vizn3r/warhammer40k-lore huggingface dataset:
Imagifier - Wargear: Simulacrus Imperialis - A Simulacrum Imperialis is a sacred relic of the Ecclesiarchy wrought from the bones of an ancient saint or martyr. It is carried into battle by a member of the Ecclesiarchy to reinforce the faith of all those who look upon it.BoltgunKrak GrenadesFrag Grenades
Immaterium - Immaterium: The Immaterium, also referred to as the Empyrean, the Aether, the Sea of Souls, the Realm of Chaos, Warpspace or most commonly, "the Warp," is an alternate dimension of purely psychic energy that echoes and underlies the familiar four dimensions of the material universe.The Warp is the source of all psychic powers and known instances of so-called "sorcery" or "magic" as well as the home dimension of the powerful entities known as the Chaos Gods and their myriad legions of Daemonic servants. In fact, the terms "Chaos" and the "Warp" are often used interchangeably by those aware of their existence within the Imperium of Man.Superficially, the Immaterium is Mankind's solution to the problem of faster-than-light travel. The Warp functions as the medium for FTL interstellar travel, with voidcraft entering it through the use of a Warp-Drive. They then use their own mundane reaction drive systems and the aid of a psychic Navigator to navigate between its flowing currents of psychic energy, as if they were moving through an ocean.The psychic energy that makes up the Immaterium is believed to be the direct result of the existence of sentience in the universe, in particular the intelligent species of the Milky Way Galaxy. Considered to be a dark reflection of the material universe, the Warp is an ocean of chaotic psychic energy, raw emotion given physical form.The Immaterium is also rumoured by many cultures, Human and xenos alike, to be the final resting place of the souls of the dead, and therefore can be considered the "underworld" of the Warhammer 40,000 universe.
Immaterium - Warp Travel: A voidcraft enters the Warp by activating its Warp-Drive. As a starship leaves the material universe it enters a corresponding point in Warpspace. The ship is then carried along by the tides and currents of the Warp, like a pebble in a raging river. After travelling in this fashion for an appropriate time, the voidship uses its Warp engines to drop back into realspace.Because the material universe and the Warp move relative to one another, the voidship reappears in a new position several light years from the starting point. This process is called a Warp jump or a hop, and the process of entering or leaving the Immaterium is known as a drop, shift, or translation.Journeys through the Warp are usually undertaken in short jumps of up to four or five light years. Longer jumps are unpredictable and dangerous. The tides of Warpspace move in complex and inconsistent patterns, and voidships attempting longer hops often end up widely off-course. Were this limitation to apply to all Warp travel, then Humanity would not have spread throughout the galaxy as it has.It is possible to make long jumps of many light years by steering a voidship in the Warp itself -- sensing, responding to, and exploiting its currents and thereby directing the craft towards a corresponding point in the material universe. Only the strain of Human mutants known as Navigators can pilot a craft through the Warp in this way.Some individuals are sensitive to the movements of Warpspace. They can, for example, sometimes tell that a voidcraft is approaching even before it drops back into the material universe. Human sensitivity to the Warp is not generally well-developed.However, in a minority of people this sensitivity is far more finely-tuned. These people are known as psykers, and they are able to consciously control and use the energy of the Warp to affect the material universe. Navigators possess psychic gifts of a more specialised kind that only allows them to use their powers to actually look into the Immaterium without going insane and then use this knowledge to steer their spacecraft through its flowing currents.
Immaterium - The Astronomican and the Warp: The Astronomican is a psychic homing signal centred upon Terra and directed through the Warp by the mind of the Emperor of Mankind. It is powered by the continuous mental concentration of a thousand Human psykers, whose life essences are slowly drained until they die and must be replaced. The Astronomican cannot be detected in the real universe -- only in the Warp.It is by means of this signal that the Navigators can steer their voidships through the Warp over long distances. The Astronomican's signal is strongest close to Terra and the Emperor of Mankind who is its source and gets increasingly weaker further away. It extends over a spherical area with a diameter of about 50,000 light years.The Astronomican does not extend to the extreme fringes of the galaxy, and because Terra is situated in the galactic west, its signal does not reach a massive swathe of the eastern part of the galaxy at all. Nor is the extent or strength of the signal constant -- it can at times be blocked by localised disturbances of the energy within the Warp itself.Such activity may be compared to the hurricanes or storms of a terrestrial weather system and is known as a Warp Storm. Warp Storms may be so bad, and so long-lasting, that entire star systems are isolated for hundreds of standard years at a time.A Warp Storm not only obscures the signal of the Astronomican, it is also dangerous for spacecraft travelling nearby. No spacecraft can venture within a Warp Storm and expect to survive, although there are tales of miraculous escapes and of starships being thrown tens of thousands of light years off course.Warp Storms are not the only dangers within the Warp. There are sentient energies and other immaterial life-forms that inhabit it, creatures formed from, and part of, the shifting stuff of the Warp. Few are friendly and most are hostile. They are known to Mankind as "Daemons."
Immaterium - Time Displacement: The time differences between realspace and Warpspace are quite drastic. Not only does time pass at different rates in both kinds of space, but it also passes at very variable rates.Until a starship finishes its jump, it is impossible for a vessel's crew to know exactly how long their journey has taken in realspace. Time passing in realspace is referred to as "real time." Time passing on board a spacecraft in the Immaterium is referred to as "Warp time."The relationship between real time and Warp time is shown on the chart above. So, for example, a 100 light year jump will seem to take from 2.5 to 9.5 solar hours to the crew of a vessel in the Warp, but between 3 solar days and 3 solar weeks will have actually passed in realspace.These times do not include the journey times out to and from the Mandeville Points within each star system before a Warp translation can begin or end.It can take solar days to weeks of travel at sub-light speed to reach a Mandeville Point, and a similar time to re-enter a new star system from the destination Mandeville Point.The Imperium is approximately 75,000 light years from edge to edge. A journey of this length could take between 75 and 300 solar days in subjective Warp time, and between 6 and 40 Terran years in real time.
Immaterium - Warpspace Channels: In theory it is possible to travel anywhere in the universe through the Warp. However, the shifting tides of the Warp make it easier to travel from some star systems to others, and short Warp jumps are always more accurate than longer ones.This is particularly true when moving a large fleet, which may become spread out across several light years of space over an extended journey.Long established and well-charted Warp channels connect star systems and entire regions of the galaxy, providing relatively predictable conduits through which the majority of Imperial shipping passes.
Immaterium - Warp Gates: A Warp Gate is a point in realspace which is linked to another point in realspace by a tunnel through the Warp. The tunnel somehow avoids the normal disturbances of the Immaterium, allowing a journey to be made within a fixed time and in perfect safety.The existence of Warp Gates represents something of a mystery, and much debate rages over whether they are natural or artificial. If artificial, then none can say who made them or for what purpose.Furthermore, some Warp Gates have been artificially enhanced, their entrances delineated by mechanical constructions whose exact function can only be guessed at. Other Warp Gates are mere black holes in space.Warp Gates occur in the depths of space, at the boundaries of star systems, within star systems, and even on planets.The largest are easily big enough to permit the passage of spacecraft and are usually situated at the edge of a star system or amongst its outer planets.Other gates are only large enough to permit the passage of small vehicles, or perhaps Human-sized creatures.These occur mostly on planet surfaces and lead directly to other gates on the surfaces of other planets. All gates are rare, the smaller types extremely so.Planetary gates are often disguised, or respond only to electrical, psychic, or other signals, which would seem to indicate a certain amount of intended secrecy on the part of their builders.All space-going species are prepared to utilise Warp Gates when they find them, although discovering where they lead can often be hazardous.Many gates appear to be defective, and can dump a ship randomly into the Warp. Others can lead to places which may once have been stars or planets, but which are now no more than empty space.The possibility of emerging into a distant, hostile alien star empire also has to be considered. It may be that spacecraft vanishing into Warpspace have been transported beyond the galaxy itself.Warp Gates often become extremely important to whoever controls them, and many are of vital strategic value to the Imperium.Imperial Commanders and other interests vie for control of a Warp Gate in their sphere of influence, and these relics are often heavily defended against outside attack.
Immaterium - Warp Portals: A Warp portal is a point in space where the Warp and realspace interface, forming a stable entrance into, and exit from, the Warp.It is not necessary to activate a Warp-Drive to enter the Warp in this manner, although any vessel not equipped with a Gellar Field would be unlikely to survive for long within the Empyrean.It does not lead to a tunnel, and a voidcraft entering a portal is directly cast into the chance currents of Warpspace.With careful manoeuvring it may be possible to re-enter normal space using the same portal from the other side. Again, the exact nature of the portals is not understood, and no one knows whether they are mere accidents of nature and non-Euclidian geometries or have some secret purpose.Some aliens use Warp portals to travel between the Warp and realspace, specifically the creatures known as Enslavers, who live within the Warp itself. Like Warp Gates, portals occur in all places in the universe and may appear on a planet's surface.Some have a definite physical constituent, whilst others are invisible or take the form of a hole in the ground or a dark cave mouth.Warp portals do have their uses, for there are recorded instances of spacecraft with damaged Warp-Drives, trapped within the Warp and doomed to destruction, suddenly locating a Warp portal enabling them to return to realspace.
Immaterium - A Thin Veil: The barrier between reality and the Warp is not equally strong across the galaxy. In some places, the veil is thin, allowing the influence of the Warp to leech through. Such areas might be permanent or temporary, and could be of nearly any size, the result of random chance or the intentional acts of malefic Chaos Cults.Some are the result of experiments performed during the Dark Age of Technology, while others are a side effect of psychic activity or a great effusion of powerful emotion, many deaths or other extreme psychic trauma within a small area.In the Askellon Sector, for example, the unpredictable currents of the Pandaemonium batter the shores of reality, weakening the barrier between dimensions.Various disturbing phenomena can manifest in areas where the veil is thin, for the Warp and its influence are never predictable or consistent.Such places are often considered haunted or ill-omened, for people might hear voices, glimpse movement out of the corners of their eyes, or experience nightmares or even waking visions.Chronos might run backwards, temperatures plummet or fluctuate, and auspexes and scanners provide inconsistent or contradictory readings.Individuals might feel a sense of wrongness that they cannot describe, or strange and disturbing sensations, from tingling on the skin to the smell of burning flesh.
Immaterium - Realm of Chaos: The Ruinous Powers of Chaos and their Daemonic servants are known to inhabit the portion of the Immaterium often called the "Realm of Chaos."Daemons are only able to exist within the Immaterium, unless certain conditions are met within the material realm.The Immaterium is what empowers the Daemonic and mortal servants alike of the four Dark Gods -- Khorne the Blood God, Slaanesh the Prince of Pleasure, Tzeentch the Lord of Change, and Nurgle the Lord of Decay -- and their followers will undertake any action to increase this power and their standing with their unholy masters.Each of the Chaos Gods maintains a domain within the Realm of Chaos, the nature of which matches his own personality and interests exactly. Khorne commands the Blood God's Domain, Nurgle the Land of the Plaguelord, Tzeentch the Realm of the Sorcerer, and Slaanesh the Dark Prince's Realm.The Realm of Chaos is marked by nearly constant warfare and strife between the Daemonic servants of the Ruinous Powers, who constantly scheme and battle against one another in an eternal struggle for dominance known as the "Great Game" that can never be won.The Chaos Gods and their servants are consumed by this struggle and in truth pay very little attention to the doings of realspace, save when the actions of mortals either present a threat to all of the Chaos Gods' continued activities or an opportunity for the Ruinous Powers to enhance their position against one another in their eternal conflict.
Immaterium - Formless Wastes: The Formless Wastes, also known as the "Chaotic Abyss" and the "Land of Lost Souls," are those regions of the Immaterium that do not fall under the dominion of one of the four major Chaos Gods.Much of its landscape is simply a terrain of pure chaos that is forming and reforming constantly based on the psychic currents roiling the minds of the sentient mortals of the Milky Way Galaxy as well as the psychic currents of the Realm of Chaos.The Formless Wastes are a place where the laws of physics hold no sway. Within the Formless Wastes sit rivers of tar that flow through petrified woodlands beneath crimson skies. Great stairways ascend into the heavens where they connect back on themselves in an endless loop. These celestial stairways sit alongside castles crafted from bone and fortresses of ichor while pillars of fire burn on the horizon.Every dream, nightmare and vision ever had by one of the sentient species of the galaxy has a representation within the Formless Wastes. The Wastes are also the home of the Daemonic Furies who watch for any prey, mortal or Daemon, that comes within their reach.Those Greater Daemons and Daemon Princes that are strong enough to maintain a level of psychic control over their environment within the Warp also make their homes within the Wastes. These islands of horrific stability stand out within this chaotic wilderness with some only appearing for an instant whilst others are as old as the Ruinous Powers themselves.Each of these sub-realms is a small extension of the Realm of Chaos that embodies the whims of its creator and has a shrine or temple dedicated to its beliefs.Some are even populated by Daemons born from the mind of the Greater Daemon or Daemon Prince, though these entities are usually short-lived as they tend to be consumed by the Furies that populate the Formless Wastes and are much weaker than the Daemons of the four major Chaos Gods.The minor Chaos Gods are also believed to sometimes maintain their demesnes within the Formless Wastes. Also within the Formless Wastes of the Immaterium resides the dark Daemonic foundry known as the Forge of Souls.
Immaterium - Psychic Realm: The Immaterium is a dimension of the spiritual and metaphysical, created, sustained and influenced by intelligent mortal emotions and actions in the physical universe.The mind of every sentient being in the material universe save the Necrons and the C'tan leaves a psychic imprint within the Immaterium.Although the signature of one mind is almost insignificant in the energy or influence it generates, when the imprints of an entire intelligent species of billions upon billions of individuals are combined they have a huge impact on the very nature and shape of the Warp.This seems to imply that the Immaterium is not chaotic by nature, but has been made so by the conflict, misery and war that defines so much of the material realm.When an emotion or faith in an entity or concept grows strong enough, it actually becomes one of the denizens of the Warp.Many of these beings vanish when the emotion or beliefs that create them pass, but the strongest and most archetypal can become self-perpetuating, spreading the thoughts and events that grant them form and power and even interacting with the material world in a way that further strengthens the beliefs and attitudes that give them existence.The strongest of these beings become the gods and Daemons associated with a specific group or culture, and almost every single intelligent species or force of will has its universal concepts or religious figures personified in some way by the Warp, be they Chaos, Aeldari, Ork, or Human.
Immaterium - Psykers: The extrasensory, seemingly magical abilities of the psychically-gifted individuals known in the Imperium of Man as psykers are powered by the energies of the Warp, and when such power is used, the Daemons and other native creatures of the Immaterium are drawn to the psyker's mind like moths to a blazing flame.Those Humans well-trained in the use of the psychic arts are able to resist such incursion to a degree, but the greatest fear of the Imperial Inquisition is the fact that an untrained Human psyker of sufficient power can become the target of Daemonic possession -- and a gateway for the intrusion of the Daemonic servants of the Ruinous Powers into the physical world.
Immaterium - Warp Entities: The Warp, through a realm of pure psychic energy that is inimically hostile to all forms of organic life from realspace, is home to its own forms of alien life, sentient and otherwise.Many of these creatures are not sentient but depend upon the absorption of psychic energies to survive and are thus naturally drawn to the psychic emanations of mortals in realspace whose psyches are the very wellspring of the Empyrean.Such creatures include the Vampire, Psychneuein, Astral Spectre, Astral Hound, and the hideous Enslavers.Enslavers are spontaneously created by the shifting energies of the Warp from the nightmares of sentient species, and prowl the Immaterium like sharks. The Enslavers are able to psychically control other species, forcing them to their will, hence their name.Enslavers are able to control almost any species, even creatures such as Tyranids and Daemons. It is thought that the only species immune to the Enslavers are the Necrons, who have no souls nor psychic presence in the Warp.Enslavers exist primarily in the Warp, but can enter the physical universe like a Daemon through the unprotected mind of a Human psyker. They are able to do this when three Enslavers band together to form a "trinity," whereupon they form a psychic bond with their psyker victim.Over the course of the next 2-3 solar days after contact is made, the psyker's organic chemistry changes significantly, the end result being a living, pulsing Warp Gate, through which the Enslavers travel into the material universe.Enslavers are rather like an octopus in shape, their main body being made up of two roughly circular parts, one on top of the other. They have 8-12 small tentacles protruding from their bottom half, and 2 larger tentacles ending in suckers.On the smaller, upper half of their body, they have a sensory organ sometimes referred to as an "eye"; this circular organ is normally reddish in colour. Their leathery skin is able to change colour, but is normally a light brown with pale tentacles.But far worse than these creatures are the truly intelligent denizens of the Warp, the Daemons of Chaos. Starships that travel through the Immaterium by use of a Warp-Drive are shielded from attacks by these creatures by their generation of a Gellar Field.Should this field's emitters fail or malfunction, the crew of the ship will be at the mercy of all of these horrors, and will likely be consumed by Daemons or become their mortal playthings.The Warp is also the home of the greatest of all terrors, the four major Chaos Gods -- Khorne, Nurgle, Tzeentch and Slaanesh -- who each dwell within a separate kingdom within the Realm of Chaos, the existential embodiments of the darkest aspects of countless sentient species' psyches.Though the Immaterium and the Ruinous Powers are essentially composed of the same kind of psychic energy and the terms "Warp" and "Chaos" are often used interchangeably by those who are aware of the nature of the Immaterium within the Imperium of Man, each Chaos God maintains a primary form that embodies their nature and that is instantly recognisable to their legions of Daemonic and mortal followers.
Immaterium - Daemons: The Chaos Gods are not alone in Warpspace. They have created servants from their own essences -- the creatures that mortals have named Daemons based on their ancient legends and religious mythologies -- who are not so closely bound to the Warp.Daemons are entities of a somewhat different nature to their masters, and are the most numerous of the creatures to be found in the Empyrean.A Daemon is "born" when a Chaos God expends a portion of its own power to create a separate being. This psychic power binds a collection of senses, thoughts and purposes together, creating a personality and consciousness that can move within the Warp.The Chaos God can reclaim the independence it has given to its Daemon children at any time, thus ensuring their loyalty. It is only though the loss of this power that a Daemon can truly be destroyed, its mind dissolving into the whirls and currents of the Warp.Daemons have no physical presence within the Warp. The Realm of Chaos is anathema to the laws of physics and the starships that navigate its depths do so by taking a skin or bubble of "reality" with them when they enter using their Warp-Drive.Instead of possessing a true physical form, Daemons project a form conjured from raw psychic energy that is essentially a lesser interpretation of their divine master's fundamental nature. Hence, the bizarre and inhuman appearances projected by Daemons indicate their presence, status and allegiance to a Chaos God.Though it may appear to be made of normal matter when it materialises in realspace, a Daemon's form is no more physical than it is in the Realm of Chaos. In fact, they are beings of pure Warp energy given shape and depth.When manifested in the material universe, Daemons have particular invulnerabilities and weaknesses, as well as many strange powers derived from their Warp-born nature as psychic beings. Slaying a Daemon's physical projection does not kill it, but only severs its presence to reality; its true essence in the Warp remains unharmed.When a Daemon is "killed" in the material universe, it is banished back to the Warp. If not simply re-absorbed by its creator, it must remain there to regain its strength that it eventually might manifest itself again.Legend has it that a Daemon banished in this way cannot return for a thousand Terran years and a day, though it is of course impossible to prove such a belief through study, and the concept of time itself is meaningless within the Warp.The slight to a "slain" Daemon's pride is considerable, however, and the Daemon is forced to endure the mockery of its fellows until it can return to corporeal form and avenge itself. The most powerful Daemons will call upon any servants and tributary Lesser Daemons to help them achieve their revenge.If it has many allies, it may also request their aid, though all Daemons are cautious in doing so. Such favours must inevitably be returned, and no Daemon welcomes the dominion of another creature, be it mortal or Daemonic.
Immaterium - Victory of the Warp: There are conflicting accounts as to whether it is Tzeentch, the Emperor of Mankind, or a creature known as the "numan" (from the Inquisition War Trilogy) that prevents the Immaterium from spilling out and completely engulfing the material universe.However, recent "Warhammer 40,000" canon seems to imply that the anti-psychic blackstone-based technology of the Necrons contributes, too. It is also possible that the simple physical laws of realspace itself act as a barrier.It should also be noted that the Immaterium seems to only be relevant to the Milky Way Galaxy (although the Tyranids' case poses a question), implying that it is either a unique occurrence, that there may be other "Warp shadows" in other galaxies where sentient life exists or that the Warp continues in other areas, but uninhabited by Daemons due to the lack of sentience in the local region of space-time.A paradox of thought is apparent: the extra-dimensional entities of the Warp are sustained by the minds and souls of living creatures within the physical universe.So what would happen to the Warp if all intelligent life was obliterated through the fall of physical reality to Chaos, as the Chaos Gods and their mortal servants seek?It very well might cease to exist as Creation itself becomes unmade.
Immolator - Immolator: The Immolator is a flame-thrower tank that is used exclusively by the Orders Militant of the Adepta Sororitas as a transport and heavy support vehicle. The Immolator is a variant of the common Rhino APC chassis, with the weapon system mounted on the vehicle's roof.Unlike the Razorback used by the Space Marines, which uses a remote-controlled weapon system, the Immolator needs a Battle-Sister to control the weapon directly. The Immolator is usually armed with twin-linked Heavy Flamers, but can be armed with other weapons as well.The tank is capable of transporting a squad of up to six members of the Sisterhood into battle, and unlike the Rhino, the Immolator is capable of fighting alongside the sisters as heavy infantry support. The Immolator is usually slightly better armoured than the basic Rhino.The Immolator's doors and hatches are often cast to include the order's symbol or the Fleur-de-lys, the icon of the Adepta Sororitas. These casts are taken from the great Convent Sanctorum and Convent Prioris on Ophelia VII and Terra. Through ancient contracts with the Adeptus Mechanicus, the Immolator is built exclusively for the Adeptus Ministorum, and is only used by the Sisters of Battle.
Immolator - History: The Standard Template Construct (STC) design for the construction of the Immolator were discovered in the 35th Millennium by the Frateris Templars, the original armed forces of the Ecclesiarchy. The Templars, after fighting and exploring for nearly 30 Terran years during the Icaria Crusade in the Ultima Segmentum, found an abandoned manufactorum complex on the world of Fornost.The Adeptus Ministorum, knowing that the manufactorum complex, and the large data stacks from the Dark Age of Technology that were found deep within, would be of great worth to the Adeptus Mechanicus, planned to use the manufactorum's location as a bargaining chip. After many years of negotiation with the Mechanicus, an agreement was struck, known as the Fornosian Accords.The Fornosian Accords state that the Adeptus Mechanicus would be allowed to have access to the manufactorum and its precious databanks of ancient knowledge in exchange for providing the Ministorum and any of its agents an exclusive claim to any new technologies rediscovered.After the Mechanicus combed through the databanks, the only new design to be found were partial fragments for a flame-thrower tank. The designs were sent to Mars, where the data fragments were combined with the STC data for the Rhino and the newly christened Immolator flame-thrower tank began to be exclusively produced for the Ministorum.It is unknown if the original data for the Immolator required the use of a Rhino chassis or another, unknown pattern of tank chassis, but due to the data being incomplete the true form of the Immolator may never be known.The Fornosian Accords still stand today, and the design for the Immolator tank are jealously guarded by the Ministorum. It is unknown if the Ecclesiarchy allows the Ordo Hereticus and those taken into its service to build and use Immolators, as is the case with the Exorcist Missile Tank, or if it can only be used by the Sisters of Battle.
Immolator - Armament: The Immolator tank's basic armament are twin-linked Heavy Flamers, as the idea of holy fire is symbolic with the idea of cleansing the tainted and sinful from the Emperor's worlds. The Immolator also has two less common armament patterns that it can use.The "Justice" armament pattern equips the Immolator with twin-linked Multi-Meltas, making it a powerful anti-armour vehicle. The rarer "Sanctis" armament pattern features twin-linked Heavy Bolters. The Immolator can be ungraded to use Holy Promethium if it is equipped with the Heavy Flamers, or Blessed Ammunition if it is equipped with the Heavy Bolters.Like all vehicles of the Orders Militant of the Adepta Sororitas, the Immolator is protected by holy wards, sigils, and purity seals, and each vehicle is bedecked with numerous holy icons and relics to inspire the Sisters in battle with religious fervour. The Immolator can also be outfitted with a Holy Icon, a Dozer Blade, a Hunter-Killer Missile Launcher, Laud Hailers, Extra Armour Plating, a Searchlight, and Smoke Launchers.
Immolator - Users of the Immolator Flame-Thrower Tank: Adepta Sororitas - The Immolator is used as a transport and infantry support vehicle by the Sisters of Battle, and is used by all of the Sisterhood's Orders Militant.
Immolator - Adeptus Mechanicus Technical Specifications: Immolator Flame-Thrower TankVehicle Name:ImmolatorMain Armament:Top-mounted twin-linked Heavy FlamersForge World of Origin:Ophelia VIISecondary Armament:N/AKnown Patterns:I - XITraverse:360 degreesCrew:1 Driver, 1 GunnerElevation:-15 to 45 degreesPowerplant:Quad MkII Adaptable Thermic Combustor ReactorMain Ammunition:20 ShotsWeight:31 TonnesSecondary Ammunition:N/ALength:6.6 metresArmour:Width:4.5 metresHeight:4.1 metresSuperstructure:60 millimetresGround Clearance:0.44 metresHull:60 millimetresMax Speed On-Road:70 kilometres per hourGun Mantlet:N/AMax Speed Off-Road:55 kilometres per hourVehicle Designation:0120-766-0804-IM 008Transport Capacity:6 PassengersFiring Ports:N/AAccess Points:1 Rear hatch, 2 Side hatchesTurret:60 millimetres
Immolator - Sources: Codex: Witch Hunters (3rd Edition), pp. 36, 55Imperial Armour Update 2002, pg. 22Imperial Armour Volume Two - Space Marines and Forces of the Inquisition, pp. 225-229Shield of Baal: Exterminatus (Campaign Supplement), pg. 84White Dwarf 380 (UK), "Codex: Sisters of Battle" (5th Edition), pg. 101White Dwarf 269 (UK), "Index Astartes - Armoured Personnel Carrier: The Space Marine Rhino," by Graham McNeill, pg. 12Dawn of War - Soulstorm (PC Game)
Immortal - Immortal: The Immortals were the favoured servants of the Necron dynasties in ancient days and now form the vanguard of their undying legions. When the Necrons first conquered the galaxy, they did so through the unfaltering and implacable onslaught of legion upon legion of Immortals.These were the very elite of the Necrontyr armies and are the true fighting strength of the Necron dynasties; hardened veterans of ancient wars born anew in tireless, undying necrodermis bodies.Still able to think and respond with a chill echo of intelligence, their martial power remains undimmed, as does their unflagging loyalty. Within the engrammic circuitry of each Immortal, there lingers a spark of the mortal soldier he once was.Though heavily suppressed by the obedience protocols of its noble master, an Immortal can remember the triumph of the kill and the pleasure of humbling its foes.The transition from mortal flesh to undying alien metal has only deepened the Immortals' hatred of their enemies. Stripped of weaknesses such as remorse and pity, and bereft of any fear of death, an Immortal kills without hesitation.For hundreds of Terran years, the Immortals were a scourge upon all who stood between the Necrons and galactic domination. Now, the Immortal legions are but an echo of what they once were, for countless trillions were destroyed in the final days of the War in Heaven.Yet billions more survived, and now wait only to be awakened from their Tomb Worlds to begin the reconquest of the galaxy for the Necrons. An Immortal's only desire is to enforce the will of his Necron Overlord and reclaim the glory of the Necron Empire.
Immortal - Known Formations: Resurrection War Cell - Necron stasis tombs seldom awaken of their own accord. They would lie dormant forever if not for the interfering delvings of other intelligent races, tectonic disturbances or the actions of Resurrection War Cells and the mysterious Necron Lords designated "Harbingers of Awakening." Once arisen from slumber, a Harbinger of Awakening has but one goal -- to journey the stars in search of Tomb Worlds not yet risen and return them to life. Buried within the Harbinger’s artificial cortex are all the encryptions and algorithms needed to make contact with a slumbering stasis tomb and bring it to ghastly life once again. Within hours of a Resurrection War Cell’s arrival on the planet, maintenance Canoptek Scarabs and Canoptek Spyders spur into ghastly activity, nursing the somnolent tomb into new wakefulness. Often a Tomb World will have become infested by other intelligent races; colonised, or perhaps warred over, by living creatures that remain ignorant of the millions of Necrons slumbering beneath their feet. The arrival of a Harbinger of Awakening and his Immortal bodyguard spells nothing less than a disaster for such a world. Faced with an alien incursion, a Harbinger directs every Spyder and Scarab within the tomb to drive the living from the area, so that the great awakening may begin in earnest and unopposed.
Immortal - Wargear: Gauss Blaster - Gauss Weapons are the most common of all weaponry carried by the Necron soldiery and vary in appearance. Unlike more conventional directed energy weapons, a Gauss projector does not deliver a cutting beam of coherent subatomic particles or bolt of electromagnetic force. Instead, it emits a molecular disassembling beam, capable of reducing flesh, armour and bone to their constituent atoms. Necron Immortals commonly utilise the double-barrelled Gauss Blasters, though some may also be armed with a Tesla Carbine.Tesla Carbine - A Tesla Weapon unleashes a bolt of living lightning that crackles from foe to foe after hitting its target, charring flesh and melting armour. Tesla bolts feed off the energy released by the destruction, and the lightning discharge becomes more furious with every fresh arc. These weapons have been named by the Imperium after the ancient Terran scientist Nikola Tesla, who was the first human known to experiment with this type of weapons technology, which was referred to colloquially as a "death ray." A Tesla Carbine is the weakest version of this weapon and is portable by elite infantry like the Necron Immortals.
Immortal - Sources: Apocalypse Reload, pg. 50Codex: Necrons (3rd Edition), pg. 17Codex: Necrons (5th Edition), pp. 34, 91Codex: Necrons (7th Edition), pp. 41-43, 151Deathwatch: The Outer Reach (RPG), pg. 129Imperial Armour Volume Twelve - The Fall of Orpheus, pg. 114
Immortal Duty (Short Story) - Immortal Duty (Short Story): Immortal Duty is the sixty-first short story published in the The Horus Heresy  series that was not originally part of an anthology novel. Immortal Duty was first published in the limited-edition Meduson anthology novel, but was later republished in the Shattered Legions anthology book.
Immortal Duty (Short Story) - Synopsis: Ahrem Gallikus, Medusan Immortal and disgraced warrior of the Iron Hands, faces death -- at the hands of his own brothers. But first they would know his story -- the story of his greatest battle, against his erstwhile allies on board the warship Retiarius in orbit of the world where their Legion was shattered -- Istvaan V. Forming part of a boarding action, Gallikus took the battle to the Traitors -- but what happened, and why has it led him to where he is now?
Immortal Hearts - Immortal Hearts: The Immortal Hearts is a Loyalist Space Marine Chapter of unknown Founding and origin. Almost nothing is known about this Chapter in Imperial records.
Immortal Hearts - Notable Campaigns: Third War for Armageddon (998.M41) - The Immortal Hearts sent one Battle Company in defence of the Hive World of Armageddon against the green tide of the massive Ork WAAAGH! led by the infamous Warlord Ghazghkull Mag Uruk Thraka during the Third War for Armageddon.
Immortal Hearts - Chapter Colours: The Immortal Hearts' Chapter colours are not listed in current Imperial records.
Immortal Hearts - Chapter Badge: The Immortal Hearts' Chapter badge is not listed in current Imperial records.
Immortis Gland - Immortis Gland: The Immortis Gland, also called the "God-Maker", was a genetically-engineered organ about twice the size of a thumbnail that existed within the cerebral cortex of each of the Primarchs. Created by the genius of the Emperor of Mankind in His gene-laboratories beneath the Himalazian Mountains before the onset of the Unification Wars in the 30th Millennium, the Immortis Gland was responsible for the Primarchs' gigantic size and superhuman strength. The organ also regulated each Primarch's rapid growth to maturity and his overall metabolism, granting him a lifespan measured in Terran centuries, if not functional immortality.The Immortis Gland was structurally divided into two hemispheres or valves, the right or "Dextrophic Lobe" and the left or "Sintarius Lobe." However, after the completion of the Primarch Project and the loss of the still-gestating Primarchs to the machinations of the Ruinous Powers, all materials or genetic blueprints for the creation of the Sintarius Lobe of the super-organ were wholly eradicated from Imperial records. This was done either by the Emperor's own hand or by some nefarious, unknown source.
Immortis Gland - The Magnificat: After the Horus Heresy, when Archamagos Dominus Belisarius Cawl was tasked by the Primarch Roboute Guilliman, the Lord Commander of the Imperium, with improving upon the Emperor's original design for the Astartes, he was able to replicate only the creation of the Immortis Gland's Dextrophic Lobe, which he renamed the Magnificat, "the Amplifier." The Magnificat was one of the three new gene-seed implant organs created for the Primaris Space Marines by Cawl, including the Sinew Coils and the Belisarian Furnace.A small, thumbnail-sized lobe that is inserted into the cortex of the brain of every Primaris Space Marine, the Magnificat secretes hormones that increase the body's growth functions whilst also intensifying the function of its other transhuman Astartes implants, especially those of the Biscopea and the Ossmodula. This leads to the increased size, strength and reaction times of the Primaris Astartes compared to their original brethren.
Imotekh - Imotekh: Imotekh, also known as Imotekh the Stormlord or simply the Stormlord, is the phaeron of the Sautekh Dynasty and perhaps the strongest and most accomplished Necron Overlord in the galaxy at the end of the 41st Millennium.Imotekh rules over a Necron stellar empire currently comprising 80 Tomb Worlds. Renowned for his supreme strategic genius and pride, he has led successful campaigns across entire sectors to expand his growing realm against the lesser sentient races of the galaxy.
Imotekh - History: Nemesor Imotekh awoke from the Great Sleep of 60 million standard years to find his Tomb World in disarray. Mandragora had survived the aeons mostly intact, only to fall foul of unrestrained ambition.The Sautekh crownworld's ruling phaeron had been one of the few to perish during hibernation and, once they had quashed immediate alien threats, the remaining Sautekh nobles had moved to seize the throne. A Terran decade of internecine civil war followed, with no faction able to gain victory.During this time, the revivification of high-ranking nobles was suspended, as neither side wished to awaken further competitors. Had the situation continued, Imotekh would likely have slumbered until the civil war had torn Mandragora apart. As it was, one of the pretenders struck upon the idea of recruiting the famous general to his cause -- with such a supporter in thrall, victory could not fail to be his.However, when Imotekh awoke, he was both enraged and appalled at the anarchy about him. Realising that Mandragora's only hope of restoration lay in the civil war ending as swiftly as possible, he refused to support either noble faction. Instead, Imotekh marshalled an army of his own, destroyed the chief antagonists, and claimed Mandragora’s throne for himself.The newly crowned phaeron thereafter forbade any form of infighting within his realm, declaring such activities to be a waste of time, effort and resources. This law was ill-observed at first, but quickly became the norm after Imotekh had proven his willingness to make terminal examples of those who flouted his authority.Between this rule of iron and a swift string of military successes against nearby worlds, Imotekh's position became unassailable. Indeed, to this day his only true rival within the Sautekh Dynasty is the famed Nemesor Zahndrekh of the Crownworld of Gidrim, but the old general’s loyalty is as unquestionable as his wits are addled, so he is of little threat.
Impaler - Impaler: The Impaler is a large, daemonically-possessed, barbed-harpoon weapon that is used by the Blood Slaughterer Impaler variant of the Blood Slaughterer Daemon Engine. The Impaler is a ranged Daemon Weapon and is fired at enemy targets at range, usually against enemy infantry and light vehicles that are attacking at a distance. The weapon is then used to pull the target closer to the Blood Slaughterer Impaler, so that it may finish it off with its Power Cleaver close combat weapon.The Impaler's barbed harpoon is retracted back into the weapon via a long, black iron chain. The weapon is only capable of pulling targets that are equal in size and weight or smaller than the Blood Slaughterer Impaler itself, so it cannot move objects like most structures, super-heavy vehicles like the Baneblade, and monstrous creatures such as Tyranid Bio-Titans.The Impaler has been recorded pulling vehicles up to the size of a Dreadnought, and may be capable of pulling some larger targets as the Blood Slaughterer itself is slightly larger than a Dreadnought. The weapon is also incapable of pulling targets through difficult terrain and spaces that are too small for it to fit. If the target cannot be pulled any further, the barb will pull itself free of the target and retract. The act of pulling the barb free of whatever it is impaled on causes a great deal of damage to the target.
Impaler Chainglaive - Impaler Chainglaive: An Impaler Chainglaive is a Chain Weapon that is the preferred close combat weapon wielded by a Chaos Space Marine Lord Discordant. It is essentially a long, Chainsword-like blade attached to the end of a spear shaft so that the user may have a farther reach when fighting from the back of the Daemon Engine known as a Helstalker.
Imperator-class Titan - Design: Some sources claim that the Imperator and Warmonger Emperor Titans stand approximately 55.5 metres (182 feet) tall.But this has been known to vary, as the infamous Chaos Imperator Titan Dies Irae of the Legio Mortis that laid siege to the Imperial Palace during the closing days of the Horus Heresy was said to stand approximately 43 metres (141 ft.) tall, a smaller size due to the fact that it had no cathedral dedicated to the God-Emperor on its back since the Imperial Cult had not yet become the state religion of the officially atheist Imperium of that era.However, these numbers have been disputed, and other sources have indicated that Emperor-grade Titans can stand 60, 70, 90, 100 or even 140 metres tall. All Emperor Titans are also extremely well-protected, outfitted not just with thick armour plating, but 12 separate capital ship-grade Void Shield generators.These formidable super-heavy combat walkers are the largest and most powerful war machines at the disposal of the Imperium (with the exception of void ships); their firepower remains unrivalled by any other land unit used by any of the other factions of the galaxy.The size of their arm-mounted primary weapons are surpassed only by the ordnance of the largest capital ships of the Imperial Navy. They are loaded to the brim with pre-installed weapons, and their mounts can handle Titan weapons too big for even other Battle Titans.Emperor Titans do not carry any close-combat weapons, as their sole focus is on extreme, ranged firepower. Emperor Titans are very rare, and can crush many weaker war engines. Taking advantage of this formidable firepower, the Imperator Titan bombards enemy positions with an awesome and relentless barrage, while remaining far out of range of most enemy artillery.
Imperator-class Titan - Arm-Mounted Primary Weapons: The Imperator and Warmonger-class Titans can carry two arm-mounted primary weapons from the following Titan-grade armaments:Hellstorm CannonPlasma Annihilator
Imperator-class Titan - Carapace-Mounted Secondary Weapons: The Imperator and Warmonger-class Titans can carry up to six carapace-mounted secondary weapons from the following Titan-grade armaments:Apocalypse Missile LauncherGatling BlasterInferno GunLaser BlasterMelta CannonPlasma DestructorQuake CannonVolcano CannonVortex Support MissileVulcan Mega Bolter
Imperator-class Titan - Defensive Measures: 12 Void Shield generators
Imperator-class Titan - Operation: Imperator and Warmonger-class Emperor Titans are crewed by one Princeps who commands the Titan and a number of Moderati who control and service its weapon systems, with multiple tech-priests and servitors stationed aboard the massive walker to provide basic technical support and maintenance during combat.
Imperator-class Titan - Deployment: In comparison to Battle Titans of all other classes, the Imperators and Warmongers are rare in the Adeptus Titanicus, with most Titan Legions only able to field three or four in a campaign.These monstrous war engines are commanded by only the most battle-hardened Princeps. Their crews are composed of the finest crew members from other Titans within the Legion.The Titan Legion's Grand Master often uses an Imperator Titan as their mobile headquarters from where they can issue commands or lead vital assaults personally.Imperators are most often employed as vast mobile fortresses, strengthening vulnerable sectors of Imperial battlelines or to act as a reserve force when Imperial assaults threaten to bog down or be defeated.These Titans also often spearhead massive assaults when a major Imperial offensive begins, their immense firepower being brought to bear against enemy lines.Imperators are not configured to fight other Titans in close combat, relying instead on their deadly firepower to utterly annihilate their opponents before they can close in and engage.A complete company of Astra Militarum troops or Adeptus Mechanicus Skitarii cybernetic soldiers can be housed aboard the Imperator to guard it against infantry assaults or to be transported to vital objectives.