vizn3r/warhammer40k-lore huggingface dataset:
Watch Station Phaedas - History: Though the true origin of Watch Station Phaedas has been lost to the millennia, many Techmarines amongst the Deathwatch, Harl Greyweaver included, believe it has ties to Watch Fortress Erioch and the Omega Vault.There have been multiple recorded instances of the watch station dramatically changing course at almost the exact same time Techmarines aboard Watch Fortress Erioch recorded an Omega Vault event.This seeming link between the two mysterious stations has led to not only a full acceptance of Phaedas within the Deathwatch, but an almost permanent garrison in its cramped halls.Throughout recorded history, the watch station has travelled to all corners of the Jericho Reach. It has been present at some of the most major xenos events, and mysteriously it usually arrives prior to any signs that an incident is going to occur.Kill-teams operating on board are practised in reading the movements of the station, and deducing when it has reached is destination. However, it is impossible to truly figure out the intentions of the arcane banks of cogitators driving the station, and Battle-Brothers act with extreme caution when using it for operations.In 805.M41, Phaedas made a strange move that puzzled even Battle-Brothers who had served aboard it for solar decades. After astropathic messages regarding the conquest of Eleusis reached Watch Fortress Erioch the watch station radically changed course.Almost leaving behind the Kill-team that was operating out of it, Phaedas left the coreward edge of the Reach where it had been operating for solar months and began travelling at great speed until it reached Jove's Decent near the rimward edge. There it stopped, much to the bewilderment of the Kill-team stationed onboard, and waited for almost a solar decade.Most assumed its archaeotech cogitators had finally given out, its machine spirit faded from millennia of tireless travel. But as the Shadow in the Warp descended upon the systems of the Orpheus Salient, Watch Station Phaedas sprung back to life.It is now a tool of utmost importance to the Deathwatch in the Reach, as it continues to move around the salient in spite of the Shadow in the Warp blocking all astropathic communication. It is currently the only way for Kill-teams to get a jump on the Tyranid swarm of Hive Fleet Dagon as it devours the salient.
Watch Station Phaedas - Structure: Despite moving around the Reach as readily as a starship, Watch Station Phaedas more closely resembles an ancient void station, built into a small asteroid.Clearly of Human origin, this archaeotech structure has no evidence of engines, or any normal voidship structures. How it manages to move through the void has remained a mystery to all who have used it over the millennia.The majority of Phaedas' internal structure is devoted to its essential systems, all of which run with an efficiency that disturbs the servants of the Machine God greatly, requiring little in the way of maintenance rites or mortal intervention.The only parts of the watch station that are readily accessible to its crew are at the fore -- the Kill-team's cells, the armoury, the launch and Drop Pod bays, and the strategium.This strategium, a tiny chamber compared to its like aboard the starships of the Astartes, serves much the same purpose as a starship's bridge or a void station's command centre, allowing the crew to interact with Phaedas' systems and direct it.
Watch Station Skapula - Watch Station Skapula: Watch Station Skapula is a Deathwatch space station, abandoned long ago, that orbits the barren world of Skapula in T'au space in the Jericho Reach. While deactivated, the station is protected by automated defences that are still operational in spite of the time the watch station has spent empty.The T'au are interested in the station, believing it to have some religious purpose that could be significant to understanding the Gue'la mindset.Human Gue'vesa pioneers led by Earth Caste archaeologists have tried to examine and enter the watch station, but the automated defences have held them off in spite of spirited attempts to understand and deactivate them.Skapula could prove a hugely valuable asset for the Imperium. It possesses highly advanced technology and is even capable of short Warp jumps, making it extremely useful as a jumping-off point for Deathwatch operations against the T'au's Velk'Han Sept.A mission to capture the station from the T'au and reactivate it is surely on the Deathwatch's agenda for operations in the Jericho Reach.However, during the last years of the 41st Millennium, the T'au have been losing warriors planet-side. What has happened to these missing Fire Warriors and Pathfinders is unknown, but the number of missing has been steadily increasing.The commanders of the T'au forces have kept this quiet, only conferring on the matter with the Ethereal in charge of the expedition.Almost all of the warriors that have vanished disappeared in remote locations while alone or separated from their comrades. All T'au patrols have been advised to be especially vigilant while conducting operations and to look for any suspicious activity.The sensors of the watch station have detected intense seismic activity along the equatorial band of Skapula. These geological fluctuations include massive bursts of radiation that flare to life and vanish completely after only twenty-to-thirty solar seconds.There have been no T'au in the vicinity of these readings. Master of the Forge Xerill of the Dead Cabal is on record for wanting to investigate the matter further, but the planet must first be reclaimed.
Watch Station Tryphon - Watch Station Tryphon: Watch Station Tryphon is a Deathwatch watch station located in the heart of the Orpheus Salient of the Jericho Reach.It has somehow been able to get an occasional astropathic message through the Shadow in the Warp created by the presence of the Tyranid Hive Fleet Dagon in the salient.It is currently unknown how the station is able to achieve this feat. Some of the more Puritanical members of the Ordo Xenos feel that this is the Emperor's will being manifested through the astropaths on station.More Radical Inquisitors feel that the Deathwatch have captured a piece of xenos technology and are keen to acquire this for themselves.Where the truth actually lies is unknown, as the Deathwatch are too busy fighting off the Tyranids to offer up an explanation, and the Inquisition is hesitant to order a full-scale investigation into the watch station while it remains as one of the only means of contact with the Orpheus Salient.
Watcher Keep - Watcher Keep: Watcher Keep is a primary watch fortress of the Deathwatch Chapter located on the border between the Segmentum Pacificus and Segmentum Tempestus. It is currently commanded by Watch Master Vaedrian Shenol.In the wake of the Great Rift's creation in the Era Indomitus, Shenol has seen an increase in the number of xenophiles within the Imperium. These are Humans who feel that since xenos are also threatened by the forces of Chaos, the Imperium should fight alongside them against their shared foe.The watch master considers these people to be Heretics who would foolishly have Humanity put its trust in inhuman monsters that would gladly betray Mankind at the first chance. Shenol has declared that there can be no tolerance, no compromise, and no peace with aliens -- only war and the Imperium's endless purgation of the xenos threat.
Watchers in Death (Novel) - Watchers in Death (Novel): Watchers in Death is the ninth volume in The Beast Arises series of novels.
Watchers in Death (Novel) - Synopsis: The attempt to hunt down and kill the Orks' leader has ended in catastrophe. The Imperium is reeling from the loss of so many beloved heroes, and the military forces of Mankind have been reduced to tatters. Koorland now knows that brute force is not the answer -- but how else can the Orks be fought? In a radical move, he creates small, mixed Chapter units of Adeptus Astartes -- compact teams that will hit the enemy hard and fast, and with deadly accuracy. With armour painted the black of mourning, the new strike teams become known as the Deathwatch. But will this be enough to tip the balance, or does the Imperium need to discover other new means to defeat the Orks?
Watchers in the Dark - Watchers in the Dark: The Watchers in the Dark are a strange species of humanoid creatures of small stature native to the lost world of Caliban who inhabit The Rock, the mobile fortress-monastery of the Dark Angels Space Marine Chapter.They are often utilised by the Chapter and its Unforgiven Successor Chapters as favoured servants. They possess a unique and powerful psychic talent which enables them to protect themselves from most forms of attack. Although they may accompany their Human masters onto the battlefield, they never take an active part in combat themselves. These hooded attendants tend to cluster around the highest-ranking warriors of the Chapter, often forming eerie processions behind them during their archaic rites, or bearing ancient artefacts into battle at their side.None can say for certain what manner of creature lies beneath the robes of these strange figures, but whatever they are they never speak a word. Their presence is solemnly accepted, if never acknowledged, by the Dark Angels; they simply linger, like some omnipresent manifestation of guilt clad in cowled monastic robes.The Watchers are able to access areas of The Rock that even the Dark Angels themselves cannot. They come and go as they please, and from their first days as novitiates all Dark Angels are warned not to interfere with or obstruct the Watchers in any way. Cautionary tales persist, whispered by Scout brothers, of those who ignored these warnings and soon disappeared, never to be seen again.The air of mystique and menace that surrounds these strange beings is only heightened by their propensity to haunt the winding passages and dusty scroll-chambers of The Rock's Librarius, though what strange business they have there is a mystery to all.
Watchers in the Dark - Wargear: Perfidious Relic of the Unforgiven - Borne by the mysterious Watchers in the Dark, these are ancient relics of the Ist Legion that have been recaptured by the Deathwing and sometimes carried into battle by the wraith-like figures. The exact nature or function of most of these revered relics is unknown, for they are as mysterious as the cowled figures that bear them. What is known is their effect on the battlefield, for their presence alone dampens the power of enemy psykers and fills the Dark Angels' opponents with feelings of dread.
Watchguards - Watchguards: The Watchguards is a Loyalist Chapter of Space Marines of unknown Founding and origin which fought to defend the Fortress World of Cadia during the climax of the 13th Black Crusade in 999.M41. Little else is currently known about it in Imperial records.
Watchguards - Notable Campaigns: 13th Black Crusade (999.M41) - The Watchguards deployed a full six companies of the Chapter to aid the counterattack against the Forces of Chaos from the Loyalist holdout of Kasr Trunch during the final battles of Abaddon the Despoiler's 13th Black Crusade just before the fall of Cadia.
Watchguards - Chapter Colours: The Watchguards' Chapter colours are currently unrecorded in Imperial records.
Watchguards - Chapter Badge: The Watchguards' Chapter badge is currently unrecorded in Imperial records.
Water Caste - Water Caste: The Water Caste of the T'au is made up of merchants, diplomats, and administrators. They are responsible for maintaining effective interaction between the castes, as well as communicating with and supervising the integration of alien species into the T'au Empire.The T'au use the titular prefix of por to designate someone of the Water Caste.The Water Caste are consummate diplomats, manipulators and fences, able to procure a rare Plasma Weapon for a handful of Kroot toenail clippings or talk a drug-crazed mutant into quiet subservience before convincing it to savagely assault its former master.Members of the Water Caste tend to be taller and more slender than other T'au, and their features are softer and more expressive. Water Caste T'au will frequently adopt the mannerisms and other cultural habits of the intelligent species they deal with, although this is often done to promote communication with these other species.Water Caste members are bureaucrats, politicians, negotiators and administrators. They are the merchants and diplomats of the T'au Empire, moving in and around the other castes to ensure that T'au society functions smoothly, always in the service of the Greater Good.A specialised group of Water Caste members known as the Kar'tyr, or "hunters of justice" in the T'au Lexicon, act as the empire's criminal investigators. They are empowered by the Ethereal Caste with broad powers of investigation and are allowed to use whatever resources are available to conclude their investigations, including the use of military assets like Fire Warriors. They have the legal right to detain any citizen of the T'au Empire for questioning in the course of their investigations.Water Caste members often accompany T'au expeditionary forces to negotiate safe conduct through alien star systems and smooth the passage of T'au merchants and colonists.Servants of the Imperium should be aware that these T'au are exceptionally skilled at manipulating weak-willed individuals and every remark addressed to a member of the Water Caste must be carefully considered and phrased to prevent any sensitive information from being divulged.
Water Caste - History: The T'au Empire is expanding at an incredible rate, the entire species working together to secure their continued success, and they believe their destiny is to spread their influence across the stars.But it was not always this way. The T'au race was once consumed by a bitter civil war that all but destroyed them. When the species was young, the four castes of the T'au developed as separate branches of the same species.The Air Caste dwelt in the lofty mountain ranges of T'au, the species' home planet, using their membranous patagia to soar aloft on thermals.The Earth Caste constructed dwellings and settlements on the plains, exhibiting a natural flair for creation and the application of science.The Fire Caste, aggressive and hot-blooded, simply took by force what they could not otherwise obtain.But most advanced of all were those T'au who realised long before the T'au race began to tear itself apart that it would profit most of all from unity.They worked hard to ensure that what one tribe could not produce, another could supply, and specialised as traders, arbitrators and negotiators between the tribes.They were the Water Caste, but their philosophy was ahead of its time, and great strife was to befall the T'au race before their true value became clear.It was the Ethereal Caste that pioneered the notion of the Greater Good, that it was honourable and right for a T'au to put his self-interests and even survival aside for the betterment of the species as a whole.Needless to say, being so effortlessly surpassed in their own field forced the Water Caste to swallow a considerable amount of pride, especially as the harmony the Ethereals preached had been the Water Caste's manifesto from the beginning (albeit for less altruistic motives).Although the head councils of the Water Caste knew they could only benefit from the status quo imposed by the Ethereals, it took rather longer for them to learn to revere the Ethereals than the rest of their species.In the present day, they are as much a part of the harmony of the T'au as any other caste.
Water Caste - Notable Water Caste Members: Por'la Vior'la Kais'uam - Por'la Vior'la Kais'uam is a T'au envoy of the Water Caste. Por'la Vior'la Kais'uam, like many of his species, has an ambition and drive far above his current station. Although elements of his name roughly translate as "skilful mediator" and "Water Caste bureaucrat," Por'la has the fiery temperament and outgoing nature typical to those from the T'au Sept world of Vior'la. Though young by T'au standards, Por'la is extremely well-travelled, having fled the T'au Sept worlds and crossed vast tracts of space to the distant Imperial world of Karis Cephalon. The reasons behind this self-imposed odyssey hail back to one of the most important and bloody eras in T'au history -- the Damocles Gulf Crusade.Por'O' Dal'yth Kais Twi Lui'tan - Known as the "Golden Ambassador," Kais Twi Lui'tan was considered the greatest envoy and diplomat in the history of the Water Caste. In 896.M40 he led a mass exploration across space to seek out new intelligent alien species to assimilate into the T'au Empire. He proved highly successful and integrated the Thraxians, Greet, and Formosians into the empire. The few who rejected his overtures to join with the Greater Good included the Hrud and the Arachens.Por'ui Fi'rios Kau'kartyr - Kau'kartyr was a Water Caste Kar'tyr or criminal investigator, assigned to the orbital shipyard of Suu'suamyth in the Nem'yar Atoll. He was assigned by the space station's governing council to assist Gue'vesa'vres Kalice Arkady in putting an end to a spate of sabotage that had recently assaulted the shipyard. With the aid of his Gue'vesa partner the two determined that the sabotage was being carried out by a Genestealer Cult comprised of several different species, including Humans and the insectoid Vespid, after infected Vespid Brood Brothers had brought their Genestealer Patriarch secretly aboard the shipyard. With the aid of Fire Warriors and several XV25 Stealthsuits, the cult was destroyed.
Wave Serpent - Wave Serpent: The Wave Serpent is an anti-gravitic, armoured personnel carrier based on the same design as the Falcon. It is the standard armoured infantry transport vehicle of the Craftworld Aeldari.Armed with twin-linked shuriken catapults and another set of twin-linked heavy weapons, usually Bright Lances, the Wave Serpent is capable of carrying up to ten Asuryani warriors to the battlefield in the expanded passenger compartment.
Wave Serpent - Defences: The Wave Serpent's energy field projectors generate a rippling bow wave of force at the front of the craft that disrupts incoming fire, protecting the vehicle while it makes its assault run to the front lines.This force-field can be projected outwards as a weapon in extremis, although doing so depletes the crystal batteries to such a degree that the vehicle will be shorn of its protective field for a considerable amount of time.The grav-tank's powerful anti-grav engines give it speed enough to hurtle across a battlefield in seconds, which, combined with its powerful array of heavy weaponry, makes the Wave Serpent a superb asset to an Asuryani warhost in all theatres of war.
Wave Serpent - Deployment: There are many ways in which an Autarch can deploy grav-tanks, and each craftworld has been known to use a variety of different vehicle tactics and even special armour formations. While all craftworlds have been known to utilise Wave Serpents to deliver Aspect Warriors to battle, none have perfected the art like the Swordwind -- the warhosts of Craftworld Biel-Tan.A battery of Night Spinners is always formidable on a battlefield, but even more so when deployed by the ambushing forces of the Alaitoc craftworld, the true masters of dealing long-ranged death to unsuspecting foes.In the largest of conflicts, all Asuryani craftworlds field massed squadrons of grav-tanks alongside the immense constructs known as Aeldari Titans, but those who do so most often are the Aeldari of the Yme-Loc craftworld. Regardless of a craftworld's distinctive practices, a wise Autarch must know best when and how to field their Engines of Vaul.
Wave Serpent - Rune: The rune of the Wave Serpent in the Aeldari Lexicon combines many aspects: the pronged attack, the crushing tide and the writhing snake.Skilfully avoiding enemy fire whilst bringing destruction of its own, the Wave Serpent delivers its cargo of warriors to battle without fear.
Wave Serpent - Ordo Xenos Departmento Analyticus Technical Specifications: Serial NumberUnknownMain ArmamentTwin-linked Bright LancesDesignationTroop CarrierVehicle CodenameWave SerpentSecondary ArmamentTwin-linked shuriken catapultsVehicle TypeGrav-TankCrew1 PilotTraverseUnknownWeight10 tonnesElevationUnknownLength11.25 metresAmmunition4000 roundsWidth7.31 metresArmour Type10-15 millimetres, unknown materiel to Adeptus MechanicusHeight3.62 metresMax Recorded Speed320 kilometres per hourSummary:Troop Transport; holds ten
Wazdakka Gutsmek - Wazdakka Gutsmek: Wazdakka Gutsmek is an Ork Mekboy and more specifically an Ork Warbiker, perhaps the greatest to have ever lived, who currently serves as the Warlord of a WAAAGH! comprised entirely of Speed Freeks. He rides a heavily modifed Ork Warbike known as the "Bike of the Aporkalypse" that is outfitted with a monstrously powerful Shoota called the Dakkakannon that possesses the ability to destroy even a tank.
Wazdakka Gutsmek - History: The greatest Ork Bikeboy ever encountered by the forces of the Imperium of Man, Wazdakka Gutsmek sits astride a turbo-powered monstrosity that seems to have once been an Ork Warbike but has been transformed into something far more powerful. Wazdakka had been tinkering with Ork bikes ever since his yoof on the Desert World of Khasak Prime. There was only one thing he liked more than stripping down bikes and rebuilding them to his own design and that was riding them.After winning the Race of the Burning Wheels upon a bike that he had only pieced together from spare parts in a matter of solar hours, Wazdakka discovered his destiny. He was accused of cheating, and incensed at the charges, went on a violent rampage on his bike. He tore the Greenskin settlement where the race was held apart with his powerful, personally-designed Dakkakannons before riding off in a cloud of dust and disgust.Over the years Wazdakka became a legendary figure among the Orks. His sense of drama was second to none among the Greenskins and his intervention turned many close-fought battles in favour of the Orks. Kept awake continuously by the concoctions of outlaw Mad Doks, Wazdakka was rarely out of his bike's seat, usually only to upgrade his machine's potency.Then came the time when Wazdakka no longer wished to ride alone. Fired with the ardor to unite all the Ork tribes of the galaxy in an unending WAAAGH! that would burn across the stars, Wazdakka gained the support of every Ork Speed Freek he met. Only time will ultimately tell whether Wazdakka's grandiose plan can ever be achieved, but high-speed mayhem and destruction across the worlds of the Imperium is a guarantee.
Wazdakka Gutsmek - Siege of Scalex VI: Wazdakka's newborn WAAAGH! was nearly stopped in its tracks at the Imperial Forge World of Scalex VI, where the Speed Freek Warlord's horde of bikers were engaged by a Titan Legion of the Adeptus Mechanicus led by a Warlord-class Titan. The kinetic slug Shootas of the Speed Freek horde could not pierce the Titan's heavily armoured and shielded hull and it cut through their ranks with its Mega-Blasters until the ferrocrete of the planet's forges were slick with Ork blood and motor oil.The Speed Freeks would have been utterly destroyed had Wazdakka not intervened directly, riding up onto a mesa that overlooked the industrial battle site. Revving his engines, he launched his Warbike from the cliff edge and sailed through the Titan's protective Void Shields. Though the gravitic force field ignited both Wazdakka and his Warbike, he blazed like a fiery comet and smashed through the canopy of the Titan's cockpit. Still aflame, Wazdakka slew the great God-Machine's crew in only seconds. From that point forward, the battle was essentially over, as Ork and Man alike simply looked on in mute astonishment.Scalex VI became the newest addition to Wazdakka's growing Ork interstellar empire, its modified manufactorums and human slave labour now churning out vehicles of all shapes and sizes to join Wazdakka's WAAAGH! Since that day, Wazdakka's prize possession has been the still-flaming skulls of the Titan's Princeps and his command crew, which remind the Speed Freek Warlord of his greatest feat of arms.
Wazdakka Gutsmek - Wargear: Wazdakka rides the infamous "Bike of the Aporkalypse" which is far more powerful than a standard Warbike and possesses both powerful Turbo Boosters that allow him to jump great distances and the Dakkakannon, which is a modified twin-linked Shoota powerful enough to penetrate even the strongest tank armour. Wazdakka makes use of a Slugga, a Power Klaw, a Bosspole, a Kustom Mega Blasta and Ork Stikkbomz.
Weapons of the Imperium - Weapons of the Imperium: This article contains a large, but not exhaustive, list of the various types of weaponry used by the Imperium in the Warhammer 40,000 universe. The various weapons, grouped according to their category, are discussed in detail, including their standard specifications. With the evolution of the Warhammer 40,000 setting over several decades, many different kinds of weapons and equipment have been described and some of these are no longer in use by the armed forces of the Imperium. Whenever appropriate, the history of the weapon is described, including some of the more notable units or individuals that are known to use that weapon.The Imperium of Man is a vast, galaxy-spanning interstellar human empire. There are many branches of the Imperium's armed forces and law enforcement agencies, and much of their equipment is common across multiple branches of the same service. The armed forces of the Imperium include, but are not limited to, the Space Marines, the Imperial Guard, the Adeptus Mechanicus, the three Ordos of the Inquisition, the Adeptus Arbites and the Orders Militant of the Adepta Sororitas.
Weapons of the Imperium - Close-Combat Weapons: A close-combat weapon is any weapon that can be used to make a melee assault. This includes various common melee weapons such as swords, knives, bayonets, maces, axes, clubs and even pistols. It also includes some unorthodox natural weapons such as claws, tails, beaks and teeth. Specific intelligent races of the galaxy maintain certain preferences for different close-combat weapon types. The Space Marines make common use of Chainswords, and occasionally of Power Weapons. The Imperial Guard prefer Power Swords and possibly Chainswords for officers and non-commissioned officers and bayonets for non-commissioned officers and enlisted soldiers. Certain Imperial Guard regiments also make extensive use of their Combat Knives such as the Catachan Jungle Fighters.
Weapons of the Imperium - Two-Handed Weapons: Some Imperial troops have the option of wielding weapons that require two hands to use effectively, such as the Eviscerator. These weapons have the advantage of increasing the effective damage the wielder can bring to bear on a foe, but come with their own disadvantages, such as rapid overheating, and normally slowing the user in combat.
Weapons of the Imperium - C'tan Phase Sword: Used exclusively by Imperial Callidus Assassins, the C'tan Phase Sword is an extremely potent short-range weapon. It is said to "phase" in and out of realspace and is capable of bypassing armour and force fields alike. The weapon itself has an inherent connection to the ancient Star Gods of the Necrons, the C'tan, since the technology for its creation was discovered within ancient Necron ruins deep beneath the surface of Mars by the Tech-priests of the Cult Mechanicus many centuries before the Mechanicus became a part of the Imperium of Man. A Callidus Assassin once stabbed one of the disguised C'tan Shards with her C'tan Phase Blade. Instead of being injured by the weapon, the C'tan simply reabsorbed it back into its own necrodermis body.
Weapons of the Imperium - Frost Blade: A Frost Blade or Frost Axe is a specialised melee weapon used by some characters in the Space Wolves Chapter of Space Marines. The weapon itself is similar in look to a standard sword or axe and can come in a Chainsword version, except that the blade includes teeth taken from a creature called a Kraken -- one of the monstrous aquatic species that inhabit the Space Wolves' frozen home world of Fenris, and contains a power field generator similar to that used by Power Weapons.
Weapons of the Imperium - Chain Weapons: A Chain Weapon is a weapon that has motorised biting teeth that saw and slash through a prospective victim, in a similar fashion to a chainsaw. The teeth themselves are fashioned to be incredibly sharp, in some cases carrying a monomolecular edge. Some chain weapons are capable of slicing through bulkheads and thick armour. Many variations of the Chain Weapon are used all over the galaxy. Chain weapons require regular maintenance, and can become jammed if foreign matter is drawn into their complex working mechanisms. Weapons include a clutch that can reverse the weapons teeth rotation to expel such matter in such an instance.
Weapons of the Imperium - Chainfist: Space Marine Terminators often replace their standard Powerfist with the Chainfist for use against enemy armoured vehicles and static defences. The Chainfist is a combination of a Powerfist and a Chainsword which usually protrudes from the back of the hand, just above the knuckles. This weapon is capable of cutting through even the toughest of armour plating, and provides additional armour penetration capability against vehicles and bunkers, though they have little utility against lightly-armoured and more mobile enemy infantry. Chainfists are so massive, encumbering and energy-inefficient that they are normally only ever seen on Space Marines equipped with Terminator Armour. However, there are smaller versions in existence that can be used by unaugmented humans.
Weapons of the Imperium - Chainsword: The most common form of chain weapon is the Chainsword, frequently carried by assault troops and low-ranking officers of the Imperial Guard and Space Marines (including the Traitor Legions). Another common variant is the Chainaxe, which is usually carried by melee specialist Chaos Space Marines (normally of the World Eaters Traitor Legion) who are known as Khornate Berserkers. Orks employ various Chain Weapons as well, usually axes or wide-bladed swords.
Weapons of the Imperium - Eviscerator: The Eviscerator is a larger version of the Chainsword and is usually seen in the hands of religious fanatics such as penitent Sisters of Battle or the zealous and fiery Redemptionists of the Frateris Militia; it is also used by Ecclesiarchy priests who serve with the Imperial Guard. Eviscerators closely resemble conventional chainsaws, but being large two-handed weapons they are generally powerful enough to have similar effects to the Chainfists frequently seen carried by Astartes Terminators.
Weapons of the Imperium - Other Chain Weapons: Chain Weapons are not just limited to sword and axe forms. Existing in the galaxy are such weapons as Chain Glaives and a multitude of other melee weapons that have had their original blades removed and replaced by a powered chain blade.
Weapons of the Imperium - Hunting Lance: Used exclusively by the Rough Rider mounted cavalry units of the Imperial Guard, this weapon is constructed of a hollow, lightweight metal shaft tipped with a spear point, which is also connected to the impact fuse of the weapon's shaped charge. This small explosive charge is constructed to direct the blast and fragmentation effect towards the target and away from the user. Once detonated, the user is left with only the shaft, which is then discarded. In close quarters combat against densely packed enemy formations, or in close confines, the lance is very unwieldy and all Rough Riders carry at least one back-up weapon. It also ignores the protective effects of most forms of armour, in a similar fashion to Power Weapons.
Weapons of the Imperium - Power Weapons: Power Weapons, by comparison to normal weapons, utilise focused energy fields to increase the deadliness of the weapon. The weapon uses a generator, either in its hilt or an external backpack, to sheathe its striking surfaces in a disruptive energy field allowing it to cut through most known forms of matter. Such a weapon can carve through armor and stone with as much resistance as empty air; typically only other energy fields can safely counter the effects of a power weapon. Power weapon technology is limited and all examples are crafted individually by skilled artisans; commonly in the form of a sword, axe, or hammer, but sometimes in a more exotic form such as a whip. Even without the power field active the weapon will be of highest quality and potent in the hands of a skilled fighter. The rarest of Power Weapons consist only of the weapon hilt, and when activated an energy blade is projected, but it is unknown whether or not it can reflect energy weapons like lasers. An example of such a weapon was a sword wielded by Inquisitor Gregor Eisenhorn, this weapon was subsequently destroyed by the daemon Cherubael.
Weapons of the Imperium - Glaive Encarmine: A Glaive Encarmine is a two-handed master-crafted Power Weapon used exclusively by the Sanguinary Guard units of the Blood Angels Space Marines and their Successor Chapters. These formidable weapons are used in conjunction with their wrist-mounted Angelus Bolters. A Glaive Encarmine crackles with energy, allowing its master to cleave his foes easily in twain with its terrifying power. These weapons have been traditionally wielded by the esteemed members of the Sanguinary Guard for the last ten standard millennia. The mysterious entity known as the Sanginor is also known to wield a Glaive Encarmine in battle.
Weapons of the Imperium - Lightning Claw: A Lightning Claw is a specialised type of power weapon, based on the design of the Powerfist. A Lightning Claw consists of a powered gauntlet, fitted with three or four blades. A matter-disrupting energy field is projected around the blades, allowing them to cut through armour and flesh with minimal effort. Lightning Claws are almost invariably worn as a pair, and are mainly used by Assault Terminators or Space Marine Veterans.
Weapons of the Imperium - Neuro Gauntlet: The Neuro Gauntlet is a type of Power Weapon used only by the Assassins of the Eversor Temple. It is a glove that consists of many needles encased in energy fields. Bypassing any armour, the gauntlet's energy fields directly affect the nervous system of the target, meaning the Assassin can wound any organic individual, regardless of their size and/or toughness. It also has a limited effect on vehicles. The Neuro Gauntlet has the same effect on a target as the Dark Eldar's Agoniser weapons, which, along with references to the development of the device from alien weaponry, suggests that the Imperial Neuro Gauntlet is the result of the reverse-engineering of captured xenos artefacts, or at the least was developed following the study of illegal xenos technology.
Weapons of the Imperium - Powerfist: Essentially an oversized, armoured gauntlet, the Powerfist not only generates an energy field around it that disrupts any matter it touches, but also enhances the user's strength.The Powerfist provides it user with the capability to completely pulverise enemy infantry and even threaten enemy armoured vehicles and monstrously-sized creatures. It is thus a popular weapon choice within the Imperium when it is available. However, the weapon is cumbersome to use and slows the user down, so that the opponent will usually have the chance to strike out at the user before the Powerfist can land its first blow.
Weapons of the Imperium - Power Maul: A Power Maul is a club surrounded in a gravitic energy field often used by ranking members of the Adeptus Arbites. They may include additional features such as power setting controls to vary the force of the impact. Unlike a Shock Maul, which only releases a charge on impact, a Power Maul has a constant energy field like any other Power Weapon.
Weapons of the Imperium - Power Sword: Power Swords are the most ubiquitous form of Imperial Power Weapon and are in use by all of the armed forces of the Imperium. They are routinely wielded by ranking Space Marines, officers in the Imperial Guard, senior Sisters of the Adepta Sororitas, and members of the Inquisition. Some Imperial armouries hold ancient swords of such high quality they strike as potently as a Power Sword though they possess no energy field emitters. Another version of the Power Sword is a two-handed type called a "Relic Blade." It increases the damage wrought by its wielder, but no additional weapons can be used alongside it.
Weapons of the Imperium - Crozius Arcanum: The Crozius Arcanum is a mace or staff that is used as both a melee weapon and the primary badge of office of Space Marine Chaplains. This duality of purpose presents no philosophical conundrum for the Chaplains, as for them battle itself represents the most valuable form of worship of the Emperor of Mankind. It is normally shaped in the form of either a staff or a mace topped by the double-headed Aquila of the Imperium or a winged skull that represents the Emperor's sacrifice.
Weapons of the Imperium - Thunder Hammer: A Thunder Hammer is a large warhammer that incorporates a power field generator, which instead of being active constantly (as is the case with other Power Weapons), builds up an immense charge which is then released in an instant upon impact with the target. The name comes from the thunderclap-like noise the weapon makes when striking. The force released is enough to knock over the wielder himself unless he is heavily armoured. It is commonly used by Assault Terminators in conjunction with a Storm Shield in the other hand. A Thunder Hammer is every bit as lethal as a Powerfist, but also has the ability to stun and disorient monstrous creatures and the crews of vehicles that are not destroyed outright. Originally Thunder Hammers were only able to be mounted onto Space Marine Terminator Armour. It is a testament to Imperial engineering that these weapons are now man-portable, and find much usage among Ordo Malleus Inquisitors, who also have an enhanced, specially consecrated version of it, called a Daemonhammer.
Weapons of the Imperium - Dreadnought Melee Weapons: Some of the most powerful close combat weapons in the Imperium are the huge melee weapons used by the cybernetic Dreadnoughts of the Astartes. They are more effective than an equivalent infantry power fist since dreadnoughts are unencumbered by the close combat weapons' weight. They are thus able to strike quickly, represented in-game by dreadnoughts striking in their initiative order. Dreadnought close combat weapons are usually found on Space Marine Dreadnoughts. The Space Wolves Venerable Dreadnought Bjorn the Fell-Handed has a Lightning Claw as its Dreadnought melee weapon.
Weapons of the Imperium - Force Weapons: Force Weapons are close-combat weapons designed to channel the psychic energies of the wielder, thus energising the weapon and augmenting its potency above and beyond that of even power weapons. They are used primarily by Imperial psykers such as Space Marines Librarians, Grey Knights and Imperial Inquisitors but they can also be used by some of the more powerful Chaos Sorcerers. Force weapons vary in design, but usually take the form of a bladed weapon, most commonly a sword. Force Staves are also common amongst Psykers in the Imperial Guard and is also the weapon of choice of Tigurius, Chief Librarian of the Ultramarines. The Grey Knights, the elite daemon-hunting Space Marines of the Ordo Malleus, are powerful psykers in their own right, and use Force Weapons exclusively. The weapons of the Grey Knights are known as Nemesis Force Weapons. Force Weapons are each unique in their own right, as each is psychically attuned to its owner and thus cannot be effectively wielded by anyone with a different psychic signature, although there have been some exceptions to this. As a general rule, a Force Weapon will enhance the psychic power of the user to push the target into the Warp.
Weapons of the Imperium - Shock Gauntlet: A Shock Gauntlet is a unique weapon that is designed to incapacitate Space Marines. When it comes in contact with an Astartes' Power Armour it creates a shockwave that causes the servos in the armour to malfunction, effectively paralyzing the victim. This is never used with both hands due to its non-lethality.
Weapons of the Imperium - Shock Maul: A Shock Maul is a type of truncheon or club used by riot teams in the Adeptus Arbites. Upon contact it activates an electrical charge to magnify the force of the blow. Many have power settings with low power being used as a non-lethal stunning weapon, while high settings are quite capable of blowing off limbs. Higher ranks within the Arbites may make use of a Power Weapon version known as a Power Maul.
Weapons of the Imperium - Flamers: Flamers are flamethrower-type weapons that project an ignited stream of promethium fuel over a wide area, igniting many enemies in a single gout of flame. In the various tabletop games, they are represented by using various teardrop-shaped templates that represent the extent of the weapon's effect on the battlefield, without needing a roll to hit targets completely engulfed by the template. Much like their real-life counterparts, they are usually shorter-ranged than most of the other weapons in the game.
Weapons of the Imperium - Flamer: Flamers are short-ranged special weapons carried by various soldiers, Imperial and otherwise, in the Warhammer 40,000 universe. To represent the ease of use of a flamethrower, the game mechanics of this weapon differ from that of other ranged weapons. Instead of rolling dice to hit a target, firing a flamer (and other similar weapons) simply involves placing a teardrop-shaped template over a target area. In-game, anything touched by the template is considered to be engulfed in flames and automatically hit, with no reliance on probability.Many units, both Imperial and non-Imperium, are capable of carrying flamers. While Space Marines and Imperial Guardsmen can be armed with them. Unlike other weapons which have analogs in other armies, Flamers generally have no specialised versions in the non-Imperial armies that they are found in; they are simply referred to as Flamers. Both Eldar and the Tau have specific units that can be armed with Flamers. Their flamers are identical in game stats and name to the Imperial version, and differ only in appearance. Orks have a specific analog of the Flamer, the Burna.
Weapons of the Imperium - Hand Flamer: Hand Flamers are smaller, one-handed versions of the normal Flamer. They are often used by assault troops, since the weapon's shorter range is less noticeable. In the first two editions of Warhammer 40,000, the Hand Flamer used a small teardrop-shaped template similar to that of the standard Flamer. Since the 3rd Edition of the game, Hand Flamers are now simply close-combat weapons. Since 5th Edition, they again use teardrop-shaped templates, but these have lower power, in addition to being close-combat weapons. Sisters of Battle Seraphim can be armed with twin Hand Flamers. Hand Flamers are still relatively common in the Underhives of hive cities within the Imperium, and in the Blood Angels and their Successor Chapters.
Weapons of the Imperium - Heavy Flamer: Heavy Flamers are larger, more powerful versions of the standard Flamer, projecting hotter and denser flames. As a result, Heavy Flamers are stronger and having better armour-piercing capabilities than standard Flamers. During the first and second editions of Warhammer 40,000, Heavy Flamers used a larger, longer-ranged template than flamers. With the release of the third edition, heavy flamers used the same template (and thus had the same range and area of effect) as the standard flamer, albeit with the aforementioned improved strength and ability to affect armored targets.Heavy Flamers are often used by specialists in dense conditions, such as jungle warfare, urban warfare and close-quarter combat. As an infantry weapon, they are not as common as flamers and fewer units are capable of using them. One of the earliest units to have the weapons were Space Marine Terminators, who made use of them in cramped ship-boarding actions in the game Space Hulk. The Sisters of Battle of the Witch Hunters faction are one of the few infantry units allowed to carry Heavy Flamers. Some Imperial Guard armies are capable of fielding Heavy Flamers in squads of infantry, such as the Catachan Jungle Fighters. Heavy Flamers are also encountered on Imperial armoured vehicles, such as the Sentinels and Chimeras of the Imperial Guard. They are possible secondary weapons for some Space Marine vehicles as well, such as Dreadnoughts and Land Speeder Tornadoes. The Sisters of Battle Immolator tank is also armed with Heavy Flamers. Orks possess an analog to the Heavy Flamer, the Skorcha.
Weapons of the Imperium - Incinerator: The Incinerator is a specialised Heavy Flamer variant seen primarily in use amongst the forces of the Inquisition. It is used mostly by the Grey Knights Chapter. Incinerators are different from Heavy Flamers in that their Promethium fuel is consecrated for use against daemons and other similar warp entities.
Weapons of the Imperium - Inferno Cannon: The Inferno Cannon is a flame weapon used primarily by the Imperial Guard. It is the primary armament of the Hellhound flame tank. The Inferno Cannon shoots a long, arcing gout of flame at range that forms a deadly pool of liquid flame affecting the area that it impacts, rather than spewing fire directly at the targets from the cannon. This firing effect can be clearly seen when on the Inferno cannon-armed Hellhound vehicles in the game Dawn of War. The Space Marines also gained access to the Inferno Cannon, mounted on customized "Siege Dreadnoughts," which also featured a Dreadnought Close Combat Weapon similar to a Chainfist, with an inbuilt Heavy Flamer. This could be used most effectively against bunkers and transport vehicles, where a penetrating hit by the fist would expose all occupants of the target to a subsequent hit by the Heavy Flamer.
Weapons of the Imperium - Laser Weapons: Laser weaponry or Las weapons are laser-based ranged weapons used by many military forces in the Warhammer 40,000 universe. Descriptions and depictions of their effects vary, from firing a single coherent ray of light, as seen in the computer game Dawn of War, to capacitor-based laser blasters that possess recoil and fire individual bolts, to weapons that fire invisible beams of coherent electromagnetic energy without any apparent recoil or muzzle flash. These weapons are relatively easy to produce and maintain. They require no solid ammunition, have few moving parts, and use power cells which can be recharged or quickly swapped with another fully-charged power cell. This makes them ideal for distribution among large numbers of men, such as the Imperial Guard. While the accuracy of a laser weapon is generally depicted as not being distorted by high winds like projectile weapons, it can be diffused by heavy particles in the air such as smoke and thus a laser can dissipate over long distances. However, some authors, such as Dan Abnett, depict laser weapons as having muzzle flash, noticeable recoil, and an accuracy that is affected by gravity, as well as by wind and able to fire underwater, thus making laser weapons effectively the same as projectile weapons.
Weapons of the Imperium - Defence Laser: The Defence Laser is an immense laser weapon with incredible power and range, normally used only in fixed emplacements or on very large vehicles. The Imperator-class Emperor Titan mounts one on its upper carapace as an anti-aircraft cannon. The Defence Laser name was introduced in Rogue Trader but in the more recent editions of Warhammer 40,000 it seems to have been replaced by the more specific Volcano or Nova Cannons. Defence Lasers have also appeared as massive anti-ship emplacements, occupying an entire building of their own and capable of seriously threatening capital warships in space above a planet.