vizn3r/warhammer40k-lore huggingface dataset:
Daemonette - Notable Daemonettes: The Luminary, Herald of Slaanesh - The Luminary is a Daemonette of Slaanesh and of immeasurable subtlety, a creature that turns the tiniest of cracks in the quiet façade of piety amongst the nobility into blaring catastrophes that the Imperium cannot ignore. Despite this Daemon's repeated and cancerous forays into the upper strata of various worlds in the Calixis Sector, no member of the Ordo Calixis has ever reported direct contact with the beast. Though pious agents of the Inquisition have put its followers to the torch across countless worlds and voidships across the Calixis Sector and Koronus Expanse, each burning traitor to the Emperor describes The Luminary in a unique way. No two descriptions of the Daemon's disguise seem to match -- even from individuals who saw the creature at the same time, as if all viewers saw what they wished to see -- and so even the mask of this abomination is shrouded in secrecy.The Masque of Slaanesh - The Masque of Slaanesh is the most infamous Daemonette to have ever plagued the sentient creatures of the galaxy. Once the Chaos God Slaanesh's favoured dancer and chief handmaiden, she was cast out by her master, and cursed to forever dance through the Materium and Immaterium alike. The Masque has turned this curse into a potent weapon, forcing any being she manages to seduce with her hypnotic dance to join her performance until the unfortunate soul drops dead from exhaustion.
Daemonette - Unit Composition: 9-29 Daemonettes1 Alluress (as unit leader)
Daemonette - Wargear: Piercing Claws
Daemonette - Sources: Black Crusade: The Tome of Pleasure (RPG), pp. 11, 13-17, 79-80, 82, 84, 128Codex: Chaos (2nd Edition), pg. 55Codex: Chaos Daemons (8th Edition), pp. 65, 106Codex: Chaos Daemons (6th Edition), pp. 5, 9, 54, 58Codex: Chaos Daemons (4th Edition), pp. 26, 33, 41, 51Codex Heretic Astartes - Chaos Space Marines (8th Edition), pp. 95, 131Dark Heresy: Daemon Hunter (RPG), pg. 90Realms of Chaos - Slaves to Darkness (2nd Edition), pp. 29, 31, 34, 207Rogue Trader: The Navis Primer (RPG), pg. 137Fulgrim (Novel) by Graham McNeillThe Inquisition War (Novel) by Ian WatsonGames Workshop Online Catalogue - The MasqueGames Workshop Online Catalogue - Daemonettes of SlaaneshGames Workshop Online Catalogue - Daemonettes of Slaanesh (Retinue)
Daemongore Cannon - Daemongore Cannon: The Daemongore Cannon is a large Daemonic Weapon that is commonly used by the Lord of Skulls Daemon Engine, mounted onto its front torso.The Daemongore Cannon unleashes a gout of burning filth at the Lord of Skulls' enemies. The weapon takes the form of a large, multi-barrelled cannon.
Daemonhammer - Daemonhammer: A Daemonhammer is a type of large, two-handed Imperial warhammer crafted from rare ores and composite materials from humanity's ancient and more technologically advanced past. The shaft of a Daemonhammer is covered in hexagrammic sigils and seals of warding, while its head is emblazoned with the burning sigil of the Inquisition, from which emanates a crackling power field.Daemonhammers are extremely rare in the Imperium, and their use is granted only to the most trusted and respected Inquisitors of the Ordo Malleus, the Astartes of the Grey Knights, and sometimes to various Chapters of the Adeptus Astartes who have defeated a particularly potent Greater Daemon in combat.
Daemonhammer - Notable Variants: Nemesis Daemonhammer - Developed by the Ordo Malleus as the final word in daemonic destruction, the Nemesis Daemon Hammer combines the crushing impact of a more traditional Thunder Hammer with the psychic power of destruction. Few can survive the impact of a Nemesis Daemonhammer wielded by a psyker in service to the Emperor. Nemesis Daemonhammers are extraordinarily rare in the Imperium, and they are usually only found in the hands of Ordo Malleus Inquisitors and the Space Marines of the Grey Knights Chapter.
Daemonhammer - Notable Daemonhammers: God-Splitter - God-Splitter is a relic Daemonhammer wielded by Chapter Master Gabriel Angelos of the Blood Ravens Chapter which was gifted to him by Inquisitor Mordecai Toth during the Tartarus Campaign to combat the daemon that inhabited the Chaos relic known as the Maledictum. It is said to contain a recovered fragment of the Wailing Doom, the formidable weapon used by the Aeldari Craftworld Biel-Tan's Avatar of Khaine after its own battle with the Maledictum daemon in the 38th Millennium.
Daemonhost - Daemonhost: A Daemonhost is an unholy creation of foul and dangerous rituals in which a powerful Daemon of Chaos is bound into a living Human or other mortal host body and enslaved to its creator's will.An utterly foul act, the creation of a Daemonhost condemns the soul of the host body to eternal torment and provides a lasting home in the material universe for a Daemon to work its malignant evil.Despite the horror of their creation, there are those within the Inquisition itself, it is said, who have dared to replicate the act, hoping to turn their creations against enemies of the Imperium.Unfortunately, Daemonhosts are not only the preserve of a handful of Radical Inquisitors. Insane dabblers in proscribed knowledge and the most powerful of Chaos Cults have also been known to create Daemonhosts to serve them in their designs.Daemons do not rest easily under the will of any mortal, and to earn the enmity of such a creature is to gain an immortal enemy, so a Daemonhost's creator is faced with a dangerous conundrum: the more powerful the Daemonhost created, the weaker the bindings of the Daemon.
Daemonhost - Instruction in the Malefic: The knowledge of how to create a Daemonhost is very hard to acquire. Besides being considered heresy of the highest order by the Imperium (outside the Inquisition, one could be executed for even knowing of the existence of such abominations), the information is simply not widely known and even less widely distributed.Some particularly devoted Chaos Cultists or sorcerers may research Daemonhost creation, but their work is often fragmentary, or even dangerously flawed. Only the desperate or insane would trust their mad scribblings.A scant few tomes do include detailed -- and somewhat reliable -- instructions. These books are filled with malefic and daemonic lore, and are often very rare and very, very old. Some may have even been inscribed when the Emperor still walked on Terra. Even if such a tome is obtained, a victim is still required.Although no two sets of instructions for creating Daemonhosts are the same, nearly all require a living, Human victim. Normally, one cannot create a Daemonhost by binding a Daemon within an animal or a corpse.If there are more specifications describing a suitable victim (such as male, female, or pure of soul), they will be described in the instruction set. How the victim is obtained, of course, is another matter entirely...Once the summoners have obtained both the proper instructions and a suitable victim, they must determine what Daemon they will bind. This is the most difficult part of the process. The summoners cannot randomly summon a Daemon, then bind it within a host.They must know who the Daemon is, specifically its name, if it is a follower of a particular Ruinous Power (or simply a being of Chaos Undivided, undedicated to a particular divine patron), a measure of its deeds and interactions with the mortal worlds, and other details.Since the Daemon will undoubtedly regard the binding as a hostile act, many choose to bind vanquished daemonic foes or rivals, well-known to them through prior encounters. After all, what sweeter revenge is there than having your vanquished enemy forced to do your bidding?
Daemonhost - Vile Craftsmanship: Once the pieces are in place, there are two steps to creating a Daemonhost. First, the actual bindings detailed in the instruction tome must be applied to the victim's body. This is done by inscribing the wards and phrases of containment directly onto the skin.The inscribing can be done in simple ink -- although considering the terrible consequences should the wards have even the slightest flaw, most prefer a medium that cannot be carelessly smeared or altered, such as tattoos or scarification.Once this is done, additional bindings such as sanctified chains and locks, purity needles, and sigils of authority are added to the victim as well. The entire process is usually quite detailed and time-consuming (although under duress, it can be accomplished quickly. Such sloppiness often leads to unpleasant results, however).A summoner can expect the procedure to take at least a full solar day, especially if the wards are etched into the skin, rather than drawn.At the end of the process, the ritual's success will depend on the summoner's knowledge of daemonology. The basic difficulty of the ritual depends on how many levels of binding the summoner wants applied to the future host. If the ritual is successful, the bindings have been wrought correctly.However, for every degree of failure, miniscule flaws render the bindings one degree less than the summoner intended -- thrice-bound becomes twice-bound and so forth. The summoners will only discover how successful they were when they attempt to summon the Daemon.However, successful or not, everyone involved in applying the bindings shares the essence of the Warp that will plant its seeds of corruption.The next step is to summon the actual Daemon. The summoning ceremony will also be described in the instructions, and while the specifics differ, all ceremonies involve aspects such as warded circles made of sanctified salt and blood, long ritual incantations, and probably a live sacrifice of some type.Once the Daemon manifests, the summoner conducting the ceremony speaks the words of binding and engages in a battle of will with the Daemon.If the summoner loses the battle, the Daemon vanishes back into the Warp, swearing vengeance. If the summoner wins, there is a flash, a deafening crack, a sudden stench of ozone, and the Daemon finds itself inside the host's body. Now, the summoner discovers how strong their bindings are. The ritual reveals the strength of the bindings.As long as the Daemonhost is at least once-bound, there is no immediate danger. However, if the Daemonhost is unbound, it is not constrained by the summoner's orders. It will lash out, attempting to kill the person who summoned it, as well as anyone else in the vicinity.
Daemonhost - Compelling the Daemonhost: Once the Daemonhost is bound and contained, the summoner who bound it can compel it to do their bidding. As long as the Daemonhost remains bound, it is unable to directly harm the summoner. However, how closely it follows orders depends on how strong its bindings are -- and how specific the summoner is with their directions.When given basic instructions such as "protect me," or "follow me and be silent," the Daemonhost will obey the summoner without trouble. However, when instructing the Daemonhost on a specific set of orders (such as "go to this building, kill this man, let none see you"), the summoner's and the Daemonhost's volitions will clash once again.Provided the summoner wins, the Daemonhost will obey their orders to the letter. However, if the summoner shall show mercy, the Daemonhost will creatively interpret their orders with more liberty, preferably to the detriment of its master.
Daemonhost - Machinations of the Daemon: The summoner should make no mistake, a Daemonhost is no friend of whomever it serves. At best, it is a grudging servant, doing its master's bidding whilst taking any opportunity to delight in bloodshed, slaughter, and destruction along the way. Whenever it has the opportunity, however, it will cause trouble for its master in any way possible.Most often, this comes in the form of bending its master's orders as much as it can without quite breaking them. As an example, a Daemonhost is ordered to go to a specific building and kill an individual while remaining unseen, but the summoner who created it did not mention anything else.The Daemonhost will still go to the building and kill the individual, but then perhaps it will kill everyone else in the building in a gory and obviously supernatural fashion, drawing the attention of the authorities and likely spoiling its master's plans.All Daemonhosts are bound to not harm their master. However, if their master is weak-willed enough, a Daemonhost is free to ruin their plans, fail to aid them if not specifically ordered to, or even harm those around them.Needless to say, this makes Daemonhosts some of the most dangerous and fickle allies a band of Chaos Cultists or Radical Inquisition agents can possess, and they should be treated with extreme caution.
Daemonic Possession - Daemonic Possession: Daemonic possession refers to the ability of the malevolent entities that exist within the Immaterium known as Chaos Daemons to possess the minds and physical bodies of mortals known as Daemonhosts or individual items and machine constructs called Daemon Weapons or Daemon Engines in realspace.
Daemonic Possession - Mortal and Inanimate Possession: Daemons can possess mortals on the other side of the barrier between dimensions by transferring some of their psychic power into the mind of a psychically "gifted" mortal victim. The mind of a psyker is the most susceptible to this influence, which is why the Imperium so greatly fears and controls psychic individuals.The Daemons appear in dreams and visions, infusing their mortal host with a portion of Daemonic power. This eventually leads to the destruction of the possessed mortal, who is known as a Daemonhost, as their physical frame is warped by the Daemon to suit its own inhuman aesthetic.A few mortals willingly allow themselves to be possessed, glorying in the superhuman abilities they gain, even though the energies they crave will soon destroy them. Though the physical and psychic power of a Daemon is severely limited by the physical body it possesses, the scope for mayhem and carnage is still great.Possessed mortals, particularly those who already have power and influence, can start rebellions and wage wars, plunging whole worlds into centuries of bloodshed and anarchy. The history of the galaxy is littered with devastating conflicts caused by Imperial military commanders, belligerent army generals and political leaders who have been touched by a Daemon's fell influence.Some Heretics who serve Chaos Cults or the Ruinous Powers directly willingly offer themselves as Daemonhosts through Daemonic pacts such as those pursued by the foul Possessed Chaos Space Marines.Another way to allow a Daemon to manifest itself in the Materium is by preparing a suitable mechanical vessel for it to inhabit. Individual weapons and vehicles from Dreadnoughts to cruisers can be ritually anointed through painstaking rituals and large sacrifices of mortal lives to serve as a host "body" for a Daemon, essentially creating a Daemon Weapon or a Daemon Engine, respectively. This process is far from easy, as Daemons dislike mechanical bodies for they are far more difficult to bend to their will and reshape than a biological one.The difference between a simple Daemonically-possessed vehicle and a Daemon Engine lies in the crafting -- a possessed vehicle was built prior to its possession for a different purpose; a Daemon Engine imprisons a Daemon within its physical structure as a deliberate part of the mechanism's original, custom creation.
Daemonic Possession - Corporeal Hosts: Mortal corpses can also be possessed by Daemons and are known as "Corporeal Hosts." These Daemonhosts were first encountered during the Horus Heresy at the Battle of Calth. These first Coporeal Hosts were slain Space Marine Legionaries, who had been reanimated by the malevolent powers of the Warp, and then fought again under the banner of the Traitor Word Bearers.In some cases they rose, having been cut down in battle, as nothing more than wracked corpses wearing power armour split and ruptured by mass reactive projectiles like bolts. In other cases, they were altogether more whole; deceased but seeming to have surrendered their flesh and sinew to a force beyond their own will without protest.Unholy Chaos icons sacred to the Ruinous Powers could be used to achieve this blasphemous resurrection, which would place the Corporeal Hosts under the control of the icons' wielder. Dedicating these icons to specific Chaos Gods ensured that only the Daemons of that particular Dark God possessed the corpses. However if the icon is destroyed, then the Daemons will be banished to the Warp and the corpses will collapse into dead flesh once more.
Daemonology (Short Story) - Daemonology (Short Story): Daemonology is a short story published in the Horus Heresy Series. Daemonology was originally published simultaneously as a part of the anthology novella Blades of the Traitor and as a stand-alone e-book. It is now also included in the War Without End anthology novel.
Daemonology (Short Story) - Synopsis: Chagrined by his defeat at the hands of Jaghatai Khan, Mortarion abandons the pursuit of the White Scars and instead leads the Death Guard in a spiteful, punitive rampage across the star systems of the Prosperine Empire. World after world has fallen to this horrific onslaught, and yet the insular and secretive Primarch seems preoccupied by some other, unspoken goal. Finally, on Terathalion, the truth of Mortarion's sinister heritage will be exposed, and the future of the XIV Legion will be written...
Daemonship - Daemonship: A Daemonship is a void-faring starship that has in one form or another had its mortal crew replaced by daemons of the Warp. Such vessels are often radically changed in appearance or mutated by this transition and can possess organic, daemonic appearances as the real and the unreal merge within its hull.Some say Daemonships are created when a ship's crew sacrifices themselves to the Dark Gods of Chaos, seekingimmortality in return for daemonic servitude. Alternatively, it is argued that they are ships of the damned, condemned by acts so heinous as to defy description, their crews and captains inthrall to the Dark Gods forever.Those who know something of the Warp claim that Daemonships are starships lost in the Warp. For centuries or even millennia, they disappear from the real universe only to re-emerge with a crew of daemonkind.There are rumours exchanged by Navigators of spectral ships that ply the Warp. The Navigators perceive these ships both as twisted parodies of normal ships and as convocations of daemons. There are tales of these Daemonships pursuing their prey back to the material universe.This has led to the theory that Daemonships can only leave the Warp by following in the wake of another vessel and that at other times they are trapped in an endlessly shifting ocean of madness within the Immaterium. Typically, there has never been enough reliable evidence to confirm any of these hypotheses.Although most of the tales of Daemonships describe them as lone hunters captured Renegade Navigators have, under close interrogation, suggested that pacts can be made with any of the daemons of the Warp.Normally, the time that a daemon can spend in realspace is severely limited. Without the power of the Warp to sustain it, then it will be diminished, gradually losing its stability in the mortal universe before translating back to where it came from. This process can be prevented by ritual worship or by binding the daemon in an object or living thing which serves as a Daemonhost or a possessed machine, as is done by the Masters of Possession and Warpsmiths of the Heretic Astartes.To know exactly how this is done is forbidden knowledge but it stands to reason that possessing a great starship would give a daemonic host greatly enhanced stability. In time of war, one could expect the sorcerers of Abaddon the Despoiler to add to the strength of his fleets with such apparitions if they are able to.The incidence of sightings of Daemonships has been tenuously linked to the incidence of flares of the Warp Storms comprising the Eye of Terror and now the Great Rift. If ever it were possible for such monstrosities tobe bound to the service of Renegades and Heretics then that time is now.
Daenor - Daenor: Daenor is a notable Death Company Chaplain of the Blood Angels Space Marine Chapter. This vaunted hero and deeply spiritual warrior acts as the light of the Angel himself, a guiding illumination that those brothers lost to the Black Rage can follow into glory and death.He is a beacon of sanity, the eye of a bloody storm, and the last sight that many of his luckless foes will set eyes upon before their savage demise.
Daenor - History: From the bloody slaughter in the Akatrian Heights, to the hellish invasion of the Nightmare Well, Chaplain Daenor has battled his way through some of the most horrific battles in the Blood Angels' history. Never once has his composure failed him. Never once has he succumbed to the Blood Angels genetic Flaw, and this alone is enough to have seen him elevated to the rank of Death Company Chaplain.No matter how dire the circumstances or dread the foe, Daenor's icy composure never cracks. Moreover, his deep spirituality and natural leadership qualities do much to steady the warriors around him. He is a light in the darkness, a beacon of hope and fortitude amongst the smoke-wreathed hell of the battlefield, and even the most lost of his brothers follow his lead without question.Daenor is far more than a figurehead, of course. His skill in close combat is prodigious; even wielding his bulky Crozius Arcanum in battle, Daenor strikes and parries as quickly as any expert swordsman. It is here, in the heat of battle, that the coldly composed Chaplain reveals his true zeal.Every strike is driven with the furious strength of utter conviction. Each thunderous blow that connects hurls another broken foe to the ground, their life smote from them in the name of the Angel and the Emperor.
Daenor - Wargear: Artificer Armour - Chaplain Daenor wears master-crafted Artificer Armour wrought by the Chapter's finest artisans. The engraved flayed musculature of the Chaplain's battle-plate gives Daenor a terrifying aspect.Winged Jump Pack - A modified version of the standard Astartes Jump Pack that is designed to emulate the crimson stained angelic wings of the vengeful aspect of Sanguinius, this Winged Jump Pack is an awe-inspiring sight to behold.Crozius ArcanumInferno PistolRosariusFrag Grenades Krak Grenades
Daenor - Sources: Black Crusade: Angel's Blade (7th Edition)
Daerys Arrun - Daerys Arrun: Daerys Arrun was the Master of the Fleet of the Silver Skulls Chapter and captain of that Chapter's 4th Battle Company.From the command pulpit of the Battle Barge Manifest Destiny, one of two Battle Barges in the Silver Skulls' Chapter Fleet, Arrun patrolled the sector of space near the Silver Skulls' homeworld of Varsavia known as the Gildar Rift.Arrun led the Silver Skulls' assault on the world of Gildar Secundus in the Gildar System to free that planet from the savage grip of the piratical Red Corsairs Chaos Space Marines.Though the Silver Skulls proved victorious in defeating the Renegades, Arrun was slain by their leader, the infamous Chaos Lord Huron Blackheart, the Tyrant of Badab.
Daerys Arrun - History: Arrun grew to young manhood in one of the more civilised tribes that called Varsavia home, but like so many others, he had fought for survival from an early age. Hand-to-hand combat gave him an adrenaline rush and sense of exhilaration like no other form of fighting he had ever known.When he became a full-fledged Battle-Brother of the Silver Skulls, he would have become a Chaplain had he not demonstrated such aplomb and skill in the field of strategic planning. He always preferred to take responsibility for revving up his company's inner fire. The Silver Skulls thus lost a great Chaplain, but gained a frenetic, powerful warrior who eventually rose to become Master of the Fleet and Captain of the 4th Company.Arrun survived over two standard centuries as a Silver Skulls Astartes, and nearly a hundred of those as a captain. He was Master of the Fleet for several solar decades and possessed a quicksilver mind and the ability of a true tactical genius. At any given time he knew the status of every functioning starship in the Silver Skulls' Chapter fleet.His eidetic memory allowed him to bring to mind every flaw, every weakness and, conversely, every strength. He knew in seconds which ship was the most appropriate to deploy in any given situation when requests for assistance were received by the Chapter. He oversaw the Chapter's operations in the area of space known as the Gildar Rift from the very beginning of the Silver Skulls operations there.
Daerys Arrun - Gildar Rift: The Silver Skulls Chapter fleet encountered a large Red Corsairs strike force comprising several Executor-class Grand Cruisers encroaching into the Gildar Rift.The Silver Skulls managed to destroy the three grand cruisers and drive off Huron Blackheart's flagship. The surviving Renegades, led by Blackheart, made planetfall on several planets in the Gildar System, including the primary world in the system, Gildar Secundus, but the Silver Skulls were not to be thwarted so easily.Assaulting the planet below, Captain Arrun led the 4th Company in glorious combat against the wretched Traitors from the Maelstrom. He finally confronted the Tyrant of Badab personally in a battle to the death. Despite his superlative skill as a warrior, Blackheart slew the Silver Skulls captain, severing his throat with vicious blows from his inordinately large Power Axe.Yet Daerys Arrun still died as a hero of the Silver Skulls Chapter and the 4th Company succeeded in driving the Red Corsairs from the Gildar System.Despite his death, the essence of who Daerys Arrun had been in life would live on in the next generation of Silver Skulls for it would only be the most favoured sons of that Chapter who would be chosen to receive Arrun’s Quintessence Sacred, his gene-seed.
Daerys Arrun - Aftermath: The toll on Arrun's 4th Battle Company was a heavy price to pay for the liberation of the Gildar System from the influence of the Red Corsairs and despite the knowledge that duty came before anything else, there were still whispers; secret, forbidden whispers amongst the survivors that the decisions taken by their captain had been rash. That the Prognosticators' divinations had been read poorly.They were words that were never spoken within earshot of the Prognosticators themselves. The Silver Skulls were brave but they were not foolish. From a company that had been 95 warriors strong, they had been reduced to barely 70. It was a devastating loss to a Chapter whose numbers were already dwindling.When news of their efforts and the outcome reached Varsavia, it was not well received. For the Silver Skulls, the Defence of the Gildar Rift would prove to be an empty, hollow victory.
Daerys Arrun - Appearance: Arrun possessed a closely shaved head which did nothing to hide the mass of scar tissue on his skull. These scars might have been considered disfiguring on anyone else, but on a Space Marine they served as a mark of honour.His face was also covered in swirling whorls of dark ink that all but obscured his flesh; these were the battle tattoos that all the captains of the Silver Skulls earned the right to wear when they assumed their commands.This is a custom that the Chapter's Astartes had taken from the tribes of Varsavia. If his sheer size and forcible presence were not enough to provoke fear in Arrun's foes, his tribal brandings did the job admirably. Daerys Arrun also possessed piercing blue eyes which could freeze the heart of nearly any foe.
Daerys Arrun - Wargear: Arrun usually fought with a Bolt Pistol and Chainsword like many Astartes officers. But because of his penchant for close-combat which he rarely engaged in following his promotion to lead a company, he preferred to fight with an ancient set of Lightning Claws. His Lightning Claws always retracted from the gauntlets of his Power Armour with a smooth, well-oiled precision.Like all Silver Skulls Astartes, Arrun spent a great deal of time scrupulously maintaining his wargear. There were, of course, Chapter serfs and Artificers indentured to the Silver Skulls who performed much of this work, but Arrun had always taken particular pride in doing the job himself. The slightest fault in his weapons' performance could spell the difference between life and death.The gauntlets themselves were beautiful weapons, relics fashioned from the Chapter Armoury in a time so long before that none living could recall who they had first belonged to. Handed down from captain to protégé over the centuries, they had come into Arrun's possession a hundred Terran years previous to his death on Gildar Secundus.Opulent and intricately designed skulls decorated the back of them, while the cabling for the Lightning Claws' energy field generators snaked through these insignia. Arrun had fought with them since his elevation to the rank of captain and whilst not every engagement called for him to make use of them in singularly brutal close-combat, they were always his preferred method of despatching the enemy.Like most Varsavian-born Silver Skulls, Daerys Arrun had a core ferocity and fearlessness born of his tribal background that made him a terrifying foe in melee combat. Arrun normally wore a suit of Power Armour which had several components drawn from an older Mark VI suit of battle-plate, like the beaked helmet, which dated back to the time of the Horus Heresy.
Daethe - Daethe: Daethe is an Exodite Maiden World located in the Nachmund Sector of the Segmentum Obscurus, near to the Nachmund Gauntlet.Not long after Abaddon the Despoiler retreated from Vigilus following the War of Beasts in the Era Indomitus, a Black Legion warband called the Forgeborn under the command of the Warpsmith D'vok launched an assault against Daethe that was contested by the Asuryani Autarch Ghaelyn of Craftworld Saim-Hann.
Daethe - History: The ambitious Warpsmith D'vok once flew the banner of the Iron Warriors, but his scheming kicked off a civil war that tore his original warband of Heretic Astartes apart. Abandoning their former comrades, D'vok and his most elite followers stole away with several packs of Daemon Engines to join Abaddon's Black Legion.Guided to the Exodite planet of Daethe near the Nachmund Gauntlet in the Nachmund Sector by an ancient star chart not long after Abaddon and the Black Legion retreated from Vigilus following the War of Beasts, the Warpsmith and his Forgeborn constructed a ring of Noctilith Crowns to harness the World Spirit energy of this Aeldari Maiden World. Now, he plans to weaponise the souls of slaughtered Exodites to supercharge his vile machines and curry favour with the Warmaster of Chaos.However, the Asuryani of Craftworld Saim-Hann heard the desperate plea for aid of the Exodites of Daethe. They despatched a military force commanded by the Autarch Ghaelyn. Ghaelyn led her forces to the Maiden World determined to stop the Forgeborn from desecrating yet another of her species' few remaining sanctuaries.
Daggan - Daggan: Daggan was a Venerable Dreadnought as well as the Chapter Master of the Blood Swords Space Marine Chapter. Unlike most Dreadnoughts, Daggan still retained a good memory of what he was before his internment within his cybernetic coffin and served the Chapter loyally as its leader. Daggan was noble, honourable and kept an even temperament as shown in his participation in the Blood Angels' conclave on Baal.
Daggan - Origins: Most of Daggan's past life before he was entombed within the shell of a Dreadnought is unknown. At some point he was placed within the sarcophagus of his Dreadnought chassis due to severe injuries received from the burning acid discharge of a Tyranid spore mine swarm. It is believed that it was only after this setback that Daggan rose to the position of Chapter Master. Daggan was the first and only Space Marine already entombed in a Dreadnought to serve as the leader of his Chapter according to current Imperial records.
Daggan - Conclave on Baal: Daggan attended the conclave of the Sanguinary Brotherhood on Baal as a representative for the Blood Swords Chapter. He played an important role in the debates which followed, including the time he stopped Mephiston and Gabriel Seth, Chapter Master of the Flesh Tearers, from a confrontation by swiftly blocking the Blood Angel Librarian's path with his massive Dreadnought body. Daggan died during the Defence of Baal when he was ripped apart and drained of blood by a Blood Angels mutant during the Last Stand against the servants of Chaos near the grave of Sanguinius in 999.M41.
Daggerfangs - Daggerfangs: The Daggerfangs is a warband of Chaos Space Marines drawn from the Alpha Legion Traitor Legion. Led by Chaos Lord Vykus Skayle, the Daggerfangs are unlike other Alpha Legion warbands, as they are faithful devotees of the Ruinous Powers.
Daggerfangs - Notable Daggerfangs: Vykus Skayle (Deceased) - Vykus Skayle was a Chaos Lord of the Alpha Legion who commanded a warband known as the Daggerfangs. He was a master of intrigue and manipulation, but differed from many of his Alpha Legion brethren because he was a fervent worshipper of the Ruinous Powers. Because of his devotion and fervent faith, Skayle had been granted superior strength and speed by the Chaos Gods. In battle, he made use of his enhanced abilities, fighting with a pair of daemonic blades. Alongside the Daemon Prince Tzen'char, Skayle was one of the chief architects of the daemonic incursions that culminated in the Siege of the Fenris System. While fighting across that star system, he was eventually slain by the Wolf Lord Harald Deathwolf.Hekastis Nul (Deceased) - Hekastis Nul served as a Dark Apostle and member of the notorious Alpha Legion warband known as the Daggerfangs. As a fervent worshiper of the Dark Gods, Nul served under the Chaos Lord Vykus Skayle, and was instrumental in summoning daemons across the world of Valdrmani during the Siege of the Fenris System. However, he eventually met his ultimate fate when he was slain by the Wolf Lord Sven Bloodhowl.
Daggerfangs - Warband Colours: Like the rest of their parent Traitor Legion, the Daggerfangs still maintain the basic Alpha Legion colour scheme for their Power Armour -- blue, silver and green.
Daggerfangs - Warband Badge: The Daggerfangs use the same Legion badge and iconography as the rest of the Alpha Legion, namely a green hydra, the mythological multi-headed serpent that has the ability to grow back two heads for every one that was cut off.
Daggerfangs - Source: War Zone Fenris: Curse of the Wulfen (7th Edition), pp. 250-261
Dagon Overlord - Dagon Overlord: The Dagon Overlord, also called simply an Overlord, is a powerful Tyranid synapse creature similar to a standard Hive Tyrant that has been seen leading the Tyranid assaults of Hive Fleet Dagon in the Jericho Reach.It is unknown whether the Dagon Overlord is a new type of Tyranid bioform that will be deployed by the Hive Mind in all hive fleets, or whether it is a single creature wholly unique to the activities and circumstances of Hive Fleet Dagon.
Dagon Overlord - History: The first sightings of the Tyranid Dagon Overlord, or simply the Overlord as it became known, came in conjunction with the first victories scored by Hive Fleet Dagon in the Jericho Reach, as if the Hive Mind had taken the measure of the foes it has faced and chose to evolve a specific tool for their eradication. Other theories speculate that the Overlord was a genus specific to that hive fleet that existed long before its arrival in Imperial space, and that it was simply a superior warrior bioconstruct, brought out of storage to face a more stubborn than expected adversary.Whatever the case, the Overlord first appeared during the opening days of the battle for Castobel, leading a mighty swarm against the amethyst spires of the Trimalov Hive, rending through its walls and dispatching its defenders in a solar-month-long orgy of carnage and slaughter. Those fortunate enough to escape the fall of the hive city with their lives took with them tales of terror and the memory of a beast which stood apart from even the worst horrors the Tyranid swarm has to offer.The Dagon Overlord is in appearance similar to a standard Hive Tyrant, but is different enough to stand apart from its lesser brethren and be remembered by those that see it looming across the battlefield. Covered in slimy plates of chitin which constantly drip and leak fluid, the Overlord projects an aura of horror and menace like nothing else within the swarm. Its importance and power are also readily apparent when it strides alongside other Tyranid creatures, its powerful presence emboldening and maddening the lesser creatures more so than would be expected by any link to the Hive Mind. It is almost as if the Overlord is the embodiment of Hive Fleet Dagon's ire toward the Jericho Reach and its alien hatred infects creatures with a personal desire to murder, maim, and kill all those in their path.Since its first appearance, the Dagon Overlord has been sighted in almost all of the major combat zones of the Orpheus Salient, leading swarm after swarm into the ranks of Imperial defenders. This has led many to believe that the Overlord is not a unique creature at all, but instead represents a new bioform of Tyranid.However, whether it is a unique entity or not is hard to determine when dealing with the Hive Mind, as it is constantly recycling its troops. This means the Overlord may well be a single veteran of many wars, and may have even fallen countless times to the foe, only to be have been re-spawned by the Hive Mind.Both the Ordo Xenos and the Deathwatch have made attempts to find the truth about the Overlord's existence. Neither has met with much success, and both Inquisitorial agents and battle-brothers have been lost during the process. Even when the Dagon Overlord seems defeated, it invariably rises again in another place at another time.
Dahka Berus - Dahka Berus: Dahka Berus served as the High Warden (High Chaplain) of the Blood Angels Legion during the Great Crusade and Horus Heresy eras.
Dakinor - Dakinor: Dakinor is a gas giant within the Achilus Crusade's Canis Salient in the Jericho Reach. It is surrounded by an orbiting shell of asteroids caught in its vast gravity.Classified as a Dead World by the Imperium, the planet itself is uninhabitable like all gas giants, but its asteroids are being fought over by the Astra Militarum and a host of fanatics following a global death cult of the Imperial Creed calling itself the "Gilded Torment."The Torment has absorbed almost the whole population, and has daughter cults on many worlds of the Greyhell Front's warzone, which task their followers with joining the struggle on Dakinor.The Gilded Torment's goal appears to be to cause and suffer violent death in the name of the God-Emperor, who is worshipped in such a debased and vile form that all followers of the Torment have been declared Excommunicate.Few in the Astra Militarum have much doubt that the T'au have somehow created the Torment, an impression hardly reduced by the Kroot mercenaries appearing in the employ of the death cult.Whatever the Gilded Torment really wants, the fight against the cult is a bitter and hateful one. The Astra Militarum mounts asteroid-hopping operations where each new planetoid is assaulted in lethal thin-atmosphere, low-gravity conditions.The leaders of the Gilded Torment are unknown, but they must exist, and are actively hunted by Imperial intelligence officers across the warzone.
Dal'yth - Dal'yth: Dal'yth is a T'au Sept and among the core worlds of the T'au Empire. It was settled during the First Sphere Expansion, becoming the hub of trade and commerce for the T'au Empire. As a result, a disproportionate number of Water Caste merchants dominate its culture.Despite its importance to the T'au Empire, Dal'yth has been endangered by invasion several times, most notably at the climax of the Damocles Gulf Crusade and is currently at risk due to the encroaching Orks fighting the War of Dakka.Before the coming of the T'au, the indigo planet of Dal'yth Prime was a wild ecosystem of deep blue foliage and slithering, segmented beasts. It was tamed long ago, during the First Sphere Expansion, and has been brought into compliance with prime-level colony standards ever since.Because of the high proportion of Water Caste members upon its surface, Dal'yth Prime has enjoyed extremely beneficial trade agreements, and has recently been counted as one of the Nineteen Wonders of the T'au Empire. Much of the planet's surface is covered with a tessellating hexagonal net of cities and sub-cities, each connected to the nearest conurbations by a splaying and perfectly regular network of transit tubeways.Clean white magnorail trains whisk the populace to and fro, detaching and picking up carriages with slingshot efficiency so that they never have to stop. Though the planet has landscaped hills and even gigantic hexagonal reservoirs dotted across it, from orbit, it looks as if the Tau have settled it with the precision of an Earth Caste scientist modelling a new atomic phenomenon.
Dal'yth - History: Dal'yth Prime and its surrounding star system was originally settled by the T'au during the First Sphere Expansion. The first expeditions to the planet showed a wild ecosystem of blue foliage and a variety of hostile, slithering segmented beasts. However the T'au were able to more or less tame the native wildlife and established massive hexagon-shaped cities covering the surface of this world.Following the birth of these massive urban areas, massive plazas and marketplaces soon followed suit. This attracted large numbers of the young empire's Water Caste, who then set up embassies and merchant guilds.Since then, the Water Caste has been home to huge, disproportionate numbers of the T'au mercantile caste. Soon to follow were prosperous trade agreements with other Septs and various alien species.Perhaps the most notable was the trade agreement and later alliance with the Demiurg's Syrr'Tok Brotherhood. This was because of Ion Technology that was bartered with the Brotherhood, which has since seen usage in starships, battlesuits, vehicle weapons, and even infantry-portable weapons.This is not the only accomplishment of Dal'yth, however. This planet was also the birthplace of Commander Puretide, seen by much of the T'au Empire as the greatest military genius of the Fire Caste.After being severely wounded on a tour of duty by raiders, he retired to his homeworld and took up residence on Mount Kan'ji. Before his untimely and greatly mourned death, he is credited with teaching many of the Fire Caste's greatest commanders such as O'Shovha, O'Shaserra, and O'Kais.
Damaroth - Damaroth: The Damaroth is a watch fortress of the Deathwatch Chapter that takes the form of a vast artificial ring constructed around a glowing moon. It is the centre of Deathwatch operations in the Centaurus Arm of the Segmentum Ultima.The artificial structure was not built by Human hands, and in fact predates the Imperium. No trace of the beings that made it has been found. One of six identical structures set among the star-studded darkness of the void, each ring was appropriated by the Deathwatch and its Ordo Xenos allies as a watch fortress and the centre of Deathwatch operations in the Centaurus Arm.Inside, the Damaroth holds ship hangars the equivalent of the Imperial Navy Segmentum Fortress at Kar Duniash, housing voidships ranging from Cobra-class destroyers to Overlord-class battlecruisers and training facilities emulating multiple combat scenarios against several alien races.Housing almost a hundred Deathwatch Space Marines of varying rank and specialisation, Damaroth launches a hundred knives against the darkness. And yet, it still may not prove enough.
Damned Company of Lord Caustos - Damned Company of Lord Caustos: The Damned Company of Lord Caustos is a warband of Chaos Space Marines that was formerly a Loyalist Space Marine Chapter of unknown origin and Founding. Due to circumstances beyond their control, the members of the Damned Company were declared Renegades by an overzealous Inquisitor, which forced them to seek out the protection of Chaos in order to survive in a hostile galaxy.
Damned Company of Lord Caustos - Warband History: Most Renegade Space Marines have suffered considerable losses at the hands of Loyalist forces, and in fact represent only the small number of survivors who escaped the Imperium's retribution. These forces form small warbands rather than company or Chapter-sized formations, and may find themselves fighting alongside other Chaos forces. The Damned Company of Lord Caustos is such a force, which, having been declared Traitor by an Inquisitor of the Ordo Hereticus, based on somewhat flimsy and circumstantial evidence, only later turned to the service of Chaos in order to survive in a galaxy ultimately hostile to them. Lord Caustos and his followers now sell their services to any force that will provide them the equipment to continue their very existence.
Damned Company of Lord Caustos - Notable Members of the Damned Company: Caustos - Caustos is the Chaos Lord who leads the Damned Company since he was forced to turn to Chaos to save his Astartes from the Inquisition.
Damned Company of Lord Caustos - Warband Appearance: Based on their identical colour schemes, the Damned Company of Lord Caustos may be related to the Night Stalkers, another Chaos Space Marine warband.
Damned Company of Lord Caustos - Warband Colours: The Damned Company of Lord Caustos' Power Armour is painted grey/purple, with gold decoration.
Damned Company of Lord Caustos - Warband Badge: The Damned Company's badge is currently unknown.
Damned Company of Lord Caustos - Canon Conflict: The Damned Company of Lord Caustos' warband colour scheme is identical to that used by the Night Stalkers. This discrepancy may simply be an oversight by Games Workshop.
Damnos - Third War for Damnos: The Third War for Damnos began when an invasion force of the Necron Szarekhan Dynasty descended upon Damnos during the Era Indomitus.The world sent out a plea for aid once more to the Ultramarines, who at that time were engaged in a number of major conflicts of the era, including the Indomitus Crusade, the Plague Wars and the War of Beasts. With most of their strength utilised elsewhere, the Chapter had few Astartes to spare to help the besieged world.Nonetheless, the Chapter had given too much previously in Damnos' defence to abandon it and a small strike force of Ultramarines and several regiments of the Ultramar Auxilia were sent to aid it.The Chapter knew that the forces that had been deployed to Damnos would be insufficient to defeat the Necrons and so requested aid from their allies in different Chapters. Their requests were answered and when the Ultramarines arrived at Damnos they were joined by contingents from several Successor Chapters, including the Iron Hounds, Brazen Consuls and Libators.The combined might of these Adeptus Astartes, however, was not enough to defeat the invading Szarekhan Dynasty, whose forces were numberless. This was due to the undying xenos arriving in their thousands by Tomb Ships and through a Dolmen Gate to ensure they reconquered Damnos.When the Mandeville Point for the Damnos System once again flared as it opened to the Warp, the Ultramarines feared that another foe was about to join the conflict, but instead it marked the arrival of reinforcements sent by the Salamanders and White Scars Chapters. They had received the Ultramarines' request for aid and proceeded to join the battle to retake Damnos once more for the Emperor from the Szarekhan Dynasty.
Damocles Command Rhino - Damocles Command Rhino: The Damocles Command Rhino is a variant of the standard Rhino used by all Space Marine Chapters. The Damocles is used as a command vehicle during large-scale military operations, and acts as the main communications link between all Space Marine ground forces and the orbiting Astartes fleet assets.The Damocles is a good example of the kinds of advanced Imperial technology that the Space Marines are given access to, and it is equipped with unusually sophisticated communications and tracking equipment.The Damocles is primarily deployed only during large-scale planetary assault operations that involve either entire companies or multiple companies of Space Marines serving alongside other Imperial forces.