vizn3r/warhammer40k-lore huggingface dataset:
Estaban III - Origins: Much of the early history of Estaban III is unknown, but presumably it was discovered and colonised sometime during the Age of Strife like the other Forge Worlds of the ancient Mechanicum and managed to survive the horrors of Old Night unscathed. Following the dissolution of the great Warp storms that plagued the galaxy for millennia at that time and the successful campaigns of the Unification Wars, the Emperor of Mankind came to Mars and forged an alliance between the Mechanicum and the burgeoning Imperium of Man with the Treaty of Mars. With this pact sealed, the Battle Titans of the Legio Tempestus took their place in the glorious hosts of Mankind's all-conquering armies during the Great Crusade.After a campaign of six solar decades at the forefront of the Great Crusade, the Legio Tempestus had suffered heavy losses and needed time to regroup and rearm or risk destruction. Having claimed warden right over key worlds in the Estaban and Orestes Systems, the Legion's master returned to Mars with those of his Legion's god-engines in most need of repair and refit, entrusting command of the remainder of a reorganised demi-Legio to his lieutenant, Princeps Maximus Karania.Unknown to most outsiders, Karania was a disciple of a certain strand of esoteric machine lore called Teleologicalica, itself a form of arcane numerology, a discipline that purported to predict imminent and all-consuming doom by reference to the patterns of past cataclysms. Perhaps these beliefs might have had little impression were it not for prevailing attitudes amongst the Tech-priests of Estaban III, the Mechanicum domain where the Legion was mustered at the conclusion of the Epsiloid Binary Cluster campaign.The Tech-priests of Estaban III had not accepted the prevailing Mechanicum doctrine that the Emperor was one and the same with the divine being they referred to as the Omnissiah, and paid only lip-service to the Martian Doctrines. Thus began a chain of events that would lead to a growing rift, more a development of circumstance and distance than any actual acrimony or malice, between the two halves of the Legio Tempestus.During the galaxy-spanning civil war known as the Horus Heresy, the Chaos-corrupted Warmaster Horus Lupercal courted and indeed caused the corruption of much of the Martian Mechanicum and the fabricator-general Kelbor-Hal himself, initiating the Martian civil war known as the Schism of Mars. Through this dark alliance Horus brought many Forge Worlds, Titan Legions and magi under his sway, and also courted a number of Forge Worlds and archmagi to whom Mars was at best an unwanted and distant authority. This was the case with both Estaban III and Sarum, both Forge Worlds whose loyalty to his cause secured for Horus lines of supply which did not depend on the writ of Mars.
Estaban III - Post-Heresy: Following the events of the Horus Heresy, Estaban III was eventually scoured of Hereteks and Traitor sympathisers and eventually brought back into the Imperial fold.Oddly, there were persistent stories and evidence long since suppressed of midnight-clad warriors in defaced Night Lords heraldry who savagely attacked Traitor forces during the Loyalist liberation of Estaban III. Whether these Legionaries were merely turncoats or, as some have whispered, perhaps still remained loyal to the Emperor despite their parent Legion having turned Traitor, none can say for certain.The Loyalist liberation of Estaban III most likely occurred during the time of the Great Scouring. Since that bygone era, Estaban III has remained a loyal and productive Forge World of the Imperium.
Estaban III - An Alliance Re-Forged: When Estaban III was invaded by the myriad forces of Chaos following the birth of the Great Rift in the Era Indomitus, it was the stoic and unforgiving Iron Hands Chapter who responded and stood beside the war-engines of the Legio Tempestus in the Forge World's defence.
Estate Imperium - Estate Imperium: The Estate Imperium is a division of the Adeptus Administratum described as "the million-strong records office of the Administratum." Presumably its purpose is to keep and furnish records of Imperial adepta when they are called for by the relevant arms of the Adeptus Terra. The division's head carries the title of Chancellor of the Estate Imperium. The Estate Imperium's importance is such that its leader sometimes holds one of the temporary, rotating seats in the Senatorum Imperialis of the High Lords of Terra.In 945.M41, the Chancellor of the Estate Imperium was Seward Rosencranz.
Esteban de Dominova - Esteban de Dominova: Watch Captain Esteban de Dominova hails from the Crimson Fists Chapter of the Adeptus Astartes. De Dominova is an intense, laconic, sallow–faced Battle-Brother with pale, colourless eyes prone to brooding silences and piercing glares. Currently serving his fifth Vigil with the Jericho Reach Deathwatch, the Watch Captain is a highly respected Apothecary whose prowess in the operating theatre has reached near mythic proportions among the Kill–teams with which he has served. Indeed, many a Battle-Brother currently serving a vigil in the Jericho Reach owe their limbs, if not their very lives, to his quick thinking and sure hands. Along with his prodigious medical skills, and the usual finely honed warrior abilities possessed by every Battle-Brother, Watch Captain de Dominova is also a noted xenobiologist who is known to work closely with the Ordo Xenos and the Adeptus Mechanicus' Magi Biologis in various capacities.These virtues, along with a more than passing familiarity with military intelligence and the comings and goings of the Inquisitors of the Ordo Xenos, make the Watch Captain well suited to guide Kill–teams through upcoming trials. Indeed, it is often at his behest that a Kill–team is seconded to him. These requests tend to cause much discussion and chafe a few egos among the leadership of Watch Fortress Erioch. The very soul of discretion, Watch Captain de Dominova is a hard Battle-Brother to know. He is a closed book to all but his most trusted friends, and even those who can claim this distinction declare that they know precious little about him. As a Kill–team works closely with their new Watch Captain throughout a mission, he slowly opens up to them, revealing a pious and passionate Battle-Brother, conversant in numerous learned subjects, fluent in a dozen languages, and possessed of a very, very dry wit.
Esteban de Dominova - Wargear: Artificer Power ArmourTerminator Armour, OptionalIron HaloAstartes Guardian Pattern Bolt PistolChainswordFrag Grenades and Krak GrenadesMaster Crafted Cybernetic EyeMaster Crafted Mind Impulse UnitMaster Crafted Implanted Auspex
Esteban de Dominova - Optional Deathwatch Watch Captain Wargear: Storm BolterCombi-weapon, including Combi-flamer, Combi-melta or Combi-plasma gunClose Combat Weapon - Power Sword, Lightning Claw, Plasma Pistol, Storm Shield, Power Fist, Relic Blade or Thunder HammerMelta BombDigital WeaponsAuxiliary Grenade Launcher
EtaCarn Plasma Beamer - EtaCarn Plasma Beamer: The EtaCarn Plasma Beamer is a man-portable Plasma Weapon used by the military forces of the Leagues of Votann that possesses a medium-to-long range and potent stopping power. It is often used as a specialist heavy weapon by particularly skilled and trusted members of a squad of Hearthkyn Warriors.However, Kin weapons like the EtaCarn Plasma Beamer are superior in almost every respect to those patterns of Plasma Weapons wielded by the agents and military of the Imperium, since the Kin employ superlative materials and methods in their construction and have no fear of further innovating on an ancient STC design. As a result, the EtaCarn Plasma Beamer and its variants often have longer ranges and more stopping power than any of their Imperial equivalents, and are far less prone to the explosive instability that particularly marks Imperial Plasma Weapons.
EtaCarn Plasma Gun - EtaCarn Plasma Gun: The EtaCarn Plasma Gun is a man-portable Plasma Weapon used by the military forces of the Leagues of Votann that possesses a long range and potent stopping power. It has the longest range of any of the EtaCarn Plasma Weapons used by the Kin. It is often used as the standard ranged weapon of the Einhyr Hearthguard.However, Kin weapons like the EtaCarn Plasma Gun are superior in almost every respect to those patterns of Plasma Weapons wielded by the agents and military of the Imperium, since the Kin employ superlative materials and methods in their construction and have no fear of further innovating on an ancient STC design. As a result, the EtaCarn Plasma Gun and its variants often have longer ranges and more stopping power than any of their Imperial equivalents, and are far less prone to the explosive instability that particularly marks Imperial Plasma Weapons.
EtaCarn Plasma Pistol - EtaCarn Plasma Pistol: The EtaCaran Plasma Pistol  is a man-portable Plasma Weapon used by the military forces of the Leagues of Votann that possesses a short range yet still potent stopping power. It has the shortest range of any of the EtaCarn Plasma Weapons used by the Kin. It is often used as an alternative sidearm by the theyns who command squads of Hearthkyn Warriors.However, Kin weapons like the EtaCarn Plasma Pistol are superior in almost every respect to those patterns of Plasma Weapons wielded by the agents and military of the Imperium, since the Kin employ superlative materials and methods in their construction and have no fear of further innovating on an ancient STC design. As a result, the EtaCarn Plasma Pistol and its variants often have longer ranges and more stopping power than any of their Imperial equivalents, and are far less prone to the explosive instability that particularly marks Imperial Plasma Weapons.
Eternal Crusade - Eternal Crusade: Warhammer 40,000: Eternal Crusade was a third-person massively multiplayer online (MMO) game based on Games Workshop's Warhammer 40,000 setting. The game was developed by Behavior Interactive and published by Bandai Namco Entertainment.The game was released for Microsoft Windows PCs on September 23, 2016. As of January 2017 it was planned to release the game for PlayStation 4 and Xbox One at a later date, but the ports were later cancelled. On June 10, 2021, the developers announced the upcoming permanent shutdown of the game servers, which occurred on September 10, 2021.There are currently several attempts being made to bring the game back to life through the use of private servers but as of 2023 the game remains mostly unplayable and the official servers remain shut down.All factions had "hero-classes" that were playable but cost in-game resources to use.Players could play as Space Marines, Craftworld Aeldari, Orks, and Chaos Space Marines with the T'au and Drukhari eventually added after release as playable factions over the game's lifetime.The Tyranids were present in the game as computer-controlled, non-player characters, and acted as a balancing force against all factions but mostly concentrated on the faction with the most captured land on Arkhona, as well as being the primary enemies in the game's procedurally-created dungeon "Underworlds" and survival "Hives" game modes to provide a player-versus-environment (PvE) experience. Some of the more powerful Tyranid species appeared as boss characters to oppose the players.Players chose their faction allegiances and background, then fought over land in huge open world battles between the different factions, earning points to upgrade their character and earning hundreds of weapons and accessories drawn from 26 years of Warhammer 40,000 lore to craft the perfect warrior.
Eternal Crusade - Plot: The story for the game was written by Ivan Mulkeen (Narrative Designer) and David Ghozland (Creative Director). Best-selling Warhammer 40,000 author Graham McNeill ensured that the narrative adhered to Warhammer 40,000 canon, and also wrote supporting fiction for the project.The open world was set on the former Fortress World of Arkhona in the 41st Millennium after it was assaultewd and its Human population wiped out by the Tyranids. The player versus player gameplay of Eternal Crusade took place on the surface of Arkhona that was open to all players. The player versus environment game modes were all set in instanced areas, below the surface of the planet, but the player first needed to discover entrances to them during open world play to enter.
Eternal Crusade - Setting: The Kharon System is located in the galactic northern marches of the Segmentum Obscurus, in the dead centre of a void of systems -- right on the edge of Imperial space. It is a trinary star system, consisting of three suns locked in orbit around one another.The fifth planet in the star system, Arkhona, is a former Imperial world first settled tens of thousands of standard years before the start of the game.Although the settlements of Mankind at one time stretched across all of its continents, when representatives from the Ordo Xenos arrived recently they found that the entire population of Arkhona had been destroyed.Shortly afterwards, the Inquisitors themselves were lost under terrible circumstances, thus setting the events of the game in motion.
Eternal Crusade - Combat: Eternal Crusade was an MMO (Massively Multiplayer Online) game set in a open world, though the combat was modelled on that of a third-person shooter. There were no ability bars or auto-attack systems, and combat was skill-intensive.Once a player won a round of combat or certain goals were met in-game, the player received experience points to upgrade their character with items ranging from new weapons to armour. There were also vehicles spread across each map, which were usuable by the players and included iconic Warhammer 40,000 vehicles such as Land Raiders and Baneblades.
Eternal Crusade - Monetisation: Eternal Crusade was a limited free-to-play MMO. All players could play for free, and were able to play as all of the included factions except their respective jump assault classes at the start of the game. Paying players who purchased a copy of the full game were able to play as all classes from all factions.Also, players were able to buy specific factions from an online game store that also sold faction-appropriate cosmetic items, operating via a microtransaction service.
Eternal Crusade - Space Marines: The foremost of Humanity's defenders, the Space Marines are revered across the Imperium. Clad in ancient power armour and wielding the most potent weapons known to man, the Space Marines are terrifying foes. They are the God-Emperor's Angels of Death, and they know no fear.Answering a psychic distress call from across the galaxy, the Space Marines come now to the former Imperial world of Arkhona to purge it of treacherous xenos and the taint of heresy.Playable Chapters include: the Blood Angels, Dark Angels, Space Wolves, Imperial Fists, and the Ultramarines.Basic Classes: Tactical, Devastator, Assault, Apothecary.Elite and Hero Classes: Not yet  released.
Eternal Crusade - Chaos Space Marines: From the depths of the Warp, the Chaos Space Marine Traitor Legions emerge to wage war against the Imperium.Slaves to darkness, they seek to bring down the Imperium of Man and destroy all they once swore to protect.The call from Arkhona was heard not only by the Imperium, but echoed through the halls of the Daemons and sorcerers in the Warp.Even the fallen primarchs were roused from their bitter reveries, and they will not see Arkhona lost to them a second time.Basic Classes: Tactical, Havoc, Raptor, Aspiring SorcererElite and Hero Classes: Not yet released.
Eternal Crusade - Orks: Brutal, green-skinned creatures that outnumber possibly every other intelligent race in the galaxy and have more in common with a great savage ape than a man.They delight in carnage and so great is their need for conflict that, without a more obvious opponent, the Orks will indulge in fighting bloody wars with themselves, just to ensure they get a good scrap.United under a visionary new Warlord, this Ork WAAAGH! has been on a sector-spanning crusade that has already seen hundreds of Imperial worlds fall.Driven by visions from their gods Gork and Mork, the Orks now have Arkhona targeted as the site for a truly apocalyptic war.Orks come from a variety of klanz, each with their own unique battlefield culture.When they put their differences aside to fight for the glory of the Orkoid species, none can stand before the Green Tide.Basic Classes: Shoota, 'Eavy Loota, Stormboy, PainboyElite and Hero Classes: Not yet released.
Eternal Crusade - Craftworld Aeldari: The last remnants of a proud and ancient civilisation, the Craftworld Aeldari are deadly foes. Inhumanly swift and highly skilled, they are armed with advanced weaponry far beyond the ken of mortal men, and their mastery of the psychic arts is unparalleled.The history of the Aeldari goes back to long before the dawn of man, and thus they have had a secret stake in the fate of Arkhona since Humanity's pre-history.As the Warp vomits forth its corrupt spawn, the Imperium musters its greatest warriors and the savage greenskins descend upon it, the Aeldari know all others must be prevented from gaining control of this world.An engimatic race, they are divided into numerous craftworlds -- giant, planetoid-sized spacecraft, each with their own unique character and culture.Basic Classes: Dire Avengers, Fire Dragons, Dark Reapers, Swooping Hawks, Howling Banshees, Striking Scorpions, WarlockElite and Hero Classes: Not yet released.
Eternal Crusade - Tyranids: The Tyranids are an extragalactic composite species of hideous xenos that is actually a space-faring ecosystem comprised of innumerable different bioforms which are all variations on the same genetic theme.The Tyranid race is ultimately dedicated solely to its own survival, propagation and evolutionary advancement.All Tyranid organisms are synaptic (psychically-reactive), and each Tyranid creature within a hive fleet shares and contributes to a communal Hive Mind, allowing the trillions of beings comprising the Tyranid Hive Fleets to communicate and organise instantaneously on a staggering scale.It is unclear at this time why the Tyranids are on Arkhona or how they got there.Regardless, they remain opposed to all other factions as they advance on their objective to devour all organic matter in the galaxy.Basic Classes: Not yet released.Elite and Hero Classes: Not yet released.
Eternal Crusade - Sources: Warhammer 40,000: Eternal Crusade Official Website (https://www.eternalcrusade.com/) (Defunct Site)Eternal Crusade Forum (https://forum.eternalcrusade.com/) (Defunct Site)
Eternity Gate (Necron) - Eternity Gate (Necron): An Eternity Gate, also known as a Dark Portal and a Portal of Exile, is the arcane Necron technology that is capable of opening a dark interdimensional portal and transporting Necron troops to the battlefield from elsewhere in the galaxy.An Eternity Gate is mounted on the front face of a Necron Monolith or built into the face of a Tomb Ziggurat that makes up part of a larger Necron Tomb Citadel. Its shimmering energy field is nothing less than a captive wormhole through space-time bound into the very heart of the Monolith.With a simple mental command, the Monolith's crew or the Tomb World's command algorithms can transform the Eternity Gate into a Portal of Exile, and those that fail to resist its pull are sucked out of reality entirely, banished forever to an extra-dimensional prison from which there can be no escape.Alternatively, the Necrons can use the Eternity Gate as a form of interdimensional corridor, pulling squads of Necron troops from elsewhere on the battlefield, orbiting starships or even far-distant Tomb Worlds and deploying them to the Monolith's location. It can also significantly boost the regenerative processes of the Necron squads that move through its transportation matrix.The Eternity Gate is largely the reason that the Monolith is known as a harbinger of disaster to the foes of the Necrons, for where a Monolith teleports onto a planet's surface, an invading Necron army is rarely far behind...
Eternity Gate (Necron) - Sources: Codex: Necrons (7th Edition) (Digital Edition), "Necron Vehicle Equipment," pg. 207Codex: Necrons (5th Edition), pp. 21, 47Codex: Necrons (3rd Edition), pp. 2, 21Community - The Warhammer 40,000 Launch Party Preview
Ether-swimming Brood - Ether-swimming Brood: An Ether-swimming Brood is a small swarm of void-capable Tyranid bioforms launched from a larger bioship that essentially serve as a hive fleet's biomechanical analogue of other species' assault boat attack craft, with each small bioship housing multiple squads of Lictors for boarding a target vessel and attacking the crew.
Ether Crystal - Ether Crystal: An Ether Crystal is an arcane Necron device utilised only by Cryptek Ethermancers. An Ether Crystal can control the fundamental forces of nature, by summoning storms from tranquillity and bolts of lightning from clear skies. In seconds, the targeted area can be assaulted by howling gale-force winds that have come to life from nowhere, as black storm clouds gather to block-out the sky, reducing the enemy’s ability to see and target clearly.
Ether Drive - Ether Drive: Note: This article discusses material that was once considered canon but whose canonicity is now questionable due to contradiction by new sources.An Ether Drive, also called a Gravitic Drive, is a T'au voidcraft drive that allows for faster-than-light travel through the boundary between realspace and the Warp.Unlike an Imperial Warp-Drive, which allows a starship to fully enter and navigate through the Warp to achieve apparent superluminal speeds and reduced travel times in realspace, the T'au Ether Drive only allows a starship to make a brief "dive" into Warpspace.While a T'au starship outfitted with an Ether Drive can still achieve apparent superluminal velocities from the perspective of realspace, interstellar travel using this technology is far slower than conventional Warp travel.Despite the T'au's lack of psykers, and their complete ignorance of the true nature of the Empyrean, the Earth Caste have nevertheless developed an effective drive system that is sufficient to suit the needs of the rapidly expanding T'au Empire.
Ether Drive - History: On the innermost of the world of T'au's seven moons, a routine geological survey discovered the remains of an alien vessel. The significance of the find did not disrupt T'au society as much as might have been expected.T'au theorists had long reasoned that other intelligent life forms existed in the universe and the verification helped confirm the belief that there was a greater destiny awaiting them. No T'au commented on the sheer good fortune of finding the technology that they so desperately needed on their doorstep just when they needed it.The T'au were able to duplicate the Warp-Drive of the alien ship but the initial test flights were disastrous. Achieving transition to the Warp required more than technology, it required psychically-attuned minds; and the T'au species boasted no psykers.Without psykers to guide the transition from realspace into the Warp, no amount of power could breach the dimensional barriers. The best the T'au could do was make a partial transition, forcing themselves into the void that separated the Warp and realspace before they were hurled out again like a ball held under water then released.Data gathered at great cost during the test flights was studied closely. Earth Caste scientists made the observation that the boundary between realspace and Warpspace was not a neat line. It was closer to being a turbulent ocean fomented by the tempestuous Warp tides below.By carefully angling their "descent" toward the Warp and extending the field generated by the gravitic drive into a wing, shaped to hold the vessel down in the Empyrean tides, a T'au vessel could extend the duration of the dive considerably.The speeds achieved in the "ascent" back to realspace were staggering and this coupled with the effect of the Warp on time and space ensured that the real distance covered by the dive was immense. Early tests lost several drone ships because they inadvertently passed far beyond the sensor range of their recovery vessels.The details were soon resolved. There was still a major constraint on this so-called "Ether Drive," for only the most powerful (and bulky) drives could sustain the gravitic wing throughout the dive and the power drain meant that considerable recharge time was needed between dives. Also, in comparison to a starship that fully entered and navigated through the Warp using a conventional Warp-Drive, the pace of superluminal travel was very slow.In comparison to the typical superluminal speeds achieved by Imperial voidships outfitted with Warp-Drives, the T'au Ether Drive was slower by a factor of five. The speed was consistent though, and did not expose the T'au to the myriad perils of the Warp, enabling the T'au species to expand beyond their home star system for the first time.
Ether Drive - Canon Conflict: In earlier editions of Warhammer 40,000, all T'au starships used the Ether Drive, accounting for their slower rate of interstellar expansion and less technological sophistication with Warp-based technologies than the Imperium.Since the introduction of the 6th Edition Codex: Tau T'au vessels have instead been propelled by the sublight ZFR Horizon Accelerator Engine. This drive does not translate the vessel into the Warp at all; instead it is capable of driving the T'au starship to velocities very close to the speed of light in realspace.While this means that from an outside point of view a T'au vessel can take many Terran years to cross an interstellar distance, due to relativistic time dilation, its crew will experience a much shorter passage of time from their frame of reference.It is due to this lack of true FTL capability that the T'au Empire has expanded so slowly in the Eastern Fringe.
Ethereal - Ethereal: An Ethereal is a member of the fifth caste of the T'au species, forming a ruling elite above the Fire, Earth, Air, and Water Castes that make up the bulk of the T'au population.Known by the titular designation of  aun in the T'au Lexicon, their name translates variously as the "Celestial" or "Ethereal Caste." Though their numbers are small compared to the other castes, the Ethereals are the rulers of the T'au Empire, and command near-total authority and loyalty from every other T'au.Born to counsel, advise and steer their comrades towards the chosen path, the Ethereals embody the roles of both royalty and the priesthood in T'au society, and the deference paid to them is the closest thing to mysticism in T'au society.For weighty decisions, a wise Ethereal will take counsel from the senior members of each caste, although ultimate sovereignty falls upon them and them alone. The Ethereals find themselves in a binding role -- guiding the other castes to work together for the Greater Good, and they are headed by a council on T'au of the wisest Ethereals called the Ethereal High Council that is headed by a presiding officer with the rank of Ethereal Supreme or Aun'o.The Ethereals' unique role in T'au society is a potent combination of spiritual and political command, and their declarations shape and steer every facet of the T'au Empire. An Ethereal must be a consummate leader and motivator: pushing the Earth Caste for more practical innovations, setting firm negotiation goals for the Water Caste to strive for, giving parameters to the great fleets of the Air Caste and directing and containing the sometimes overzealous aggression of the Fire Caste.
Ethereal - History: The Ethereal Caste first came into existence during the phase in the T'au species' earliest history in which the four castes were at war with one another, the entire species apparently doomed to destroy itself in its own birth pangs.In this period of turmoil known as the Mon'tau, the Ethereals appeared as from nowhere and ended the conflict with a single command. They have ruled ever since that time.The Ethereals of Fio'taun is the most well-known legend of that time, and is known by all T'au in the T'au Empire, for it tells of how their people were rescued from the brink of self-annihilation by the introduction of the ideology known as the Greater Good.
Ethereal - Wargear: In battle, Ethereals are typically armed with either:Honour Blade – Honour Blades, whilst custom-made to each individual, all consist of a long, broad-bladed halberd mounted on a lightweight metallic shaft. Honour Blades serve as symbols of an Ethereal's office, ceremonial weapons and, in emergencies, weapons of self-defence. Honour Blades are typically used to settle disputes between Ethereal Caste members in highly stylised, bloodless duels that are more coordinated co-meditation than combat. In the hands of an Ethereal, Honour Blades are used in elegant sweeping movements where the blade becomes virtually invisible. Whilst some Ethereals carry their Honour Blade onto the field of battle, they do not expect to have to actually use them, but are nevertheless prepared to make a last stand against their barbaric foes if the situation should require it.Equalizers - Similar in appearance to batons, Equalizers are carried in pairs and serve as badges of an Ethereal's office, and also double as potent self-defence weapons. Each Equalizer contains a powerful disruption field that can shatter armour and bone on impact.Ethereals can also be equipped with a Blacksun Filter and/or Homing Beacon, and are commonly accompanied by a pair of Shield Drones that are programmed to protect them by physically blocking incoming shots or blows if necessary. Less often, up to a pair of Marker Drones or Gun Drones may be found accompanying them instead.
Ethereal - Canon Conflict: The T'au Ethereal dissection depicted above clashes with depictions of T'au anatomy in other sources, where the T'au are depicted typically possessing hooves rather than toed feet.This may be due to a later change in the intended depiction of the T'au or due to the mistakes of the in-universe narrator who created the sketches depicted in the source, the background book Xenology by Simon Spurrier.
Ethereal - Sources: Codex: Dark Angels (6th Edition) (Digital Edition), pg. 79Codex: Tau Empire (7th Edition) (Digital Edition), "The Castes," "Ethereals"Codex: Tau (3rd Edition), pp. 5-6, 9, 19, 23, 52Codex: Tau (4th Edition), pp. 5-6, 9-10, 28, 33, 42-43, 65Codex: Tau (6th Edition), pp. 7, 9, 35, 60-61, 97Codex: Tyranids (5th Edition), pg. 21Deathwatch: Core Rulebook (RPG), pg. 355Deathwatch: Mark of the Xenos (RPG), pp. 11-12Deathwatch: Rites of Battle (RPG), pg. 240Imperial Armour Volume Three – The Taros Campaign, pg. 283Fire Warrior (Novel) by Simon SpurrierXenology (Background Book) by Simon Spurrier, pp. 14-15, 17, 19
Etrogar - Etrogar: Etrogar was a Warpsmith of the Iron Warriors Traitor Legion. He commanded the Iron Warriors contingent that took part in the Talledus War fought in the Talledus System of the Veritus Sub-sector under the command of the Dark Cardinal Kor Phaeron of the Word Bearers.Etrogar unleashed upon the Fortress World of Ghreddask the daemonic fortress-factory known as a Soul Harvester that was named Scarax Krond.
Euclidean Mindphase - Euclidean Mindphase: A Euclidean Mindphase is the effect of an obscure form of Necron technology that is often activated by Necron forces defending their Tomb Worlds.As attackers advance, it causes reality to shift around them; perspective and geometry twist out of phase until it is impossible to tell the difference between up and down.Few warriors can fight under such mind-bending circumstances, and the drastic slowing of their advance allows the Necrons to unleash more fusillades of firepower to wipe the enemy out.
Eumenes - Eumenes: One of the first recruits to join the Renegade Soul Drinkers Chapter after the first Chapter War which had torn the Soul Drinkers into feuding factions, Eumenes was dedicated to the idea of the destruction of the Imperium. After his initiation as a full Battle-Brother, Eumenes challenged Sarpedon to ritual combat to make this the Soul Drinkers mission, but failed and was imprisoned while the rest of the Chapter followed Sarpedon.While the majority of the Chapter was engaged in a campaign versus Orks, brothers loyal to Eumenes freed him and seized control of the Soul Drinkers' Space Hulk, using its resources to target loyal Soul Drinkers engaged planetside. In order to save as many of his brothers as he could, Sarpedon vowed to follow Eumenes if he agreed to rescue them. Eumenes agreed, sending shuttles to ferry all Soul Drinkers off the planet and in the end, saving Sarpedon from a Howling Griffons Librarian.Eumenes then had Sarpedon imprisoned and had assembled the Chapter to declare that they would now wage war against the Imperium when news reached him Sarpedon had broke free. Even as he was ordering a search for him, Sarpedon ambushed Eumenes and killed him, declaring he had no honor and did not deserve to be Chapter Master. Sarpedon reclaimed the title of Chapter Master and held a funeral for Eumenes as a full battle brother.
Euphrati Keeler - Euphrati Keeler: Euphrati Keeler was originally a Remembrancer during the final days of the Great Crusade aboard the Warmaster Horus' flagship Vengeful Spirit who would go on to be accalimed as the very first saint of the Imperial Cult.Her experiences in the latter days of the Great Crusade transformed her from a normal young woman with no special abilities into a devoted believer in the divinity of the Emperor of Mankind, a faith so deep that it would prove to be a supernatural bane to Daemons and other servants of Chaos.After the Horus Heresy began, Keeler would be recognised by others who shared her beliefs as a Living Saint, and the prophet of the Emperor. This reputation would see her later canonised as one of the first saints of the Imperial Cult and the Ecclesiarchy after the establishment of the Imperial state church in the mid-32nd Millennium.
Euphrati Keeler - Abilities: After her turn to true and abiding faith in the Emperor as the God of Mankind, Euphrati Keeler began to manifest a number of supernatural abilities, including the power to banish Daemons in realspace back to the Warp.By the time of the battle against Eristede Kell on Terra, Keeler's abilities had grown enormously, and now included the power to share precognitive visions of the future, spontaneously heal wounds, and stop the flow of time to facilitate communication with others.These abilities were not directly psychic in themselves, as Keeler was not known to be a psyker before her conversion, but were derived from her extraordinary faith in the Emperor's divinity. This gave her access to the power of the Warp in an unconventional manner like the Living Saints who would come after her in Imperial history.
Euphrati Keeler - Post-Heresy Memorials: During her time aboard the Vengeful Spirit before the start of the Horus Heresy, Keeler took several images of a comet passing near the world of El'Phanor, which was later named the "Keeler Comet" in Imperial astrocartographic databases in her honour.The comet was named for Saint Euphrati Keeler, which indicates that whatever Keeler's fate during the Heresy, she was eventually canonised as an Imperial Saint at a later time after the establishment of the Adeptus Ministorum and the Imperial Creed as the state religion of the Imperium of Man in the mid-32nd Millennium.Euphrate's Warp is the name for an unknown spatial phenomenon in the Sabbat Worlds Sector of the Segmentum Pacificus. Despite the difference in spelling, it is assumed this feature of the sector was named for the saint.In the 41st Millennium, one of her images, simply referred to as "The Keeler Image," was located on the planet Pallik by Inquisitor Gregor Eisenhorn. The image was of  the Warmaster Horus, taken sometime around the beginning of the Horus Heresy. It portrayed him as a wondrous and magnificent figure, quite at odds with the common Imperial belief of his total and utter corruption.
Eversor Temple - Eversor Temple: The Eversor Temple is possibly the most gruesome of the many temples that train Imperial Assassins for the Officio Assassinorum. The Eversor Assassins specialise in shock and terror tactics, instilling fear of Imperial retribution into the hearts and minds of all who hold positions of power in the Imperium of Man.Often in the employ of the Imperial Inquisition's Ordo Malleus, Eversor Assassins are used to solve the problem when the indelible taint of Chaos is believed to have spread throughout the ruling elite of an entire Imperial Adepta or planetary government.Whilst the more overt forces of the Ordo Malleus like the Grey Knights Space Marines may face the daemonic minions of a Chaos Cult or Chaos Space Marine warband on the battlefield, the Eversor will operate behind enemy lines and eradicate the infection at its source.An Eversor Assassin rarely has just a single target. His mission will be to rip the heart out of the Chaos insurgency, wreaking havoc and destruction. Such brutality ensures that the Heretics are totally cleansed and that no would-be successors may take over. The sheer terror left behind in the wake of an Eversor Assassin's onslaught ensures that none will dare to oppose the will of the Imperium again.The Inquisition's Ordo Hereticus has also been known to make use of Eversor Assassins from time to time. The Ordo Hereticus uses Eversor Assassins to eliminate the entire top echelons of Imperial Adeptas or planetary governments that are believed to have become heretical or turned against the will of the Emperor.
Eversor Temple - Wargear: Synskin BodygloveExecutioner Pistol - An Executioner Pistol is a brutal blending of Bolt Pistol and Needler, able to switch between mass-reactive bolts and toxic darts at the touch of a button. This lethal fusillade has felled countless unlucky victims, their armour cratered and blasted open, even as their nerves sizzle with neurotoxins.Neuro Gauntlet - A truly vicious weapon, an Eversor's Neuro Gauntlet ensures that their very touch is death. When the needled fingers of an operative's exoskeletal glove are plunged into the enemy's flesh, it delivers a massive dose of neurotoxins that kills the victims horrifically in a matter of seconds, though the poisons have little effect on creatures of the Warp like daemons and are best used on other humans or certain xenos.Power Sword - The blade of an Eversor's sword is enveloped in a molecular dissonance that tears victims apart on an atomic level. Fashioned for an individual Eversor alone, the weapon's superdense core weighs thrice that of any comparable sword. Thanks to an operative's stimm-enhanced strength, it allows their every blow to hit like a wrecking ball, with no appreciable encumbrance whatsoever.Melta Bombs - The Eversor Assassin is also always equipped with a variety of powerful Melta-bombs capable of destroying armoured vehicles and destroying structures. The bombs can also be used as a suicide weapon in extreme circumstances.
Eversor Temple - Sources: Assassinorum Executioner Force: Rulebook (7th Edition), pp. 28-29Codex: Assassins (3rd Edition), pg. 3Codex: Daemonhunters (3rd Edition), pg. 16Codex: Witch Hunters (3rd Edition), pg. 21Imperial Armour Volume Three - The Taros Campaign, pp. 142-143Warhammer 40,000 Rulebook (5th Edition), pp. 121, 124Nemesis (Novel) by James Swallow, pp. 21-24, 69-72Assassinorum: Exeuctioner Force (Novel) by Joe ParrinoThe Silent War (Anthology), "Army of One" (Short Story) by Rob Sanders
Evil Sunz - Evil Sunz: The Evil Sunz are an Ork "klan" who are dedicated to speed and making as loud a noise as possible when in combat.Just as the Goffs klan loves violence and aggression, so the Evil Sunz love speed. The Evil Sunz have adopted the general Ork maxim that "red 'uns go faster" as their klan motto. Evil Sunz prize fast vehicles like Ork Warbikes, Warbuggies and Trukks on which their Boyz can ride to battle.To assist their highly-mobile warbands, the Evil Sunz have many Mekboyz, to keep those vehicles tuned and running. By far the largest number of Ork Speed Freeks come from the Evil Sunz klan. An Ork's love of speed can easily affect its brain, to the point where an Ork becomes addicted to the thrill of a wild ride into battle.Beyond even a Speed Freek's delirium there are also Flyboyz, whose need for speed has driven them into the air in search of ever greater thrills, piloting the Ork's Fightas and Fighta-Bommers.
Evil Sunz - History: The Evil Sunz have an unquenchable need to careen around the battlefield at great speed, ploughing into the ranks of the enemy before racing off to cause more carnage elsewhere. They are among the most daring drivers and pilots in the galaxy, and the prowess of an experienced Evil Sun in the cockpit or behind the wheel is easily the match for any Imperial Navy pilot or Astra Militarum tank driver.Natural pilots, Evil Sunz are irresistibly attracted to almost any fast and loud vehicle they can fit themselves inside. Evil Sunz have a notoriously short attention span, even for an Ork, favour speed and clamour above all else, and are constantly in motion.Even in those rare times when they are afoot, the Orks of the Evil Sunz are a red-wrapped riot of bellowing, laughing, fidgeting, brawling, high-strung energy, always on the lookout for an outlet.In combat, they careen around the battlefield running down infantry, ramming other vehicles, ploughing through fortifications. They cause as much damage as possible in one area, then suddenly wheel about and charge off to another part of the battlefield to cause more mechanised mayhem.Evil Sunz are among some of the more naturally mechanically-adept greenskins, especially when it comes to their beloved Trukks, warbuggies, and Battlewagons. The thundering roar of a powerful engine, the whine of a spinning supercharger, the clatter of tracks, and the squeal of tyres are the loveliest music, and the smell of burning fuel and burnt rubber is headier than the sweetest fragrance to these xenos adrenaline junkies.They are forever modifying and tinkering with their vehicles, mounting ever-larger engines and increasingly more powerful weapons. Their love of speed leads most of the Evil Sunz to join the Kult of Speed, a group of Orks who call themselves "Speed Freeks."These barnstorming pilots and drivers love the challenge and danger of high-speed, seat-of-the-pants driving, where the slightest mistake means certain death (typically a quick, violent, screaming death punctuated by a huge fireball).Though a force of Evil Sunz will include foot troops, these infantry mobs will usually save up their teef for when they can afford a vehicle of their own.Evil Sunz Warbosses will usually have their vehicle painted red from grille to exhaust. The habit of painting vehicles red has its roots in the ritual covering of the Ork's mounts with the blood of the foe, a practice that is still observed by some of the older Evil Sunz tribes.The Evil Sunz never stay in one place for long, and are always on the lookout for new victims and settlements to slaughter. The armies of the Imperium find it extremely difficult to engage the Evil Sunz on anything other than the Orks' terms, for the klan's super-charged Trukks, Battlewagons and warbuggies can outmanoeuvre the heavy vehicles of the Imperium with ease.
Evil Sunz - Notable Campaigns: Capture of the Starkrumpa (Unknown Date) - Every Evil Sunz warband is always on the lookout for those Meks who can offer to build bigger and better Trukks, 'bikes or 'buggies. For this reason Jazgob, the legendary Warlord of Jazgob's Jet-Boyz, threw in their lot with Big Mek Cogtoof, having heard of his ambitions to capture the Space Hulk Starkrumpa. Smashing aboard in blade-toothed boarding craft, the Orks found the vast Hulk was infested with Genestealers, the clawed horrors stirring to life with their arrival. After days of bloody battle, the Orks had wiped out most of the creatures except for the Broodlord and his nest. Cogtoof offered the Ork who brought him the skull of the Genestealer Broodlord anything he wanted. While other Orks mobbed up to charge into the nest, Jazgob and his Boyz raced past them on their bikes, careening off corridor walls and leaving thick trails of exhaust in their wake. Jazgob personally killed the Broodlord, ramming it into the wall with his Warbike before scorching off its face, and claimed a fleet of kustom vehicles from Cogtoof as his reward.Messages to Armageddon (886.999.M41) - In between leading attacks into the Tyranid masses of an encroaching Hive Fleet, Ghazghkull Thraka checked on his ladz back on Armageddon. Shifting his mind to the Great Green, Ghazghkull witnessed Zagboss Skargrim carve another notch on the barrel of his Warbike's dakkaguns to mark another Astra Militarum battalion ridden down and destroyed. In his most threatening voice, Ghazghkull warned Zagboss that it is the Space Marines that he needs to worry about, and if he really wants to earn his favour, he had better start hunting them. Pleased with the look of awe and admiration on the Evil Sunz Warlord's face, Ghazghkull briefly visited each of his ruling commanders, admonishing those that were not driving their troops as hard as they ought.
Evil Sunz - Speed Freeks: The largest and most popular of the various subcultures of Ork society is the Kult of Speed. Orks love to go fast. Speed fulfils some deep need in the Orkish temperament, just like the thunder of guns, the clank of tank tracks or the din of battle.The greenskins like to feel the wind whipping into their faces, see the dust rising behind them in a great cloud and hear the throaty roar of supercharged engines.It is hardly surprising that bikes and buggies of all kinds are popular war vehicles amongst the Orks. These up-gunned vehicles may not be as sturdy as those used by the armed forces of the Imperium of Man, but they are cheap, well-armed and most important of all, they can achieve truly breakneck speeds.Some Orks become addicted to the sensation of speed and join the Speed Freeks, the name for those greenskins who belong to the Ork Kult of Speed, a Kult whose members rarely if ever get out from behind the handlebars or steering wheels of their light vehicles.These grinning, greenskinned lunatics roar into battle on exhaust-belching jalopies and crude but effective flying machines, intent on getting into the thick of the fighting before their ground-pounding comrades.
Evil Sunz - Warbikers: Mobs of Ork Warbikers (known also as Bikeboyz) race into battle at suicidal speeds, exhausts belching greasy clouds of smoke. As they hurtle toward the enemy ranks, the Warbikers fill the air with a murderous storm of shots from their blazing dakkaguns.Surrounded by billowing clouds of smoke and dust, the Warbikers are protected from the worst of the enemy's return fire –- by the time the Bikeboyz thunder out of this swirling cloud, they are all but on top of the foe.Wide-eyed and panting behind goggles and dust-masks, most Warbikers' need for speed is such that they can barely stand to stay still for five solar minutes.The more canny Warbosses use this to their advantage, sending their Warbikers to trigger traps and ambushes prematurely, to run down enemy supply convoys, or to soften up the foes' defences before the rest of the tribe gives them a good stomping.
Evil Sunz - Evil Sunz Tactics: Evil Sunz prefer to attack with vehicles, riding to war at the greatest possible velocity on Trukks, Warbikes, and Battlewagons. Evil Sunz strike directly and savagely, relying entirely on their raw, blistering speed to give them the edge in their engagements rather than subtlety or stealth.They frequently drive their vehicles straight into the heart of an enemy formation in the hopes of causing it to collapse entirely under their unforeseen ferocity.These speed-loving Orks usually travel the most direct path between themselves and their enemies (preferably on a fast vehicle while hollering wildly).If their initial assault does not shatter an enemy formation, they sometimes speed past and gather velocity for another pass.