vizn3r/warhammer40k-lore huggingface dataset:
Ghost Warrior - Wraithlords: Wraithlords are lithe but mighty nobles that dwarf even their Wraithguard cousins. These statuesque robotic constructs are extremely precious to their craftworlds and, due to their wraithbone construction, have a supernatural toughness that surpasses even that of adamantium.Summoned into being by the necromantic processes of the Asuryani Seers, only a true hero of the Aeldari species has spirit enough to animate the massive wraithbone shell of a Wraithlord. An Asuryani army may be accompanied by several of these heroes of ages past, but, like all of their kind, they are dependent upon the presence of living Aeldari for their sense of purpose.The mind of an Asuryani warrior or Seer is like a bright beacon in the murk of realspace, a guiding light which enables a Ghost Warrior to perceive the world around it. It is common practice for a Wraithlord to be accompanied in battle by a Spiritseer, an expert in matters ethereal who steers the Ghost Warrior to ever greater feats of destruction.There are many different forms of Wraithlord, most of which have been devised by Craftworld Iyanden to better suit the warrior spirit inside. If the animating force within the Wraithlord specialised in close assault when it was alive, it will seek to tear apart its enemies with great energised fists or cleave its foes with a swing of the sentient scimitar known as a Ghostglaive.If the animating spirit specialised in fire support, the Ghost Warrior's energy core will instead be rerouted to power a devastating array of heavy weapons that sprout from its shoulders or are carried in its huge fists with all the ease that a Dire Avenger wields a Shuriken Catapult.Either way, a single Wraithlord can turn the tide of battle, the legends of the fallen hero animating its shell continuing to grow even in death.
Ghost Warrior - Wraithknight: Looming Ghost Warriors many times larger than even the mighty Wraithlords, the war machines known as Wraithknights are still dextrous enough to run through the ruin of a shattered city, leaping from pillar to spar as their arcane weapons bring oblivion to the enemies of the Asuryani.Each carries either a pair of heavy Wraithcannons, their lengthy forms capable of sending their targets straight into the hell-dimension of the Warp; a Suncannon, powerful enough to obliterate a platoon of Human soldiers in a single blast of roiling fusion-generated plasma; or a great Ghostglaive and Scattershield with which to engage even the Daemon Lords of Chaos in single combat.In many ways, the Wraithknights embody the cyclical symbols of the Aeldari, the curving discs of the Aeldari Lexicon that display a portion of death within life and a portion of life within death.Their contoured shells house the spirits of the wakeful dead in much the same way as lesser Ghost Warriors, though their armoured chests each hold a living Craftworld Aeldari pilot within. These pilots are not normal steersmen such as those at the helm of Asuryani grav-tanks and aircraft, but rare and unusual warriors who were each born a twin.The psychic link between an Aeldari and his identical twin is like no other. Whilst alive, these gifted individuals can sense the proximity, the mood, and even the thoughts of their counterparts with the ease that a normal Aeldari could feel the sun on his skin or the wind in his hair. The bond is so strong that should one of the twins die before the other, the surviving brother or sister will often fade away in sympathy.The clarity of thought provided by the living twin ensures that the construct moves with the speed typical of the Aeldari race, whilst the psychic link between the pilot and their departed sibling allows them to commune with not only the animating forces of the twin, but also the spirits of former incumbents that once controlled the construct's long-limbed form.The great measure of control afforded by this gestalt mind gives the pilot mastery over the construct's psychically-powered weapon systems and affords the war machine an acrobatic grace that belies its massive size.It is well that each Wraithknight is capable of such feats of heroism, for it is they who are at the forefront of the quest for new Spirit Stones. By passing through forbidden portals and traversing the shattered multidimensional spars of the Webway, Wraithknights can emerge onto the surface of the Crone Worlds, where the nature of realspace shears with that of the Warp.Those mortals who embark upon such perilous missions risk not only their life but also their eternal soul. Only the Wraithknights have the power and resilience necessary to harvest a clutch of Spirit Stones and still escape from the nightmarish denizens of the Crone Worlds.
Ghost Warrior - Wraithguard: The predominant type of Ghost Warrior in use among the craftworlds is the Wraithguard. These giant robotic warriors are shaped from the immensely resilient substance known as wraithbone, and tower above the Spiritseers that accompany them upon the battlefield.They have the same exquisite design and flowing organic shapes common to all Aeldari constructs, and are often decorated with stylised runes and gemstones. However these war-constructs contrast sharply with their living counterparts, for the vitality and alacrity of the Aeldari is absent.Instead, the Wraithguard stride purposefully forward with the inevitability of death, the sepulchral silence of their advance punctuated only by the sound of reality itself being torn apart by their Wraithcannons and Distortion Scythes.The over-sized weapons of the Wraithguard allow each of them to focus a portion of their psychic power upon a fixed target. The arcane beams of these weapons open a localised rift between Warpspace and the material universe for a fraction of a second.If this rift opens within the ranks of the enemy, the results range from catastrophic trauma to full bodily displacement into the Warp.
Ghost Warrior - Wraithblades: The most feared of all the Wraithguard are usually referred to as Wraithblades -- few Asuryani will speak their true name in the Aeldari Lexicon, Klaivaulch, for fear of inciting the wrath of Khaine.Tradition has it that each craftworld keeps these vengeful constructs apart from other Ghost Warriors so that the immortal anger that pervades their wraithbone shells does not taint those who might one day attain peace within the Infinity Circuit.When the call to war is heard, these beings are awakened by the most gifted Seers. Their Spirit Stones glow hot as the slow-burning anger of the dead flows through their cores. Once kindled, the wrath that animates their wraithbone bodies becomes an unstoppable fury that can only be quenched in the blood of their foe.Wielding twin Ghostswords that leave glowing traces in the air, the Wraithblades cut down their foes with both merciless precision and the great might afforded by their long-limbed forms.Some of these constructs instead bear elegant Ghostaxes and glowing Forceshields, which deflect enemy fire as they advance and misdirect the desperate blows aimed at them at close quarters.In deadly melee, the Wraithblades take the lives of the foe just as their lives were taken in the ongoing battle against the extinction of the Craftworld Aeldari people.
Ghost Warrior - Iyanden: Though every Asuryani craftworld will at some point be forced to call upon the souls of their fallen heroes to fight once again, one of the craftworlds particularly noted for using large numbers of Ghost Warriors and necromantic Spiritseers is Iyanden.The once-populous craftworld's history is littered with great deeds and noble victories, but the craftworld is perhaps most famous for the profound tragedy that struck it in 992.M41. It was besieged by Hive Fleet Kraken on such a scale that a staggering number of its populace were slain. Against the many millions of Tyranids, thousands of Asuryani souls were drawn back from the Infinity Circuit in order to stand against the Great Devourer.To this day, there remain just a small number of mortal warriors able to fight for Iyanden. Consequently, those living few are accompanied to battle by a large number of the souls of the dead, and it is not uncommon to see vast armies of Ghost Warriors striding to war at their behest.Indeed, Iyanden now depends upon the actions of the dead in order for the remaining living Aeldari of the craftworld to survive.
Ghost Warrior - Shadow Councils: Ghost Warriors perceive the physical world only dimly, and can be slow to react to -- or even acknowledge -- instructions issued by non-Seers. For the armies of Iyanden, which rely ever more on their wraith-constructs to win victory, such delays can prove catastrophic if they occur in the crucible of battle, where even a second's tardiness can transmute a hard-won victory into a bitter and costly defeat.It is to guard against this danger that an Autarch of Iyanden seldom engages in battle without at least one Spiritseer at his side. By maintaining a telepathic link with both the Autarch and the Ghost Warriors, an Iyanden Spiritseer can ensure that the wraith-constructs react swiftly to changes in the battle-plan; more swiftly, sometimes, than the Aspect Warriors and Guardians who make up the remainder of the host.Of course, the more Ghost Warriors there are present in the host, the greater the strain this places on any individual Spiritseer. Thus, in larger campaigns, an Autarch might well be accompanied by an entire council of Spiritseers -- known as a "Shadow Council" -- each of whom is responsible for overseeing the actions of a different Ghost Warrior strike force.This arrangement, which originally arose out of necessity, has over time become an established practice and one of Iyanden's greatest strengths, allowing elements of the craftworld's Ghost Warrior host that are scattered across the battlefield to operate with a coordination that far outstrips that of the living.As tireless beings with no need for rest or sustenance, Ghost Warriors can remain in silent ambush for days at a time, if need be, patiently waiting for the order that will begin the killing.
Ghost Warrior - Trivia: Ghost Warriors were introduced in the 1st Edition of Warhammer 40,000 where both they and their large counterparts known as "Spirit Warriors" served as alternates to Eldar Dreadnoughts. "Ghost Warriors" were originally conceived as being a mechanical robotic walker created by the Eldar to carry out infiltration, assassination and sabotage missions for their military forces.Each Ghost Warrior was controlled by the soul of a dead Eldar ancestor drawn from a craftworld's Infinity Circuit. A Ghost Warrior was smaller than the larger constructs referred to as "Spirit Warriors."These robots were controlled by the guiding intelligence of the soul housed within their Spirit Stones, while the robots themselves were constructed from a substance known as Stelhene, a plastic compound that made them invisible to most forms of active and passive sensors. This Stelhene composition combined with a form of internal energy shielding to allow a Ghost Warrior to remain invisible to all but the naked eye.These constructs were referred to as their own class of robots, despite the disembodied sentience that guided them. They have made no further appearance as originally conceived in the later editions of Warhammer 40,000 canon and seem to have been replaced by Eldar Wraithlord and Wraithguard constructs, which operate in a very similar manner and also are controlled by the Spirit Stones of long-dead Eldar warriors.It is possible now that the terms "Ghost Warrior" or "Spirit Warrior" simply refers to any Eldar robotic combat walker or construct controlled by a spirit drawn from a craftworld's Infinity Circuit. Variants included:Executioner-class Ghost Warrior - The Executioner-class was equipped with a Chainfist, Power Glove and Flamer. Its shell was coated with Cameleoline to make it hard to spot even in visible light.Assassin-class Ghost Warrior - The Assassin-class Ghost Warrior possessed two Power Gloves and was outfitted with a Shuriken Catapult to provide long-ranged firepower. The shell of the Assassin-class Ghost Warrior was also coated with Cameleoline and the robot possessed a Teleport Homer to allow it to make instantaneous and unexpected entrances and exits.
Ghost Weapons - Ghost Weapons: Ghost Weapons are the large, melee Power Weapons used by the Craftworld Aeldari's various Ghost Warriors.The rudimentary sentience within the Spirit Stone core of each Ghost Weapon, whether it takes the form of an axe, glaive or sword, guides the wielder's blows into their target's weak spots.
Ghost Weapons - Types of Ghost Weapons: Ghostsword - The Ghostsword is a large melee Power Weapon used by Asuryani Wraithblades. They are the smaller version of Ghostglaives. Usually wielded in pairs, they leave glowing traces in the air as they are swung. Like all Ghost Weapons, they can help guide the wielder's blows into the most vulnerable areas of a foe.Ghostaxe - The Ghostaxe is a large melee Power Weapon used by Craftworld Aeldari Wraithblades. They are the axe variant of a Ghostsword. Like all Ghost Weapons, they can help guide the wielder's blows into a foe's most vulnerable areas.Ghostglaive - The Ghostglaive is a large, heavy, melee Power Weapon wielded by Wraithknights and Wraithlords. These great blades can even wound the most potent of Greater Daemons in combat successfully.
Ghostaxe - Ghostaxe: A Ghostaxe is a Ghost Weapon, one of the large, melee Power Weapons used by the Craftworld Aeldari's various Ghost Warriors.The rudimentary sentience within the Spirit Stone core of each Ghost Weapon, whether it takes the form of an axe, glaive or sword, guides the wielder's blows into their target's weak spots.The Ghostaxe is used by Craftworld Aeldari Wraithblades. They are the axe variant of a Ghostsword.
Ghostglaive - Ghostglaive: A Ghostglaive is a Ghost Weapon, one of the large, melee Power Weapons used by the Craftworld Aeldari's various Ghost Warriors.The rudimentary sentience within the Spirit Stone core of each Ghost Weapon, whether it takes the form of an axe, glaive or sword, guides the wielder's blows into their target's weak spots.The Ghostglaive is a massive powered sword wielded by Wraithknights and Wraithlords. These great blades can even wound the most potent of Greater Daemons in combat successfully.
Ghostlight - Ghostlight: The Ghostlight is a highly sophisticated targeting system utilised by the recently re-discovered Aeldari Aspect Warriors known as the Shadow Spectres who specialise in the deployment of highly-mobile, infantry-based anti-armour firepower. Shadow Spectres are experts at striking at enemy vehicles from concealment and extreme long-range. Used in tandem with their powerful and potent Prism Rifles, this targeting matrix further amplifies the maximum effective range and lethality of their formidable weaponry.Additionally, Shadow Spectre Aspect Warriors are capable of combining the power of their Prism Rifles using the Ghostlight. The Ghostlight combines each individual shot from a squad of Shadow Spectres into a single searing blast of energy with a greatly magnified range that allows the Aspect Warriors to destroy an enemy's armoured support from an unseen location far across the battlefield.Instead of firing their Prism Rifles (or the Exarch's Prism Lance) individually, the squad may take a single Ghostlight shot of greatly enhanced power which is particularly useful when used against the most powerful armoured targets like Space Marine Land Raiders.
Ghostmaker (Novel) - Ghostmaker (Novel): Ghostmaker is the second volume in the Gaunt's Ghosts series of novels by Dan Abnett.
Ghostmaker (Novel) - Synopsis: On Monthax, Colonel-Commissar Ibram Gaunt and his Tanith First-and-Only await the order to advance into the sweltering jungle and drive the xenos Aeldari from the world.As battle approaches, Gaunt walks the lines, raising his men's spirits and remembering their most heroic deeds -- and the tragedies that have dogged Gaunt's Ghosts from the day of their founding on lost Tanith. The day that Gaunt became known as the "Ghostmaker."
Ghosts and Bad Shadows (Anthology Short Story) - Ghosts and Bad Shadows (Anthology Short Story): Ghosts and Bad Shadows is a short story published in the Gaunt's Ghosts series that was originally part of an anthology. Ghosts and Bad Shadows was published as part of the Sabbat Worlds anthology in November 2014, and has yet to be released as a stand-alone e-book. Ghosts and Bad Shadows is a continuation of the story from Family.
Ghosts and Bad Shadows (Anthology Short Story) - Synopsis: Gol Kolea of the Tanith First-and-Only leads an expedition to an abandoned supply station to gather material for the war. As the Ghosts go through the dense jungle they are hounded by whispers and "bad shadows".
Ghosts Speak Not (Short Story) - Ghosts Speak Not (Short Story): Ghosts Speak Not is the twenty-fifth short story published in the Horus Heresy Series that was not originally part of an anthology novel. Ghosts Speak Not was first published as a double e-book with the short story Patience as part of the "Tales of the Knights Errant" week. Both are now included in The Silent War anthology novel. Ghosts Speak Not is considered a novellete.
Ghosts Speak Not (Short Story) - Synopsis: When Nathaniel Garro carried word of the Warmaster Horus' treachery to Terra, he also brought with him seventy loyal sons of the XIV Legion. Distrusted by their kinsmen, they languished in seclusion on Luna...until now.
Ghostsword - Ghostsword: A Ghostsword is a Ghost Weapon, one of the large, melee Power Weapons used by the Craftworld Aeldari's various Ghost Warriors.The rudimentary sentience within the Spirit Stone core of each Ghost Weapon, whether it takes the form of an axe, glaive or sword, guides the wielder's blows into their target's weak spots.The Ghostsword is used by Asuryani Wraithblades. They are the smaller version of Ghostglaives.Usually wielded in pairs, they leave glowing traces in the air as they are swung.
Ghostwalk Mantle - Ghostwalk Mantle: The Ghostwalk Mantle is a unique and specialised Veil of Darkness used only by Vargard Obryon. Originally commissioned to aid him in his role as the bodyguard of Nemesor Zahndrekh, it was designed by the foremost Cryptek Psychomancer of the Tomb World of Gidrim, the Dagon of the Shadowed Matrix. The Ghostwalk Mantle differs from a standard Veil of Darkness in that it allows Obyron to spirit himself away from the grasps of the enemy even when in combat, thus giving him the ability to redeploy himself and his unit with unparalleled ease, and stand at Zahndrekh's side immediately whenever he is needed to protect his charge.
Ghoul Stars - Notable Campaigns: Covenant of Ecale (390.M38-433.M38) - In 390.M38, the Marines Errant Chapter entered into the Covenant of Ecale with the legendary Rogue Trader Sia'hadn Ecale of the great House Ecale. The exact cause and full nature of this pact remains a secret that has always been kept inviolate by both parties. What is known to Imperial chroniclers is that the entire weight of the Chapter was added to the Rogue Trader's own substantial army in a perilous voyage of war and exploration into the Ghoul Stars that lasted more than forty Terran years until 433.M38.Ghoul Stars Crusade (990.M41) - High Marshal Helbrecht of the Black Templars Chapter declared a Crusade against the Cythor Fiends of the Ghoul Stars in 990.M41, taking the fight into this desolate region of space. Within eight standard years, the xenos population of the outlying systems had been exterminated and the Crusade pushed onwards to the aliens' homeworld, a gas giant designated 9836-18 Grave Core, but upon reaching the core systems of the Cythor Fiends' domain, they were found to be eerily empty. No trace could be found of the aliens, but before the mystery could be fully explored, a desperate call for help came from the besieged world of Armageddon telling of the return of the Ork Warlord Ghazghkull Mag Uruk Thraka during the Third War for Armageddon in 998.M41.
Ghoul Stars - Bone Kingdom of Drazak: On worlds lit by the cold rays of dying suns, located in the extreme northeast of the known galaxy, lie the Ghoul Stars, a realm where creatures tread out of a primal nightmare. Within this loathsome part of the galaxy are creatures so alien they seem to be born out of the supernatural.Yet even here, one horror outpaces all others; the Bone Kingdom of the world of Drazak, the haunt of Necron Flayed Ones. These fiendish creatures stalk through Drazak's desolate streets, fighting over gobbets of rotting meat and shards of bone, desperate to sate their deluded senses.Only one amongst the planet's entire population has stood apart from the pervading madness of its denizens -- the Necron Lord Valgûl, called "the Fallen Lord" amongst his own kind. From his throne of splintered bone and tanned skin, Valgûl rules over this charnel kingdom, his one good eye ever fixed upon retaining what small measure of order he can.Valgûl seemingly remains untouched by the Flayer virus that has consumed his undying people, but no truly sane creature would willingly live amongst the gibbering Flayed Ones, even other and especially other Necrons. It is not known if Valgûl remains on Drazak out of a sense of duty, or maybe he is afflicted by a personal madness which has taken another, more subtle, form.Whatever his reasons, Valgûl's rule is not founded on reason, for the devolved nature of his subjects makes such notions laughable. He maintains the Flayed Ones' allegiance through his ability to provide the gory bounty of flesh in which his subjects delight. Every few solar months, when no more meat remains, whether because it has been torn into fragments too tiny to scrabble over or simply due to inexorable rot, Valgûl announces a new "Time of Bounty," and dispatches the Necron fleets of Drazak to raid nearby alien and Human-settled worlds. These reavers of Drazak seek not riches nor conventional plunder, only tithes of gore and congealing blood.
Ghoul Stars Crusade - Ghoul Stars Crusade: The Ghoul Stars Crusade was the very first Crusade launched by High Marshal Helbrecht in 990.M41 after he attained his rank as the Black Templars' new High Marshal. This was a dangerous decision as no Imperial expedition had ever returned from the desolate region of space known as the Ghoul Stars.The Black Templars were intent on finally vanquishing the hostile alien species known only as the "Cythor Fiends" of the Ghoul Stars. The battles were bloody but decisive, and after eight Terran years the xenos population was all but destroyed, and the Black Templars began to push in towards the aliens' homeworld, a gas giant designated 9836-18 Grave Core. Upon reaching the Cythor Fiends' core star systems, they were found to be eerily empty.9836-18 Grave Core served as the capital world of the Cythor Fiends' civilisation. It is unknown by what name the planet was called by the Cythor Fiends. 9836-18 Grave Core is the Imperial designation, with the number signifying it was the eighteenth world conquered during the Ghoul Stars Crusade.Grave Core was a mid-sized gas giant which appeared blue from high orbit. Its atmosphere was toxic and extremely cold, unfit for most intelligent species. High Marshal Helbrecht noted that the world closely resembled Neptune in the Sol System.Grave Core was regarded by the Cythor Fiends as their primary homeworld in the region. The xenos had erected platforms in the world's atmosphere that supported their great crystal fortress-cities. The Astartes of the Death Spectres Chapter who accompanied the Black Templars in the Crusade hinted that they had once also assaulted Grave Core, just as the Black Templars now did, but had also found it deserted by the xenos.The Black Templars had expected the Cythor Fiends to make their last stand of the Ghoul Stars Crusade there, but the entire species had already apparently fled the planet. Furious, the Black Templars attempted to destroy the world by unleashing an Exterminatus action, but failed even at that as the world seemed to be able to resist any form of damage through unknown means.As an alternative, the Black Templars then destroyed the Cythor Fiends' orbital platforms and tried to ignite the world's atmosphere by bombarding it with their armada. This took an unnaturally long time, and the Death Spectres' Captain Naroosh remarked that whatever the Imperials did to the gas giant, it would not matter in the long run, as the Cythor Fiends always returned to reclaim the worlds of their realm.No trace of the aliens was ever found, but before a proper investigation could be launched, a desperate call for help came from the besieged Hive World of Armageddon. High Marshal Helbrecht immediately contacted Marshals Ricard and Amalrich, and began to co-ordinate a massive counteroffensive on the Ork WAAAGH! Ghazghkull. Three separate Black Templar Crusades descended on the Hive World of Armageddon in 998.M41. The Third War for Armageddon had begun, and no more time or effort could be reserved for the mystery of the Cythor Fiends.
Ghreddask - Ghreddask: Ghreddask was a Fortress World of the Imperium located in the Talledus System of the Veritus Sub-sector.It was a major garrison world for the Astra Militarum whose native Militarum Regimento is known as the Ghreddask Illuminators.
Ghreddask - History: Despite being officially independent of the Imperial state church, the Ghreddask Illuminators are known to enforce the will of the Ecclesiarchy within the Talledus System.For instance, the orbital dockyards at the world of Satrapol in the Talledus System were amongst the largest in the Imperium. Thousands upon thousands of vessels were packed together in cramped mooring claws, kept stationary for Terran months and sometimes even years as the Ecclesiarchy's agents methodically ensured that every vessel paid a tithe to the church.Those who failed to pay what was owed, or in any way roused the ire of the state church, were dealt with by the ruthlessly zealous Ghreddask Illuminators.The most heavily defended world in the Veritus Sub-sector after the capital planet of Benediction itself, Ghreddask supported many regiments of the Ghreddask Illuminators deployed in large garrisons as well as other potent planetary defences.It nonetheless was invaded during the Talledus War by the Iron Warriors under the command of Warpsmith Etrogar, who used a spaceborne Soul Harvester fortress-factory called Scarax Krond to devastate the planet.The tide only turned thanks to the intervention of Castellan Dramos of the Black Templars' Rutherian Crusade, who sacrificed himself to destroy the unholy Daemon Engine and give the Astra Militarum forces of Ghreddask a fighting chance against the Heretic invaders.
Ghreddask Illuminators - Ghreddask Illuminators: The Ghreddask Illuminators are the native Astra Militarum Militarum Regimento of the Fortress World of Ghreddask in the Talledus System.
Ghreddask Illuminators - Regimental History: Despite being officially independent of the Imperial state church, the Ghreddask Illuminators are known to enforce the will of the Ecclesiarchy within the Talledus System.For instance, the orbital dockyards at the world of Satrapol in the Talledus System were amongst the largest in the Imperium. Thousands upon thousands of vessels were packed together in cramped mooring claws, kept stationary for Terran months and sometimes even years as the Ecclesiarchy's agents methodically ensured that every vessel paid a tithe to the church. Those who failed to pay what was owed, or in any way roused the ire of the state church, were dealt with by the ruthlessly zealous Ghreddask Illuminators.The most heavily defended world in the Veritus Sub-sector after the capital planet of Benediction itself, Ghreddask supported many regiments of the Ghreddask Illuminators deployed in large garrisons as well as other potent planetary defences.Many infantry, armoured and artillery regiments of the Ghreddask Illuminators participated in the Talledus War to defend the worlds of the Talledus System from the Chaos assault launched by the Dark Cardinal Kor Phaeron during the Era Indomitus.
Ghulo Industrial Complex - Ghulo Industrial Complex: The Ghulo Industrial Complex is a highly mercantile and expansionist minor league of the Leagues of Votann located in the galactic core. The Ghulo are considered unmatched among the Kin in the fields of void mining and terraforming of new worlds.
Ghulo Industrial Complex - League History: The Ghulo Industrial Complex controls a broad belt of territories that curls counter-spinward towards the southern heartlands of the galactic core. This League of Votann is forever seeking to add new star systems and planets to their already impressive holdings and are skilled in transforming even the most barren worlds into productive and valuable assets.The Ghulo Industrial Complex is a league whose Kindreds pour almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This league contains several extremely large and powerful Cthonian Mining Guilds, whose influence in the Hearthspakes of its Kindreds is such that they are virtually the de facto rulers of the Ghulo Industrial Complex as a whole.
Ghulo Industrial Complex - League Worlds: Delvegard (Hold World) - Delvegard is an important world for the Ghulo Industrial Complex, and sits at the heart of a rich centre of trade routes and mining centres that serve the needs of its commerce-minded league.
Ghulo Industrial Complex - League Colours: The colours of the Ghulo Industrial Compolex are unknown.
Ghulo Industrial Complex - League Insignia: The insignia of the Ghulo Industrial Complex is white Kin script spelling out the word "Ghulo" where the "o" takes the form of a cog wheel.
Gideon Ravenor - Gideon Ravenor: Gideon Ravenor was an Inquisitor of the Ordo Xenos of some renown and one of the Inquisition's most powerful psykers.During his time as an Interrogator for the Inquisitor Gregor Eisenhorn he was severely wounded during a terrorist attack on the world of Thracian Primaris.Thanks to the technological marvels of the Adeptus Mechanicus and Ravenor's own unbending will, he survived his injuries, but due to extensive tissue damage and burns, he was doomed to spend the rest of his days in a life-supporting Force Chair.The sensory deprivation caused by his injuries and the chair's built-in psy-boosters allowed Ravenor to continue in the Emperor's service with significantly enhanced psychic abilities.As an Inquisitor he won many great victories that helped to preserve the Imperium and at one point he actually helped save the material universe itself from destruction.Ironically, Ravenor gained much greater fame amongst the Imperial elite as a philosopher than he did as a warrior. His esoteric philosophical book, The Spheres of Longing, is generally considered to be his greatest work.
Gideon Ravenor - Philosophy: In his early years as an Inquisitor, Ravenor subscribed to the more Radical Inquisitorial philosophical sects. He has been known to cooperate with "worthy" aliens and to use his psychic abilities to predict the future. Some years after the disaster on Thracian Primaris, Ravenor even apprenticed himself to an unknown Asuryani Farseer to learn divination.The knowledge and allies he gained through this pact made it possible for him and Gregor Eisenhorn to defeat the Arch-traitor Pontius Glaw on the planet 5213X in 345.M41 and thereby, according to the Farseer, save the galaxy and the Imperium of Man from utter destruction.In time, Ravenor's stance towards divination seems to have changed. During his investigation of the Contract Thirteen Cartel on Eustis Majoris in 402.M41 he claimed to loathe farseeing because of the confusing and madness-inducing aspects of the resulting prophecies.It is unclear when Ravenor changed his view, but his newfound aversion did not stop him from using Aeldari artefacts or from trusting prophetic visions when they present themselves.Despite his often unorthodox methods and powerful psychic ability, Ravenor was for a long time seen as a Puritan by the political factions within the Inquisition. This view was probably a product of Ravenor's published philosophic works and his reclusive lifestyle.In the end, Ravenor's own conscience was what destroyed his reputation. In 404.M41, after the Slyte incident, Ravenor turned himself and evidence of his sorcerous activities over to the Helican Conclave.Ravenor was acquitted of possessing any Chaos taint, mostly due to the help of his former master Eisenhorn's old friend Inquisitor Lord Rorken who at the time was the grand master of the Helican Conclave.Even though he got away with only a warning, Ravenor was, like his master before him, labelled a Radical.
Gideon Ravenor - Psychic Abilities: Ravenor has on occasion been referred to as an Alpha-Plus-grade psyker. This claim seems to have originated after the canonical introduction of the psyker assessment scale but before that hierarchy of psyker power had been strictly defined.Ravenor is later described, after the psyker assessment scale was better defined in the lore, as a high Delta or low Gamma-grade psyker, a claim that corresponds well with his described abilities and the fact that Ravenor is weaker than the rogue Gamma-grade psyker named Lomer Kinsky.Ravenor's psychic abilities are most potent in three areas: telepathy, telekinesis and divination. He can mindskim whole hive cities in a search for specific persons, crush individual enemies with his mind and, with great difficulty, see faint images of possible futures.To strengthen his abilities, Ravenor uses several psychically-attuned artefacts.His anti-gravitic Force Chair is equipped with technological psy-boosters that increase his raw psychic strength. Some of Ravenor's acolytes also wear Asuryani wraithbone amulets that allow the Inquisitor to more easily contact or possess his servants telepathically.
Gideon Ravenor - Physical Appearance: At the time of the death of Beldame Sadia before his injuries on Thracian Primaris, Ravenor was tall and handsome, with long black hair pulled back in a long pony tail, high cheekbones and a finely-sculpted face. He possessed a noble and ageless quality in his eyes faintly reminiscent of the Aeldari.After being horrifically crippled on Thracian Primaris, his physical body was reduced to a charred, barely animate husk, unable to move or speak, and with his limbs and physical senses scorched away. Now he can only survive through the use of the life support systems of a specially-designed Force Chair; its elaborate systems enable him to move, speak and breathe.It also is incredibly strong, much like the power armour of a Space Marine. The chair carries its own cogitator, and as a weapon, it is mounted with paired psycannons.Physically, Gideon Ravenor is but a shell of his former self, but psychically, his mind has vastly expanded the wealth of experience available to him.
Gildar System - Gildar System: The Gildar System is an Imperial star system located in the Segmentum Obscurus of the galaxy. It is known to possess an astonishing wealth of natural resources. The system consists of eight worlds, most of them uninhabited.The Silver Skulls Chapter of the Adeptus Astartes considers the system to be a part of their territory and no Imperial starship can travel through the area without their permission or escort. The world of Gildar Secundus was the site of a vicious battle between the Silver Skulls and the Red Corsairs Renegade Space Marines for control of the neighbouring region known as the Gildar Rift.The Silver Skulls proved victorious and drove the Red Corsairs from the system, but at a very high cost. The captain of the Silver Skulls' 4th Battle Company, Daerys Arrun, was slain in close combat by the Red Corsairs' infamous Chaos Lord, Huron Blackheart.
Gildar System - Planets: The Gildar System contains 8 planets, listed in order of their distance from the system's primary:Gildar PrimusGildar SecundusGildar TertiusGildar QuartusGildar QuintusGildar SextusGildar SeptimusGildar OctavusThe primary settled world of the system is Gildar Secundus.
Gillia Masozi - Gillia Masozi: Gillia Masozi is a flight lieutenant of the Navis Imperialis' Aeronautica Imperialis, the division of the Imperium's navy that provides air support to the soldiers of the Astra Militarum engaged in ground combat. Flight Lieutenant Masozi has been seconded to the warband assembled by Inquisitor Grendyl of the Ordo Hereticus to combat the Nurglish Chaos infestation of Hive Tertium on the Moebian Hive World of Atoma Prime.She is the pilot of a Valkyrie gunship she has named Storm Raptor that is based on the flight deck of the requisitioned Rogue Trader frigate Mourningstar. She serves as the primary means of transport planetside for Acolytes of Grendyl's warband who are tasked with carrying out combat missions against the Cult of Admonition and the Traitoris Militarum of the Moebian 6th Regiment in the lower levels of Hive Tertium. She is the best pilot the warband has at their disposal. Storm Raptor is known and feared among the Scabs of the Moebian 6th.Among Masozi's duties are training new Valkyrie pilots to provide transport for the warband. Her officer rank allows her to operate with some autonomy in the field, within reason. Despite the perquisites that come with being an officer of the Navis Imperialis, even a relatively junior one, Masozi has been known to complain about all the paperwork required at her rank.While flight has always been Gillia Masozi's true passion, her desire for excitement also extends to gambling. During downtime aboard the warband's mobile base, the frigate Mourningstar, Masozi will play cards with the more veteran Acolytes among the warband, and is not above cheating at times. She also enjoys the Calthan brandy she buys from the ship's purser Alice Hallowette. Most of her time is spent either on missions or preparing for them by performing maintenance, tune-ups and instituting improvements to her beloved Valkyrie gunship, which she has named Storm Raptor.Like many pilots, Masozi values instinct, practicality and improvisation over intensive planning or following strict military rules and procedures. This attitude has at times caused friction with other senior members of Inquisitor Grendyl's retinue, including the tech-priest Hadron Omega-7-7, who is frazzled by her attempts to "improve" the sacred technology of her Valkyrie, and the intelligence analyst Darius Melk who finds her tendency towards improvisation dangerous and is irritated by her lack of respect for his noble pedigree.Masozi is also known for giving gifts to those Acolytes of the warband who are zealous believers in the Imperial Creed, including a piece of stone Masozi claimed had been part of a a saint's statue, and a holy canticle of Saint Alicia Dominica's wrath.During return missions from dropping off an Acolyte strike team in Hive Tertium, Masozi sometimes finds herself being tailed by what Explicator Orgustine Zola has called the "Sky Reavers." The Sky Reavers are a criminal gang of airborne raiders, smugglers, and bandits. They often tail the various Valkyries flying about the hive city on Imperial business, seeking new opportunities to make a major score on a valuable airborne shipment across the hive.
Gillia Masozi - Sources: Warhammer 40,000: Darktide (Video Game), Character conversations, Cut Scenes
Gitfinda - Gitfinda: A Gitfinda is an electronic targeting device employed by Ork Flash Gitz that can actually raise their ranged weapon accuracy close to that of an average Human soldier.Gitfindas can take many forms, which are as varied as Ork technology, including as ocular bioniks, binocular goggles, monocular head-sets, oversized external telescopes, or myriad other forms whose variety is known only to Mork.
Gitfinda - Targeting Squigs: Some Flash Gitz prefer to use specially-bred Squigs called Targeting Squigs that act as a biomechanical form of Gitfinda, positioned somewhere on the Ork's body and cybernetically linked to their master so that the Squig can direct the Flash Git's fire to likely targets.
Gitfinda - Sources: Codex: Orks (7th Edition) (Digital Edition), "Orky Know-Wots"Games Workshop - Webstore: Flash Gitz
Gladiator - Gladiator: The Gladiator  is an Imperial anti-gravitic main battle tank intended to provide heavy armoured support for the Primaris Space Marines of many different Chapters. Based on the chassis of the Impulsor assault transport, the Gladiator is a fast, flexible battle tank that provides deadly heavy fire support for Primaris Marine forces in the field. Like many of the new vehicles and wargear created for the Primaris Marines, the Gladiator is available with multiple different weapon loadouts to maximise its tactical flexibility.Archmagos Dominus Belisarius Cawl has continued his quest in pursuit of the techno-heresy called "innovation" to outfit the Primaris Space Marines with the best weapons, armour, and war machines in the galaxy. This brutal armoured behemoth is the first dedicated battle tank to emerge from his forges on Mars. As with the other Primaris tanks created by Cawl's genius -- the Impulsor and Repulsor variants -- the Gladiator uses anti-gravity Repulsor Field technology to drift menacingly across the battlefield as one of the rare Imperial grav tanks.The Gladiator's chassis is that of a more heavily armoured Impulsor, with its open-topped transport bay replaced with a fully enclosed hull. This design relationship mirrors that of the classic Predator battle tank and the ubiquitous Rhino armoured personnel carrier used by the Adeptus Astartes for millennia, which sacrificed transport capacity for reinforced armour, a powerful, turret-mounted primary weapon system, and sponson-mounted weapons.
Gladiator - Armament: The Gladiator can be outfitted in three variants -- the Gladiator Valiant, Gladiator Reaper, or Gladiator Lancer -- each with a different combination of formidable turret and sponson weaponry designed to meet changing tactical needs on the battlefield.The Gladiator Reaper's twin-linked Heavy Onslaught Gatling Cannon and pair of Tempest Bolters offer this Gladiator variant a level of infantry-shredding firepower that is unrivalled by anything short of a super-heavy battle tank like the Baneblade deployed by the Astra Militarum.Meanwhile, the Gladiator Valiant pattern is the most aggressive of the three variants, specialising in close-range, heavy fire support for Primaris Marine infantry. It can bring down even the largest vehicle or monstrous xenos organism with a single, devastating salvo of its twin-linked Las-talon and sponson-mounted Multi-Meltas.Finally, the Gladiator Lancer pattern boasts the longest range of the different Gladiator patterns, granting it the luxury of effortlessly blasting apart its enemy armour prey from extreme range with its bespoke Lancer Laser Destroyer.
Gladiator - Gladiator Reaper: When the twin Heavy Onslaught Gatling Cannons of the Gladiator Reaper spin to full pitch, the droning makes the teeth of all nearby itch with the intensity of the vibrations. Within seconds, thousands of spent casings pour over the battle tank's armoured hide as enemy infantry are erased from existence by the storm of metallic hail.
Gladiator - Wargear: 2 Tempest BoltersTwin-linked Heavy Onslaught Gatling CannonsAuto LaunchersIronhail Heavy Stubber (Optional)Icarus Rocket Pod (Optional)
Gladiator - Gladiator Valiant: The Gladiator Valiant lays down blistering volleys of fire as it escorts Primaris Marine transports or supports infantry in ferocious fighting, crossing rushing watercourses, sucking marshlands and bubbling lava lakes with equal ease. Its twin-linked Las-talons spit directed energy death at the foe, making short work of enemy armour and cracking open fortified positions when it is at close range.
Gladiator - Wargear: 2 Multi-MeltasTwin-linked Las-talonAuto LaunchersIronhail Heavy Stubber (Optional)Icarus Rocket Pod (Optional)
Gladiator - Gladiator Lancer: With pinpoint accuracy, the Gladiator Lancer picks off the heaviest enemy armour, its Lancer Laser Destroyer punching smouldering holes in their hulls. Such is the range of its heavy, turret-mounted cannon that it can eliminate armoured threats to the Space Marines before they encounter them on the field, storming past the burning wrecks of their foes' vehicles to claim their objectives.
Gladiator - Wargear: Fragstorm Grenade LauncherLancer Laser Destroyer2 Storm BoltersAuto LaunchersIronhail Heavy Stubber (Optional)Icarus Rocket Pod (Optional)Aquilon Optics (Improved range)
Gladiator Group 138 - Gladiator Group 138: Gladiator Group 138 are a large warband of Chaos Space Marines drawn from the World Eaters Traitor Legion. Like their parent Traitor Legion, Gladiator Group 138 are dedicated to the Chaos God Khorne.
Gladiator Group 138 - Notable Campaigns: Eydolim Campaign (946.M41) - Gladiator Group 138 were among the murderous alliance of Chaos Space Marines that served the Daemon Prince Kor Megron in assailing the Shrine World of Eydolim and other nearby worlds. This particular Chaos campaign was unusual, in that such overwhelming assaults and universal cooperation amongst the Forces of Chaos is normally the province of a Black Crusade. This speaks volumes of Kor Megron's powers for being able to manipulate so many disparate Chaos Space Marine warbands to do his bidding. The first assault Kor Megron and his allies undertook was against the Hive World of Jones Crispin World. With his fleet unexpectedly entering orbit over the planet, the Chaotic forces took the Imperial defenders by surprise. The World Eaters of Gladiator Group 138 led the assault against the largest hive city, Fort Crispin, massacring all in their path. The world of Eydolim was next to feel the wrath of Kor Megron. The bloodthirsty Khornate Berserkers of Gladiator Group 138 played a crucial role in the Chaotic assault on this planet. With Chainaxes wailing, they smashed through Eagle Gate, butchered the defenders and then continued into the waiting guns of the Imperial Guard. Ultimately, this campaign failed when forces from the Ultramarines 2nd Company, led by Captain Cato Sicarius, blunted the Chaos Space Marines' advance. In an epic confrontation, Kor Megron faced Captain Sicarius in personal combat and nearly slew the Ultramarines hero but was momentarily distracted by the timely intervention of an Imperial Guard trooper. Taking advantage of this respite, the badly wounded Sicarius stabbed Megron through his black heart with his Power Sword, sending the defeated Daemon Prince reeling back into the Warp for a standard century.
Gladiator Group 138 - Notable Gladiator Group 138 Members: Kraagon Gorefist - The Chaos Champion and Khornate Berserker Kraagon Gorefist earned the "Slaughter Crown" from Khorne for his brutality during the Battle of Eagle Gate on the world of Eydolim. Gorefist was the Chaos Champion who led Gladiator Group 138.
Gladiator Group 138 - Warband Colours: Gladiator Group 138, like their parent Traitor Legion the World Eaters, wear the colours of devotees of the Blood God; blood-red coloured Power Armour with brass trim and black.
Gladiator Group 138 - Warband Badge: Gladiator Group 138's badge is the same as that of the World Eaters, which is a fanged maw engulfing a world.