-mouth of a Soul Grinder can vomit forth a torrent of burning Warpfire known as a "Baleful Torrent" which is capable of engulfing entire structures in blazing ethereal energy. The Soul Grinder's Mawcannon can also spit out huge roiling masses of mutating phlegm at incredible distances, destroying entire enemy squads in one great blast.It can continue this form of attack throughout its time on the battlefield, which is known as a "Phlegm Bombardment." There are some Soul Grinders that are capable of using their Mawcannon to fire their whip-like tongues like searing energy rays.All Chaos Soul Grinders are capable of using the Mawcannon in conjunction with their other weapons, such as the Iron Claw and Harvester Cannon.The Plague Hulk is capable of vomiting forth a tide of unspeakable foulness so potent that it can rot flesh and corrode even the strongest of metal.The Mawcannon used by Blight Drone Daemon Engines is smaller and takes the form of an actual weapon rather than a natural ability of the construct. The Blight Drone's Mawcannon is located on the front of the creature, just above its Reaper Autocannon.The Mawcannon of the Blight Drone differs from the Soul Grinder's in several ways, first of which is that it is smaller and less powerful. As a Daemon Engine of Nurgle, the Blight Drone's Mawcannon fires out gouts of corrosive toxic bile that is powerful enough to eat through metal and liquify flesh in seconds as opposed to the Soul Grinder's radiant Warpfire.The Blight Drone's phlegm attack is similar to that of the Soul Grinder, yet is smaller in area of effect and deals less damage to its targets.
Mawcannon - Sources: Codex: Chaos Daemons (4th Edition), pp. 17, 44-45Codex: Chaos Daemons (6th Edition), pp. 60, 102Imperial Armour Volume Seven - The Siege of Vraks - Part Three, pp. 151-153Imperial Armour Apocalypse II, pp. 65, 72Imperial Armour Modelling Masterclass II, pp. 78-79
Mawdrym Llansahai - Mawdrym Llansahai: Mawdrym Llansahai, known as "The Smiling One" and "Bloody Bones," served as a Primus Medicae within the Apothecarion of the Night Lords Space Marine Legion during the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millennia.Born to the Nostraman ruling class, Llansahai was inducted into the VIII Legion at a young age and was trained as an Apothecary. Unlike their fellow healers amongst the other Space Marine Legions, Night Lords Apothecaries took part in overseeing interrogations and in the inventive torture techniques plied upon the unfortunate victims of the Legion's infamous terror tactics.These dark activities slowly began to erode the young Apothecary's sanity, and soon Llansahai found himself being punished for performing illicit experiments in pain upon his victims after it was discovered that he was performing numerous unsanctioned vivisections and surgical experiments.He was dragged before his Primarch Konrad Curze in chains for censure and possible execution. His life was temporarily spared, but he was forced to bear the mark of his shame by wearing gauntlets painted arterial red, a Nostraman gang tradition that was carried over into the Legion practices of the Night Lords.This punishment indicated that Llansahai was deathmarked, but as a condemned individual living on borrowed time, he still had labours to perform before he would be allowed to die.During the Drop Site Massacre of Istvaan V, Llansahai worked sadistic tortures upon the Loyalist wounded and dying.The insane Apothecary managed to continue to survive both enemy action and attempts on his own life by his fellow Legionaries. His devil's luck for surviving these attempts only seemed to further cement his sinister reputation.
Mawdrym Llansahai - Wargear: Power ArmourRefractor FieldFrag GrenadesKrak GrenadesArcheotech LaspistolRed Jaqa - Llansahai's custom-wrought scalpel is a long-bladed knife of unknown origin, whose edge can cut cleaner and deeper than any Power Blade. Although no true combat weapon, in Llansahai's hands it was a terrifying and deadly thing.Narthecium
Mawloc - Mawloc: A Mawloc is a huge, worm-like Tyranid organism that acts as an outrider for a Tyranid swarm. They are burrowing creatures that travel deep underground to bypass enemy defences and then emerge behind enemy lines to run rampant through supply lines, command posts, or artillery batteries, only to vanish back underground to evade retaliation. Severe earth tremors are the only warning of a Mawloc attack.Physically, the Mawloc is an incredibly simple organism with most of its known bio-morphs geared solely towards burrowing into the earth where possible. It has six incredibly powerful limbs employed to gain traction underground, but they are small and lack the reach to be efficient in combat. Instead, it attacks by swallowing prey whole with its massive razor-toothed maw, or it pounds larger foes flat with its muscular tail before eventually devouring them as well. These victims are often digested within its stomach over several long days. Despite its immense size and mass, a Mawloc is incredibly agile and able to weave through incoming fire with fluid grace.A Mawloc is almost entirely blind, and relies on a series of pressure-sensitive organs that run the length of its flank, which provide the Mawloc with a many-layered and ever-changing picture of the world around it. A Mawloc's senses are so delicate that it can absorb and interpret pressure waves as they travel through both solid and liquid matter. Mawlocs are able to detect even the slightest tremor, and intercept their quarry with unerring speed and accuracy. Added together, these qualities allow a Mawloc to home in on its prey even whilst burrowing through ground. The more regular and rhythmic the sound, such as the pounding thump of a terrified heart, the more likely a Mawloc will be able to orientate itself underground into emerging precisely beneath its prey. Thus it is a victim's fear that ultimately dooms them.
Mawloc - Sources: Codex: Tyranids (6th Edition) (Digital Edition), pg. 54Codex: Tyranids (5th Edition), pg. 51Deathwatch: The Jericho Reach (RPG), pg. 187
Maxim Borusa - Maxim Borusa: Maxim Borusa was one of the most colorful crewmen of the Dictator-class Cruiser Lord Solar Macharius during the Gothic War.Hailing from the lawless underhive of the biggest hive city on the world of Stranivar, he first arrived on the Macharius as an expendable press-ganged slave-recruit, but, thanks to his ruthlessness and natural survival instincts, Borusa ultimately reached the rank of Chief Petty Officer in direct service to the warship's most senior officers: Flag-Captain Leoten Semper and Flag-Lieutenant Hito Ulanti.
Maxim Borusa - Personality: Maxim Borusa was a giant of a man, impressively strong, and hid a keen mind behind the facade of a dull, underhive ganger. A survivor of many life-and-death battles and treacheries in the lawless stretches of a Stranivarite underhive, Borusa's instincts and ability to quickly assess any situation allowed him to survive and thrive in even the most challenging arenas. Borusa only respected those who would not ask of others what they were unwilling to do themselves, and once someone had earned his respect, he was fanatically loyal to them, not hesitating to put himself (and even others) in harm's way to protect them. There was also a darker side to his personality, for Borusa kept grudges, and did not hesitate to get rid of someone he did not respect if the opportunity arose.In day-to-day life, Borusa was a simple man, enjoying life's simplest pleasures. The big underhiver considered nice clothes, a personal berth, a woman on his lap or sharing a bottle of potent alcohol with his comrades as the height of luxury.
Maximus Octavian Grüber III - Maximus Octavian Grüber III: Maximus Octavian Grüber III was an aristocratic and arrogant general of the Cadian Shock Trooper regiments of the Astra Militarum. It was Grüber who commanded the contingent of Cadian troops that survived the Fall of Cadia during the 13th Black Crusade and led a heroic last stand against the forces of Chaos during the Battle of Faith's Anchorage that marked the start of the successful Imperial campaign to retake the Agripinaa System from the Archenemy.
Maynarkh Dynasty - Maynarkh Dynasty: The Maynarkh Dynasty forms one of the subdivisions of the Necron people and is with the Sautekh Dynasty one of the most military-minded and powerful ruling dynasties of the entire species. Conquerors and exterminators, the Maynarkh have always been loyal servants of the Silent King, often acting as his right hand to punish those that would oppose him.This has earned them the hostility of many other Necron dynasties, many of whom would have preferred for the Maynarkh to be destroyed or never to be reawoken at all. But loathe to lose such a precious tool, the Silent King had taken special precautions to ensure that the Maynarkh would survive their 60 million-year-long slumber.The Maynarkh only recently awoke from their stasis-tombs and the Undying Legions of the Maynarkh were responsible for the utter devastation and loss of the Orpheus Sector on the exterior border of the Segmentum Tempestus of the Imperium of Man. In what has since then been named the Orphean War, the Maynarkh Dynasty has brought an entire Imperial sector low. Their further intentions are currently unknown.
Maynarkh Dynasty - Notable Campaigns: The Orphean War (991.M41 - 999.M41) – Having reached their intended strength, the Maynarkh Dynasty attacked the Imperial Orpheus Sector on the edge of Segmentum Tempestus. The attack was proceeded by a communication black-out which left the Orpheus Sector cut in two. The Necrons advanced in two distinct lines of battle: one invading the sector from the Outer Darkness, with a second entering the sector from the galactic South and the territories of the former Leyak Sector. Unable to call for help, the entire Eastern half of the Orpheus Sector succumbed quickly, with only the Space Marines of the Angels Revenant Chapter putting up a true fight, but even their sacrifice was not enough to stop the xenos' advance. A hundred solar days after the Maynarkh offensive began, the silence was broken and a tide of astropathic warnings and distress signals reached the Orpheus Sector's capital world, Amarah Prime. Only now realising that it had come under attack, the Imperium mobilised its vast armies, which could not prevent the Drucillan Sub-sector from being overrun. Led by their greatest Nemesor, Maktlan Kutlakh, the Necrons inexplicably stopped their advance after a hundred solar days; as tradition demanded it, their enemy would be given two cycles of the ancient Necrontyr moon to prepare themselves to meet their death. The Orpheus Sector's Imperial Governor, Calibor Laan, used this time to turn his world, Amarah Prime, into a fortress, stripping other worlds of their defences and transferring them to Amarah. Crusading forces and reinforcements allotted to the purge of the Chaos-riddled Chemarium System were rerouted to Amarah, including armies drawn from the Necromundan Regiments and the fearsome Death Korps of Krieg of the Imperial Guard. Most importantly perhaps, an entire Space Marines Chapter, the Minotaurs under their Chapter Master Asterion Moloc, joined the defenders of Amarah. And yet, this stronghold of Imperial might was laid low in a single solar day, when the Necrons almost entire destroyed the powerful battlefleet defending Amarah and landed their troops unopposed on the surface. Had it not been for the desperate counterattack of the Minotaurs' Chapter fleet and the stoic resistance of the Death Korps, total victory would have been achieved. Yet through great sacrifices and bloody determination, Asterion Moloc faced Kutlakh on the bridge of the Matklan's flagship, the Cairn-class Tomb Ship Dead Hand. The Minotaurs' Chapter Master and his elite 1st Company Veterans succeeded in wounding Kutlakh, before being sucked into the void. Having not anticipated this level of stubbornness among their foe, the Necrons retreated with something akin to respect for this vermin which had settled upon their worlds. For the Imperium, however, the losses of the Battle of Amarah proved so severe that the sector had to be abandoned and officially dissolved as Sector Imperialis. The fighting, however, continued as the Undying Legions progress to the galactic West and the Imperium tried to salvage what it could from the remains of the Orpheus Sector.
Maynarkh Dynasty - Military Strength: It comes as no surprise that the notoriously aggressive and military-minded Maynarkh counts perhaps as the single most powerful Necron dynasty yet encountered by Mankind. Several facts explain this status. First, the Maynarkh were already counted amongst the most powerful armies of the Necrontyr before the War in Heaven. Secondly, the coreworlds of the Maynarkh lie beyond the domains of the Imperium of Mankind and were far better shielded than the worlds of other Necron dynasties during the Great Sleep. Therefore, the Maynarkh have emerged from the Great Sleep almost unscathed in numbers, if not in mind, where other dynasties suffered considerable losses.As exemplified by the Battle of Amarah during the Orphean War, the legions of the Maynarkh are both vast and formidably equipped. As a whole, these Necron Phalanxes seem to match the standard of other dynasties, but also feature such terrifying warmachines as the Annihilation Barge and the much more powerful Tesseract Ark, which was first encountered during the Orphean War. It has been noted that the Maynarkh display a noted preference for mass infantry assaults to bring their enemy to heel by pure and bloody attrition where the Necrons' self-repair protocols balance the odds even against superior and entrenched foes. It is believed that the Maynarkh Dynasty fielded over two million Necron Warriors during their invasion of the Orpheus Sector, a testimony to their strength. Where other Necron dynasties lack long-range artillery support, the Maynarkh Dynasty routinely fields Necron Sentry Pylons as both field artillery and anti-air defence systems. In stark contrast to these same dynasties, the Maynarkh also make use of highly specific and until recently fairly unique Canoptek constructs in the role of shock-troops; the first confirmed sightings of the much-dreaded Canoptek Tomb Stalker and its variant the Tomb Sentinel, as well as the Canoptek Acanthrite were made amongst the legions of the Maynarkh during the Orphean War. On a tactical level, the Undying Legions of the Maynarkh also strongly rely on air-support to destroy the most dangerous enemies and thus make heavy use of the lighter Doom Scythe and the heavier Night Shroud. During the Battle of Amarah, the Maynarkh's first preoccupation was to overwhelm Imperial air-defences and obtain aerial superiority.The Lords and Overlords of the Maynarkh also manifest a far more bellicose temper than the rulers of other Necron dynasties, taking pleasure in bringing enemy champions low and most often leading their troops from the front rather than the rear.
Maynarkh Dynasty - Known Client Dynasties: The Vralekth Dynasty - The Imperium encountered the Vralekth Dynasty during the Orphean War on the former Agri-world of Hydroghast, from which they are supposed to originate from. As Hydroghast is an Ocean World, the Vralekth stasis-tombs had slumbered for millennia in the deepest abysses of Hydroghast's oceans, the great depth sheltering them from prying eyes. As a side-effect of this aquatic terrain, the warriors of the Vralekth distinguish themselves by a high degree of corrosion on their Necrodermis, although this did not seem to impact their combat effectiveness. It remains unclear if the Vralekth are truly a client dynasty or a possible scion or offshoot of the more powerful Maynarkh Dynasty.
Maynarkh Dynasty - The Maynarkh Fleet: Where other Necron dynasties still seem to control part of the ancient network of Dolmen Gates established by the C'tan, the Maynarkh do not seem to have access to such technology and therefore rely strongly upon their powerful warfleet to transport their troops across space. As such, the Maynarkh Fleet is also currently the most well-documented Necron warfleet in Imperial history, having attacked and indeed emerged victorious from a fight with a full Sector Battlefleet during the Battle of Amarah. Post action-reports therefore place the Maynarkh Fleet at a hundred or so Escort-class ships such as the Shroud-class Light Cruiser and twenty Cruiser-level Scythe-class Harvest Ships. This powerful fleet is commanded by two of the dreadful and gigantic Cairn-class Tomb Ships identified as the Sun Killer and the Dead Hand, which acted as the flagship to Maktlan Kutlakh in the Orphean War.
Maynarkh Dynasty - Known Entities of the Maynarkh: Information regarding the leaders of the Maynarkh Dynasty are scarce at best, as currently the Imperium has positively identified only one of these figures, Maktlan Kutlakh as he led the armies of the Maynarkh against the Orpheus Sector. What little information has been gathered was gained through the study of ancient steles and fragments of masonry of ancient xenos temples, believed to have been erected by the Necrontyr.Phaerakh Xun'bakyr, the Mother of Oblivion - Xun'bakyr, the Mother of Oblivion is believed to be the supreme leader of the Maynarkh Dynasty. The association of both names strongly suggest "Phaerakh" to be the female equivalent of the more common title of Phaeron, which would effectively make the Maynarkh the first known Necron Dynasty to be ruled by a female Overlord.Maktlan Kutlakh, the World Killer - The entity designated as Kutlakh is currently believed to be the highest ranking Nemesor of the Maynarkh Dynasty. His official title, "Maktlan," loosely translates as "the Extinguisher of Life", but Kutlakh also carries other titles such as "the Charnel Lord" and "the God-Slayer" which mark his prominent position within the Dynasty. Kutlakh was positively identified as leading the Necron troops during the Battle of Amarah, during which he was confronted by the notoriously brutal and deadly Chapter Master of the Minotaurs Space Marine Chapter, Asterion Moloc. Although Moloc succeeded in wounding Kuthlakh, given the regenerative capacities of the Necron Necrodermis, Kutlakh is certainly still at the head of the Legions of the Maynarkh as they inexorably advance through the remains of the Orpheus Sector.Tlazolt the Faceless, Nemesor of TayrocIxatothek, the Jackal Regent, Lord-Hunter of the VoidToholk the Blinded, Master of the Eternal Engines - Toholk the Blinded holds the position of Arch-Cryptek of the Maynarkh, for he is a masterful weaponsmith and armourer. Toholk is obsessed with destruction, crafting ever more devastating weapons which have often served as valuable technologies to be traded with other dynasties. Yet his genius and notoriety have caused much grief amongst both the Royal Courts and the Crypteks of the Maynarkh, who have tried to dispose of Toholk on numerous occasions. Even his masters fear Toholk, and have crippled his mechanical body, while his mind has been shackled with the most powerful command-protocols at their disposal. Toholk's greatest and latest achievement is a celestial scanning and temporal prediction device called the Smoking Mirror which allows Toholk to predict the future.
Maynarkh Dynasty - Notable Domains: The Ordo Xenos of the Emperor's Inquisition has thus far been unable to positively identify which planets truly belong to the Maynarkh's domains, but all clues indicate that at least a portion of the former Orpheus Sector was established on former worlds belonging to the Maynarkh empire. It is generally agreed that the Maynarkh's coreworlds do not lie within the Orpheus Sector proper but beyond the Veiled Region from which no human Explorator is believed to have ever returned. In the wake of the ongoing Orphean War, many Imperial savants have also suggested that this might have been the case for the former Leyak Sector, which ceased to exist in 976.M37 after having been raided and destroyed by unidentified enemies -- enemies now believed to be an earlier awakened portion of the Maynarkh Dynasty. Several other unexplainable events of death on a planetary scale have also been blamed on the reawakening Necrons, such as the Death of Tlaloc in 889.M38 and the mysterious disappearance of the first Imperial colonisation fleet sent to the exact same world in 817.M36. However, the reasons for which the Necrons seem to have such a great interest in this world still elude the savants and Inquisitors of the Ordo Xenos.Drucilla Majoris (Imperial World) - Head of the former Drucillan Sub-sector, this world was known well before the Orphean War to harbour xenos ruins, which are believed to have played a major role in the faith of the deluded members of the Cult Celestarii, a seditious cult which venerated divine beings that closely resemble the Necrons.Hydroghast (Ocean World) - Located within the autonomous region known as the Barren Stars in the galactic East of the Orpheus Sector, Hydroghast was formerly used as an Agri-world by the Imperium of Man. Great factories transformed the animal and vegetable bounties of Hydroghast's deep oceans into nutrients and food for the entire sector. None suspected that at great depths the ocean floor might harbour the stasis-crypts and tomb complexes of the Necrons. From what pic-captures could be recovered, it seems that Hydroghast was and still is the principal Tomb World of the Vralekth Dynasty which serves as a client of the Maynarkh.Thamyris (Abandoned World) - With the awakening of the Maynarkh Dynasty and their attack on the Orpheus Sector, strange structures - obviously of xenos origin -- have begun to rise from the sand of Thamyris in the Deluvian Sub-sector, which is located to the galactic South of the Orpheus Sector. Plagued by strange and unexplainable disappearances of mining teams and Explorator parties, Thamyris was never truly colonised, but it was still periodically visited by Man. The sand of Thamyris' deserts harboured rare elements and some xenologists were interested in the great complex of prehuman ruins discovered there, of which the greatest was known as the Haunted Palace. While a Necron presence has been confirmed, Thamyris' true purpose remains a mystery. However, all this was enough for the Imperium to schedule a full-fledged counterattack on the Necrons beginning on this world.
Maynarkh Dynasty - Maynarkh Appearance: The Maynarkh Dynasty mainly distinguishes itself by the orange glow of their power sources and the weapons its warriors wield, as well as the notable absence of gold decoration, whereas brass is much more common. The Necrodermis of the Maynarkh Dynasty is also prone to take on a more brassy hue than the standard silver or metallic sheen common to other dynasties. Particularly on Hydroghast, the warriors and constructs that took to the field of battle also presented heavy marks of corrosion, further accentuating the orange glow of the Necron's power sources and weaponry. Except for the Maynarkh's aircraft, which supported a uniform brass or ochre drab, vehicles were also largely left as unadorned and blank metal, with shades varying from dark gunmetal to almost silver.
Maynarkh Dynasty - Sources: Imperial Armour Volume Twelve – The Fall of Orpheus, pp. 89-92, 108-111
Mechadendrite - Mechadendrite: A Mechadendrite is the term used for a large assortment of bionic tentacle-like and robotic arm limb prosthetics used by the Tech-priests of the Adeptus Mechanicus and the Techmarines of the Adeptus Astartes. A Mechadendrite is used by the Tech-priest or Techmarine for micro-construction and repair, maintenance tasks, scientific research and even defensive firepower. Most Mechadendrites contain a number of tools, devices or weapons that are intended to serve the specific functions required by their use. A Mechadendrite is hard-wired into the central nervous system of the Tech-priest or Techmarine and surgically attached to the spine, so that it is controlled by its user's mind using neural impulses just like a biological limb.Mechadendrites are constructed from various metallic alloys and have innumerable motors and actuators encased within their structures. A set of Mechadendrites are normally much longer than a human's natural limbs and possess multiple segemented joints to allow maximum reach and flexibility, giving them the appearance of serpentine tentacles.Tech-priests of the Adeptus Mechanicus with the rank of Enginseer and above are known to possess and even eagerly seek out the implantation of Mechadendrites, and although they may often have only a single one of the bionic tentacles or Servo-Arms fitted, it is possible to implant as many of the augmetic limbs as the human body's anatomy will allow. Servitors can also have Mechadendrites implanted so that they can assist a Techmarine or Tech-priest in their duties.
Mechadendrite - Ballistic Mechadendrite: This solid, shoulder-mounted Mechadendrite is designed for self-defence. This two-metre-long mechanical limb is mounted with a sleek-looking Laspistol of Adeptus Mechanicus design.
Mechadendrite - Lathes Mechadendrite Stabilisers: The Forge Worlds known as the Lathes in the Calixis Sector are known for mysterious and frequent gravity shifts, which can overcome even experienced Tech-priests when they are in areas not properly shielded with additional gravity plating. Years of study indicated that replating the myriad facilities would be impractical, so many in the far edges of the system began surreptitiously developing a radical Mechadendrite design to aid in their work.Instead of adding additional manipulation capabilities, pairs of gyroscopically-stabilised, heavily-clawed talons can anchor a Tech-priest firmly onto a surface, where he can conduct his furtive research more peacefully. Though considered a somewhat heretical design, more and more of this type of Mechadendrite are appearing across the Lathe Worlds.
Mechadendrite - Exploration Mechadendrite: Built to meet the exacting standards of the Priesthood of Mars, an Exploration Mechadendrite offers peerless investigation and collection skills to the excavation-minded Explorator. Specialised, extraordinarily delicate Servo-Arms and collection pods all coordinate together to allow for perfect observation, collection, measurement, and archiving of up to ten separate samples.These samples are then fed through a series of filters and processes all within specially-built chambers, allowing for full analysis of their properties and market worth. In addition, as part of a backup system to flush out and sterilise the sample chambers, each can be forcefully ejected from a spout on the end of the arm if needed. This Mechadendrite also contains a built-in Auspex, chronometer, glow-lamp, and compass, and specialised sensors spread throughout the limb.
Mechadendrite - Manipulator Mechadendrite (Servo-Arm): A Manipulator Mechandendrite, also known as a "Servo-Arm," is possibly the most common form of Mechadendrite in use. This artificial limb is a great aid to those working in industrial or technical areas. This powerful shoulder-mounted Mechadendrite is designed for heavy lifting and the manipulation of industrial gear. Built of fire-hardened ceramite and steel, this limb may extend to a length of 1.5 metres.The Manipulator is tipped with two sets of gripping and crushing pincers. The viscous gripping and crushing pincers can also tether the user to gantries or suitably heavy objects and may be used in combat to make melee attacks. While powerful, the Servo-Arm is not subtle and attempts to use it for such tasks as Data-Slate typing, inscribing holy etchings, handling delicate objects, or the like, will only end with ruined equipment or a failed summoning.
Mechadendrite - Servo-Harness: A Servo-Harness is a special type of augmetic aid often used by a Space Marine Chapter's Master of the Forge or his senior Techmarines. It is, in truth, practically a mobile shrine to the Omnissiah and consists of many blessed tools, mechanical limbs and weapons. With it, a Master of the Forge can make battlefield repairs on any vehicle, shore up defences, or assist his battle-brothers in combat.Unlike other Mechadendrites, a Servo-Harness is often attached to the Techmarine's power armour. While it is controlled through a direct neural connection like all Mechandendrites, it is not necessarily permanently, surgically implanted into the Techmarine's body.Among the most potent tools that can double as a close-ranged weapon is the Servo-Harness' Plasma-Cutter, which unleashes a superheated plasma flame that can cut even through the reinforced ceramite plate of Terminator Armour. A Servo-Harness is also outfitted with a Flamer and a more standard Servo-Arm.
Mechadendrite - Medicae Mechandendrite: This two-metre-long, flexible artificial limb is designed to provide medical and surgical assistance in the field. The Medicae Mechadendrite houses six injector pistons, each of which may be filled with one dose of a given type of drug. These must be supplied and replaced separately.In addition to providing first aid, the Mechadendrite's flesh staplers may be used to staunch blood loss. A small chainscalpel attachment reduces the difficulty of limb amputation. This Mechadendrite may be shoulder or sternum-mounted.
Mechadendrite - Medicae/Torture Mechadendrite: Employed by the forces of Chaos, a Medicae/Torture Mechadendrite is made of thin, dextrous, two-metre-long tubes of metal and plasteel tipped with a variety of fascinating needles and blades. This Mechadendrite can either heal or harm depending on the Heretic's intent.It houses six injector pistons; each may be filled with one dose of a drug and must be supplied and replaced separately (these can also be used to inject the user). Built-in flesh staplers may be used to staunch blood loss while the Chainscalpel attachment reduces the difficulty of limb amputation.
Mechadendrite - Optical Mechandendrite: This highly flexible, camera-studded Mechadendrite is designed to assist in inspection and detection. This Mechadendrite may extend to a length of three metres, and can reduce its width to pencil thickness. The optical feed allows the user to examine surfaces at a microscopic level and may also be used as a telescopic sight.The Optical Mechadendrite is also mounted with an infra-red torch and sensors. Finally, the Mechadendrite is fitted with a tiny but powerful glow-globe that may be tinted a variety of different colours, depending on the controller's whim. This Mechadendrite may be shoulder or sternum-mounted.
Mechadendrite - Utility Mechandendrite: This two-metre-long mechanical limb houses a variety of tools and attachments designed to assist a Tech-priest in the course of his sacred duties. The limb also houses six injector pistons, each filled with one dose of Ligature Oil; these must be supplied and replaced separately. In addition to this, the artificial limb contains an electrically-powered censer, which can gust incense fumes over particularly troublesome faults. The censer generates one "blast" of smoke every 15 solar minutes, with effects depending on the acquired ingredients.This can alternatively belch smoke clouds that may be employed in melee combat to distract and choke, affecting all living creatures within a two-metre radius. Unless the censer is deactivated, those affected by the billowing smoke must rely on their sense of smell to detect the Mechadendrite's user. Also useful in combat is the cutting blade found at the end of one tip, which is similar to a knife blade.
Mechadendrite Hive - Mechadendrite Hive: The Mechadendrite Hive is the name given to a mass of tentacle-like augmetic limbs that can be used for utilitarian -- or more deadly -- tasks.Hissing and slithering like a nest of mechanical snakes, the Mechadendrite Hive employed by some of the most powerful and heavily augmented tech-priests of the Adeptus Mechanicus engulfs the foe in dozens of steel tendrils.Lashing, stabbing and throttling, the mass of Mechadendrites bloodily disassembles its victims with horrific speed.
Mechanicum (Novel) - Mechanicum (Novel): Mechanicum is the ninth volume in the Horus Heresy series of novels.
Mechanicum (Novel) - Synopsis: As the flames of treachery spread throughout the Imperium, Horus plots to subvert or destroy all those who would stand against him.On Mars, homeworld of the Mechanicum priesthood, the great manufactory-cities have long produced much of the weaponry required for the expeditionary fleets across the galaxy -- making the world invaluable to whoever controls it in the coming war.Now, the Warmaster's agents begin to stoke the fires of rebellion, turning the loyalist forges and the mighty Titan Legions against one another.And, with whispers spreading of an ancient terror lurking beneath the Red Planet's surface, the Dark Mechanicum rises...
Mechanicum Parliament - Mechanicum Parliament: The Mechanicum Parliament, also called the Martian Parliament, was the legislative body of the ancient Mechanicum government of Mars at the time of the Great Crusade and the Horus Heresy in the 30th and early 31st Millenniums. It was comprised of the Tech-priests of the Cult Mechanicus and was led by the fabricator-general of Mars who served as the speaker of the parliament.When the Emperor of Mankind first arrived on Mars at the great mountain of Olympus Mons before the start of the Great Crusade, He appeared before the Mechanicum Parliament to persuade the Tech-priests to join in an alliance with Him and Terra to form a new, unified Human government known as the Imperium of Man. The majority of the Tech-priests in the parliament believed the Emperor to be the Omnissiah, the physical embodiment of their faith's Machine God, and so they agreed to His proposal, signing the agreement known to history as the Treaty of Mars.The treaty granted the Mechanicum and all its territories political autonomy within the framework of the new Imperium and the right to continue to practice their religion. In return, the Mechanicum agreed to provide the Emperor with their full industrial capacity to build the starships, vehicles and other wargear the Imperial expeditionary fleets of the Great Crusade would need to conquer the galaxy.It is unknown if the Martian Parliament, or a similar body of Tech-priests, continues to operate in the 41st Millennium.
Mechanicum Protectiva - Mechanicum Protectiva: The Mechanicum Protectiva is a High Gothic term that covers a variety of energy field and defensive shield projectors devised by the magi of the ancient Mechanicum to protect themselves both on the battlefield and from assassination by their rivals. For this reason, the frequency and modulation of each device is a closely guarded secret for each magos who possesses one.
Mechanicus (Video Game) - Mechanicus (Video Game): Warhammer 40,000: Mechanicus is a tactical turn-based combat video game based on Games Workshop's Warhammer 40,000 setting.The game was developed by Bulwark Studios, published by Kasedo Games, and released for the PC on November 15, 2018. Versions for the Xbox One, PS4, and Nintendo Switch were released on July 17, 2020.Mechanicus puts players in control of an array of Adeptus Mechanicus forces, allowing them to lead tech-priests and Skitarii troops on a tactical quest to salvage ancient technologies from the mysterious catacombs of the Necron Tomb World Silva Tenebris. As Magos Dominus Faustinius of Mars, every decision will shape the missions ahead and have far-reaching consequences.
Mechanicus (Video Game) - Features: Players can upgrade tech-priests' limbs with bionic augments made from the blessed metals of the Omnissiah. Customise player teams with hundreds of possibilities, creating a squad to suit different playstyles.Tough decisions will forge the future from the player's Ark Mechanicus, the Caestus Metalican, and send them towards alternate endings.Use the Adeptus Mechanicus' cybernetically augmented Human cognition to scan unexplored tombs for valuable data in order to gain a tactical advantage.A compelling plot written by Black Library author Ben Counter, specifically crafted to fit the unique personality of the Adeptus Mechanicus faction.
Mechanicus (Video Game) - Plot: Millions of standard years ago, Silva Tenebris was a Necron world, ruled by the  Szaregon Dynasty. In addition to Overlord Szaregon himself, the ruling court of the planet included the Royal Vizier Mhelob, Lord Astronomer Ekropis, Grand Architect Neftusk, and Void Admiral Agrolekh.Each of these nobles had a great army of subservient Necrons at their beck and call, including lesser Necron Lords. In addition, a large lair of Flayed Ones called the planet home, headed by the Corrupted King Ubjao. Over sixty million years ago, in the wake of the War in Heaven with the Old Ones and their allied servant races, the Necrons entered the Great Sleep, placing themselves in vast, subterranean stasis tombs to await the gradual decline and disappearance of their enemies in the Aeldari Empire, and Silva Tenebris became a Tomb World.The planet was eventually settled by Humans during the early Age of the Imperium, who founded the colony of St. Eckhardt's Hope. However, contact with the wider Imperium was lost after two standard centuries, and the colony was presumed lost. In truth, with no idea of the magnitude of evil slumbering beneath their feet, the colony never had a chance to survive.Unsuspecting explorers and prospectors found openings into the stasis tombs and began to explore them, thus triggering the initial phases of Tomb World Activation. This resulted in the slaughter of the entire colony's population by pitiless Necron Warriors. With the interlopers destroyed, the Tomb World eventually returned to quiescence.In the 41st Millennium, Magos Explorator Rhesak of the Adeptus Mechanicus arrived on Silva Tenebris, hoping to reclaim archeotech from the ruins of St. Eckhardt's Hope and investigate the xenos ruins there. Though he knew little more about the Necron menace than did the settlers, Rhesak's expedition was far better armed, and held their own against the awakening Tomb World long enough to gather considerable combat data.He transmitted this information astropathically to Mars, though for reasons unknown he locked many of his files on specific Necron war-forms using synthetic proximity encryptions, which the recipient could only unlock by personally encountering those same war-forms. Moreover, the transmission was lost for solar decades or standard centuries by the vagaries of the Warp, and Rhesak himself did not live to report his findings in person, his forces finally crushed by the ever-mounting Necron counterattack.In the Era Indomitus, Rhesak's long-delayed astropathic message finally arrived at Mars, and were brought to the attention of Magos Dominus Faustinius. Faustinius in turn gathered a command council, and set out aboard the Ark Mechanicus Caestus Metalican to investigate the threat.  It was well that Faustinius commanded such a mighty force of the Mechanicus, for there would be no reinforcements. The Adeptus Mechanicus was stretched thin by the many crises spawned by the birth of the Great Rift, so no further support was available from the Forge Worlds.
Mechanicus (Video Game) - Aftermath: Having effectively neutralised Silva Tenebris's combat power, Magos Faustinius decided that the Caestus Metalican's valiant crew had done all that anyone could ask of one ship, and ordered the mission to return to Mars. There they would recover from the desperate campaign against the Tomb World, and turn over the vast haul of artefacts and data they had acquired to the broader Adeptus Mechanicus. However, the fate of the defanged Tomb World is far from certain.Some Imperial sources hold that Silva Tenebris no longer even exists. The Forge World of Metalica sent a rectification fleet to that benighted world under the leadership of Magos Videx, and carried out an Exterminatus action, removing the threat of Silva Tenebris' xenos tech-blasphemy forever. While serving aboard the Caestus Metalican, Videx had painstakingly mapped a massive Necron generatorium and stripped it of its shielding. By bombarding that, the Metalican fleet triggered a chain reaction that ultimately unbound the entire globe, reducing the planet to a vast cloud of molten debris.Other records indicated that the follow-up Mechanicus fleet was instead sent from Stygies VIII, at the direction of Magos Scaevola, filled with Xenarite Tech-priests bent on pillaging the Necron tombs down to bedrock. One shipload of such plunder would have been enough to keep Adeptus Mechanicus reverse-enginseers and Tech-acquisitors busy for solar decades. With an entire Tomb World to analyze, the Xenarites will likely make discoveries that will change the Adeptus Mechanicus forever.And still others claim that there was no follow-up fleet at all. The magi's reports, momentous though they should have been, were filed and forgotten in Mars's endless data-catacombs, and each of the magi themselves wrongly believed that their superiors were moving on their recommendations. Silva Tenebris, these sources claim, is still out there, effectively undefended and bursting with untapped potential, waiting to be exploited by whichever faction of the Adeptus Mechanicus first realises this and finds a way back there, whether it be the Orthodox Mechanicus, the Xenarites, the Necrons, or others.
Mechanicus (Video Game) - Characters: Magos Dominus Faustinius - Faustinius was a magos dedicated to the study of the weapons and art of war who was given command of the well-armed Explorator mission to Silva Tenebris. He chose a command council of tech-priests and other Adeptus Mechanicus personnel from various backgrounds to assist the expedition that consisted of the  members described below.Tech-Acquisitor Scaevola - Scaevola was a Xenarite tech-priest who specialised in acquiring xenos technology.Xenobiologis Tiresus - Tiresus was a xenographer who sought to learn more about the history, culture and languages of various xenos species.Lector-Dogmatis Videx - Videx was a tech-priest who was tasked with ensuring that the Explorator forces remained true to the orthodox doctrines of the Cult Mechanicus.Subdomina Khepra - Khepra was the primary commander of the Skitarii ground forces that accompanied the expedition.Quartermaster Rho - Rho directed the production and maintenance of the wargear and other equipment needed by the expedition.Prime-Hermeticon Captrix - Captrix was a Skitarii assassin-scout focused on finding critical enemy targets and personnel for elimination.Magos-Dominus Reditus - Reditus was a former high-ranking magos whose mind had been transplanted into a Servo-skull. His role was to take charge of general logistics for the expedition and analysis of all recovered data.
Mechanicus (Video Game) - Omissiah Edition: As well as the standard pre-order of Mechanicus, players were also able to pre-order a special Omissiah Edition which includes the following items:Soundtrack featuring the highly acclaimed music of MechanicusDigital artbook containing new and previously unseen concept illustrations and art from the development of the gameArc Scourge to enhance close-quarters arsenal
Mechanicus (Video Game) - Sources: Warhammer 40,000: Mechanicus (PC Game)Warhammer 40,000: Mechanicus Official WebsiteNintendo Warhammer 40,000: Mechanicus Official Website
Medi-kit - Medi-kit: Small, compact, and reliable, a medi-kit is essential gear for every Astra Militarum squad. Each has a simple diagnostic cogitator complete with bio-scanner and probes, along with chemicals, drugs, contraseptics, synthetic blood packs and other means to treat a variety of injuries and ailments.Advanced models, usually called "medi-packs," that can weigh as much as 3 kilograms include such additional items as tox wands, synth-skin applicators, and other aids usually available only to the wealthiest of the Imperial elite or to the Apothecaries of the Adeptus Astartes.
Medi-Pack - Medi-Pack: The Imperial medi-pack, also spelled medipack, varying in composition from a slightly more well-stocked medi-kit to a full-fledged diagnostic cogitator,  generally helps an Astra Militarum medic to heal wounded or ill troopers in a battle zone. Sometimes in particularly vicious and dangerous war zones, medics will have to scrounge for medical supplies and beg for drugs from aid stations and passing Departmento Munitorum cargo transports.Basic medi-pack kits will usually contain drugs and bandages to treat a variety of injuries and illnesses, such as cataplasm patches and contraseptics. More advanced models might include a diagnostic cogitator with bio-scanner and probes to determine the patient's ailments. The most advanced types, available to the elite of the Imperium such as the Adeptus Astartes, Inquisition forces and the Sisters of Battle, can include cast sprays, tox wands, synthskin applicators and more.The narthecium is another variant of a medi-kit/medi-pack used by Space Marine Apothecaries though these more advanced devices have fully automated functions. They carry drugs and equipment that is geared for the hardier transhuman constitution of a Space Marine, and thus can be dangerous to use on normal Humans. The narthecium also includes a reductor, which allows the Apothecary to withdraw the precious gene-seed from a fallen Space Marine so that it returns to the Chapter to create new initiates.Sisters of the Orders Hospitaller have a scaled-down version of the Space Marine narthecium, usable on normal Human anatomy -- and, in the service of the Inquisition, for torture. Many an Imperial servant has had reason to thank the gentle touch of the Hospitaller, and many an Imperial enemy has come to rue this "gentleness."
Medicae - Medicae: Medicae is the term in High Gothic that is commonly used in the Imperium to refer to any type of biomedical knowledge or practice.Medicae specialists in the Imperium can include the civilian chirurgeons, medicae servitors, physicians, nurses and other healers of the state-controlled hospitals and clinics of the Administratum's Officio Medicae present on many of the more advanced Imperial worlds; the sisters of the Orders Hospitaller of the Adepta Sororitas who provide medical charity care to many Imperial citizens who cannot otherwise afford it; and the military medics like the Field Chirurgeons and Combat Medics of the Astra Militarum.Perhaps the most skilled practicioners of medicae in all the Imperium are the Apothecaries of the Adeptus Astartes, who must master the complicated gene-science required to create new Firstborn and Primaris Space Marines, as well as heal their injured battle-brothers in the field or recover their precious gene-seed after their deaths.