vizn3r/warhammer40k-lore huggingface dataset:
Weapons of the Imperium - Photon Flash Flare: The Photon Flash Flare explodes with a tremendously powerful flash of light, which will temporarily blind anyone without protection in its area, and may even affect those with protection, such as power-armoured Space Marines.
Weapons of the Imperium - Plasma Grenade: Rare in the Imperium, the Plasma Grenade explodes to produce a ball of plasma that covers an area. This area of effect will shrink as it uses the available energy in the surrounding area. The Eldar use a different kind of Plasma Grenade, and the Dark Eldar also have a version of the Plasma Grenade.
Weapons of the Imperium - Psyk-Out Grenade: The rarest grenade in the Imperium, the Psyk-Out Grenade is rumoured to be produced from a psychic by-product collected from the Emperor's Golden Throne. Used mostly by the Culexus Assassin temple, it is only useful against beings with psychic powers, but can kill such a being instantly.
Weapons of the Imperium - Scare Grenade: TheScare Grenade produces a non-persistent gas, absorbed through the skin, with affects the nervous system of those affected, producing feelings of apprehension and deep anxiety.
Weapons of the Imperium - Rad Grenade: The Rad Grenade is a small hand-held explosive device which irradiates the area encompassed in the blast area. The radiation level dissipates over time.
Weapons of the Imperium - Smoke Grenade: The Smoke Grenade is a simple grenade that fills the area with thick smoke. Effective against normal eyesight, Smoke is useless against more sophisticated visual devices. The release of Warhammer 40,000 3rd edition removed the rules for most grenades in-game. They are also used in Missile and Grenade Launchers equipped on many Imperial vehicles.
Weapons of the Imperium - Stasis Grenade: The Stasis Grenade is a very rare type of grenade used only by the forces of the Adeptus Mechanicus and a few other select Imperial special forces. The stasis grenade "traps" any units in its area of effect, rendering them incapable of doing anything. This is because the grenade possesses a Stasis Field generator that essentially generates a time-loop, causing time to repeat itself within the grenade's area of effect.
Weapons of the Imperium - Tanglefoot: Another rare grenade device, the Tanglefoot is produced in small numbers by the Adeptus Mechanicus, and issued to elite Imperial forces. It contains a small but powerful magno-gravitic generator, which produces a field at, and just above, ground level, making it difficult to move through. It is said to be like "walking over a mass of tripwires", hence its name.
Weapons of the Imperium - Toxin Grenade: The Toxin Grenade spews an amount of toxic chemicals and biological extracts over an area.
Weapons of the Imperium - Virus Grenade: A Virus Grenade is a grenade designed for biological warfare. Though relatively safe, there is an inherent risk of mutation within the toxins, meaning it is rarely used except in cases of strategic destruction. Because of its random nature, this device can be as dangerous to its user as their opponent.
Weapons of the Imperium - Vortex Grenade: The Vortex Grenade is an extremely advanced type of specialised grenade used by a few, select individuals in the Warhammer 40,000 universe. The grenade opens a "hole" to the Warp in realspace, destroying any troops in its area of effect. The Vortex Grenade is an unpredictable weapon that destroys anything that it comes into contact with, and the Warp vortex it creates drifts randomly after activation slaying friend and foe alike. This grenade, as it might be imagined, is available only to the most high-ranking of Imperial servants, such as the senior officers of Space Marine Chapters and Inquisitors.
Weapons of the Imperium - Battle Cannon: A Battle Cannon is the main weapon for the Leman Russ Battle Tank. It is a formidable weapon and can deal significant damage from a long distance. The cannon devastates an area and may be used for indirect fire from behind cover. The sheer power of this weapon makes it a good choice for most armies.Limited numbers of armor-piercing shells may be optionally carried, which have even greater damage and penetrative power, but at the cost of the explosive area effect.
Weapons of the Imperium - Baneblade Cannon: The Baneblade Cannon is a larger version of the Battle Cannon and fires rocket propelled ammunition. It is the main armament of the Baneblade super-heavy tank and is very devastating to infantry due to its high blast radius.
Weapons of the Imperium - Vanquisher Cannon: A more complex variant of the Battle Cannon, the technology to create the Vanquisher Cannon is held by only a few Imperial Forge Worlds, although new patterns are slowly being designed. Its most obvious feature is that it is almost twice as long as the standard Battlecannon. It uses specialised armour piercing shells to take down enemy tanks from afar. Vanquisher Cannon-armed Leman Russes are often used as command tanks, where the veteran crew's experience can make the best use of the weapon.
Weapons of the Imperium - Conqueror Cannon: The Conqueror Cannon is a lightweight alternative to the Battle Cannon used on Leman Russ tanks. Although the Conqueror Cannon has a shorter range and fires smaller shells than the Battle Cannon, the drastic reduction in recoil allows the vehicle to fire with more accuracy on the move. The only Forge World producing Conqueror Cannons in large numbers for the Imperium was Gryphonne IV.
Weapons of the Imperium - Demolisher Cannon: A short-ranged, smoothbore cannon with a massive caliber shell that is mounted on the Imperial Guard Leman Russ Demolisher and Space Marine Vindicator, the Demolisher Cannon is among the shortest ranged vehicle ordnance weapons in the Imperial arsenal. Its use necessitates getting up close and personal before it is fired. It is among the strongest weapons fielded by the Imperial Guard at regiment level, the sheer damage it is capable of doing is enough reason to risk getting so close; most vehicles that mount it also have improved front armour to increase survivability on approach. It is most often used in a bunker-buster role by driving up close to enemy fortifications and firing into them at very short range, thus allowing allied infantry to assault through the breach. They are also used in urban areas where rather than engaging in dangerous room-clearing close combat operations a Demolisher is simply fired at the base of an enemy held building, often causing the entire building to come crashing down.
Weapons of the Imperium - Earthshaker Cannon: The Earthshaker Cannon is a 132 millimetre breech-loading cannon used by the Imperial Guard. It has one of the longest ranges of any weapon in the Imperium, as its stated range when firing in a direct fire position is 15 kilometres. In various cases, the cannon can be upgraded with more advanced targeting sensors so that it is able to fire indirectly in the same way as traditional artillery pieces like howitzers. If the Earthshaker were fired indirectly, it would have a reach of about 60 to 70 kilometres under standard atmospheric and gravitic conditions.The Earthshaker is described as a very long ranged weapon, capable of bombarding the rear area of an enemy force without having to be anywhere near it. Its shells are packed with powerful explosives that will destroy nearly anything within a sizable radius. While it is not as strong as the Demolisher Cannon in terms of brute explosive force, it remains an invaluable weapon thanks to its range, and the ability to use indirect fire. Characteristic to the cannon are the powerful earthquake and horrendously loud sounds it makes on impact, hence the name. It uses shells called Hell Breakers which are more powerful then the standard Imperial artillery shell.The weapon itself can be found mounted on the Imperial Guard's standard artillery piece, the Basilisk. The Earthshaker can also be fielded as a static emplacement or a towed artillery piece. The Imperial Guard is well-known for conducting sustained artillery bombardment from massed companies of Basilisks preceding a major assault, lasting hours -- or even days -- consuming tremendous amounts of ordnance. The battlefield is churned into a cratered waste and the enemy force is left in smoking ruin, preceding a combined arms advance of armor and mechanised Imperial Guard infantry.Before being named the Earthshaker Cannon, the gun on the Basilisk self-propelled gun was referred to as the "Macro-Cannon".
Weapons of the Imperium - Hellhammer Cannon: The Hellhammer Cannon is the main turret weapon of the Imperial Hellhammer super-heavy tank, this short barreled, wide-bore weapon fires a large, powerful shell armed with an unstable sub-molecular charge, which is capable of blasting through any form of armour or cover. The large recoil of this weapon is reduced to manageable levels by a complex muzzle brake.
Weapons of the Imperium - Deathstrike Cannon: The Deathstrike Cannon is a very large, long-ranged ballistic weapon that was available on early-pattern Warlord-class Titans. It replaced the head, but forced a carapace mount position to be given over for a fire control tower.
Weapons of the Imperium - Inferno Gun: The Inferno Gun is a massive flamethrower weapon used mostly on Warhound-class Scout Titans. Hellhound Fast Attack Tanks are armed with a weaker version called the Inferno Cannon.
Weapons of the Imperium - Whirlwind Launcher: The Whirlwind Multiple Missile Launcher is a turret-mounted missile launchers used by the Space Marine Whirlwind. The launcher is capable of firing missiles that, in-game are effective against both infantry and light vehicles. A new function of the weapon introduced with the fourth edition of the Codex: Space Marines allows it to fire Castellan Missiles, which are modified to deploy minefields on the battlefield. The original missiles that the Whirlwind used to fire are still available and have been dubbed Vengeance Missiles. Standard Castellan missiles can also be replaced with Incendiary Castellan Missiles. These differ from the former by losing the minefield aspect of the weapon. Instead, the incendiary version has lowered strength and armour-piercing capability but can create an incendiary firestorm engulfing an entire area in flames. The Whirlwind Launcher is also carried by the Land Raider Helios.
Weapons of the Imperium - Hellstorm Cannon: The Hellstorm Cannon is a huge, five-barrelled, directed-energy weapon typically mounted on a Warlord-class Titan that can completely decimate an entire city in just one cataclysmic salvo. In addition, the central structural hub around which the weapon barrels are mounted can itself be converted to mount a Gatling Blaster. A detached Hellstorm Cannon from a long-destroyed Emperor Titan can be seen lying on its side near the city of Ironworks Bay on the planet Kronus, a monument to a Titan that fell during the Horus Heresy the possession of which later became a strategic objective for all of the factions involved in the Dark Crusade. A trench large enough to move an armoured company through had been carved out of the earth in front of the cannon from its final firing during the Heresy.
Weapons of the Imperium - Mole Mortar: The Mole Mortar is not actually a mortar; it releases an explosive shell that tunnels underground to its target rather than flying through the air. It is useful for attacking burrowing vehicles and the foundations of buildings.
Weapons of the Imperium - Thudd Gun: The Thudd Gun, or Quad Launcher, is a four-barreled short range artillery weapon on a mobile mounting.
Weapons of the Imperium - Thunderfire Cannon: The Thunderfire Cannon is a powerful direct-firing artillery piece made available to Space Marines in their fifth edition codex. The cannon is sited on its own mount and may move under its own power, enabling it to provide cover where a Whirlwind is unfeasable, however it is usually deployed by Drop Pod or Thunderhawk gunship. The thunderfire cannon is able to fire 3 types of shells: the first is a powerful standard explosive shell; the second is a lesser powered shell, but has the ability to ignore cover; the third is less powerful still, but causes a subterranean blast which hinders the movment of enemy forces the next turn.
Weapons of the Imperium - Tarantula: The Tarantula is an automatic Sentry Gun system used to defend strategic locations and bases. Usually armed with either twin-linked Heavy Bolter for anti-infantry defence, or twin-linked Lascannons for anti-vehicle defence. Space marines also make use of a variant armed with a single Multi-melta, which is an even more potent anti-vehicle defence
Weapons of the Imperium - Rapier: The Rapier is a self-propelled infantry support weapon that originated from the same design philosophy as the Thudd gun, i.e. "more is better". Mounting four individual Lascannons (each more than capable of destroying a tank on its own) focused to fire on a single point, the Rapier was designed for bunker-busting. Unfortunately it never truly delivered on its promise as the focusing arrangement required the weapon to be completely static to be effective whilst the weight of the system necessitated a cumbersome carriage which could not be transported as easily as the other infantry support weapons used by the Imperial Guard. The Rapier which is sometimes known as the Rapier "Laser Destroyer" should not be confused with the tank-mounted Laser Destroyer weapon, though the similarity between the names could indicate that one was a development of the other, although it could just as easily be a coincidence.
Weapons of the Imperium - Ship-Based Missile Systems: Massive starship-based versions of the standard Frag and Krak Missiles, these can be launched from a vessel in orbit, either to provide fire support for troops on the ground, or to destroy an enemy from space.
Weapons of the Imperium - Note on Chaos Marines and the Traitor Imperial Guard: It should also be noted that much of the weapons and equipment used by the Chaos Space Marine Traitor Legions and Traitor Imperial Guard regiments is identical to Imperial wargear listed here, especially the equipment wielded by the Chaos Space Marines. Since the Horus Heresy, the Imperium has made some advances in technology; thus much of the Chaos Space Marines' and Traitor Guards' equipment is of older design, or the Chaos Space Marines have restricted or no access to some of the items listed above. However, this does not apply to Renegade Space Marines who have turned to Chaos after the development and distribution of the more advanced weapons.For example, the Chaos Space Marines possess Plasma Weapons -- however, their Plasma Cannons, being much older, are simply too large to be carried by a single man, even an Astartes; thus they are always vehicle-mounted, the only exception being the new Chaos Obliterator units, which are mutated Astartes heavy infantry that can extrude arm-mounted Plasma Cannons from their daemonically-altered bodies. Another example is that due to Storm Bolters not being produced on a mass scale until the Horus Heresy broke out, the Chaos Space Marines possess older Combi-Bolters—which are essentially two Bolters combined into a single weapon, but lacking a complex syncrhonised alignment and firing mechanism, and so the effect is not quite as potent as the fire of a true Storm Bolter. This has, however, given Chaos Space Marines the opportunity to exchange one of the two Bolters that are pintle mounted on a vehicle for a single-shot Flamer, Plasma Gun or Melta Gun. This speciality is unused on Imperial vehicles.Further still, the Chaos Space Marines have extremely limited access to modern-pattern Jump Packs (which were designed shortly prior to the outbreak of the Heresy), and no access to Assault Cannons, Psycannons or the special ammunition types for Bolters (except Inferno Bolts), as all of these were invented after the Heresy.However, some standard Imperial wargear is replaced by similar daemonic gear. For example, Chaos Space Marine Raptors make use of a more archaic and less efficient pattern of Jump Pack that was in use during the Great Crusade. While Chaos Space Marines do not have Artificer Armour (a type of Power Armour which is well-crafted so that it affords better protection), the Traitor Legions have access to Daemon Armour mutated by the powers of Chaos that is similar in protection to the Artificer Armour available to Loyalist Space Marines.Many Traitor Guardsmen or Heretics do not always have immediate access to Lasguns, due to a lack of contact with a Forge World. As a result, many Renegades use Autoguns, which, as previously specified, have as much theoretical power as a standard issue Imperial Guard Lasgun.
Weavefield Projector - Weavefield Projector: The Weavefield Projector is a powerful defensive technology employed by the Leagues of Votann that emits a very powerful protective force field that can be adjusted for multiple uses and to cover various extents ranging from protecting a single soldier to an entire voidship or even a city.The Kin make a specialty of force field technologies. The crowning glory and most ubiquitous example of Brôkhyr force field technology is the Weavefield Projector. Variants of Weavefield Projector have been developed for everything from personal protection for void miners and soldiers of the line, to massive examples that are used to protect Kin voidships.The system employs an energy-weaving technique called "weavewërke" which interlaces energy frequencies common to both refractor and conversion field technology employed by the Imperium, interlinked with more exotic energies -- such as magnetic repulsion fields. The resultant multispectral energy shield is maintained either in a personal energy cowl, or else projected outwards to form a protective dome, the better to shelter entire squads of Kin warriors or bands of Cthonian miners.Amongst the Kinhosts, Weavefield Projectors are commonly worked into armoured crests worn on personal void armour, exo-armour or mounted on war engines. From here, their shimmering, amber energies flow outward into translucent energy domes, capable of intercepting even esoteric or apocalyptic-scale munitions depending on the scale and capacity of their power generators.
Weaverwërke Cloak - Weaverwërke Cloak: A Weaverwërke Cloak is a special article of clothing intended to enhance the stealth of a warrior of the Leagues of Votann by shrouding the Kin in a constantly shifting force field of camouflaging energy produced by tiny generators embedded within the cloak's material.The cloak employs an energy-weaving technique called "weavewërke" which interlaces energy frequencies common to both refractor and conversion field technology employed by the Imperium, interlinked with more exotic energies -- such as magnetic repulsion fields.A Weaverwërke Cloak is often used by Hernkyn Yaegir Riflekyn to make them difficult to spot by foes while they undertake their sniper overwatch missions.
Webber - Webber: A Webber is an exotic, non-lethal weapon used to immobolise a target. It fires masses of filaments, which expand in the air to form a web of sticky, near-unbreakable material. Targets are quickly entangled in a painful embrace; if they attempt to struggle, the filaments constrict even more, further entrapping them.
Webber - History: A Webber is an unusual weapon developed some time during the Age of Strife. It is generally not seen frequently on the field of battle. It is mostly used by institutional forces such as the Adeptus Arbites for crowd control and suppression and its effects are usually debilitating rather than deadly. The Web Pistol or "Glue Gun" is a bulky pistol with a cone-shaped nozzle and a distinctive underslung canister. The canister contains a special glue-like synthetic protein similar to spider silk called web-chem.When the pistol is fired, a dark mass of tangled filaments entangles a target. As the threads are exposed to the air they expand and solidify, quickly forming a dense web of entangling sticky threads that contracts and binds the victim tightly, preventing all movement and action. The harder a victim struggles, the tighter the web becomes, and if the victim continues to struggle the web can eventually crush them to death.
Webber - Sources: Black Crusade: Core Rulebook (RPG), pg. 161Dark Heresy: Core Rulebook (RPG), pg. 138Dark Heresy: Daemon Hunter (RPG), pg. 68Dark Heresy: The Inquisitor's Handbook (RPG), pg. 110Deathwatch: Rites of Battle (RPG), pg. 137Necromunda: Rulebook, pg. 48Necromunda: Underhive, pg. 38Warhammer 40,000: Rogue Trader (1st Edition), pp. 80, 85Warhammer 40,000: Wargear (2nd Edition), pp. 18, 40
Webway - Webway: The Webway, also known as the Labyrinth Dimension, or the Labyrinthine Dimension in older texts, is an extra-dimensional space partitioned off from the Immaterium millions of Terran years ago by an extremely advanced xenos species known as the Old Ones.Today, it is utilised by the Asuryani Aeldari of the craftworlds and their Drukhari kindred for faster-than-light travel. It serves as the home of the vast Dark City of Commorragh and the hidden craftworld controlled by the Harlequins known as the Black Library.The Webway has been described as an incredibly complex network of arteries and capillaries, a maze of glowing tunnels, and a mystic tapestry of hidden threads that spread across the veil between realspace and the Warp.The Webway is a hyper-dimensional construct that spans the dimensions of Creation, primarily defined by the fact that it sits between the material realm and the roiling tides of the Immaterium, an interstice comparable to the fabric of a veil cast over something foul.As with all of the Aeldari's most prized artefacts, the Webway was brought into being by psychic means, and the substance of its myriad corridors are protected by manner, methods and composition of their construction from incursions from the Warp.
Webway - Present State: Though the Webway still connects many Aeldari worlds and craftworlds to one another, the baleful energies of the Fall of the Aeldari have ruptured its hyperspatial pathways in countless places. Amongst the Webway's shattered and treacherous tendrils there are many byways, dead ends and mazes that can entrap the unwary. Some lead to places long since abandoned or destroyed, or else now inhabited by the Daemons of the Warp.These doors are sealed with runes of psychic power, lest unknown horrors gain access to a craftworld or some unwary traveller unwittingly opens a doorway and is sucked into the Warp. It is claimed that there are many secret paths that lead through time and reality, though only the elegant and deadly Aeldari kindred known as the Harlequin are reputed to know of such routes.Within the furthest reaches of the Webway are mighty Drukhari port-cities and infestations of nests of the wasp-like Warp entities known as the Psychneuein, but the best hidden of all the secrets of the Webway is the hidden craftworld called the Black Library.The exact shape and form of the Webway is not fully understood by even the Aeldari of the present day, let alone the xenographers of the Imperium. Each craftworld's place in the Webway is known only to its Seers, and they guard their knowledge well. It is rumoured that a transdimensional map was made thousands of Terran years ago, a priceless artefact which is now kept in the Black Library. Holding secrets beyond mortal understanding, it shows many hidden ways that have since been lost or forgotten. If this is so, then the guardians of that strange domain have chosen to keep their secrets.While some of the Webway's arterial passageways are large enough to carry spacecraft, most tunnels only allow strike forces of Aeldari on foot or small vehicles to pass. Though most Aeldari spacecraft can travel through the Warp itself, it is a difficult and dangerous process for them -- to risk a craftworld in such a way would be to throw a candle into a storm and hope for its flame to stay alight. As a result, the Asuryani and Drukhari travel infrequently to places that lie more than a few light years from the safety of their Webway portals.Webway journeys are relatively fast, allowing space fleets to move easily between the network's major gateways. This enables the Aeldari to transfer swiftly to places directly connected by the Labyrinth Dimension, but makes it extremely difficult for them to reach worlds that have no gate into the network.
Webway - Era Indomitus: With the arrival of the Dathedian as the Aeldari called it -- known in the Imperium as the Cicatrix Maledictum or Great Rift -- the sudden outpouring of Warp energy into realspace shattered many arterial spars of the Webway.Whole sections were cut off entirely, reduced to isolated islands that were abandoned by their former inhabitants. Many rune-gates were ruptured completely or subsumed by the hungering Realm of Chaos dimension, their passages emptying into howling rents in reality.However, the calamity that befell those outside the Webway was even greater, for the Dathedian had essentially cleaved the galaxy in two. Countless Human worlds that were once part of the wider Imperium of Man floundered in darkness, unable to communicate or travel as they once had, alone amidst the menacing darkness of a hostile galaxy.The Drukhari have plunged headlong into this shrouded hunting ground, sending their raiding parties to harvest worlds once thought to be impregnable fortresses of Humanity. From these worlds they have taken slaves in greater numbers than ever before. Every day the Imperium sends more forces in a desperate attempt to salvage this section of their realm, and every day more and more captives are taken to die in the arenas of Commorragh.Among them are breeds of warriors previously unseen such as the Primaris Space Marines, who sate the spectators' thirst for variety in bloodshed. Though the Dathedian wrought great ruination upon the Webway, those Drukhari who endured its birth spasms are now free to savour the torment it has created across reality.
Webway - Webway and the Warp: The Webway is used by the Aeldari of all kindreds to ply the galaxy and wage war. The arterial passageways of the hyperdimensional construct are large enough to carry voidcraft, though most tunnels only allow strike forces of Aeldari on foot or small vehicles to pass.Although Aeldari spacecraft can travel through the Warp itself, the Aeldari avoid using Warpspace because they possess a powerful depth and range of emotion which gives them a stronger psychic presence in the Empyrean than other intelligent species. This would inevitably attract a large Daemonic presence during the voyage, making the trip extremely hazardous.As a result, the Aeldari travel infrequently to places in the galaxy that lie more than a few light years from their Webway portals. Webway journeys are relatively fast, enabling Aeldari fleets to move easily between the network's major gateways. This allows the Aeldari to move swiftly to places directly connected to the Labyrinth Dimension, but makes it extremely difficult for them to reach worlds that have no gate in the network or that lie more than a few light years beyond one.It is said that Cegorach, the Aeldari's Laughing God, is the only being in existence who knows every single path through the Webway. This might explain how his disciples, the Harlequins, possess such an intimate knowledge of its twists and turns, for the Harlequins walk the Webway without fear, appearing and disappearing at will. So well versed are they in the Webway's secret routes that many other Aeldari have credited the servants of the Laughing God with supernatural powers.It is the Harlequins who watch over the Black Library alongside its dark guardians, and use its secrets to gain the upper hand in their eternal war against Chaos. They utilise their knowledge of the Webway's hidden paths to outmanoeuvre their foes and strike from unexpected quarters. In this way, whole masques of Harlequins can position themselves in ambush, guaranteeing themselves the element of surprise.
Webway - Webway Structure: The Webway is best imagined as a vast and tangled network of doorways between fixed points in realspace. Through the Webway the Aeldari can travel farther and faster than most other starfaring species.However, if there is no Warp Gate -- the name for the exits and entrances to the Webway -- near their destination, or the one present is not big enough to permit the necessary forces to pass, the Aeldari are at a disadvantage.Much of the Webway has fallen into obscurity and disrepair, with many sections destroyed or found uncharted after the Fall of the Aeldari. This often forces the Aeldari to make connecting stops on their way to their destination because they will discover that they have no direct route. Because the technology to create them has been lost, intact Webway gates are some of the Aeldari's most treasured artefacts.The Warp Gates that allow entry to the Labyrinth Dimension range in size from personal gates intended for foot travel to massive ones that entire craftworlds can use. Because of the Warp Gates' rarity and importance, the Asuryani and Drukhari will stop at nothing to either claim or deny the use of these gates to the enemy.
Webway - Necron Dolmen Gates: Since the ancient species known as the Necrons have awakened from their aeons-long Great Sleep, the C'tan known as Nyadra'zatha, the Burning One, who has long desired to carry his eldritch fires into the Webway and beyond, has finally enabled the Necrons to gain access to the Webway, showing the Necrons how to breach its boundaries.Through a series of living stone portals known as Dolmen Gates, the Necrons have finally been able to turn the Old Ones' greatest weapon against them, vastly accelerating the end of the Necrons' long War in Heaven.As a species bereft of psykers, the Necrons are incapable of Warp travel, and without access to the Webway, they would be forced to rely once more on slow-voyaging stasis-ships, dooming them to isolation within the galaxy.The portals offered by the Dolmen Gates are neither so stable, nor so controllable, as the naturally occurring entrances to the Webway. Indeed, in some curious and unknown fashion, the Webway can detect when its environs have been breached by a Dolmen Gate and the network swiftly attempts to seal off the infected spur until the danger has passed. As such, Necrons entering the Webway must reach their destination quickly, lest the network bring about their destruction.Fortunately, many Dolmen Gates were lost or abandoned during the time of the Great Sleep aeons ago, and many more were destroyed by the Aeldari. Those that remain grant access to but a small portion of the Webway, and much of that portion of the Labyrinth Dimension has already been voluntarily sealed off by the Aeldari to prevent further contamination.Yet the Webway is immeasurably vast, and even these sundered skeins allow the Necrons a mode of travel that far outpaces those of the younger species.
Webway Shunt Generator - Webway Shunt Generator: A Webway Shunt Generator is a highly complex and advanced Craftworld Aeldari technology that is most often equipped aboard a Skathach Wraithknight tasked with defending the labyrinthine corridors of the Webway from all trespassers.It alllows this solitary Ghost Warrior to enter, exit from and maneuver through the Webway at will.
Weeping Legion - Weeping Legion: The Weeping Legion is a warband or vectorium of Heretic Astartes of the Death Guard Traitor Legion's 5th Plague Company. The Weeping Legion is so named because its Plague Marines enter battle covered in the foul gore of their own continuously dripping wounds. With each layer of rancid filth and scabbing black blood that encrusts their armour, these clot-festooned warriors of the Death Guard become even more resistant to damage. Battling as part of the 5th Plague Company, the Weeping Legion are heavily supported by foul Daemon Engines that they daub with gobbets of their polluted vitae.
Weeping Legion - Notable Campaigns: Paradaxian War (Unknown Date.M41) - A hauling barge delivering heavy ores to the Forge World of Paradax opens its ramp only to disgorge Plague Marines and Foetid Bloat-drones led by elements of the Weeping Legion. Bolters roaring, the Heretic Astartes smear diseased gore onto the machineries around them, spreading sanguous flux and corrupting the Forge World's Machine Spirits. Leading a growing army of proto-Daemon Engines and possessed Servitors, the Weeping Legion begins the grinding horror known as the Paradaxian War.
Weeping Legion - Warband Colours: The Weeping Legion's power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite in pale yellow with green trim. The Weeping Legion's Chaos Space Marines, like those of the Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Weeping Legion - Warband Badge: The Weeping Legion's warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the rest of the Death Guard.
Weeping Legion - Sources: Codex Heretic Astartes - Death Guard (8th Edition), pp. 16, 21Dark Imperium (Game), Death Guard Booklet, "Death Guard Vectoriums," pg. 13
Weeping Veil - Weeping Veil: Weeping VeilWord BearersTraitor LegionDark ApostleMor JalchekHeretic AstartesChaosForge WorldAgripinaa13th Black CrusadeThe Weeping Veil next allied with the Death Guard warband called the Lords of Silence to conquer Sabatine, the Chapter planet of the White Consuls after the formation of the Great Rift.
Weeping Veil - Notable Members of the Weeping Veil: Dark Apostle Mor Jalchek - Mor Jalchek was the Chaos Lord and Word Bearers Dark Apostle who commanded the Weeping Veil Chapter and commanded its base of operations, the Chaos Heavy Cruiser Ayamandar.
Weeping Veil - Warband Fleet: Ayamandar (Styx-class Heavy Cruiser) - This Heavy Cruiser served the Weeping Veil well as its mobile base of operations when they were away from the Word Bearers homeworld of Sicarus in the Eye of Terror.
Weeping Veil - Warband Colours: The Weeping Veil's Power Armour, like all Word Bearers, was painted the colour of spilt blood, a colour often called "Traitor's Red" or "Betrayer's Red," sometimes worn with black or silver trim. Heretical prayers are inscribed directly into the surface of the battle-plate.
Weeping Veil - Warband Badge: The Weeping Veil Chapter's badge was the same as that of theWord Bearers Legion of which they were a part, the Latros Sacrum. It was a stylised representation of a roaring, horned daemon's head wreathed in flames which represented all that the XVII Legion stood for, all that they believed in so deeply and all that they were willing to kill for.
Weirdboy - Weirdboy: A Weirdboy (pl. Weirdboyz), also known as a Wyrdboy among Feral Orks, is one of the Orks' psykers, unique in that he acts as a psychic sponge, absorbing and channeling the natural gestalt psychic energies constantly emanated by other Orks.Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. Weirdboyz unconsciously channel the background mental emissions of nearby Greenskins.Even a close-run Squig-eating contest between two rowdy Boyz will cause waves of energy to pulse through any Weirdboy that strays near. Unless the Weirdboy finds some way to release this pent-up psychic energy his head will explode, detonating the heads of nearby Orks into the bargain.This can prove highly inconvenient. Any Weirdboy lucky enough to reach maturity will have learned how to release his powers in a searing energy blast or destructive wave. Though this makes the Weirdboy feel fantastic, it can result in a messy death for anyone in his vicinity.Some Weirdboyz, known as "Warpheads," become addicted to the thrill of spewing WAAAGH! energy, actively seeking out the deadly rush of battle. For whatever reason, unlike normal Weirdboyz, Warpheads have survived enough battles for their minds to become saturated with the power of the Warp, and actually revel in and enjoy the use of their powers.However, for most Weirdboyz the battlefield remains a miserable and dangerous place. They must normally be dragged there by burly minders, pointed unceremoniously at the foe, and forced to spew mighty bolts of ectoplasmic energy in their general direction. This affords the Weirdboy a few moments of blissful relief before the whole process begins again.
Weirdboy - Minderz: Weirdboyz are regarded with uncertainty by most Orks, both for their unusual powers and for their decidedly un-Orky dislike of noise and clamour.Minderz are Ork-bodyguards, chaperones, and jailers in equal measure, ensuring that their Weirdboy does not mingle with other Orks until needed, and marching him to the frontlines when necessary.
Weirdboy - Warphead: A Warphead is the name reserved for the most psychically potent -- and long-lived -- of Ork Weirdboyz.Orks are reckless creatures by nature, and Weirdboyz are "gifted" with the capacity to detonate themselves in many new and interesting ways unavailable to their more mundane brethren. As such, few Weirdboyz would survive long enough to gain any real control over their powers, even if this was something that they desired.However, Orks are not constrained by any perverse wish to "control" their power. "Restraint" is a form of subtlety reserved for "sneaky gitz, like grotz, 'umies, and 'dem prancin' gitz wif' da' big fancy hatz."As such, if a Weirdboy does happen to survive the development of his powers, he is unlikely to gain any wisdom or sense of responsibility to accompany them. Instead, it is much more likely that he will go on to push himself to impressive (and undeniably insane) heights of psychic prowess, becoming more and more puissant and unhinged over time.Weirdboyz often learn and invent increasingly bizarre and terrifying powers, mastering techniques that allow them to rend holes in the Warp through which they can travel or pulp enemies through cover with waves of psychic energy.Those rare Ork Weirdboyz that manage to avoid a messy death and reach the height of their psychic potential are called "Warpheads". Though Warpheads are obviously rare among most Ork mobs given their "profession" and proclivities, a single Warphead can make for a terrifying and unpredictable foe.
Weirdboy - Ork Weirdboyz Wargear: Copper Channeling Rod - Ork Weirdboyz often carry long copper rods. The shiny charms and jangling bells that bedeck a Weirdboy staff belie the horrific damage they can wreak in battle. The copper pole at their core allows their wielder to earth the rampant WAAAGH! energy that riddles them, and these weapons discharge crackling green blasts with every blow the Weirdboy lands.Tusk Squigknife - These odd double-sided blades, made from the teeth of wayward Squigs from the Ork-held world of Tusk in the 'Undred-'Undred Teef, are said by Weirdboyz to possess mystical properties that enhance their powers and jinx their foes. Whether or not this is actually true might be up to debate if any Imperial scholars cared to discuss such matters, but regardless, these daggers are valuable and unpleasantly sharp. These blades can also be used as a psy focus for a Weirdboy to channel his powers.
Weirdboy - Sources: Codex: Orks (4th Edition), pp. 36-37Codex: Orks (7th Edition), pp. 24, 26, 60, 70, 88, 120-121, 204, 221-222Chapter Approved 2003: Feral Orks, pp. 4-10'Ere We Go: Orks in Warhammer 40,000 (1st Edition), pp. 50-55Only War: Core Rulebook (RPG), pp. 368-369Rogue Trader: The Navis Primer (RPG), pp. 3, 48-63, 104-107, 130, 132, 143The Red WAAAGH! Campaign Supplement (7th Edition), pp. 64, 167WAAAGH! Ghazghkull: A Codex Orks Supplement (7th Edition), pp. 22, 75-76Clan Raukaan - A Codex: Space Marines Supplement  (Digital Edition) (6th Edition), pp. 41-51Waaargh! Da Orkz (1st Edition), pp. 30-31White Dwarf 123 (US), "Ork Army List: `Ere We Go! Preview," pp. 26-69White Dwarf 124 (US), "`Ere We Go! Preview - Weirdboyz," pp. 46-58White Dwarf 134 (US), "Ork Warbands in Advanced Space Crusade - Weirdboyz," pp. 66-75Baneblade (Novel) by Guy HaleyHeroes of the Space Marines (Anthology) edited by Nick Kyme and Lindsey Priestley, "Headhunted" by Steve Parker
Well of Night - Well of Night: The Well of Night is a stellar dead zone surrounding the Jericho-Maw Warp Gate within the Jericho Reach, named by the first Imperial probe ships that passed through the aperture of the Warp Gate.The Well of Night represents the point at which Imperial military forces reentered the region from the Calixis Sector half a galaxy away.Since the start of the Achilus Crusade, the Well of Night and the Warp Gatehave been surrounded and guarded by the ring of Imperial outposts, void defence stations and Fortress Worlds known as the Iron Collar.
Well of Night - History: An immense swathe of chill nothingness devoid of stars or worlds, the Well of Night is empty wastes broken only by drifting invisible dust clouds of particulates that can shred hull armour as surely as a missile salvo and deadly null-energy reefs that can leave a starship floundering and powerless before the merciless cold void. At the heart of this killing darkness, seemingly static and unmoving, stands a terminus of the Jericho-Maw Warp Gate.Since the Warp Gate's discovery, several attempts have been made by the Imperium to fashion a permanent base in proximity to the Jericho aperture. This has met with repeated failure, both due to the transitory perils of the Well of Night itself and the infrequent but deadly gravitic distortions and energy waves periodically emitted by the gate.As a compromise, the Adeptus Mechanicus maintains a warship, usually of no less than cruiser tonnage, on station near the gate aperture to monitor it and serve as a relay point for voidships transiting through. Although the nominal tenure for these monitoring ships is ten solar months, it is rumoured in Imperial Navy circles that no single vessel during the last Terran decade has lasted more than seven months before having to send for relief and quit its post thanks to hull degradation and mounting damage.In fact, an orbital dock above the Forge World of Lathe-Het in the Calixis Sector is now set aside permanently to attend to this ongoing need for repair.Suffice it to say, once they have passed through the Warp Gate, voidships seldom tarry long in the Well of Night before engaging their Warp-Drives and travelling on to their selected destination in the Reach.
Weregeld (Novella) - Weregeld (Novella): Weregeld is a novella in The Horus Heresy series of novels, released as part of the Corax anthology. The cover used is that of Corax as Weregeld has yet to be released separately.
Weregeld (Novella) - Synopsis: Following the existence of the Raptors coming to light, Corax leads his forces to the aid of the Space Wolves on Yarant III, where Leman Russ lies comatose while his men fight a last stand against the forces of the Sons of Horus, Thousand Sons and the Alpha Legion.
Weregeld (Novella) - Raven Guard Series: The following is the chronological order of the Raven Guard Series story arc set within the Horus Heresy:Corax: SoulforgeThe ShadowmastersRavenlordThe Value of FearRaptorWeregeldThe Raven Guard series begins shortly after book eighteen, Deliverance Lost. The entirety of the Raven Guard series is included in the anthology Corax.
What Lies Beneath - What Lies Beneath: "What Lies Beneath" is an exceptionally large Trygon of Hive Fleet Dagon. Confirmed reports of this specimen were first obtained during the early stages of the Hive World of Castobel's invasion by the Achilus Crusade in the Jericho Reach.Just solar days after the first wave of Mycetic Spores descended upon the planet, one of the world's massive hive cities was fatally crippled by Tyranid invaders.
Where Dere's Da Warp Dere's A Way (Short Story) - Where Dere's Da Warp Dere's A Way (Short Story): Where Dere's Da Warp Dere's A Way by Mike Brooks is a Warhammer 40,000 short story published in 2020 and collected in the anthologies Nexus & Other Stories, Inferno! Vol.4, and Inferno! A Warhammer 40,000 Collection.
Where Dere's Da Warp Dere's A Way (Short Story) - Synopsis: Countless bestial Ork empires rise and fall amidst the seething tides of war and bloodshed, destroying themselves in their unending thirst for battle.  But when a leader emerges mighty enough to unify the warring masses of Orks, the galaxy trembles.Ufthak Blackhawk joins the mob storming a stalled ship laden with treasures, intent on tearing the defenders apart to claim the prize for his warboss.
Whirlwind - Armament: The Whirlwind is equipped with a dorsal-mounted Whirlwind Multiple Missile Launcher that is placed on a rotating turret on the vehicle's top that is capable of firing a number of different types of missile ordinance. The most common variant of the Whirlwind in use by the Adeptus Astartes during the late 41st Millennium is the Helios Pattern.The Whirlwind Helios originated on the Forge World of Helios, and the Whirlwind Multiple Missile Launcher on this pattern is capable of carrying 60 missiles, while the Hyperios anti-aircraft variant is capable of carrying 40 surface-to-air missiles to fire upon enemy aircraft. The Whirlwind, like all other Rhino variants, can also be outfitted with Dozer Blades, Extra Armour Plating, a Hunter-Killer Missile Launcher, improved communications equipment, a Pintle-mounted Storm Bolter, a Searchlight, and Smoke Launchers.During the Great Crusade and Horus Heresy in the late 30th and early 31st Millennia, the Whirlwind was capable of being outfitted with weapons and technologies no longer known or used by the Imperium in the late 41st Millennium, such as twin-linked Bolters (Deimos Pattern Rhino chassis only), Pintle-mounted twin-linked Bolters, and an auxiliary drive system.The Whirlwind was also able to replace its standard missiles for Hyperios air-defence missiles in order to engage enemy aircraft. During these ancient times a Whirlwind could also be used as a command vehicle for Legion artillery formations.