vizn3r/warhammer40k-lore huggingface dataset:
Flyboy - Notable Flyboyz: Da Blue Mek - An infamous Ork Flyboy and Dakkajet pilot.Da Krimson Barun - An infamous Ork Flyboy who served under Skullkrumpa -- the infamous Red Scourge of Galthamor -- an ambitious and foul-tempered Evil Sunz Warboss. Da Krimson Barun was perhaps the finest Ork Fighta Ace ever to live. Whilst many Ork pilots stenciled enemy kills onto their planes, Da Krimson Barun's Dakkajet remained free of such blemishes. Whenever this was remarked upon, Da Krimson Barun retorted that if he bothered with marking every kill he'd need a flying Gargant! Indeed, Da Krimson Barun's preternatural skill was matched only by his ego, and the only thing that came close to screaming through the air, guns blazing, was telling all the other Flyboyz about it. In 925.M41, Skullkrumpa broke out in an attempt to carve a realm of his own out of the stars. When he assaulted the Imperial world of Cadrim, it was the White Scars Chapter who flocked to the besieged world's distress signals. When the White Scars launched an aerial assault, dozens of Ork planes came bursting out of cloud cover, the distinctive red Dakkajet of Da Krimsun Barun, Skullkrumpa's right-hand Ork, at their head. Claiming a vicious kill tally, he would eventually meet his first defeat at the hands of a Necron Doom Scythe, following the awakening of the slumbering Necrons beneath the planet's surface. Unbeknownst to the combatant, the world of Cadrim was once a Tomb World of the reclusive Necron Nihilakh Dynasty. Surviving the crash, Da Krimson Barun soon took to the skies again in a "borrowed" Dakkajet from a rival fighta ace. In a subsequent battle, he engaged aerial forces from both the Necrons and White Scars during an attack on Fellstorm Airfield. During the battle Da Krimson Barun shot down four more Necron Doom Scythes before he was shot out of the air by a Space Marine Missile Launcher. It is unknown if the Da Krimson Barun survived.Da Sky Shredda - An infamous Ork Flyboy and Dakkajet pilot.Skyboss Wingnutz - An avowed Speed Freek, Wingnutz had a near-religious awakening upon the Hive World of Ghul Jensen when he first piloted a Dakkajet. Since that day, Wingnutz has amassed a ramshackle fleet of looted and kustomised aircraft that follow in his wake. Known as the Flyboyz, Wingnutz serves as this unusual warband's Skyboss. His Flyboyz would go on to darken the skies in the vanguard of Grukk Face-rippa's Red WAAAGH!. So eager was Wingnutz to get into combat that his Boyz would lash their planes to the outside of scrap ships, cutting them free as they fell through a planet's atmosphere. The Flyboyz would then plague the skies of the world, shooting down anything in their sights and dropping bombs on targets below. Wingnutz himself became notorious for his death-defying strafing runs over battlefields, his Dakkajet passing only a few metres above the heads of startled Orks and their terrified enemies alike.
Flyboy - Sources: Imperial Armour Aeronautica (Specialist Game)Imperial Armour II - Ork, Eldar and Dark Eldar Vehicles for Warhammer 40,000, pg. 34Imperial Armour Eight - The Raid on Kastorel-Novem, pp. 179, 182Warhammer 40,000: Compendium - Death From the Skies, pg. 62White Dwarf 390 (US), "The Battle for Cadrim," pp. 31, 34, 36-37Deff' Skwadron (Graphic Novel) by Gordon Rennie
Focussed Death Ray - Focussed Death Ray: A Focussed Death Ray is a ferocious Necron armament that is mounted as the primary weapon on a Sentry Pylon. The coruscating beams of force emitted by the Focussed Death Ray are able to slice through entire ranks of enemy soldiers and whole columns of armoured battle-tanks with contemptuous ease.Utilising an advanced focussing array, a Sentry Pylon is able to project its crackling ray over far greater distances than previously encountered versions of the Death Ray weapon, and with a destructive potential that is horrifyingly effective. When fired, the narrow beam of intense thermal energy fired by a Focussed Death Ray will vaporise everything along its line of fire, and often passes through several enemy units before the energy finally dissipates; leaving nothing but a line of charred ruin in its wake.
Focussed Death Ray - Sources: Imperial Armour Volume Twelve – The Fall of Orpheus, pg. 123
Foetid Bloat-drone - Foetid Bloat-drone: The Foetid Bloat-drone, also called simply a Bloat-drone, is an aerial Daemon Engine of Nurgle designed to provide aerial combat support for the forces of the Death Guard Traitor Legion.Labouring through the air on buzzing turbines and driven by the trapped essence of a Nurgle Daemon, the Foetid Bloat-drone drifts towards the enemy like an armoured plague fly.This hideous war engine bears monstrous weapons onto the battlefield to annihilate the enemies of the Death Guard.Clad in rusting plates of rot-iron armour, their hulls overflowing with flabby foulness, Foetid Bloat-drones can withstand ferocious amounts of punishment and still keep fighting.They are designed to hover in close, drifting lazily through the most treacherous of terrain to provide supporting fire.
Foetid Bloat-drone - Role: Many Foetid Bloat-drones are equipped with a pair of Plaguespitters. As the Daemon Engine floats over the battlefield, its trailing pipes and tubules suckle rot and filth with idol hunger to fuel these revolting weapons. The Bloat-drone slurps up diseased innards and maggot-thick mud until its putrid flesh is straining and pulsating, refining a hideous cocktail of hyper-concentrated toxic slime.Then, with a disgusting spasm of regurgitation, the drone squirts the resultant soup through its Plaguespitters, spraying it in great fans across the foe. No cover or defence can protect the target from this lethal rain of filth. Victims find their bodies convulsing and twisting in the grip of a thousand maladies, rotting and bloating until they collapse into a heap of decaying, highly-infectious matter. Many are still screaming when they do.Other Bloat-drones are equipped for long-range bombardment. Fitted with a Heavy Blight Launcher, these Daemon Engines suck armour-piercing blight shells from their rusting drum magazines and fire them in rippling volleys. This rain of disease-ridden shells can reduce a battle tank to a corroded, collapsing wreck in moments, or bring whole squads of heavily armoured infantry to their knees.The entities that possess Foetid Bloat-drones are more aggressive and spiteful than most Daemons of Nurgle. Some are so wilful that they cannot be entrusted with ranged weaponry at all, their desire to smash themselves into the enemy ranks all too evident.These rebellious engines are instead fitted with the macabre devices known as Fleshmowers. Heavy cylinders of rusted iron blades, Fleshmowers thrust out in front of the Bloat-drone on bulky arms and whir frenetically as it flies into battle. These weapons can be used in thrumming passes through the enemy ranks, or more deliberately pressed against resilient targets to rip them apart.Either way, the result is a hideous red spray and a mulched strew of body parts. The mashed remains of Fleshmower victims make excellent slop-fuel for those Bloat-drones armed with Plaguespitters, and so the two variants often form parasitic war packs.Created in festering manufactoria on Nurgle-dominated Daemon Worlds, the cost in blood sacrifice to create these engines is significant, and the binding rituals are hazardous in the extreme. Yet their enduring popularity with the Traitor Legion's Death Guard Lords ensures that Foetid Bloat-drones are ferried in great numbers to the war zones in which the Death Guard fight, and deployed in swarms that darken the skies.This is especially true in the vectoriums of the 5th Plague Company, with warbands such as the Sons of the Maggot, the Suppurant Sting, and the Smogrot Brotherhood fielding great numbers of Foetid Bloat-drones in varying pack strengths and configurations. These airborne attack waves featured strongly during the opening battles of Mortarion's Creeping Doom offensive against Ultramar during the Plague Wars, descending upon the enemy like flies onto a corpse before butchering and feasting upon their victims.
Foetid Bloat-drone - Unit Composition: 1 Foetid Bloat-drone
Foetid Bloat-drone - Armament: 2 PlaguespittersPlague ProbeHeavy Blight Launcher (Optional replacement for both Plaguespitters)Fleshmower (Optional replacement for both Plaguespitters)
Foetid Bloat-drone - Ordo Malleus Departmento Analyticus Technical Specifications: The technical specifications of the Foetid Bloat-drone have not yet been determined by the Ordo Malleus of the Inquisition.
Foetid Bloat-drone - Sources: Codex Heretic Astartes - Death Guard (8th Edition), pp. 50, 64, 84
Foot Stompaz - Foot Stompaz: The Foot Stompaz are a small Ork tribe amongst the other small Ork tribes that combined to forge a mighty Ork WAAAGH! led by Warlord Gorgutz, who assaulted Lorn V, Kronus and the Kaurava System. It is common for Ork tribes to become part of other, larger Ork tribes if their Warboss is killed by another Ork leader.Warlord Gorgutz used this method to quickly build a massive Ork invasion on three separate occasions; first on Lorn V, then Kronus and finally a massive assault was launched by these Greenskins upon the Kaurava System. However this also led to an easily fractured alliance amongst said clans.
Footfall - Footfall: Footfall is a massive, sprawling void port located on the edge of the Koronus Expanse in the Segmentum Obscurus that is comprised of gigantic stone asteroids bound together by ornate bridges, flexible tunnels, and chains the size of voidships, all centred around a macrostatue of the most holy God-Emperor of Mankind dozens of kilometres high.This statue, placed by Footfall's founder, the Rogue Trader Parsimus Derwin, looks out sadly over a morass of vice, degradation, perversion, sedition, mutation, and heresy.The floating agglomeration of Footfall is situated just rimward of The Maw, transfixed in the hellish glare of the star Furibundus. Footfall is typically the first stop for those entering the Koronus Expanse from the Calixis Sector and the last stop for those leaving.
Footfall - Notable Locations: Footfall is an irregular growth of towers, domes and docking gantries that hangs in the void like a lump of jagged stone. From its founding, Footfall has grown by the unplanned accumulation of structures built by the various groups and cults that have made it their home.As further structures are grafted on, the previous structures may be partially rebuilt or repurposed and so the internal and external layout of Footfall shifts and changes with the decades.Some structures have endured for long enough that they remain firm features that define this strange place even as Footfall grows and changes, and the means by which irregular visitors may gain some sense of permanence between visits.
Footfall - Pit of Voices: Claimed by the outcast Astropaths of Footfall, the exterior structure of the Pit of Voices looks as much like a collapsed dome as anything else. The interior is a steep tiered arena and maze of cells beneath, gravity plated at an unsettling angle, and set with gargoyles pillaged from the frozen exterior stonework. Incense burns constantly, and a litter of occult devices is strewn about the floors.
Footfall - Boneyard: The waste of Footfall -- along with quite a few unlucky murder victims -- all end up in the Boneyard, an open, frozen midden in the void beyond the structures. The Bonepickers of Footfall, clad in paltry or improvised voidsuits, pick through the debris and corpses in search of what little value remains.Useless waste is propelled away from Footfall by human effort, drifting slowly to pass through the weak Void Shields and away into Furibundus' burning embrace.
Footfall - Chapel of the Third Congregants: The Chapel of the Third Congregants is an imposing, void-pitted structure of spreading bastions and leering gargoyles that floats unconnected to the rest of Footfall.Within, every surface is crowded with statues, sepulchres, and saints' shrines. Worshippers come and go in a procession of gigs, cramped passenger craft that are little more than a seal-gate and gas expeller for propulsion.
Footfall - Hab-Fanes: The largest hab-structures in Footfall look like ornate temples, their crenelated exteriors encrusted with crystal mosaics of Imperial Saints and grimacing gargoyles. Open spaces within are divided haphazardly by cloth and metalwork, uncounted masses packed close in an ever-changing three-dimensional maze. Here are the poor, the menials, and the lesser outcast factions.
Footfall - Liege's Court: One of the oldest structures in Footfall, these regal transepts and pillared, ornate halls are where the Liege of Footfall receives those of sufficient importance to warrant a formal welcome.The Liege's throne is beauteous alabaster, an ancient masterwork engraved with a hundred scenes of the God-Emperor's victories, said to have been looted from the wreck of a warship during a long-ago war, and equipped with embedded field generators to shield its delicate surface.
Footfall - Macrostatue of the God-Emperor: The stern visage of the God-Emperor of Mankind watches over Footfall. His vast statue floats at the very centre of the community, close to the size of the greatest vessel of Battlefleet Calixis, linked to twenty structures by massive void-steel chains.The statue and its plinth are hollowed with chambers, but no-one dares dwell within. The macrostatue is a point of pilgrimage for the faithful who yearn to see the God-Emperor stare out across unclaimed voids that will one day be His.
Footfall - Red Schola: A monolithic slab without decoration, the Red Schola is the slave-hold of the Tutors, a cabal of mysterious slave masters who have made Footfall their base of operations. Within their sealed edifice, the Tutors create slave servants using a variety of cruel and esoteric methods: noetic induction, the breaking of self, torture, ritual branding and hypno-conditioning.Few know what horrors lie behind its void-steel portals, but few who can afford them question the quality of the slaves produced by the Red Schola. Whether one requires a delicate courtesan assassin sculpted in the image of an Imperial Saint or a cohort of mute, slab-muscled stranglers, the Red Schola can provide.
Footfall - Shield Shrines: The Void Shields that protect Footfall are projected from three Shield Shrines. Each is a cubic, metal Machine Temple marked with the raised cog of the Adeptus Mechanicus upon each face and linked to Footfall by a coiling umbilical passage. The Shrines are well-defended inside and out by Servitor-crewed weapon systems.
Footfall - Spire of Intoxicants: The Spire is the only location in Footfall where narco-tribe gangers are willing to trade their drugs and allow outsiders to participate in their rituals.It is a trade-space, laden with chemical fumes and strange artefacts, some carried from the far reaches of the Koronus Expanse and given to the narco-tribesmen in payment.
Footfall - Xenosium: Considered accursed by many, the Xenosium is a dwelling place intended for the alien. Great upheaval attended the construction of the Xenosium, built at the order of Parsimus Dewain near the end of his life. It is made in the fashion of a prison-fortress -- thick-walled and psy-warded. Void-weathered statues with stern faces look inwards at each corner.Often it is said that no human has set foot inside for centuries, but on several occasions, Rogue Traders have brought xenos representatives to Footfall -- sentient alien beings, not the beast-traffic intended for circuses and xenosepts -- and housed them within the Xenosium. No one seems certain whether or not the Xenosium is presently empty.
Footfall - Footfall Factions: No one rules Footfall, not truly. The masters of the most successful of Footfall's concerns nominate an individual who is referred to as the Liege of Footfall. By tradition the Liege disburses offerings of stone and supplies brought by Rogue Traders. However, traditionally a Liege is subservient to any who bears a Warrant of Trade.This makes even the least Rogue Trader higher on the pecking order than the Liege of Footfall, though in practice, this can prove difficult to enforce. However, a Liege is only Liege for so long as he can defend his position, and many have been leaders of murderous scum, employing cruel guards and ruthless enforcers to make their will known. Each was the latest criminal to have killed his way to what he thought is the top of the heap, realising too late just how wrong he was.The true powers of Footfall are shadowy organisations, any one of which will murder a Liege who strays beyond his traditional role. Prime amongst these are the owners of Footfall's gambling dens, bordellos, and the wealthiest traders and smugglers whose wealth and position is created by the traffic of explorers and the treasures they return with.Beside these are other, more secretive powers such as Crew Brotherhoods who spy and who report back to the Administratum, Navis Nobilite, Adeptus Ministorum, or Imperial Navy paymasters. Others include agents of the Calixis Sector's Drusus Marches Sub-sector, crime barons, and gossip mongers. Their trade is information, and they are largely the reason that Footfall still exists.Over a hundred groups and thousands of individuals make their home in Footfall, each with its own goals and purposes. If there is one constant in Footfall, it is that power is fragile and can be quickly overturned. The wise of Footfall remember that the victors of today are the slaves of tomorrow and the vengeful assassins of the day after: memories are long, and misdeeds repaid in kind.
Footfall - Black Brotherhood: The disparate members of the Black Brotherhood live from day to day as hired thugs and violent thieves, its members identified by crude black tattoos made using the traditional, painful lowdecks method. Collectively the Black Brotherhood knows much about the movements of vessels in the Koronus Expanse, but Thrones must change hands to hear any of it.Due to their trade as thugs, the Black Brotherhood is most closely tied to the workings of the Kasballica Mission on Footfall, though they are open to hire and manipulation by any with coin or cunning enough. Proud as sin, but with little effective leadership, the Black Brotherhood sometimes findthemselves the tool of more cunning players.
Footfall - Narco-Tribes: The Narco-tribes of Footfall are blood descendants of men and woman brought back from worlds within the Koronus Expanse, mingled with the blood of those who have come to Footfall from the Calixis Sector. The culture and traditions of the narco-tribes are a feral melting pot of strange drugs, heathen rituals, and violent contests of fighting skill.Narco-tribe drugs affect perception and memory; many narco-tribesmen live all their life in a world removed from reality, and are dangerously unpredictable. Each nacro-tribe is distinguished by the patterns of scars made of hot brands on the faces of tribesmen. There is great rivalry between narco-tribes of different skin-brands, and violence and bloody vendetta are common between them.
Footfall - Seven Witches: Few things scare the hardened scum of Footfall like the Seven Witches: hidden psykers who curse the fates of all that cross them. Few know anything more of the Seven Witches and their servants, but some powerful Rogue Traders have sought them out for counsel, or so that they will augur what awaits them in the Expanse.The witches never leave their inner Sanctum. However, on occasion their silent and implacable guards appear at the Liege's Court bearing scraps of soiled parchment. These missives contain demands and cryptic warnings of doom the powers of Footfall treat with great seriousness.
Footfall - Kasballica Mission: The Kasballica, a great shadow-conclave of Drusus Marches crime barons, watches the exploration of the Halo Stars with interest. The so-called Cold Trade in xenos artefacts (such as rainbow-sheen materials from the Dead Worlds of the Egarian Dominion) spreads from the Koronus Passage to run throughout the Calixis Sector and is a fountain of wealth for Kasballica factions.The crime barons send trusted retainers into the Maw to cultivate Rogue Traders and ensure that a sufficient cut of the Cold Trade flows into their coffers. The Kasballica Mission in Footfall consists of skilled negotiators, ruthless enforcers, and merchants of forbidden goods and services.If the price is right they can provide, purchase, or arrange transport for almost anything.
Footfall - Obsidian Emporial: The Obsidian Emporial is a bidding house of some fame in Footfall and the greater Koronus Expanse. Run by the mysterious and quite discerning Intercessors, the Obsidian Emporial provides a select few individuals with a place to sell items or information too rare and valuable for a trade-deck stall.The Intercessors organise auctions and manage deals, payments, and collections. Often, unless they wish otherwise, neither the buyer nor the seller will even know whom the other are.The Obsidian Emporial does not wield any obvious power in Footfall. However, none of the other factions are willing to cross it, and those few whom have failed to pay their debts to the Intercessors eventually and inevitably vanish.
Footfall - The Tutors: The Tutors are a cabal of slavers and probable Heretics who fled to Footfall long ago and have made it their primary centre for their business -- the acquisition, re-moulding, and selling of the finest and most specialised human slaves available.Cruel and methodical slavers, the Tutors use a variety of methods within their fastness of the Red Schola to break and then educate slaves to be sold as tongueless savants, spies, bodyguards, and ritual torturers.
Footfall - Astral Knives: A small clan of this secretive Voidborn Death Cult came to Footfall in 795.M41, in the wake of their persecution by the Inquisition in the Calixis Sector. As well as serving as killers-for-hire, the Astral Knives' doctrine is to ritually assassinate those whom omens and the Emperor's Tarot indicate to be corrupt, so as to preserve the God-Emperor's protection on those who must brave the Warp.Since coming to Footfall, the cult has quietly flourished, and has gained a shadowed reputation as a faction both dangerous and powerful. As such, the Astral Knives are cultivated as contacts by many of those who know of their existence, often in the hopes that a steady stream of rich murder-compacts will prevent a sacrificial fate befalling them in turn.
Footfall - Drusians: Especially fervent members of the sanctioned Drusian cult of the Ecclesiarchy whose origins lay within the Calixis Sector, this extremist orthodox Imperial faction believes that the Angevin Crusade of Saint Drusus is eternally taken up by the faithful, and to stop at the present boundaries of the Drusus Marches Sub-sector is an unforgivable heresy.Fiery Preachers in black sackcloth robes, the Drusians are a common sight in parts of Footfall, extolling the masses to press ever onwards and even going so far as to petition Rogue Traders to carry Imperial colonists and missionaries out to found new worlds dedicated to the service of the God-Emperor in the Koronus Expanse.The iron nature of the Drusian creed is unbending and draws them into conflicts with many of Footfall’s other factions, including the Tutors -- who have in the past culled the Drusian Missionary flock to stock the Red Schola with fresh slaves.
Footfall - True Path: Heretics who reject orthodox Adeptus Ministorum teachings sometimes seek out xenos beings, believing them messengers of the God-Emperor, keepers of lost Imperial legacies, or potential converts to the True Faith. Visionaries of this ilk have made their way to Footfall over the centuries, establishing small and short-lived sects that eventually merged to become the True Path of xenos-worshippers.The theology of these adherents is fractured and ever-changing, and few will ever have the chance to meet with the objects of their worship, as the True Path is much reviled and often persecuted by the other factions of Footfall and the Expanse.
Footfall - Disciples of the Dark Gods: Servant of the Ruinous Powers and desperate Chaos Cultists who pray to the Dark Gods are also hidden amongst the faithful on Footfall, often remnants of the past when Renegade vessels sometimes came to Footfall, either openly flaunting their dark allegiances or hiding their true colours.These festering groups and malign cells all have their own despicable agendas and many hold a fierce loathing and murderous spite for Rogue Trader crews, those who hold to the Imperial Creed, and even those who simply do not follow their own dark causes.
Forbidden Fortress - Forbidden Fortress: The Forbidden Fortress, also called the Fortress of the Astronomican and the "Hollow Mountain," serves as the headquarters of the Adeptus Astronomica on Terra in the Himalazian (Himalayan) Mountains, and incorporates within itself both the Chamber of the Astronomican and the sphere-like structure of the Astronomican beacon itself.
Forbidden Fortress - History: During the Noctis Aeterna that marked the start of the Era Indomitus after the birth of the Great Rift, the Forbidden Fortress was assailed by the dark powers of the Warp at the Battle for Lion's Gate.Many of the psychic adepts of the Adeptus Astronomica were driven insane while others of weaker temperament were possessed by Daemons now able to penetrate the veil of realspace around Holy Terra itself due to the temporary weakening of the Astronomican across the galaxy.It was at this time that Inquisitor Erasmus Crowl and his retinue of Acolytes arrived at the Forbidden Fortress, and found themselves shocked that one of the most secure and vital installations in the Imperium had been so easily penetrated by the Archenemy.The Inquistor's retinue was reinforced by Astartes drawn from the Imperial Fists Chapter, and together they cleansed the facility of its daemonic infestation even as the recently resurrected Primarch Roboute Guilliman marshaled the defences of Terra and defeated the larger daemonic assault on the Throneworld led by the legions of the Blood God Khorne.
Forbidden Fortress - Structure and Operation: Constructed on the orders of the Emperor of Mankind at some unknown point after the Unification Wars deep in the Imperium's past, the Forbidden Fortress was a remote and highly secret fortified compound on Terra, deep within the same Himalazian mountain range that was home to the Imperial Palace.From the outside, the mountains where the fortress was situated appeared unaltered by Human hands, but the extent of the Forbidden Fortress had been constructed deep down beneath the roofs of the mountains and extended for many kilometres throughout the whole range.The Chamber of the Astronomican itself was a massive sphere located within a single peak often referred to as the "Hollow Mountain." It had been resculpted into a great dome to form the upper half of the sphere which comprised the chamber.The fortress' security was provided by Imperial troops clad in the grey uniforms of the Adeptus Astronomica, armed with Lasguns and clad in Carapace Armour like elite Imperial Guardsmen.Access to the Forbidden Fortress was forbidden for any personnel not a part of the Adeptus Astronomica, and even members of the Adeptus Arbites or the Inquisition were forced to seek permission from the adepts of the Astronomican before they were permitted to enter.Ten thousand psykers were chosen to serve in the Chamber of the Astronomican, using their life forces to power the great psychic beacon that the Emperor Himself calibrated and projected, though at the cost of up to 1,000 of their lives every solar day.Yet more powerful psykers such as Space Marine Librarians and Astra Militarum Sanctioned Psykers were chosen to serve within the Forbidden Fortress, donning black robes to indicate their new status.But the hunger of the Emperor was relentless, and in time even these notable individuals were often sacrificed to maintain the beacon, which was considered a great honour by all those chosen.The Forbidden Fortress was surrounded by immense psychic emitters the size of cities which transmitted the psychic beacon of the Astronomican through the Warp across the galaxy, providing a pole star for every Navigator in Imperial space. Taken all together, these emitters were equal to the area of the Imperial Palace complex.This highly advanced but slowly degrading technology was maintained by the tech-priests of the Adeptus Mechanicus. The power conduits which drove the Astronomican's apparatus led all the way from the Forbidden Fortress and its myriad emitters back to the mechanisms of the Golden Throne itself.These gigantic cables that linked the Hollow Mountain to the heart of the Imperial Palace were placed within a trench that was hundreds of kilometers deep and was lined with defensive emplacements, Void Shield arrays and other equipment useful for the Mechanicus.That this trench represented a singular point of vulnerability for the entire Imperium could not be denied.
Forbidden World - Forbidden World: A Forbidden World, also called a Quarantined World, is a planet that has been declared off-limits to contact with Imperial citizens by the government of the Imperium of Man, usually by the express order of the Inquisition.The existence of Forbidden Worlds is rarely made obvious to Imperial citizens but there are many of them throughout Imperial space. Travel to these worlds is forbidden except for the most well-informed and heavily armed expeditions, and even then only with a very good reason.Death Worlds, alien empires or planets where the creatures of the Warp have broken through into realspace are all examples of Quarantined Worlds, as are planets wracked with plague. Some worlds are quarantined because no one can fathom the origins of what has been found there, be it mysterious artefacts or ancient alien cities -- it is thought better to live in ignorance of what lies on such worlds than risk it becoming a threat.Other worlds are quarantined because every Imperial expeditionary mission there has failed to return. Planets are often quarantined by the pronouncements of the Inquisition, especially if they have uncovered some Warp taint or xenos infestation that cannot be cleansed.Many Forbidden Worlds possess great resources that would be extremely valuable to the Imperium if they were properly explored and exploited, but there are enough tales of ancient horrors awoken on sinister alien worlds that few Adepts would try to defy a planetary quarantine, particularly one backed by an Inquisitorial warrant.Quarantined Worlds are marked as forbidden for visitation, settlement, or contact of any kind. Some might be seemingly benign verdant spheres, others might be foreboding rocks, but the Imperium has determined there is some terrible threat that outweighs any possible usefulness they might contain.Such threats range from biological agents to xenos species infiltration, and even to possible Warp-taint and other unholy threats. Whatever the catastrophe, potential or historical, it is viewed as a far greater risk than any reward it could bring.Once the edict is given, the Imperial Navy provides the military and defence systems the situation requires, from message buoys at the outskirts of the system to patrolling ships and orbiting weapons platforms. No unauthorised craft is allowed anywhere near the space and any found are generally destroyed without question.In case of extreme risk to the sector, the Human population is often annihilated to prevent any potential escape attempts. Regardless of whether anyone survives this culling, no one is allowed to set foot on those planets without proper authorisation. To be discovered breaking a writ of quarantine is a death sentence.
Forbidden World - Notable Forbidden Worlds: Planet NameSegmentumSectorSub-SectorSystemPopulation47 KapellaSegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknownAbandoned HopeSegmentum ObscurusCalixis SectorJosian ReachUnknownUnknownArgothSegmentum UltimaJericho ReachArkalas ClusterUnknownEstimated 61 BillionBarbarusSegmentum TempestusUnknownUnknownSystem Classified (Ageisine/Black)0BodtSegmentum UltimaUnknownUnknownBodt System0Carrion DeepSegmentum TempestusUnknownUnknownUnknownNoneChemosUltima SegmentumUnknownUnknownChemos System (Classified - Ageisine/Black)0ColchisSegmentum PacificusUnknownUnknownColchis System (Classified - Ageisine/Black)0CredosSegmentum UltimaJericho ReachUnknownUnknownEst. 1,500CthoniaSegmentum SolarUnknownUnknownCthonic System (Classified - Ageisine/Black)0FarcastSegmentum ObscurusCalixis SectorMalfian Sub-SectorUnknownUnknownGelmiro PrimusSegmentum ObscurusCalixis SectorMarkayn Marches (Spinward)UnknownUnknownGelmiro SecundusSegmentum ObscurusCalixis SectorMarkayn Marches (Spinward)UnknownUnknownGelmiro TertiusSegmentum ObscurusCalixis SectorMarkayn Marches (Spinward)UnknownUnknownGonomondiumUnknownUnknownUnknownUnknownUnknownHaxan PrimeUnknownUnknownUnknownUnknownUnknownKulthSegmentum ObscurusCalixis SectorPeriphery Sub-SectorUnknownUnknownKuluthSegmentum ObscurusCalixis SectorMalfian Sub-SectorUnknownUnknownMaliceSegmentum ObscurusCalixis SectorHazeroth AbyssUnknownUnknownNuceriaUltima SegmentumUnknownUnknownNuceria System (Classified - Ageisine/Black)0OlympiaUltima SegmentumUnknownUnknownOlympia Majoris System (Classified - Ageisine/Black)0PhonosSegmentum UltimaJericho ReachUnknown; Zacchaeus Expanse (pre-Age of Shadow)UnknownUnknownProsperoUltima SegmentumUnknownUnknownProspero System (Classified - Ageisine/Black)0ProtasiasSegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknownSacrisSegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknownSignus PrimeSegmentum UltimaUnknownUnknownSignus Cluster0Simia OrichalcaeUnknownUnknownUnknownUnknownUnknownVapausSegmentum ObscurusAskellon SectorUnknownVapaus SystemUnknownZiaphoriaSegmentum PacificusUnknownUnknownUnknownUnknown
Force Commander - Force Commander: A force commander is the unofficial title given to an officer or non-commissioned officer of the Adeptus Astartes who commands a non-standard size force of Space Marines.Astartes forces are usually led by their overall Chapter Master or a captain who commands one of the Chapter's companies.However, when the forces of several different Chapters, or forces from more than one company of a Chapter, are engaged in battle, the overall command of the action goes to the most capable officer or non-commissioned officer on the field.For the length of the engagement, this individual is usually referred to as the "force commander," regardless of his actual formal rank.
Force Commander - Notable Force Commanders: Aramus - Aramus was the force commander of various Blood Ravens Chapter strike forces during the Aurelian Crusades of the 41st Millennium.
Force Field - Force Field: A force field, also called an energy field and an energy shield, is an immaterial defensive barrier generated by a field of fundamental physical force such as electromagnetic energy, gravity or the psychic energy of the Immaterium.The technology is in use by many of the intelligent starfaring species and interstellar empires of the galaxy, including the Imperium, the Aeldari, the Necrons, the Orks, the T'au Empire and the Leagues of Votann. Force fields can be generated as a form of personal protection that can defend a single individual from kinetic or directed energy attacks or, if enough power is available, can be extended to protect entire military units, vehicles, strongholds, fortresses, voidships, void stations or even entire cities.Force field technology is known in the Imperium but is relatively uncommon, being available only to high-ranking military commanders and civilian leaders or on Imperial voidships, fortifications and some high-value vehicles like Titans and Knights. Force field technology is much more commonly used among the more technologically advanced xenos species such as the Aeldari, the Necrons and particularly the Leagues of Votann.
Force Field - Imperium: The Imperium of Man is known to make use of Warp-powered Void Shields, which are typically deployed as defensive barriers around key installations and vehicles like voidships and Imperial Titans. These fields are powered by a variety of sources, including Void Shield Generators, which are capable of absorbing and redirecting massive amounts of energy.In addition to static force fields, the Imperium also utilises mobile versions known as Refractor Fields and Conversion Fields. These fields can be projected around individual soldiers or vehicles, providing an additional layer of protection against enemy fire.Other notable Imperial force field technologies can be found below.Atomantic ShieldingAtomantic DeflectorAtomantic PavaiseConversion FieldConstruct ShieldRefractor FieldDisplacer FieldEclipse ShieldEmanatus Force FieldPersonal Energy ShieldIon ShieldIon Gauntlet ShieldIron HaloVoid ShieldVoid Shield GeneratorKyropatris Field GeneratorStasis FieldVoltagheist FieldFlare ShieldReflex ShieldCytheron Pattern Aegis
Force Field - Aeldari: Aeldari force fields are some of the most advanced in the galaxy, utilising highly sophisticated technology to create shimmering barriers that can deflect incoming fire. These fields are often used in conjunction with the Aeldari forces' lightning-fast mobility, allowing them to dart in and out of combat while remaining protected from enemy fire.The Aeldari also prefer to use force field technology which is less directly protective known as a Holo-Field. A Holo-field is a three-dimensional photonic projection created by a computer-controlled network of special laser projectors that create a field of visual distortion around a vehicle or starship.This distortion makes it extremely difficult to target the vehicle or vessel so protected either by using computer-assisted targeting or by eye, since the projection distorts both electronic and physical perception of the actual location of the object generating the Holo-field. This technology allows Aeldari vehicles to maximise their speed and manoeuvrability without having to carry the added weight of a power source potent enough to generate a trully impentrable barrier field.The Craftworld Aeldari are a highly psychic species, and they use their psychic powers to manipulate wraithbone, a psychically reactive substance, into various constructs, including using it to craft a psychic force field generator. These constructs are incredibly potent, able to withstand massive amounts of damage before failing.Aeldari force fields can also be projected as spheres around a unit, offering protection from all angles.Celestial ShieldHolo-FieldShimmershieldForceshieldShadowfield
Force Field - Necrons: Necron force fields are powered by the same mysterious and highly advanced technology that fuels their robotic bodies. These force fields can absorb a tremendous amount of kinetic or directed energy, making them highly effective against enemy fire.In addition to defensive applications, Necron force fields can also be used offensively in a manner somewhat similar to the molecular dispersion fields that surround Power Weapons, allowing them to tear through enemy lines with ease.Necrons, lacking any access to the Warp, use a more traditional technology-based approach to the creation of force fields that relies on natural physical forces rather than the energies of the Immaterium like Imperial Void Shields or Craftworld Aeldari psychic shields. Necron force fields are known as Quantum Shielding, which is unique in that it can adapt to different types of attacks, allowing it to even protect against weapons that it has never encountered before.Quantum Shielding is comprised of layers of additional defensive energy shielding that exists out of quantum phase with the rest of the vehicle until the moment enemy projectiles impact the vehicle's surface. Quantum Shielding thus only truly exists in the normal space-time continuum at the moment of deflection -- at all other times there is no indication of its presence.Dispersion ShieldQuantum Shielding
Force Field - Orks: Orks, being the crude and brutal species that they are, have developed their own unique type of force field technology. Often known as "kustom force fields," Ork energy fields are made from scavenged parts and held together with spit, glue, and sheer willpower, like all Greenskin technology. Ork force fields are crude and unpredictable, often created by their Mekboyz out of scavenged parts and powered by their own psychic WAAAGH! energy.While not as effective as those utilized by other factions, Ork force fields can still be a potent force on the battlefield, providing additional protection to their ramshackle vehicles and units. While not particularly reliable, Ork force fields are incredibly powerful when they do work, able to withstand massive amounts of damage before failing.Ork Energy Fields
Force Field - T'au Empire: The T'au Empire is known for its extensive use of force field technology, which is incorporated into almost all aspects of their military hardware. T'au Battlesuits are equipped with powerful energy shields that can absorb incoming fire, while their vehicles are protected by advanced shield generators that can project force fields around them. As the T'au have little knowledge of the Immaterium, their shield technology works by manipulating the physical force of gravity to deflect projectiles and directed energy beams.Energy ShieldShield Generator
Force Field - Leagues of Votann: 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.Weavefield ProjectorArmour CrestRampart CrestAncestral Ward Crest
Force Field - Tyranids: The Tyranids have no known use of technologically-generated force fields, relying instead on their sheer numbers and biological resilience to survive enemy fire.However, for anti-air and voidship defence they rely on a type of bioweapon known as the Mucolid Spore. A Mucolid Spore field is an area of space that has been seeded with these Tyranid spores by a Sporoscyst. Operating in clusters, they move swiftly through the air or the void, exploding with lethal, biochemically-induced explosive force once they close with their targets.While not technically a force field, the spore field largely serves the same purpose by creating in this case a biomechanical barrier that prevents enemy forces from advancing.
Force Weapon - Force Weapon: The basic Force Weapon is used by psykers of all the intelligent species of the galaxy, often taking the form of a sword, axe or staff whose design reflects the user's culture.
Force Weapon - Force Axe: Space Marine Librarians who serve as Terminators wear psychically-attuned Terminator Armour called the Aegis Suit. One of the weapons they typically wield to help enhance their innate psychic abilities is the Force Axe, a carbon steel axe blade which incorporates a psi-matrix known as a Psi-convector.A Psi-convector is a serpentine or interlaced pattern which concentrates the wielder's psychic energy. Using this weapon, a Librarian can magnify the power of his blows, shattering armour and pounding flesh with his superhuman strength.
Force Weapon - Force Hammer: A common item for those of the Ordo Malleus possessing psychic powers, a Force Hammer allows a Inquisitor or Acolyte psyker to smite Daemons with the purest of energies.
Force Weapon - Force Rod: A Force Rod is a black rod of alien origin which acts as a psychic battery. Psykers may store their psychic energy in the rod to be used in the future, giving the individual an additional source of energy in combat.The rod is used as a normal Force Weapon in combat, but the wielder may draw the stored psychic energy from the rod to increase the power of the attack. Force Rods are in some ways analogous to Null Rods.
Force Weapon - Force Stave: A Force Stave, also called a Force Staff, is a Force Weapon that takes the form of a quarterstaff. It is a particular favorite Force Weapon for Space Marine Librarians, Imperial Sanctioned Psykers and Chaos Sorcerers.
Force Weapon - Force Sword: A Force Sword resembles a normal carbon-steel, plastic or ceramic blade -- but in fact it is very different. Inside the structure is interwoven a powerful psi convector, a special material formed into a precise serpentine shape which concentrates and directs psychic energy in the hands of its wielder. This sometimes appears as an interlacing or serpentine pattern on the blade. The Force Sword is psychically attuned in the same way as a Force Axe.
Force Weapon - Nemesis Force Weapons: A Nemesis Force Weapon is a distinctive weapon used solely by the legendary daemon-hunting Grey Knights Space Marines who serve as the Ordo Malleus' Chamber Militant and who are all psykers. Finely-tuned to the wielder's mind, it is a perfect weapon to use against daemons and other denizens of the Warp. The power unleashed by a Nemesis Force Weapon is directly proportional to the individual wielder's own psychic capacity.
Force Weapon - Nemesis Force Halberd: As ancient in design and purpose as the Grey Knights themselves, Nemesis Force Halberds are finely-crafted polearms with long, curved blades and sturdy hafts. A Grey Knight can easily use such a weapon one-handed in short deadly chops. However, the weapon becomes even more dangerous should he wield it two-handed.
Force Weapon - Nemesis Force Sword: A lighter version of the Nemesis Force Halberd, a Nemesis Force Sword can take many forms. Force Swords are crafted using arcane magicks and complex scientific formulae and incorporate a power field like all Nemesis Force Weapons. Their balanced grips and nearly indestructible construction makes them perfect for parrying the attacks of even the most power daemonic foe.
Force Weapon - Nemesis Daemonhammer: The most common Nemesis Force Weapon to be used by non-Grey Knights, the Nemesis Daemonhammer is often used by high-ranking Inquisitors of the Ordo Malleus. It combines the crushing power of the Daemonhammer with the arcane construction of the Nemesis Force Weapon to craft a deadly bane of the Daemonic.
Force Weapon - Nemesis Falchions: Always used in a pair, the Nemesis Falchions can be carried by a Grey Knight with a Storm Bolter thanks to the Storm Bolter's wrist mounting. The falchions contain monofilament circuitry that greatly enhances the speed at which they can be brought to bear.
Force Weapon - Nemesis Warding Stave: Designed as a defensive tool, the Nemesis Warding Stave can be used in melee combat to protect a bearer from attacks that would breach even the armour of a Terminator.
Force Weapon - Nemesis Greatsword: Found only on the Dreadknight battle suit, the Nemesis Greatsword is a massive blade of silver and iron so large that not even an Adeptus Astartes in power armour can lift it. Despite its immense size, it is perfectly balanced in the hands of a Dreadknight, and is a powerful tool against even a Greater Daemon.
Force Weapon - Nemesis Doomfist: As a variant of the Astartes Power Fist used by Dreadnoughts, the Nemesis Doomfist is a massive weapon easily able to crush a man in its grip. Nemesis Doomfists are only found as part of the Dreadknight battle suit.
Force Weapon - Witchblades: Witchblades are Craftworld Aeldari force weapons wielded by their powerful Farseers and Warlocks.
Force Weapon - Singing Spear: The Singing Spear is a Craftworld Aeldari force weapon similar to the Witchblade, but which can be thrown, returning automatically to the wielder's hand.