vizn3r/warhammer40k-lore huggingface dataset:
Tech-Priest - Genetor: A Genetor is the name derived from High Gothic that is given to a high-ranking Tech-priest specialising in the genetic sciences and biological engineering.Sometimes referred to as "magi biologis," genetors number alongside the logis, artisan and magi ranks of the Adeptus Mechanicus as its ruling priesthood, possessing access to knowledge and resources far beyond that of the lesser enginseers and lexmechanics.A genetor's field of study makes them distinct from the majority of Tech-priests as their professional obsession with organic life often makes them seem strange to their more mechanically-inclined brethren. Their interest in the organic is not merely limited to their own forms, or even to that of Humans.The study of alien genetics, to understand how they function so as to slay them better in the name of the Emperor, is a common field of study for genetors, particularly the sub-sect collectively known as the xenobiologists.Such knowledge is dangerous in the theocratic Imperium, and many genetors have been condemned as Heretics for claiming the superiority of a particular xenos species' biology to that of Humanity.Genetors are very common in the Adeptus Mechanicus, and often accompany Imperial forces on exploration missions to new worlds.They are also the members of the Mechanicus responsible for testing the 5% tithe of gene-seed provided to the Mechanicus by every existing Chapter of the Adeptus Astartes for signs of mutation or corruption by Chaos.The Genetors also use these tithes of genetic material when the Imperium requires the Founding of new Space Marine Chapters every few centuries.Regardless, the presence of a Genetor, particularly a Xenobiologist, is seen as an asset by explorator fleets and Rogue Traders alike, as their knowledge of Human and inhuman forms allows them to discern the nature of a newly-encountered xenos or indigenous species, or categorise a new strain of Abhuman found on a far-flung world.
Tech-Priest - Artisan: Artisans, sometimes called "Constructors," are the Tech-priests who design and oversee the construction of new devices, edifices, spacecraft, weapons, technology and other Imperial civilian and military hardware.They essentially serve as the Mechanicus' all-purpose Corps of Engineers and can be found pursuing construction projects across the Imperium. They also control the vast corps of servitors employed by the Adeptus Mechanicus for all of their labour needs.
Tech-Priest - Electro-priest: Electro-priests are fanatical warriors for the Cult Mechanicus, and are tasked with using their cybernetic abilities to support other Tech-priest warriors, Combat Servitors and the Mechanicus' dedicated combat troops, the cybernetic Skitarii or Tech-Guard, in battle.Their dermal layers are implanted by the Magi Cybernetica with metallic electoo circuits throughout their bodies. These circuits are designed to interlink with the Electro-priests' neural cortex, which allows them to generate a tremendous amount of bio-electrical energy which they can release in powerful and devastating blasts.When Electro-priests enter battle they chant litanies to the Omnissiah of the Cult of the Machine, whipping themselves into a fanatical state of hatred towards the Mechanicum's enemies and building up the electrical energy that they will release in an orgy of destruction on the battlefield.
Tech-Priest - Enginseer: Enginseers are perhaps the most common of the Tech-priests of the Adeptus Mechanicus. They view themselves as engineer-mystics dedicated to the Omnissiah, and each Enginseer possesses a wealth of knowledge on how to maintain and repair mechanical and electronic technology.Unlike most of the priesthood of the Adeptus Mechanicus, Enginseers can be found serving in almost every Imperial institution (other than the Adeptus Astartes, where the same role is played by the Techmarines), and are often assigned to regiments of the Astra Militarum or other parts of the Adeptus Terra.Enginseers are highly-trained members of the Cult Mechanicus and are dedicated to the maintenance of Imperial technology.Through many Terran years of study, they have gained the knowledge of the arcane rituals and processes that form the body of Imperial technical lore as practiced by the Mechanicus, as well as a more secular understanding of the more practical disciplines of mechanical and electrical engineering.Enginseers serve across the galaxy with the Imperial military, often in harm's way, as they will be called on to make repairs on the battlefield as well as in the workshop.They are a common sight during engagements where the Astra Militarum's forces have engaged large numbers of armoured vehicles, and are often accompanied by a contingent of servitors for either assistance with the work or defence.Although most Imperial Guardsmen revere their vehicles' Machine Spirits enough not to irritate an Enginseer by committing blasphemy in the form of "customisation," the modification of vehicles to fulfill a certain need is inevitable, much to the horror of any Enginseers' religious principles.Enginseer contingents are also included in the mighty Titan Legions of the Adeptus Mechanicus' Collegia Titanica and the crews of the massive warships of the Imperial Navy, allowing them to perform emergency repairs in the heat of battle.Despite the respect they usually command among the military units they are seconded to, Enginseers are not held in high regard among the hierarchy of the Cult Mechanicus itself as their skills seldom contribute to the divine Quest for Knowledge which is the chief religious duty of any servant of the Machine Cult.As a result of the overwhelmingly practical rather than theoretical bent of their knowledge, Enginseers are often perceived as no more than a necessary but lowly underclass in the workings of the Cult of the Machine.Enginseers almost always make use of the cybernetic enhancements that are common among Tech-priests, in this case bionic arm augmentations that appear to be very similar to serpentine tentacles known as mechadendrites.These augmetic limbs are used to help the Enginseer during repair operations, to carry out tasks requiring strength beyond the Human norm and in many instances for self-defence.
Tech-Priest - Rune-priest: A Rune-priest is a Tech-priest who is responsible for performing the rituals required by the Cult Mechanicus' doctrines for the awakening of Machine Spirits. These rituals involve the scribing of runes and the chanting of Cult Mechanicus liturgies over the devices to be so awakened.Rune-priests often become experts at their function after many standard years of studying perhaps the most arcane branch of science explored by the Adeptus Mechanicus: "intuitive mechanics," better known as speculation and improvisation.Rune-priests are famous (or infamous by the standards of the more logic-minded Tech-priests) for their unorthodox solutions when strict logic and standard procedures prove inadequate to the task at hand.
Tech-Priest - Transmechanic: Transmechanics are those Tech-priests who specialise in the repair, operation and maintenance of the Imperium's various forms of communications technology.They are often assigned to serve in other organisations of the Imperium like the Imperial Navy.
Tech-Priest - Lexmechanic: The purpose of the Tech-priests called Lexmechanics, who are also known as Calculus Logi, is to compile data so that it can be entered into a central cogitator (computer) repository.Lexmechanics are the librarians and scribes of the Mechanicus. They work with computer-like speed and accuracy, assembling battle reports, economic statistics, planetary reports, and other masses of necessary if mundane data required to keep the massive bureaucracy of the Imperium functioning from day to day.They are used throughout all the divisions of the great galaxy-spanning bureaucracy that is the Adeptus Terra, but are most concentrated, for obvious reasons, among the bureaucrats in the Adeptus Administratum.
Tech-thrall - Tech-thrall: A Tech-thrall, also known as an Adsecularis when used for military purposes, was a cybernetic servant created by the ancient Mechanicum during the Great Crusade and Horus Heresy era.These cyborgs were created as the need for them arose by replacing portions of the subject's organic anatomy, central nervous system and physiology with basic augmetics.In the case of the Legio Cybernetica Tech-thralls were commonly created from captured prisoners and criminals requisitioned from local authorities. Considered a lower order of being than even servitors by their masters, the ultimate fate of most Tech-thralls was to end their lives recycled into servitor components and their implants harvested for use in future thralls as their bodies failed under the relentless toil to which they were subjected.In times of war, Tech-thralls were formed into expendable units called Adsecularis and armed with basic weapon systems such as the Mitralock, a compact multi-chambered variant of the Las-lock, designed to discharge a simultaneous volley of laser pulses in a fan effect.It is not known if this type of cyborg servant is still present within the ranks of the Adeptus Mechanicus in the 41st Millennium.
Tech-thrall - History: Tech-thralls were specialised troops of the Legio Cybernetica created by the Mechanicum through basic augmetics and cranial surgery as the need for them arose, especially during the massive Imperial expansion during the Great Crusade and later the interstellar civil war known as the Horus Heresy.They were not servitors, which used often formerly Human biological matter as a component system, but rather could be considered cyborgs as consciousness and memory was not extinguished before they were reprocessed into their new forms, merely mutilated and overridden.The conversion process commonly awaited the laity of a Forge World's population should it prove sub-standard or commit some transgression against its masters, for few other criminal punishments existed in the Omnissiah's domains.Tech-thralls served many purposes, but principally that of a flexible pool of expendable labour on the Forge Worlds. But in times of war, this same fate befell many to create a quickly produced and ultimately expendable military resource known as the Adsecularis.In these cases, the organic Human bodies of the Tech-thralls, already altered to lift heavy loads, functioned in hostile environments and obeyed the orders of their masters until death.Tech-thralls were fitted with basic weapons systems and bodily protection. On the battlefield they served as expendable troops, unskilled but relentless and indefatigable; an army of the alive-yet-dead, puppeted by the Mechanicum magi who commanded them.
Tech-thrall - Wargear: Flak Armour - Flak Armour is a light and relatively simple form of body armour used by the military forces of the Imperium of Man. It is used as standard issue body armour for the countless millions of Imperial Guardsmen and Planetary Defence Force members across the galaxy. Many layers of ablative and impact absorbent material go into making each suit, enough to deflect or negate most low-level attacks such as small arms, shrapnel, and proximity blasts. Solid hits from high impact weapons can generally negate it, but given that it is relatively lightweight, cheap to produce, and dependable in most combat situations, many veterans keep using Flak Armour even when offered better. A Flak Armour set usually consists of a breastplate, shoulder pauldrons, knee plates, greaves and a helmet.Las-lock - A somewhat archaic alternative to the mass-produced lascarbines favoured by many regiments and war hosts of the Imperial Army, Las-locks were shoulder arms whose design favoured stopping power over rate of fire or range. Mitra-locks were a compact, multi-chambered variant of the Las-lock, designed to discharge a simultaneous volley of las-pulses in a fan effect at short range that was akin to a shotgun blast.Heavy Chainsword (or other Close Combat Weapon) - The Chainsword is the preferred close combat melee weapon of many of the military forces of the Imperium of Man. The Chainsword is essentially a sword with powered teeth that run along a single-edged blade like that of a chainsaw. Most versions of the weapon make use of monomolecularly-edged or otherwise razor-sharp teeth. Chainswords are not subtle weapons, and wielding one is a statement in its own right: they are horrific tools of war, designed to bite, tear and eviscerate where more primitive blades merely cut and slice. The weapon makes an angry buzzing sound as the teeth spin around, intensifying into a high pitched scream as they grind into armour. It is not unlike a modern chainsaw, but lighter and able to be wielded with one hand.
Tech-thrall - Optional Wargear: Frag GrenadesCarapace Armour
Tech-thrall - Upgrades: The Rite of Pure Thought - A squad of Tech-thralls with this upgrade has undergone massive cranial surgery to destroy the emotional and instinctual responses centres of the Human brain.Revenant Alchemistery - Certain Forge Worlds, particularly those far from the direct oversight of Mars, were commonly held to contain elements which practiced the forbidden arts of the Age of Technology. Rumours of the use of the forbidden Sarcosa Wave and Black Alchemistery were rare before the war of the Horus Heresy, but as anarchy and bloodshed erupted on a galactic scale, some Taghmata on both sides of the divide of Traitor and Loyalist were accused of fielding Tech-thralls animated from the battlefield dead using such terrible and prohibited knowledge.
Tech-thrall - Sources: The Horus Heresy - Book Three: Extermination (Forge World Series) by Alan Bligh, pg. 221Forge World - Tech-Thralls with Mitralocks
Techmarine - Techmarine: A Techmarine (known as a Frater Astrotechnicus in High Gothic) is a Firstborn or Primaris Space Marine technician and engineer as well as a full Astartes battle-brother of his Chapter. They are fully initiated members of both the Cult Mechanicus and their Chapter.Prospective Techmarines are chosen from the ranks of the Space Marine Chapters for their affinity with technology. They learn how to divine the runes of engineering and study the liturgy of maintenance. This great body of lore must be committed to memory and understood by the novice Techmarine.They are taught how to "feel" the pain of a damaged machine and heal it. When they come back they serve the same role in their Chapter as a Tech-priest Enginseer in the Astra Militarum. Without the passing on of such ancient lore, the Space Marines would eventually grind to a complete halt, unable to make war. Thus does every Chapter’s might hinge upon the esoteric knowledge of its Techmarines.Every Space Marine Chapter sends a number of its warriors with a demonstrated affinity for the use and maintenance of technology to Mars where they are inducted into the Machine Cult by the Adeptus Mechanicus, a right granted by ancient pacts made by the Adeptus Astartes with the Tech-priests.Aspiring Techmarines train for standard years, steeping themselves in rites of activation, maintenance and repair. Upon returning to their Chapter, they become custodians of the Chapter Armoury -- Space Marines of dual loyalties, pledged by blood to their Chapter, but bound in mind to the Omnissiah.Despite this dichotomy, Techmarines are held in great esteem; a Chapter could not wage war without its technological tools. In spite of their mysterious calling, Techmarines remain fierce warriors, and if a vehicle is lost, they will fight for its retrieval as stridently as their brethren would to recover any other fallen comrade.The most senior Techmarine in a Chapter commands the Armoury and is known as the Master of the Forge. His knowledge of the arcane sciences has been refined over centuries and rivals that of the Tech-priests of Mars. In addition to his responsibilities in the Chapter Armoury, the Master of the Forge is tasked with conserving any of the Chapter's arcane relics. If the need is great, he may even unleash the fury of these lost technologies upon the foe.The Era Indomitus has also introduced Primaris Marines into the mysteries of the Omnissiah as Techmarines. Primaris Techmarines act in much the same way as their Firstborn counterparts, striding selflessly through oncoming fire to soothe the Machine Spirits of wounded war engines, deftly peeling back damaged armour plates to repair burnt-out cabling and bending warped panels back into shape with his Servo-Arm and Mechadendrite.
Techmarine - History: Ancient pacts sworn between the Adeptus Mechanicus and the Adeptus Astartes allow the Space Marines to send those of their warriors with an affinity for technology to Mars to train and begin the long, arduous journey of becoming a priest of the Machine God. Without the passing on of such ancient technological lore, the Space Marines would be unable to make war.Aspiring Techmarines train for 30 standard years on Mars, steeping themselves in rites of activation and hymnals of maintenance; how to call forth a Machine Spirit or placate its wrath. Techmarines return to their Chapter as aloof and mysterious figures steeped in superstitious awe. From that point forth they are men of dual loyalties, pledged by blood to their Chapter, but bound in mind and spirit to the mysteries of the Cult Mechanicus' Omnissiah.To be a Techmarine is one of the most arduous callings in the whole of the Imperium of Man, for the Techmarine, like all Astartes, sacrifices his humanity to better protect it, but instead of finding the warm and reassuring embrace of brotherhood within his Chapter, he will face only awed esteem laced with deep mistrust from his fellow Space Marines. Neither can the Techmarine turn to the Adeptus Mechanicus for solace, for most members of the priesthood of Mars see Techmarines either as mere Enginseers, lowly cogs in the order of the Machine God, or worse, Hereteks who dare violate the sanctity of the Machine Spirits in order to wage war more efficiently.The Techmarine's dual loyalties will always work against him, and most find only a measure of solace amongst their Techmarine brethren, increasingly retreating to their work at the Chapter's forges and limiting their contact with their other battle-brothers to a minimum. Few are the Techmarines who ever gain a position of authority in a Codex Astartes-compliant Chapter, and most such Chapters keep their Techmarines at arms length from their Chapter traditions, ceremonies and rituals.Despite the suspicion their dual loyalty engenders, Techmarines are held in great esteem by their battle-brothers who recognise and acknowledge the Techmarines' expertise in the mysterious arcane sciences. A Space Marine Chapter would be of little consequence without its many technological tools, and its ancient weapons must be kept in a constant state of readiness -- without the Techmarines, this would be impossible.Despite their arcane calling, they are warriors first and foremost. Should a vehicle or artefact of technology be lost, the Techmarines will fight for its retrieval as stridently as their brethren would fight to recover a fallen comrade; or perhaps, like their Tech-priest counterparts, even harder.
Techmarine - The Machina Opus: In deference to their training on Mars, and the close bond that exists between Techmarines and the Adeptus Mechanicus, Firstborn and Primaris Techmarines incorporate red into their power armour or heraldry, though they never fully obscure their own Chapter's colours or its badge.Techmarines understand better than anyone the risks inherent in angering the Machine Spirit of battle gear and are careful to ensure that their Chapter badge remains proudly displayed. Techmarines also display the Adeptus Mechanicus' Machina Opus icon upon their armour, the mark of a Tech-priest adept. This honour is awarded to each Techmarine as he completes his mysterious training on Mars.The devotees of the Omnissiah accord bearers of the Machina Opus great respect, and they alone amongst the ranks of the Space Marines are allowed free passage through the Ring of Iron and into the great workshops of the Martian hive cities.
Techmarine - Techmarine Duties: The most critical of the Techmarine's tasks is to operate, maintain, and, if necessary, repair the myriad of war machines used by the Space Marines. Every item of technology, from a simple round of ammunition to a battle barge, is revered as an instrument of the Emperor's divine will, and the Techmarine knows that to neglect such equipment is akin to dereliction of duty and blasphemy.After all, a bolter not cleaned, oiled, blessed, and beseeched can scarcely be expected to be reliable in battle, and so a Space Marine's life may depend upon how well such weapons are maintained. Techmarines oversee this process, guiding the Battle Brothers in the correct and proper rituals by which the Machine Spirit of each and every weapon is appeased.On the battlefield, a Techmarine's primary role is to effect repairs of damaged equipment, so that it may return to the fight. Each Techmarine carries a huge range of highly specialised and often arcane tools, sometimes mounted on a Servo-arm or at the end of a prehensile mechadendrite.With these tools, the Techmarine can repair virtually any item of equipment, from an overheated Plasma Pistol to an immobilised Land Raider, provided that some spark of the Machine Spirit's essence remains. Many battles have been won thanks to a Techmarine recovering a damaged weapon in this manner, and in their own way they are often vital to a mission's success.Although many of the weapons carried by Space Marines are wonders of technology beyond the dreams of normal men, there are some machines that are so exceptional that only a Techmarine may attend them. One of the most unusual of these is the Conversion Beamer, a rare weapon that works by converting matter to energy in a beam that becomes stronger the further it extends and the more matter is converted.It is only by the constant ministrations of a Techmarine that such a weapon can be utilised—should anyone else attempt to use the weapon, its Machine Spirit might become greatly angered and turn its ire upon the wielder instead.A Chapter may have any number of Techmarines who exist outside the company organisation, belonging instead to the Armoury. Most Space Marines receive vehicle training during their time in Reserve Companies to ensure a degree of flexibility, and so are capable of acting as drivers, pilots and gunners themselves, but such positions are typically held by Techmarines.Once a Techmarine is interfaced with a vehicle's Machine Spirit (artificial intelligence) while performing these duties, the meld will occupy his full attention -- though he cannot effect repairs, his bond with the vehicle makes it all the deadlier in offence.
Techmarine - Deathwatch Service: For a large majority of Astartes Chapters, Techmarines are a valuable and irreplaceable resource, their ranks often barely numerous enough to ensure the correct workings of the Chapter's Armoury. It is thus an exceptional thing indeed for a Techmarine to take the Apocryphon Oath and serve a Vigil in the Deathwatch.Quite often, it is the most freshly ordained Techmarines who do so, to broaden their understanding of both Imperial technologies their parent Chapter may have forgotten or found difficult to operate and their understanding of xenos technology that will enhance their parent Chapter's ability to oppose it.Techmarines are highly valued for their service to the Chamber Militant of the Ordo Xenos, known as the Deathwatch. Their skills in the operation of machines and techno-arcana are an asset to the day-to-day operations of the Watch Fortresses and the advanced technology the Deathwatch has access to within its Vaults at the heart of each Watch Fortress. These weapons and items of equipment are known to be more exotic than even the rare Conversion Beamer.Many are unique, and all are sealed within the Vault at the heart of each Watch Fortress. Just as the Librarian has exclusive access to the reams of forbidden knowledge in each of these archives, so the Deathwatch Techmarine keeps his portion of the Vault sealed to all but his fellow Techmarines. There are weapons kept within the Vault the likes of which are thought to be unique in the galaxy, their secrets impenetrable even to the highest of the Tech-priests of Mars.In many cases, the Techmarines have only incomplete knowledge of their operation, and no understanding of their maintenance. Such weapons might be lost relics from the Dark Age of Technology, or the product of alien technologies long since vanished from the galaxy.Some are known to be capable of unleashing unprecedented levels of destruction, perhaps laying waste to entire cities in a single blast. Others are so poorly understood that their use would only be risked in the direst of circumstances, and it is the responsibility of the Deathwatch Techmarine to do so when called upon by his Watch Commander.A final, and often critical role performed by Deathwatch Techmarines is the evaluation and, if deemed necessary, the retrieval of alien technology encountered in the field. In the first instance, a Techmarine must be able to ascertain whether alien machinery presents an immediate danger to the Kill-team, and if it does he must conceive a plan of action to neutralise or circumvent the threat.This is especially true when boarding alien spacecraft, for the team might be faced with a wholly alien environment, in which even the most innocuous looking item might prove to be a deadly weapon system. In the second instance, it is long-standing doctrine that, if possible, examples of alien technology should be recovered so they may be studied by the xenos-savants of the Inquisition. Such a task is dangerous in the extreme, but vital to the continued mission of the Deathwatch, and potentially the very survival of Mankind.
Techmarine - Wargear: Techmarines employ a wide variety of esoteric tools and equipment not normally issued to their brethren. Many Techmarines are equipped with a Servo-arm, a specialised auxiliary arm grafted to the Techmarine's armour and linked to his neural network.These arms can be fitted with a multitude of lastorches, vibrosaws and power drills or any number of arcane tools that aid the Techmarine in his battlefield role of vehicle maintenance and repair. Their gauntlets are also often heavily modified to include more delicate tools or even a limited form of mechadendrites.Many Techmarines have the organic components of their hands removed and replaced with augmetic prosthetics that allow them a greater connection to whatever machine they are ministering to, some even going as far as to incorporate mechanical interfaces that allow the Techmarine's mind to commune directly with the Machine Spirit.As noted above, in deference to their training on Mars and the close bond that exists between Techmarines and the Adeptus Mechanicus, Techmarines traditionally repaint their armour red, though one shoulder guard will always remain in their Chapter's colours.However, the Iron Priests of the Space Wolves, despite their similar training on Mars, exhibit a fiercely independent streak by retaining their original armour colour throughout.Techmarines are full members of their Chapter, and although not directly connected to the Adeptus Mechanicus, they are still considered members of the Cult Mechanicus. Therefore, they have access to a number of superior cybernetic and technological enhancements not available to their fellow battle-brothers within the Chapter.Techmarines can also be accompanied by a retinue of servitors, including Gun Servitors, Combat Servitors, and Tech Servitors.
Techmarine - Primaris Techmarine Wargear: Artificer Armour (Based on Mark X Tacticus Power Armour)Forge Bolter (Shoulder mounted)Grav-pistolOmnissian Axe (Astartes Pattern)MechadendritesServo-HarnessServo-ArmFrag GrenadesKrak Grenades
Techmarine - Optional Wargear: Conversion Beamer5 Servitors
Techmarine - Variant Techmarines: Some Space Marine Chapters make use of variant titles and/or duties for their Techmarines. The most well-known variants are described below.Iron Father - In a departure from the doctrines of the Codex Astartes the Iron Hands Chapter completely lacks Chaplains. This position is instead filled by an Astartes known as the Iron Father, who combines the roles of Chaplain and Techmarine. The Iron Father is considered the representative to the Chapter of both the Emperor of Mankind and the Adeptus Mechanicus' Cult Mechanicus. Unlike the Chaplains of other Chapters, however, the Iron Fathers do not receive a Rosarius from the Ecclesiarchy. because of the perceived heresy of the Iron Hands' belief in the doctrines of the Omnissiah rather than the standard Imperial Creed.Iron Priest - The Iron Priests are the Space Wolves Chapter’s equivalent of Techmarines. Sent off for training at Mars with the Adeptus Mechanicus like all Techmarines, the Iron Priests maintain the Chapter's equipment and forge replacement wargear. Iron Priests are traditionally attached to the Great Wolf’s Company and re-assigned to other fighting forces on a situational basis. Iron Priests also have a place in the transformation and initiation of new recruits.Forge-Wright- The Sons of Medusa Chapter, which is governed by a Chamber Ferrum council comprised of its Techmarines, refers to its senior Techmarines as Forge-Wrights.Warpsmith - Warpsmiths are the Chaos Space Marines' masters of the machine. Most of these fallen Chaos-worshipping Techmarines can trace their origins back to the Priesthood of Mars, whether through the schisms of the Magi or the rigid doctrine of the Techmarines. However, where the Adeptus Mechanics regard technology as sacrosanct, the Warpsmiths seek to subjugate and control it. Experts in battlefield repairs and the art of siege craft, their true calling lies in the soul forges of the Warp, especially those that lie in the Eye of Terror. There, they drive the Machine Spirits of captured Imperial vehicles mad as their physical forms are rebuilt into bestial and terrifying new shapes. The Warpsmiths preside over their infernal industry as pioneers of mechamorphosis, as they watch Daemon Princes thrust lesser Daemons into the cogs of giant, mechanoid birth-factories that crank out engines of destruction from their artificial wombs.
Techmarine - Sources: Codex: Space Wolves (2nd Edition), pp. 13-14, 37Codex: Space Wolves (3rd Edition), pg. 9Codex: Space Wolves (5th Edition), pp. 38, 61-62Codex: Space Marines (5th Edition), pp. 70-71Codex: Space Marines (6th Edition), pp. 92, 166Codex: Space Marines (7th Edition), pp. 16, 107-108, 132, 184, 295-297Codex: Space Marines (8th Edition) (Revised Codex), pp. 67, 117Codex: Space Marines (9th Edition), pp. 138-139Codex Adeptus Astartes - Space Marines (8th Edition), pp. 85, 146Deathwatch: Core Rulebook (RPG), pp. 88-90, 155, 177-178Deathwatch: First Founding (RPG), pg. 9Deathwatch: The Outer Reach (RPG), pp. 20-21Imperial Armour Volume Nine - The Badab War - Part One, pg. 43Imperial Armour Volume Ten - The Badab War - Part Two, pp. 11, 22, 45, 47, 59 94-103, 181Index Astartes III, "Hand of Justice - The Iron Hands Space Marine Chapter"Insignium AstartesThe Horus Heresy-Betrayal: Book One by Alan Bligh, pg. 197Lone Wolves (Graphic Novel) by Dan Abnett and Karl Richardson, graphic design by Darius HinksWarhammer 40,000: Index Astartes - Techmarines (Digital Edition)White Dwarf 262 (US), "Index Astartes First Founding: Hand of Justice, The Iron Hands Space Marine Chapter"White Dwarf 263 (AUS), "Index Astartes – Iron Hands"White Dwarf 290 (US), "The Flesh Is Weak"White Dwarf 291 (US), "Cult of the Machine God: Techmarines of the Adeptus Astartes", pp. 14-17Innocence Proves Nothing (Novel) by Sandy MitchellIron Hands (Novel) by Jonathan GreenFallen Angels (Novel) by Mike LeeThe Chapter's Due (Novel) by Graham McNeillNightbringer (Novel) by Graham McNeillDawn of War II(PC Game)Dawn of War II - Chaos Rising (PC Game)The Emperor's Finest (Novel) by Sandy Mitchell, Ch. 1
Techno-virus Injector - Techno-virus Injector: A Techno-virus Injector is a melee weapon used by the Daemon Engine mounts of Lords Discordant known as Helstalkers.Some Helstalkers are outfitted with enormous hypo-armour syringes that -- after piercing the outer shell of their prey -- inject viral scrapcode and daemonic dataphages directly into the machine's circuitry.
Technomandrites of Magistrakh - Technomandrites of Magistrakh: The Technomandrites of Magistrakh are a Necron faction that once stood as neutral arbiters of technology and arms merchants to all the different Necrontyr dynasties during that species' great civil war, known as the Wars of Secession millions of Terran years ago.Believed destroyed by the Necrontyr long before they even undertook the biotransference process that transformed them into the soulless Necrons, the Technomandrites reemerged into the galaxy during the Era Indomitus.They have unleashed a conflict with the Human Adeptus Mechanicus in an attempt to secure the galaxy's precious blackstone deposits.
Technomandrites of Magistrakh - Origins: The Technomandrites trace their origin to the age when the Necrontyr were still organic, humanoid beings. At that time, the Necrontyr were engaged in the great civil war that consumed the different Necrontyr dynasties before their conflict with the Old Ones.The Technomandrites were always neutral in the conflicts between the dynasties, but served as arms merchants, selling their knowledge of weapons technology to the highest bidder.They profited from their species' internecine fighting even as their own political power over all the dynasties grew. In time, the Triarch of phaerons that ruled over all of Necrontyr space and sought to end the civil wars came to see them as a threat to Necrontyr unity.At the same time, the Triarch realised that the Technomandrites could be used as the external enemy the Necrontyr needed to find accord among themselves.Under the Triarch's leadership, the Necrontyr dynasties turned their ire upon the Technomandrites under the pretext that no single group of Necrontyr should hold a monopoly over the flow of arms to all of Necrontyr space. As the Necrontyr's hatred of the Old Ones moved toward conflict, the Triarch also feared that the Technomandrites might also one day present a rival to them for the allegiance of the whole Necrontyr species.The assault of the dynasties shattered the power of the Technomandrites of Magistrakh, its only remnant seen in the brotherhood of the Crypteks who served every later Necron dynasty after biotransference.However, though nearly wiped out, a small faction of Technomandrites survived, vowing eventual vengeance and a restoration of their power over the Necron race.
Technomandrites of Magistrakh - Conflict with Adeptus Mechanicus: All across the Imperium after the birth of the Great Rift, primary Adeptus Mechanicus holdings -- from mining colonies to Knight Worlds to Forge Worlds -- found themselves under attack from Necrons.The massive influx of Chaos energies unleashed by the birth of the rift had triggered anti-Warp protocols in every Necron Tomb World, and things that had lain dormant for aeons stirred once more.The infamous Technomandrites of Magistrakh, struck down by the Necrontyr eons before, returned to seek vengeance and their lost dominion over the other Necron dynasties.Panic rose amongst the tech-priests, for they were already besieged from without by the Chaos and alien forces that came in the wake of the rift's creation, and the Necron threat was now coming from within.Both sides were seeking deposits of the strange Warp-manipulating material -- blackstone -- from which the Cadian Pylons were fashioned in the wake of the fall of Cadia. Many Mechanicus strongholds had been erected upon sites containing this precious resource, and were thus often present on Necron Tomb Worlds as their hibernating inhabitants awoke.The Archmagos Dominus Belisarius Cawl, charged with finding a way to close the Great Rift by Roboute Guilliman, sent his own agents -- the Mechanicus armies of Mars and House Taranis -- across the stars in an effort to combat the growing danger, and hundreds of battles were fought as more and more Forge Worlds were drawn into the conflict to aid their beleaguered brethren.Even those tech-priests that began to understand the reality of the dire situation were loath to call upon their Imperial allies for aid against the Necrons for fear of being branded Hereteks.
Techsorcist - Techsorcist: A Techsorcist is a Tech-priest who specialises in anaylysing and expunging corrupted Machine Spirits from Chaos-infected technology.They are very highly sought out by Inquisitors of the Ordo Malleus, who value their abilities to deal with any strange or Warp-related technological discoveries found during the course of an investigation into the activities of Chaos.
Techsorcist - History: Created by Magos Eremor in the latter half of the 36th Millennium in response to the reappearance from the Warp of the space hulk Fatum Posterus, the Techsorcists of the Calixis Sector have long been on the frontlines whenever heretical technology has been found.Some Forge World Tech-priests develop an interest in analyzing corrupted Machine Spirits. Unusually for Tech-priests, Techsorcists are capable of intuitive thinking, speculation, and improvisation, and are famous for their lateral and often unorthodox process when strict logic and standard procedures fail.This is an invaluable tool for an Inquisitor trying to understand his foe’s weaknesses. In the service of the Inquisition, a Techsorcist performs all the typical tasks of a Tech-priest, but has a deeper understanding of how Chaos mutates and adapts technology.Becoming a Techsorcist is a simple affair for members of the Mechanicus. First, a petition of transfer must be filed with their superiors, countersigned by the Inquisitor whom they are assigned to.Then, a special Mechadendrite is installed that includes hexagrammic data-gates. This Mechadendrite also has special electronic wards put in place to resist the effects of corruption from Chaos-infested Machine Spirits.It houses a small memory unit for storing proscribed documents and is set to automatically wipe itself upon removal of the Mechadendrite or the death of the Techsorcist.Finally, the potential is given three solar hours to access selected records regarding corrupted Machine Spirits, then three more hours to complete a 7,000-question test.Assuming he passes, the Tech-priest is now officially recognised as a Techsorcist and is given clearance to request additional texts from the Ordo Malleus.Within the Calixis Sector the ranks of Techsorcists have swelled as the demand for trained Daemon-hunting Tech-priests has grown.A trained Techsoricist, if not several, are in the employ of nearly every Ordo Malleus Inquisitor in the sector.In fact, a quiet but popular joke within the Ordo Calixian is that there are four Ordos of the Inquisition: Xenos, Hereticus, Malleus, and Mechanicus.This is a view which the Adeptus Mechanicus is more than happy to foster, as it allows their representatives to be the first to deal with any strange technological discoveries found during the course of an Inquisitorial investigation.On the tidally-locked world of Barsapine in the Calixis Sector, the Adeptus Mechanicus has over a dozen highly-trained Techsorcists poring over the logs and remains of several technological devices of dubious origin.The Ecclesiarchy in particular keeps a close eye on their research after the Macharian Incident.The call for additional assistance is strong, and many Inquisitors investigating the remains of the devices found there have petitioned for the Tech-priests in their employ to be trained as Techsorcists.
Tectonic Fragdrill - Tectonic Fragdrill: A Tectonic Fragdrill is a form of Imperial mining technology that has been repurposed by the Genestealer Cults to serve their own ends. It is often used to unleash a localised earthquake intended to disrupt the defences of a planetary region that is under assault from the the cult or to deliver cult troops to a target area through subterranean tunnels.
Tectonic Fragdrill - Role: Tectonic Fragdrills, when correctly installed over a geologic fault line or geomantic nexus, can make a pinpoint assault on the most volatile parts of a planet's crust. This can cause a chain reaction that results in a localised earthquake.The Fragdrill can also be used to bore subterranean tunnels beneath a cult target, allowing the cult's military units to infiltrate the enemy from below.The Genestealer Cults, their members often hailing from industrial or mining backgrounds, have learned to harness these mining machines to cause maximum disruption to their foes on the battlefield. They work every new disaster into their plan, making the Fragdrill a potent weapon in the wider war for conquest.
Tectonic Fragdrill - Sources: Codex: Genestealer Cults (8th Edition), pp. 50, 101Warhammer Community - New ModelsWarhammer Community - Genestealer Cults Rules Preview Part 2
Telemon Caestus - Telemon Caestus: A Telemon Caestus is a Dreadnought Close Combat Weapon utilised by the Legio Custodes Telemon Heavy Dreadnought.It is comprised of a Dreadnought-sized Power Fist paired with built-in double Proteus Plasma Projectors.
Telemon Heavy Dreadnought - Telemon Heavy Dreadnought: The Telemon Heavy Dreadnought was a rare Dreadnought variant utilised exclusively by the Legio Custodes during the Great Crusade and Horus Heresy eras. They are still deployed by the forces of the Adeptus Custodes in the 41st Millennium.Fewer than a handful of Telemon Dreadnoughts were to be found within the ranks of the Legio Custodes, each intended to stand sentinel over its charges no matter the force brought against it.In part this rarity was due to the cost in labour and resources for the creation of such a superlative engine of war, for each bore at least one plate worked by the Emperor's own hand, and also the rarity of appropriate Custodian candidates to control them.The honour of interment in one of the few existing Telemon sarcophagi was awarded only to the most celebrated warriors within the sodalities of the Legio Custodes, and until a worthy candidate found his end in battle, the Dreadnoughts stood silent and empty.Despite this, the sheer power of an unleashed Telemon-class Dreadnought far outweighed the trials of its construction, for few could stand against the array of esoteric, hand-crafted weapons that graced its chassis or the ferocious will and warrior skill of the master Custodian interred within.
Telemon Heavy Dreadnought - Wargear: 2 Telemon Caestus with built-in Proteus Plasma ProjectorsSpiculus Bolt Launcher (Torso-mounted)Smoke LaunchersSearchlightExtra ArmourArmoured CeramiteMulti-layered Refractor Field
Telemon Heavy Dreadnought - Optional Wargear: A Telemon Heavy Dreadnought may exchange either or both of its Telemon Caestus for one of the following:Arachnus Storm CannonIliastus Accelerator Cannon
Telemon Heavy Dreadnought - Sources: Forge World Webstore - Legio Custodes Telemon Heavy DreadnoughtForge World Webstore - Legio Custodes Telemon Heavy Dreadnought with Iliastus Accelerator CulverinForge World - Legio Custodes Telemon Heavy Dreadnought RulesThe Horus Heresy Book Eight: Malevolence (Forge World Series) by Neil Wylie and Anuj Malhotra, pg. 261Forge World Custodes Datasheets
Telennar - Telennar: TelennarcraftworldAsuryaniAlaitocforces of ChaosFall of Medusa VThe Telennar are also known for going to war alongside the Harlequins of the Masque of the Twisted Path.It is well documented that the Twisted Path have an affinity with the Asuryani of Telennar, for while the masque has been known to spirit victims, whether they be friend or foe, away into the Webway (never to be seen again), this never happens on Telennar -- some say it is because the souls on that craftworld are too dark.Telennar's colours are bright orange and sable. The meaning of their world-rune is unknown in the Aeldari Lexicon.
Telennar - Notable Events: Goffs Come to Melinath (348.M38) - The Aeldari Maiden World of Melinath was invaded by an Ork horde led by Goff Warboss Gobtoof. Dismayed at the lack of foes on the pristine world, the Orks took out their frustration on the planet’s flora and fauna. Within solar days, a strike force from Craftworld Telennar emerged from the planet's Webway portal and found themselves vastly outnumbered. Only through desperate guerilla tactics did the Craftworld Aeldari finally defeat the Orks three standard years later.Fall of Medusa V (999.M41) - When a massive Warp storm encroached upon the Medusan System, the jagged spur of the Webway jutted onto the Imperial Mining World of Medusa V, leaving it permanently open. Just as the Aeldari were able to spill out without warning, so too could Chaos spill in. So it was that the Aeldari sought to prevent the Warp from running unchecked upon Medusa V lest it bleed into the Webway and pollute their territory. Craftworld Alaitoc was potentially in great peril, and its Farseers foretold of a plague of Daemons that would riddle its Infinity Circuit should the forces of evil triumph. But this was not the only threat, as a large Ork forces led by the infamous Warlord Nazdreg Ug Urdgrub returned from his defeat in the Piscina System to plague the Imperium in the Medusa System. Unable to halt Nazdreg's massive Space Hulk, it takes part in the massive orbital battles surrounding Medusa V. The Imperial forces managed to severely damage Nazdreg's hulk, and it plummets spectacularly to the planet's surface. Undeterred, the surviving Ork Boyz begin to scavenge anything they can, in order to repair the hulk and get it back into the fight. Calling upon their alliance with the small Craftworld of Telennar, small bands of Telennar Rangers stage devastating ambushes against encroaching the Orks patrolling around Nazdreg's ruined hulk, hampering the greenskins scavenging efforts at every turn.
Telennar - Notable Telennar Eldar: Korhedron, the Sun-born Prince - Despite the small size of their Craftworld, the Aeldari of Telennar have been engaged in a running battle with an Ork WAAAGH! on the Eastern Fringe. Encouraged to fight the onrushing horde by Harlequins of the Masque of the Twisted Path, Autarch Korhedron led his warriors to war. Many Aeldari died in the battles that ensued, though the Orks were eventually defeated and fled. Within months, the Warrior Shrine of the Dark Reapers on Telennar was overflowing, the Craftworld's people eager to seek revenge for the deaths of their loved ones.
Telennar - Sources: White Dwarf Weekly Magazine Issue #64 (US), "Regiments of Renown," pg. 82White Dwarf Weekly Magazine Issue #56 (US) "Uniting the Kindred - Merging the Paths," pp. 25-26White Dwarf 320 (UK), "Index Xenos: Eldar Rangers," pg. 91White Dwarf 454 (June 2020), "Index Xenos: Goff Orks", pg. 20
Teleport Crest - Teleport Crest: A Teleport Crest is a technology that takes the form of a decorative personal void armour or exo-armour crest used by some senior military personnel of the Leagues of Votann that allows them to instantaneously teleport through the Immaterium for relatively short distances on the battlefield.A Teleport Crest is often used as an alternative to a personal force field Armour Crest or Rampart Crest by Einhyr Hearthguard hesyrs, Einhyr Champions, and kâhls.
Teleport Homer - Teleport Homer: A Teleport Homer is a device of ancient Imperial technology utilised by the Adeptus Astartes, the forces of the Inquisition and the Chaos Space Marines to allow teleportation through the Warp from one location, usually an orbiting starship, to a point on a planetary surface.A Teleport Homer transmits a special signal that suits of Terminator Armour can lock onto to allow their users to teleport to a given location through the Immaterium with great accuracy by using teleporter technology located at the point of origin. Attempts to teleport without a Teleport Homer can lead to the rematerialisation of forces at widely scattered locations or can even lead to teleport accidents in which the individual teleporting rematerialises trapped within other forms of matter such as rocks or trees.To have the incoming forces deployed most effectively, the Teleport Homer must be placed in the right location. This often requires an initial force to brave the great danger of getting to a specific location before reinforcements can be teleported in to support them.