vizn3r/warhammer40k-lore huggingface dataset:
Leagues of Votann - Great Rift Effects: The greatest recorded upheaval to League space came with the emergence of the Great Rift at the dawn of the Era Indomitus, and the eruption of multiple Warp storms across the galactic core as a result. Warp Storms Örgvayr, Töroll, Öggh, Cyklöp and other distorted maelstroms swallowed star systems, consumed Kindreds, sundered age-old trade routes and stable Warp currents, and left many leagues either suddenly embattled or broken into Warp-riven territorial fragments.The Kin do not recognise or name the Great Rift as a single manifest phenomena. They believe that to do so would lend further superstitious menace to a threat that is already menacing enough. They choose instead to name the greatest of the component Warp storms that have opened within the galactic core, treating each as a separate peril to be weathered and overcome.As the shock waves of the Warp storms rolled outward, worse was to follow. Long-stable celestial phenomena convulsed and mutated, with pulsars becoming betentacled predatory horrors, grav-reefs inverting and black holes sprouting dark matter fangs as they expanded ravenously. Hostile alien races -- such as the insidious Septeryx, the Chrobdyr Ferrophagites and the ominous Cult of Ohn -- were driven onto the warpath as their own home star systems were consumed. Some Warp storms -- Örgvayr and Gëirokh worst amongst them -- vomited hordes of Chaos-worshipping invaders and Daemonic horrors, and one Ork WAAAGH! after another erupted from the fringes of the storms.The threat became even more apparent after the start of the Battle of Örgvayr, which has now engulfed the northeastern reaches of the Greater Thurian League in a continuing conflict with the forces of Chaos emerging from that Warp storm. The Thurians have mustered all of their military forces to confront the new Stormward Front that has emerged in their territory, and great challenges remain ahead.It was in the face of similar such threats that the Thurians and many of the other Leagues of Votann chose to seek new territory beyond the bounds of the core for the first time in their histories. At the same time, the universal upheaval catapulted Human, Aeldari and T'au interlopers into the galactic core, dislocated through space and time by the energies of the raging Warp and spat out in territory claimed by the Leagues. Anarchic conflicts erupted as interlopers sought to either fight their way out or claim territories for themselves, and the Kin fought back with equal vigour.
Leagues of Votann - Greater Thurian League: The Greater Thurian League are as uncompromisingly mercenary as they are driven in the causes of exploration, resource acquisition and military conquest. Boasting scores of allied Kindreds and near-inexhaustible ranks of Kinhost warriors to enforce their will, the Greater Thurian League take pride in epitomising all that it means to be Kin.Not only is the Greater Thurian League one of the original founding Leagues of Votann, it is also one of the largest. Counting scores of Kindreds in its alliance, and attracting more to its ranks with every passing Terran decade, the Greater Thurian League is a military, mercantile and industrial powerhouse with few equals among the Kin.The Kin of the Greater Thurian League are skilled warriors and ruthless expansionists, instinctively working together to defeat their foes and efficiently achieve their aims. As with everything, they approach war with a grim, methodical pragmatism that is an inspiration to other leagues.The Kin of the Greater Thurian League culturally tend toward the core Kin values of relying on trade and prospecting to honour the Ancestors, and are known and respected for being especially mercenary.
Leagues of Votann - Kronus Hegemony: It is said of the Kronus Hegemony that there is no problem they will not solve with an axe. Existing as a military superstate, their Kindreds muster some of the largest and most aggressive Kinhosts known amongst the Leagues of Votann. Nor are they sparing in their armies' use, for the Kronus Hegemony marches ever onward.Kronus Kindreds must fulfil quotas of martial conquest, and find the slightest excuse to launch into full-blown military invasions of alien-held star systems. Over time, the temperament of these Kindreds has become ever more aggressive and ill-tempered, so that now there are few problems the Kin of the Kronus Hegemony will not seek to solve with violence.The Kin of the Kronus Hegemony are vaunted warriors who are expected to display exceptional feats of strength and skill in combat. They never hesitate to hurl themselves into battle and, the steeper the odds, the harder they fight to prevail.
Leagues of Votann - Trans-Hyperian Alliance: The Trans-Hyperian Alliance is a league of the Leagues of Votann located in the galactic core and maintaining territories in Far-space. The Trans-Hyperian Alliance are the furthest travelled of the Leagues. Many of the Kin Prospects that penetrate deep into Far-space wear their distinctive orange void armour, and their Hernkyn are renowned for both their tenacity and frontiersman's drive to banish the darkness beyond the edges of maps.The Kindreds of the Trans-Hyperian Alliance are scattered far and wide, with many of their holds maintained aboard voidships cruising at the heart of nomadic fleets. Observing a secular cult of ancestral veneration that surpasses the dedication of the rest of their race, the Kin of the Trans-Hyperian Alliance are ever on the move, always seeking new knowledge and conquests to enrich the Votann.Ever-mobile -- and often strung-out and under-strength -- the Kin of the Trans-Hyperian Alliance are no strangers to fighting against the odds. They relish such hardships, however, and strive all the more fiercely to apply their hard-won experience to every conflict, the better to honour the Votann and the Ancestors.
Leagues of Votann - Urani-Surtr Regulates (URSR): The Urani-Surtr Regulates, also called the URSR, is a stoic and long-suffering League of Votann located in the galactic core. The Kin of the Urani-Surtr Regulates have a reputation for survival against the odds. Courage and hardiness are their watchwords and, while they might seem more dour than most of their species, there are none more dependable to have at one's back in the face of peril.The Kindreds of the Urani-Surtr Regulates prize stoicism, self-reliance and -- unusually for their race -- inflexible determination no matter the odds of success. They disparage wastefulness above all else, and will subsist uncomplainingly upon the absolute minimum if doing so will bring them victory, and their Kindreds survival.The URSR have suffered greatly over the millennia, yet still they endure. Their grim warriors have disdain for every foe, and are known to fight to the last. While they can still stand, they can fight.
Leagues of Votann - Ymyr Conglomerate: The Ymyr Conglomerate is an elite league of the Leagues of Votann dedicated to the crafting of high-quality technology that is located in the galactic core.All Kin value good craftsmanship, but none more so than those of the Ymyr Conglomerate. Experts in every form of manufacturing, their Brôkhyr see to it that the Conglomerate's holds and fleets are replete with marvels of technology, and that their weapons of war are second to none.The Ymyr Conglomerate are renowned for two things above all else; their vast material wealth and the spectacular technologies that they craft with it. A league whose mantra is ever quality over quantity, the Ymyr Conglomerate deploy some of the most elite and heavily equipped Oathbands to be seen in any theatre of war.The craftsmanship and quality of the Ymyr Conglomerate's weapons and void armour are second to none. Kin who enter battle girded with such forgewrought masterpieces strive never to waste their tremendous potential.
Leagues of Votann - Minor Leagues: Balor-Attal ConglomerateGrand Orion CompactGrendl DominanceGhulo Industrial ComplexJotun-Erydani CombineKapellan LeagueTethys ExpansePan-Telluric CommonwealthSeran-Tok Mercantile LeaguesSigma-Drakoni UnionTyphon-Styx Protectorate
Leagues of Votann - Lost Leagues: Emberg-Aegnir Bloc
Leagues of Votann - Kin Technology: Below can be found a discussion of just a small sample of the advanced technologies available to the Kin of the Leagues of Votann, arranged by their functional role in Kin society.
Leagues of Votann - Brôkhyr: The Brôkhyr are the engineers, craftsmen and artificers of the Leagues of Votann. They are amongst the most highly-skilled techno-artificers in the galaxy. Making full use of the incredible material bounty of the galactic core, coupled with the precious technical lore stored within the Votann, they craft technology and devices of superlative durability, reliability and power. In this way they are major contributors to the continued survival of their species.Every hold's Forge is unique, built and augmented over Terran centuries to specifications determined by Votannic wisdom and the personal preference of its Kindred. Yet in some respects they are uniform. All Forges are sleepless hubs of activity, lit by the molten fires and searing plasma arcs of advanced technological manufacture, and all are filled with mechanisms of arfifice ranging from each Brôkhyr's personal A.N-vyl workstations, to colossal auto-foundries.As well as overseeing the work of their COG robot-assistants, each Brôkhyr takes pride in constructing their own devices. They follow traditional schematics in deference to the wisdom of the Ancestors, yet there is also general recognition that -- to truly honour the Votann -- each Brôkhyr must humbly apply their own ingenuity, coupled with rigorous field tests, to improve upon traditional designs.Through this process, each Brôkhyr develops their own preferences and quirks, which become known as their signature style in the technologies they craft. The most efficacious signatures are adopted by fellow Brôkhyr so that, over time, many Kindreds -- or even entire leagues -- have adopted bespoke methods of crafting and manufacture. This slow but relentless iterative process of improving upon already understood technologies has helped the Kin develop the contents of the original Standard Template Constructs inherited from the Ancestors' ancient Long March mining fleets even further, leading to true innovations.Yet all Brôkhyr still prioritise certain principles when developing new technologies, including that their devices embody reliability, utility and efficiency over showy decoration or ideas of ritual significance. Kin technology and wargear is as rugged and pragmatic as the beings that wield it, and will be battered to destruction before it fails in its duty.
Leagues of Votann - Void Suit: The most commonplace article of clothing worn by the Kin throughout the Leagues of Votann is the void suit, a Kin spacesuit, and it is an excellent example of the Kin's no-nonsense approach to technology.Threaded with bastium alloy reinforcement and fitted with a thermoregulatory, radiation-hardened underlayer, the void suit doubles as both rugged utility wear and -- when combined with a helmet -- a fully functional spacesuit. It is studded with connector relays that allow the coupling up of everything from exo-frames and pressure rigs, to reinforced Kin void armour.
Leagues of Votann - Void Armour: Void armour is the standard-issue personal protection provided by the Leagues of Votann to its soldiers of the line, the Hearthkyn, and other infantry. Void armour provides substantial personal protection to its wearer, a multilayer defence against atmospheric hazards and a full suit of built-in scanning and communications equipment.Void armour is comprised of hardened, jointed segments that are hooked into the void suit always worn by its wearer beneath the armour. The armour is fashioned from magnaferrite weave, and often reinforced with adamantium and enhanced with microfield generators for greater protection from enemy ballistic and directed energy weapons.
Leagues of Votann - Exo-armour: Exo-armour is a type of massive, servo-assisted, powered heavy infantry armour that serves as the trademark personal protection of the elite Einhyr troops of the Leagues of Votann. Its inch-thick armour plate provides personal protection equivalent to or even in excess of that provided by the Terminator Armour worn by the Adeptus Astartes.Selected from the most accomplished fighters in a Kin hold, the Einhyr Hearthguard have many roles -- from bodyguards, to deadly first-strike troops to serving as voidship boarding parties. Each Hearthguard has proved themselves over many Terran years of front-line combat, ascending purely by the virtue of their deeds, just as the staunch meritocracy of the Leagues requires.Like Hearthkyn Warriors, Hearthguard are dependable fighters, but their experience and inch-thick exo-armour battle plate take the Kin's natural durability to a whole new level. Crack units of Einhyr Hearthguard can be trusted to hold the line and inspire their fellows to stand firm even in the face of untold horrors.Exo-armour is capable of shrugging off even anti-tank fire while hugely enhancing its wearer's physical strength in battle. It can also mount a large array of weapons systems, including EtaCarn Plasma Weapons, Volkanite Disintegrators, Concussion Weapons, Plasma Blade Gauntlets, and even the potent Mass Hammer.
Leagues of Votann - HunTR Modules: A Haptic utility nerve Transmission Recalibrator, better known as a HunTR module, is an advanced firearm targetting system employed on all the man-portable ranged weapons used by the infantry forces of the Leagues of Votann and also on many of their vehicle-based weapon systems.The HunTR module is a technological standard throughout the Leagues. Meshing with standardised neuro-augmetics, this technology establishes a physical input and feedback loop between Kin firearms and their users. Its sensors trigger minute gravitational assistance pulses from projectors built into the weapon's body, helping to maintain a stable firing platform even while the wielder is running full pelt across the battlefield, being jolted by shell impacts or is letting fly from a moving vehicle.HunTR modules are integral to the typical Kin tactics of relentless advance while maintaining punishing volleys of massed fire. When coupled with the Kin's naturally dense musculature and excellent training, HunTR modules can prove tremendously effective force multipliers on the battlefield.
Leagues of Votann - Ranged Weapons: The firearms wielded by the Kin bear superficial similarities to many Imperial weapon technologies, which possess a similar origin in Humanity's Age of Technology, but are superior in almost every respect. From ballistic weapons such as the Autoch Pattern Bolter, to directed energy weapons like the HYLas Auto Rifle, the Kin employ superlative materials and methods in their construction.Some weapon families, such as volkanite firearms, have remained unchanged in design for many Terran millennia. Others employ energy sources that Humanity never tamed, or that are proscribed as tech-heresy by the religious dogma of the Adeptus Mechanicus.It was the Kin who first introduced the T'au Empire to ion weaponry, though to this day they keep the finest of these weapons for themselves.Trusted to affect battlefield repairs on their weapons and well-versed in their strengths and tolerances, the warriors of the Kinhosts are well-positioned to get the absolute best from the superb arsenal the Brôkhyr craft for them.
Leagues of Votann - Melee Weapons: It is a fact of war for the Kin in the 41st Millennium that many foes -- not least the hated Greenskins -- cannot always be halted by ranged firepower alone. Such enemies must be battled blade to blade, and defeated quickly in the resulting melee.Kin close combat weapons embody this ethos. They make substantial use of integrated plasma fields, either to wreathe sword and axe blades or to form the blades themselves. Such melee weapons scythe through physical shields and body armour with equal ease, and reduce the foe to cauterised chunks of charred meat and bone.More brutal still are concussion weapons. Be they in the shape of warhammers, mauls or even just reinforced armoured gauntlets, they mount so-called "mass driver" technology that magnifies the force of their impact to a colossal degree, producing a wave of concussive force far greater than what would be created by the simple mass of the weapon itself.Perhaps the most feared of Kin melee weapons are those that employ darkstar ore, mined from the fringes of the Dead Zones. This inimical material emits a universal damping field that shuts down organic metabolic and even electro-mechanical functions on contact. It is worked into Kin weaponry with the greatest of care and wielded with equal gravitas, for the slightest cut from a darkstar weapon's blade can end the victim's life as if a switch had been pulled.
Leagues of Votann - Force Field Technologies: The Kin make a specialty of force field technologies. The crowning glory and most ubiquitous example of Brôkhyr force field technology is the Weavefield Projector.Variants of Weavefield Pojector have been developed for everything from personal protection for void miners and soldiers of the line, to massive examples that are used to protect Kin voidships.The system employs an energy-weaving technique called "weavewërke" which interlaces energy frequencies common to both refractor and conversion field technology, interlinked with more exotic energies -- such as magnetic repulsion fields. The resultant multispectral energy shield is maintained either in a personal energy cowl, or else projected outwards to form a protective dome, the better to shelter entire squads of Kin warriors or bands of Cthonian miners.Amongst the Kinhosts, Weavefield Projectors are commonly worked into armoured crests worn on personal armour or mounted on war engines. From here, their shimmering, amber energies flow outward into translucent energy domes, capable of intercepting even esoteric or apocalyptic-scale munitions.
Leagues of Votann - Psychic Technologies: The Kin are able to exploit Warpspace in a way few other starfaring peoples would risk, thanks to their hardened souls and the reliable protection offered by their advanced technologies. Even those Kin who carry the psychoactive cloneskein are not literal psykers in the true sense of the word as Humans would understand it. Like a shuttered lantern whose aperture has been opened a little wider, the souls of these psychoactive Kin shine just brightly enough to mesh with barrier-tech, such as Ancestral Warding Staves and armoured crests that can project psyker-like abilities.These devices come to life at these psychoactive Kin's touch, emitting a soft thrum of power and glimmering with cold witchlight. It is through the careful use of barrier-tech devices like these that the Grimnyr and the Embyr manipulate the energies of the Warp to produce manifestations similar to those conjured into realspace by true psykers.
Leagues of Votann - Starships and Warp Travel: The Kin say that the void is in their veins. By this they mean that they have been starfarers since their earliest days and consider themselves preeminent in that field. The voidcraft of the Leagues of Votann Fleets tend toward enormous size and redoutable build, with even smaller vessels such as the Bastion-class and Stronghold-class Commerce Vessels used for mining at least matching most of the other starfaring species' cruisers for armoured bulk, shielding and sheer firepower.When navigating realspace Kin starships employ electromagnetic scoops to power hydrogen ramjets that -- while not the swiftest means of Newtonian propulsion -- are typically arranged in such clever profusion as to render Kin voidships ballistic, despite their huge size and mass.When it comes to FTL travel through the Warp, the Kin are equally steady in their approach. They make use of Warp-Drives and Geller Ramparts of superior design and reliability to anything Humanity currently understands. Each voidcraft is commanded by a "voidmaster" -- a Kin starship captain skilled in every aspect of spacefaring and often augmetically enhanced to aid them in their duties.Every voidmaster is supported by Ironkin Wayfinders, whose accelerated logic-cores enable them to cogitate probable paths through the madness of Warpspace without risking psychic interaction. With support from their bridge crews, these specialists guide their craft in a series of "plunges."These are short, controlled Warp jumps during which the Kin may take the time to harvest energistic skeins from within the Immaterium, or even board Warp-borne space hulks for empyric salvage. Travelling through the Warp in such plunges takes longer than the vast Warp jumps made by the voidships of Humanity, or the risky sprints allowed by the T'au AL-38 Slipstream Module, but it ensures that the Kin arrive where and when they intended almost every time.
Leagues of Votann - Votannic Council: When a Kinhost of the Leagues of Votann mobilises for war, it is commanded by its Kindred's Votannic Council. This military command council consists of the most senior and respected heroes of the Kindred. It often includes the high kâhl who commands the Kindred's Kinhost, the Brôkhyr Forge-master who leads all of the Kindred's Brôkhyr, the Kindred's Lord Grimnyr who leads all of their fellow Grimnyr in communicating with the Votann, and other senior figures of power and authority in the Kindred such as certain guildmasters, as well as their assembled advisors.The Votannic Council is normally gathered only for the greatest conflicts, however -- usually when the entire Kindred or their hold face direct and potentially existential peril. At other times, portions of the Kinhost's forces may be led to war by smaller gatherings of leaders such as kâhls, Brôkhyr Iron-masters, Living Ancestors, or even by just a single one of these brave commanders.
Leagues of Votann - Oathbands: An "Oathband" is a Kin military unit of highly variable size that often comprises the fundamental military organisation of the Kinhosts.However large the mobilisation of forces that occurs for a Kindred, the available Kin soldiers, combat vehicles, voidcraft and any attached Hernkyn, Cthonians and the like are organised into one or more Oathbands. The size and tactical composition of an Oathband is almost endlessly flexible, from a handful of warriors under a single commander to an army of millions of Kin supported by all the machinery of interstellar warfare. Often, in the face of dire need, an Oathband will simply be drawn together from whatever Kin military forces are available at the time.The one constant of an Oathband is that it has an ultimate commander -- most often, but not always, a kâhl -- to whom all its warriors swear an oath of service until such time as the Oathband's goals or military objectives are met or their leader releases them to fight elsewhere.The use of so variable and seemingly ad hoc a military organisational structure would be unimaginable for most of the galaxy's other starfaring species. Thanks to their close subconscious bonds as clones and sense of shared purpose, however, the Kin are able to operate in this fashion with little if any confusion or difficulty once in the field.
Leagues of Votann - Eye of the Ancestors: The Kin of the Leagues of Votann are typically pragmatic in battle, to the point where their leaders seem almost dispassionate. This is because the calculus of risk to reward -- and resultant survival -- underpins their military strategies just as much as it does every other aspect of Kin society. This is not to say that the Kin are not bellicose in war; their soldiery are fond of bellowed oaths, grim gallows humour and booming war songs.Rather, their forces have been known to abandon valuable positions or break off from ferocious engagements without a backward glance, should the price of victory be judged too high. There is no cowardice or panic in such decisions, only the grim acceptance that spending lives and materiel to achieve pyrrhic victories is a trade only a fool would willingly make.Kin military doctrine emphasises a leader's ability to calmly assess enemy threats even in the midst of battle. Kin military leaders must remain stoic as they pass their gaze over the foe, determining which hostiles pose the greatest threats and thus merit prioritisation. Known as casting the "Eye of the Ancestors," this talent allows Kin war leaders to judge at a glance which enemies are the most dangerous, where enemy fortifications are weakest and what amount of resources to apply to each threat to balance success against cost.
Leagues of Votann - Grudges: A Grudge is a pledge by an individual Kin, an entire Kindred or even a full league, to destroy an identified foe, no matter the cost in lives or materiel, to gain vengeance or redress an intolerable insult.Even for the often dispassionate Kin, there are those enemies whose actions test even their great patience beyond its limits. Foes who repeatedly shame and insult the Leagues, perpetuate great horrors upon the Kin or prove thorns in their side time and again, may become the focus of a "Grudge." In such cases, the Kin appear to lose all perspective. They will not hesitate to spend countless lives and shocking quantities of materiel in the destruction of a begrudged enemy, pursuing them relentlessly even unto their own probable doom.Kin sometimes form "Grudgebands" at such times, swearing binding oaths to quest and fight together until either the Grudge is settled or else every Kin who swore the oath is slain. To outsiders, this behaviour seems anachronistic or even hypocritical in the extreme -- a bizarre reversal of the normal, pragmatic doctrines that pervade Kin society and determine their actions. To the Kin themselves, however, the notion of Grudges is as deep-rooted and natural as breathing. To their minds, the Ancestors will judge harshly any who allow such nemeses of their people to endure.
Leagues of Votann - Notable Leagues of Votann Heroes: Ûthar the Destined - Ûthar the Destined, often simply known as Ûthar, is perhaps the most skilled and most well-respected kâhl of the Greater Thurian League. As the most accomplished hero of the Greater Thurian league, Kâhl Ûthar is marked for greatness. Few can assess the foe as swiftly or mercilessly as Ûthar and -- once he has his enemies' measure -- he soon cuts them to pieces with the glowing plasma edge of the Blade of the Ancestors. Ûthar, who calls the Kindred of Vôrtun on the Hold World of Obsyd Gate his home, is the victor of the Deadstar Campaign and the slayer of Gorbrak the Iron Beast, yet it is said his greatest and most important deeds still lie ahead of him. After the birth of the Great Rift in the Era Indomitus, it was Ûthar who led the Thurian forces in the defence of their space from the Chaos-worshippers spilling from Warp Storm Örgvayr in the continuing conflict in the galactic core that has become known as the Battle of Örgvayr.Yôht Grendok - Yôht Grendok is a young up-and-comer of a Kin kâhl in the Greater Thurian League. His wargear is decorated with fine gems, and topped by an ornate Rampart Crest decorated with leonine imagery.Kôrv Grudgekeeper - Kôrv Grudgekeeper is a kâhl of the Greater Thurian League. He is known to be highly contemptuous of all the other intelligent species of the galaxy. This is largely because Grudgekeeper, as his name implies, keeps a list of nemeses who he maintains a Grudge against. The Thurian kâhl seeks them out with a keen and inescapable eye. In general, no sooner has he settled a Grudge against one foe, than Grudgekeeper moves on to the next name on his long list. Currently the kâhl is leading the Oathband of his own Grudgekeeper Expedition and they have fought against the regiments of the Astra Militarum's Ventrillian Nobles, the Tyranids and the Orks.
Leagues of Votann - Forces of the Leagues of Votann: Leagues of Votann ForcesCommandKâhl • Theyn • Brôkhyr Iron-master • Grimnyr • Einhyr ChampionElitesEinhyr Hearthguard • EmbyrTroopsHearthkyn Warriors • Hearthkyn Salvagers • Hernkyn Pioneer • Hernkyn Yaegir • Brôkhyr Thunderkyn • Cthonian Beserks • IronkinVehiclesMagna-Coil Grav Bike • Sagitaur • Hekaton Land Fortress • ColossusRobotic SupportCOG (CORV • E-COG • L-COG)HeroesÛthar the Destined • Yôht Grendok • Kôrv Grudgekeeper
Leagues of Votann Fleets - Leagues of Votann Fleets: The Leagues of Votann Fleets are the individual stellar navies of each of the Kin leagues. In one of their Truths, the Kin say that the void is in their veins. By this they mean that they have been starfarers since their earliest days and consider themselves preeminent in that field.The voidcraft of the Leagues of Votann Fleets tend toward enormous size and redoutable build, with even smaller vessels such as the Bastion-class and Stronghold-class Commerce Vessels used for mining and other mercantile activities at least matching most of the other starfaring species' cruisers for armoured bulk, shielding and sheer firepower.
Leagues of Votann Fleets - Organisation: Every Leagues of Votann voidcraft is commanded by an officer known as a "voidmaster" -- a Kin starship captain skilled in every aspect of spacefaring and often augmetically enhanced to aid them in their duties.Every voidmaster is supported by Ironkin Wayfinders, the Kin's self-aware, robotic fellow citizens whose accelerated logic-cores enable these self-aware machines to cogitate probable paths through the madness of Warpspace without risking psychic interaction. With support from their bridge crews, these specialists guide their craft in a series of "plunges" into the Warp much like Imperial Navigators do for their vessels.
Leagues of Votann Fleets - Voidship Technology: When navigating realspace Kin starships employ electromagnetic Bussard Scoops to power hydrogen ramjets that -- while not the swiftest means of Newtonian propulsion -- are typically arranged in such clever profusion as to render Kin voidships ballistic, despite their huge size and mass.Kin voidships are sometimes armed with starship-sized Conversion Beamer batteries and make use of Drill Torpedoes that have been converted from similar devices used for asteroid mining. Kin voidships can make use of their race's superior Weavefield Projector technology to provide effective energy barriers for protection.When it comes to FTL travel through the Warp, the Kin are equally steady in their approach. They make use of Warp-Drives and Geller Ramparts of superior design and reliability to anything Humanity currently understands.Every Kin voidmaster is supported by the specialised Ironkin known as Ironkin Wayfinders, whose accelerated logic-cores enable them to cogitate probable safe paths through the dangers of the Immaterium without exposing any biological Kin to the dangers of having to interact with the Warp. With support from their bridge crews, these robotic specialists guide their craft through the Warp in a series of "plunges."These are short, controlled Warp jumps during which the Kin may take the time to harvest energistic skeins from within the Immaterium, or even board Warp-borne space hulks for empyric salvage. Travelling through the Warp in such plunges takes longer than the vast Warp jumps made by the voidships of Humanity, or the risky sprints allowed by the T'au's AL-38 Slipstream Module, but it ensures that the Kin arrive where and when they intended almost every time.
Leagues of Votann Fleets - Notable Ship Classes: Bastion-class Commerce VesselStronghold-class Commerce VesselMega-CruiserNebula-class StarshipComet-class Scout ShipQuicksilver-class Scout Ship
Leagues of Votann Wargear - Leagues of Votann Wargear: This page contains a list of all the infantry wargear, vehicle heavy weaponry, personal protective devices and field support equipment used by the Kinhosts, Oathbands and Prospects of the Leagues of Votann.The wargear of the Kin is similar in many ways to that employed by the military forces of the Imperium, which share a technological heritage dating back to the STCs of Humanity's pre-Imperial past, but Kin technology is almost always more reliable, better-crafted and more potent than its Imperial counterparts.Please see each item's individually-linked pages for more information and a more detailed sources list.
Leagues of Votann Wargear - Melee Weapons: It is a fact of war for the Kin in the 41st Millennium that many foes -- not least the hated Greenskins -- cannot always be halted by ranged firepower alone. Such enemies must be battled blade to blade, and defeated quickly in the resulting melee.Kin close combat weapons embody this ethos. They make substantial use of integrated plasma fields, either to wreathe sword and axe blades or to form the blades themselves. Such melee weapons scythe through physical shields and body armour with equal ease, and reduce the foe to cauterised chunks of charred meat and bone.More brutal still are concussion weapons. Be they in the shape of warhammers, mauls or even just reinforced armoured gauntlets, they mount so-called "mass driver" technology that magnifies the force of their impact to a colossal degree, producing a wave of concussive force far greater than what would be created by the simple mass of the weapon itself.Perhaps the most feared of Kin melee weapons are those that employ darkstar ore, mined from the fringes of the Dead Zones. This inimical material emits a universal damping field that shuts down organic metabolic and even electro-mechanical functions on contact. It is worked into Kin weaponry with the greatest of care and wielded with equal gravitas, for the slightest cut from a darkstar weapon's blade can end the victim's life as if a switch had been pulled.
Leagues of Votann Wargear - Barrier-Tech: Ancestral Warding StaveAncestral Ward Crest
Leagues of Votann Wargear - Concussion Weapons: Concussion GauntletConcussion HammerConcussion MaulConcussion Knuckles
Leagues of Votann Wargear - Darkstar Weapons: Darkstar AxeDarkstar Sword
Leagues of Votann Wargear - Graviton Weapons: Graviton Hammer
Leagues of Votann Wargear - Mass Driver Weapons: Mass GauntletMass Hammer
Leagues of Votann Wargear - Melee Plasma Weapons: Heavy Plasma AxePlasma AxePlasma Blade GauntletPlasma KnifePlasma Sword (Plasma Blade)Plasma Torch
Leagues of Votann Wargear - Ranged Weapons: The firearms wielded by the Kin of the Leagues of Votann bear superficial similarities to many Imperial weapon technologies, which possess a similar origin in Humanity's Age of Technology, but are superior in almost every respect. From ballistic weapons such as the Autoch Pattern Bolter, to directed energy weapons like the HYLas Auto Rifle, the Kin employ superlative materials and methods in their construction.Some weapon families, such as volkanite firearms, have remained unchanged in design for many Terran millennia. Others employ energy sources that Humanity never tamed, or that are proscribed as tech-heresy by the religious dogma of the Adeptus Mechanicus.It was the Kin who first introduced the T'au Empire to ion weaponry, though to this day they keep the finest of these weapons for themselves.Trusted to affect battlefield repairs on their weapons and well-versed in their strengths and tolerances, the warriors of the Kinhosts are well-positioned to get the absolute best from the superb arsenal the Brôkhyr craft for them.
Leagues of Votann Wargear - Autocannons: Magna-Coil AutocannonMATR Autocannon
Leagues of Votann Wargear - Autoch Pattern Bolters: Autoch Pattern Bolt PistolAutoch Pattern BolterAutoch Pattern Combi-bolter
Leagues of Votann Wargear - Conversion Beamers: SP Conversion BeamerSP Heavy Conversion Beamer
Leagues of Votann Wargear - Bolt Weapons: Bolt RevolverBolt ShotgunSiNR HandbowVotannic Bolt CannonWroughtlock Revolvers
Leagues of Votann Wargear - Ion Weapons: Cyclic Ion CannonIon BeamerIon BlasterIon Pistol
Leagues of Votann Wargear - EtaCarn Plasma Weapons: EtaCarn Plasma BeamerEtaCarn Plasma GunEtaCarn Plasma Pistol
Leagues of Votann Wargear - Graviton Weapons: Graviton RifleGraviton Blast Cannon
Leagues of Votann Wargear - Laser Weapons: HYLas Auto RifleHYLas Beam CannonHYLas Rotary CannonLas-beam Cutter
Leagues of Votann Wargear - Missile Weapons: Ancestor's Vengeance WarheadAPM LauncherKin's Wrath WarheadL7 Missile LauncherMountain Breaker WarheadSagitaur Missile Launcher
Leagues of Votann Wargear - Railguns: Magna-Coil Sniper RifleMagna Rail RifleHeavy Magna Rail Cannon
Leagues of Votann Wargear - Volkanite Weapons: Volkanite Disintegrator
Leagues of Votann Wargear - Grenades and Explosives: Gravitic Concussion GrenadeCthonian Beserk Mole Grenade LauncherExo-armour Grenade LauncherHY-Pex Mines
Leagues of Votann Wargear - Personal Protection: Armour Crest ( Also called Shield Crest and Weavefield Crest)Exo-armourRAM ShieldRampart CrestTeleport CrestVoid armourVoid suit
Leagues of Votann Wargear - Field Support Equipment: Weavefield ProjectorWeaverwërke CloakMedipackMultiwave Comms ArrayMultispectral VisorPan Spectral ScannerOmni-visorHunTR ModulePan Spectral ScannerCyberstimms
Leagues of Votann Wargear - COG Robots: COGCORVE-COGL-COG
Leandros - Leandros: Leandros, later named Quintus, was a young battle-brother of the Ultramarines who served in the Command Squad of the Ultramarines 2nd Company under the command of Captain Demetrian Titus during the Liberation of Graia in the 41st Millennium. Over a standard century later, he would serve as the Chaplain of the Ultramarines 2nd Company, now named Quintus.In his youth as a battle-brother, Leandros was a hot-headed and dogmatic adherent of the Codex Astartes who often clashed with Captain Titus over the former's deviations from the Codex's strictures. This disagreement led Leandros to eye his commander with suspicion, a suspicion that hardened into outright belief that his superior was a Heretic after Titus proved immune to the effects of Chaos sorcery multiple times during the Liberation of Graia campaign.At the successful conclusion of that effort, Leandros reported his belief that his commander had been corrupted by Chaos to Inquisitor Thrax and his retinue of Black Templars Astartes, who took Titus into custody.The captain would remain in Thrax's custody, undergoing routine tortures, for many solar decades, before finally being freed upon the Inquisitor's death. Even then, ashamed of the dishonour he had brought upon his Chapter, and feeling unworthy to rejoin the Ultramarines, Titus joined the Deathwatch as a Black Shield named "Nullus".Over a standard century after they had last met, Leandros had risen to become a Chaplain of the Ultramarines who now called himself Quintus. When Titus was recovered mortally wounded by the Ultramarines following the destruction of his Deathwatch kill-team on Kadaku in the Recidious System during the Fourth Tyrannic War, Quintus was the first to meet with his former captain upon his awakening following the crossing of the Rubicon Primaris which transformed him into a Primaris Marine.While Titus' first impulse was to return to the Deathwatch, it was Quintus who reminded him that he had been declared free of any Chaos taint by the Inquisition and if he truly yearned for redemption, then he must return to his Chapter and earn back their favour. After re-inducting him into the Ultramarines, Quintus ordered Titus to keep his past a secret and to report to Captain Sevastus Acheran, who despite his own misgivings accepted Titus as a Primaris Lieutenant for the Ultramarines 2nd Company. Titus was assigned a small reduced squad and proceeded to aid the Ultramarines in winning the hard-fought Recidious Campaign.
Leandros - Recidious Campaign: Over a standard century after they had last met, Leandros had risen to become a Chaplain of the Ultramarines who now called himself Quintus. When Titus was recovered mortally wounded by the Ultramarines following the destruction of his Deathwatch kill-team on Kadaku in the Recidious System during the Fourth Tyrannic War, Quintus was the first to meet with his former captain upon his awakening following the crossing of the Rubicon Primaris which transformed him into a Primaris Marine.While Titus' first impulse was to return to the Deathwatch, it was Quintus who reminded him that he had been declared free of any Chaos taint by the Inquisition and if he truly yearned for redemption, then he must return to his Chapter and earn back their favour. After re-inducting him into the Ultramarines, Quintus ordered Titus to keep his past a secret and to report to Captain Sevastus Acheran, who despite his own misgivings accepted Titus as a Primaris Lieutenant for the Ultramarines 2nd Company. Titus was assigned a small reduced squad and assigned to aid the Ultramarines in the Recidious Campaign.At the end of that successful effort to defeat the Tyranids of Hive Fleet Leviathan and a plot of the Thousand Sons Traitor Legion to seize the Chaos relic power source at the heart of Project Aurora, Quintus congratulated Titus for having proven himself, but warned him that the risk of corruption by Chaos is ever-present and if Titus were ever to truly falter and betray the Emperor Quintus would not hesitate to execute him.Quintus then removed his Skull Helm and revealed himself to be Leandros, Titus' former subordinate who had served with him centuries before during the Liberation of Graia and was responsible for his ordeal with the Inquisition and loss of faith in himself. Titus' redemption had, in truth, been a belated redemption for them both.
Leandros - Personality: As a young battle-brother recently inducted into Captain Demetrian Titus' Command Squad, Leandros spoke in an overly formal manner and was a strict adherent of the Codex Astartes and an Imperial Puritan -- so much so that Leandros believed that every action must be undertaken in painstaking obedience to the Codex's every sacred word. However this dogmatic view led him to often speak with little tact, as Leandros believed that all of a Space Marine's actions must serve the will of the Emperor at every moment.This belief led Leandros to question the motives of anyone he suspected of not serving the will of the Emperor wholeheartedly. When he first joined the command squad, he looked up to his fellow Ultramarines, particularly Veteran Sergeant Sidonus and especially his captain, Titus, whom Leandros at first believed was the type of Ultramarines he ultimately aspired to emulate. However, Leandros' inexperience and dogmatism often led him to take unwise actions that had to be corrected by his superiors due to his excess of zeal.It was this unwavering belief in his own vision of righteousness that ultimately led Leandros to report Captain Titus to the Inquisition for what he believed was the captain's corruption by Chaos during the Liberation of Graia due to his immunity to the effects of psychic sorcery during that campaign, a choice that he would later come to regret.Leandros' zealotry served him well in his later years after Titus' imprisonment, when he rose to become a Chaplain of the Ultramarines, taking the name "Quintus". Yet the injustice of what had happened to his former captain after his accusation rankled within him, and so when Titus was rediscovered by the Ultramarines during the Recidious Campaign, Leandros, as Quintus, used his influence to convince Titus to return to his Chapter and gain redemption as an Ultramarines Primaris Lieutenant of the 2nd Company.
Lectitio Divinitatus - Lectitio Divinitatus: The Lectitio Divinitatus (also sometimes spelled Lectio Divinitatus) was a religious book penned by the Primarch Lorgar of the Word Bearers Space Marine Legion during the Great Crusade of the late 30th Millennium, before his fall to Chaos.The book, and later the religious movement that it spawned, postulated the worship of the Emperor of Mankind as a divine being, the one, true god of Humanity. Many of the ideas and even the text of the book itself was later incorporated by the Adeptus Ministorum, the Imperial state church, into the theological foundations of the Imperial Creed.The Word Bearers would come to believe after learning of this in the Era Indomitus that this meant that the people of the Imperium and the servants of the Chaos Gods ultimately were walking the same path of faith created by Lorgar. It was just that the Word Bearers were further along it than those who revered the first religion Lorgar had created.
Lee Lightner - Lee Lightner: Lee Lightner is an author for Games Workshop's Black Library imprint.
Lee Lightner - Space Wolf: Space Wolf: The Second Omnibus (with William King, 2009, ISBN 1-84416-775-5)Sons of Fenris (2007, ISBN 1-84416-388-1)Wolf's Honour (2008, ISBN 1-84416-389-X)Sagas of the Space Wolves: The Omnibus (2020, ISBN 1-78999-084-X)Engage the Enemy (Short Story) (2004)
Legacies of Betrayal (Anthology) - Legacies of Betrayal (Anthology): Legacies of Betrayal is the thirty-first volume of the The Horus Heresy series of novels and is an anthology collection of short stories and a novella.
Legacies of Betrayal (Anthology) - Synopsis: Only from out of great conflict can true heroes arise. With the galaxy aflame and war on an unimaginable scale tearing the Imperium apart, champions of light and darkness venture onto countless fields of battle in service to their masters. They ask not for remembrance or reward – simply to meet their destiny head-on, and only by embracing that destiny will they come to learn what the unseen future may yet hold for them...This Horus Heresy anthology contains eighteen short stories by authors such as Graham McNeill, Aaron Dembski-Bowden, Nick Kyme and many more. Also, Chris Wraight's acclaimed novella Brotherhood of the Storm delves into the nature of the elusive White Scars Legion, and their questionable sense of duty to the Emperor.
Legacies of Betrayal (Anthology) - Contents: Legacies of Betrayal contains eighteen stories from various authors including one novella length story:Brotherhood of the Storm , Wolf's Claw , and Bjorn: Lone Wolf by Chris WraightSerpent , Riven , and Warmaster by John FrenchHunter's Moon , and Strike and Fade by Guy HaleyVeritas Ferrum by David AnnandaleHonour to the Dead , The Divine Word , and Cypher: Guardian of Order by Gav ThorpeButcher's Nails , and Heart of the Conqueror by Aaron Dembski-BowdenKryptos , and Lucius: The Eternal Blade by Graham McNeillKharn: The Eightfold Path by Anthony ReynoldCensure by Nick Kyme.
Legacy Vault - Legacy Vault: A Legacy Vault is an advanced cogitator technology available to the Kin of the Leagues of Votann that allows the neural patterns of individual Kin to be recorded, secured and stored while they are away from their home hold in order that they might one day be recovered and joined with their distant Ancestor Core.Often used by Kin such as the Hernkyn or Prospects who operate far from Leagues of Votann territory in the galactic core, Legacy Vaults are rare and prized relics. Usually kept deep in the bowels of key Kin voidcraft, a Legacy Vault's cogitators can upload not only the neural mapping of an organic Kin's mind, but also the data of an Ironkin's Cerebral Unit so it may be similarly preserved for eventual reintegration with a Votann.Each Legacy Vault possesses limited digital memory and can upload the neural pattern data for only a small number of individuals. They are usually only used by Kin who are about to go on near-suicidal missions or about to be overrun by enemy forces where retrieval of their bodies is not expected. Legacy Vaults are usually hidden and sport beacons that will allow other Kin to retrieve it even if this occurs only many standard centuries later.Legacy Vaults are extremely sturdy, and can survive geologic pressure, radiation, extreme temperatures, acid, and the deep void. There are tales of ancient Legacy Vaults being discovered in the heart of stars after its energy has been harvested away by Kin fleets.
Legio Abhorrax - Legio Abhorrax: The Legio Abhorrax is a Traitor Titan Legion in the service of the Dark Mechanicum.