vizn3r/warhammer40k-lore huggingface dataset:
Dawn of War II - Dawn of War II: Warhammer 40,000: Dawn of War II is a real-time strategy/tactical role-playing computer game developed by Relic Entertainment and published by THQ for Microsoft Windows based on the fictional Warhammer 40,000 universe. It is the sequel to the Warhammer 40,000: Dawn of War video game series. Dawn of War II was released in North America on February 19, 2009 and in Europe on February 20, 2009. The events of the game chronicle what will become known as the First Aurelian Crusade to the Space Marines of the Blood Ravens Chapter in the Sub-sector Aurelia of the Imperium of Man's Korianis Sector. The box art summarises the setting of the game as follows:"It is the distant future and the Imperium of Man has spread across the entire galaxy. But our days of expansion are long past. Where once we fought to conquer, now we fight simply to survive. Savage and bloodthirsty aliens ravage our worlds. Our defenders die by the billions in endless wars of attrition. Devious enemies lure us into traps and snares. Advanced alien technology claims millions of lives in mere moments. Now, from beyond the galaxy's edge comes the greatest threat yet to our survival. Once, the Emperor of Man led us in battle. We were unstoppable. But no longer. The Emperor of Mankind has withdrawn to Terra to rule from his Golden Throne, leaving us to fight on in his name. Across the stars, our fading armies fight a thousand wars. We face constant attack from ruthless aliens. We have little hope for support from Earth and we are losing the battle for human survival. Our only hope lies with the Space Marines, genetically modified warriors of superhuman ability. The pinnacle of human potential. But the Space Marines are few. The galaxy is large. And our enemies are countless. It is humanity's darkest hour."
Dawn of War II - Gameplay: Playable armies at the initial release of the game include elements of the Blood Ravens Chapter of Space Marines, the Orks, the Eldar, and a splinter fleet of the Tyranids' Hive Fleet Leviathan.The gameplay of Dawn of War II is markedly different from that of the original Dawn of War and its three expansions. Jonny Ebbert, the game's lead designer, describes the feel of the game by saying that it "takes everything that was great about the original and combines it with the best that Company of Heroes had to offer. There is a heavier focus on cover, which gives more substantial defensive bonuses. Accordingly, there is also a new emphasis on methods of dealing with units in cover. Some weapons, such as grenades and other explosives, can destroy cover, while others, such as flamers, ignore cover bonuses completely. Other differences between Dawn of War II and its predecessors include improved unit AI (squads under fire seek cover, for example), more realistically-sized vehicles, and an improved physics engine.As a Games for Windows - Live game, the game uses the Xbox Live Achievements system from Xbox LIVE, and is the first widely released, PC-exclusive game to use it. Because of this, a player must be able to connect to the Windows Live servers in order to access the game's multiplayer features. The game also requires authentication via Steam.
Dawn of War II - Campaign: Dawn of War II features a non-linear interplanetary campaign, playable as the Space Marines faction.The campaign can be played either as single-player or cooperatively with another player through an online connection.The game's campaign departs from those of its predecessors in several key features. One of the most notable departures is that there are no base-building elements, unlike in the previous Dawn of War titles. Instead, the player chooses the units to be used prior to beginning a mission, cannot build new units once the mission begins, and has only limited reinforcement options.A major part of the campaign lies in choosing which battles and even planets to fight in, and there are consequences regarding which missions are chosen. There may be multiple distress calls to answer, for example, each available for only a limited duration. Once a mission is chosen, the player may still have to choose between various objectives, having to decide between saving civilians or obtaining a powerful piece of wargear, for example.Once a war zone and mission is selected, the player chooses only four squads to take part in the coming battle. Each squad is unique in its combat specialty, personality, and even the voice acting of its squad leader or sergeant. There is a strong narrative focus on the sergeants of these squads who can increase in experience and skills as the campaign progresses, and cannot ultimately be killed. Rather than dying in a mission, squad leaders are "knocked out" and can be revived either by a friendly unit in close proximity or upon completing the mission.The campaign includes many elements traditionally associated with RPG-style games. Squad leaders and commander units can be equipped with the wargear which is gathered from battlefields and slain enemies and by accomplishing objectives during missions. Throughout the campaign, as a Space Marine kills enemies and achieves objectives, he gains experience, "levels up", learns new abilities, and gains bonuses.
Dawn of War II - Skirmish: Dawn of War II includes a skirmish game as well, playable either as single-player or multiplayer, and uses the Games for Windows Live online gaming service for multiplayer games and matchmaking.Prior to a match, a player chooses a faction and one of the chosen faction's three commanders. The various commanders are used to complement different strategies. For example, a player who chooses the Space Marine army can choose among the offense-oriented Force Commander, the support-oriented Apothecary, and the defense-oriented Techmarine.Unlike most contemporary real-time strategy games, including Dawn of War, most of the unit and research production in Dawn of War II is done from an army's headquarters building, and unit upgrades are performed on the field of battle itself. The focus in the game is on frontline combat and unit-based tactics rather than the more traditional base-building style popularized in titles like Command & Conquer and the Age of Empires series.There are only two game modes in the skirmish game thus far. There is the standard Victory Point Control mode where the key to winning is controlling the critical victory points on the map until your opponent's victory points run down to zero, and in unranked custom matches there is also the annihilation mode where players attempt to completely destroy their opponents' units and structures. In both modes, players fight to control requisition and power nodes which supply factions with required resources. In online ranked play, players compete in 1v1, 2v2 and 3v3 matches. Annihilation games are not supported for ranked play.
Dawn of War II - The Last Stand: On October 14, 2009 Relic released a new game mode (as part of their 1.8.0 patch) for Dawn of War II, called The Last Stand. Players take control of either a Space Marine Captain, an Eldar Farseer or an Ork Mekboy, and co-operate with two other players in order to take on waves of AI controlled units. With the release of Chaos Rising, the Tyranid Hive Tyrant and Chaos Space Marine Sorcerer were also made playable. As the players play, they gain experience points which unlocks 'wargear' for their character.
Dawn of War II - Sub-Sector Aurelia: This cluster of worlds stands on the very edge of the Imperium of Man. From this frontier came the Blood Ravens, a chapter of the Emperor's own Space Marines. Now savage aliens seek to overrun the sector, and break the Blood Ravens once and for all. Captain Davian Thule and a handful of Space Marines lead the raw recruits defending these worlds. Now, another Space Marine joins this desperate battle... a newly promoted Force Commander of the Blood Ravens Chapter of the Adeptus Astartes, ready to lead in our darkest hour. You are this Space Marine.
Dawn of War II - The Eldar: One-time masters of the galaxy, the Eldar are now few in number and slowly dying out. Those few, however, are among the most dangerous enemies of Man. Following specialized paths of rigorous training throughout their long lives, the surviving Eldar are masters of terrible psychic powers, deadly warrior skills, and incredibly sophisticated technology. Skilled in foretelling the future and manipulating lesser races, the Eldar would gladly sacrifice billions of humans to save a handful of their own.
Dawn of War II - The Ork Menace: Savage and bloodthirsty, barbaric and brutal, Orks infest the galaxy from end to end. Green-skinned and ape-like, these aliens are brutal combatants and form into massive war bands which set to burning and pillaging everything in their path. Most dangerous is the Warboss, largest and most cunning of the Orks. These huge chieftains can inspire the fear and discipline necessary to trigger a massive WAAAGH! -- an Ork uprising that can topple entire systems if not stamped out quickly.
Dawn of War II - The Tyranids: From beyond the very edge of the galaxy come the Tyranid Hive Fleets; tendril-like swarms bent on consuming all life. Guided by a terrible communal intelligence, the Tyranids exist solely to strip the universe bare to feed their endless appetites. In a matter of weeks, Hive Fleets can strip whole systems of life. They are without number, without fear and without mercy.
Dawn of War II - Calderis: An arid Feudal World of 25 million people first settled in the forgotten pre-Imperium past, Calderis is an Imperial planet whose native technology level is akin to Terra's early Industrial Revolution. An Imperial Planetary Governor oversees the planet from orbit, ensuring that the world contributes men and ores as tithes. According to the Administratum, the governor also "periodically permits" the Space Marines to recruit from the population. For the Space Marines, of course, the planet is a recruiting world and so "theirs", but they have neither the manpower nor inclination to maintain a constant presence on the planet - best to arrive every few years/decades to recruit. The feudal nature and harsh climate suit them well, as it makes the locals hardy and resilient stock from which to choose battle brothers. The planet has suffered from occasional outbreaks of feral Ork activity for centuries, but in recent seasons, the Greenskins have grown in number, power and resources. The governor has mobilized the Planetary Defense Force, armed with Imperial Guard issue gear, while the chapter has sent almost a dozen Battle Brothers to secure the planet. The fight is not going well.
Dawn of War II - Meridian: The centre of Imperial power in Sub-sector Aurelia, Meridian is a teeming planetary metropolis, a massive Hive World of 32 billion human beings that serves as the sub-sector's capital world and features huge city-spires rising from urban landscapes the size of continents. Home to billions of Imperial citizens, the planet is also an industrial power, with valuable manufactoria producing everything from household goods to lasguns and aircraft. For most citizens, Meridian is sub-sector Aurelia, seeing as how it accounts for well over 90% of the total population and economic output. The governor of the sub-sector definitely shares this point of view, seeing the other worlds under his jurisdiction as little more than a resource frontier. His attention is always turned toward Meridian and its links to the larger Imperium. This willful ignorance of events on the frontier make him ill suited to defend his domain against the invading Hive Fleet. Even discounting the Tyranids, Meridian is hardly the secure bastion the governor pretends it is. Ork smugglers from the Blood Axe clan can be found lurking in the shadows of certain hab-spires, while Eldar infiltrate higher strata to recover artifacts pilfered from the ruins of Typhon. It falls to the Space Marines to break through this bureaucratic ignorance and muster a defense for Meridian and the Sub-Sector entire.
Dawn of War II - Typhon Primaris: Choked by dense jungles in its highlands and fetid swamps in the lowlands, Typhon Primaris is a dangerous and unwelcoming Feral World with a small population estimated at no more than 300,000 people. Orks are endemic to the place and several centuries ago they wiped out the last of the human ancestors of colonists from the Dark Age of Technology. These people had long since reverted to a Bronze Age level of sophistication, and plentiful ruins attest to their civilization. Space Marines once recruited from this population. The Orks of Typhon Primaris are fractious like all their kind, but not the isolated feral tribes of Calderis. The Bad Moonz clan currently sits at the top of the Orkish power structure on Typhon. The planet is also home to small communities of Eldar Exodites. Eons ago an Eldar Craftworld fatally damaged by the birth pangs of Slaanesh during the Fall of the Eldar crashed on this world, and its remains are still hidden in its depths. The Exodites do not know this, but do sense a deep value for their people on this savage world. Human repopulation of the world is not an Imperial priority. However, the people who do live here are scattered across a variety of scientific stations, resource extraction sites and military training bases. As these stations begin to transition into true, if rugged, communities, the Space Marines have begun recruiting again. An Imperial Planetary Governor oversees the world and is mostly responsible for keeping the Orks in some form of check. Less well-know are the small number of Adeptus Mechanicus Tech-priests who have come to Typhon to examine several pieces of advanced technology from the Dark Age uncovered in the oldest settlement sites - and the Tyranids who are well on their way to infesting the low-land swamps of the world.
Dawn of War II - Playable Characters: Blood Ravens Force Commander (the Player)Sergeant TarkusDevastator Sergeant AvitusScout Sergeant CyrusAssault Sergeant ThaddeusDevastator/Dreadnought Captain Davian ThuleLibrarian Jonah OrionTechmarine Martellus﻿﻿
Dawn of War II - Chaos Rising - Dawn of War II - Chaos Rising: Warhammer 40,000: Dawn of War II – Chaos Rising is a real-time strategy video game for the PC developed by Relic Entertainment and published by THQ, and the sequel expansion of Warhammer 40,000: Dawn of War II. The game was released on March 11, 2010 for Games for Windows.The Chaos Space Marines are introduced as a faction in the game and all the races in the previous game (Space Marines, Eldar, Orks and Tyranids) were given new units. The game predominantly takes place on the ice-covered homeworld of the Blood Ravens, Aurelia. Gabriel Angelos explains Aurelia was lost in the Warp for a thousand years, but has now reappeared along with an active Blood Ravens' Vox beacon.
Dawn of War II - Chaos Rising - Campaign: Chaos Rising is set one year after the events of Dawn of War II and the defeat of the Tyranid invasion (as well as the Eldar and Ork forces) of sub-sector Aurelia. The campaign marks the return of the Blood Raven heroes from the previous game, the Chaos Lord Eliphas the Inheritor from Dark Crusade, Derosa as the new Planetary Governor of Meridian, and the heretic Vandis.New to Dawn of War II: Chaos Rising is the Corruption System. In the campaign there are often multiple objectives which will complete a mission; depending on which one a player chooses to complete, they will become more or less corrupted. Corruption describes how close the player's Astartes (ie: the Force Commander, Jonah and the rest of the squads under the player's command except for Davian Thule, who is the only member unaffected by corruption) are to turning to Chaos and betraying the Imperium of Man. This is a conscious choice in the gameplay and will affect the ending of the game as well as what missions are available throughout the campaign for the player.Two new environments are available in Chaos Rising to complement the three already available (the jungle/swamp terrain of Typhon, the deserts and canyons of Calderis, and the towering Gothic city-scape of Meridian). The new environments are:Aurelia - Aurelia was once a verdant world, home to billions of humans and the jewel of the sector. Thousands of years ago the planet was engulfed in a Warp Storm (a stellar disturbance where the Chaotic dimension known as the Warp leaks into realspace), causing the fertile world to become a frigid wasteland. After this, the planet disappeared into the Warp entirely. After millennia, Aurelia has re-emerged with the Forces of Chaos. This planet is the playground of the Dark Gods: Khorne, Tzeentch, Slaanesh and Nurgle.The Space Hulk Judgment of Carrion - A Space Hulk is a giant derelict ghost ship (in some cases they are made up of many different ships or even parts of small asteroids and space stations) which floats randomly in and out of the Warp. Often hundreds or thousands of years old, Space Hulks can contain any sort of horrors and treasures. In Chaos Rising, the Judgment of Carrion has emerged from the Warp along with Aurelia and is inhabited by a splinter of a Tyranid Hive Fleet and within this ship lies many secrets.Chaos Rising is set one year after the events of Dawn of War II and the defeat of the Tyranid invasion (as well as the Eldar and Ork forces) of sub-sector Aurelia. The campaign marks the return of the Blood Raven heroes from the previous game, the Chaos Lord Eliphas from Dark Crusade, Derosa as the new governor of Meridian, and the heretical Vandis.
Dawn of War II - Chaos Rising - Ending: Once the player reaches the end of the game, it gives out five endings that the player may receive depending on the player's redemption and corruption levels.Full Purity - If the player does all the redemption missions and kills Apothecary Galan and not Captain Diomedes, the player's character and his squads will act as Agents of Purification within the Chapter with the help of Gabriel Angelos and Diomedes after learning the truth about the Chaos corruption within the Blood Ravens. The player's Force Commander is granted the position of captain of the Blood Ravens' 4th Company.Purity (Good) - If the player attacks Captain Diomedes and not Galan, the player's Force Commander and his squads will be marked as Renegades along with Captain Gabriel Angelos.Neutral - If the player does both redemption and corruption in all of the missions (Killing all the Blood Ravens, and not killing both Diomedes and Galan), the player's Force Commander will be banished from the Chapter as a Renegade and exiled to the Eye of Terror for a hundred standard years.Corruption (Execution) - If the player has greater corruption points than his redemption, the player's Force Commander will be sadly executed for heresy by Gabriel Angelos.Full Corruption - If the player does all of the corruption missions and has a full level of corruption in all of his squads, the player's Force Commander becomes the next Chaos Lord of the Black Legion warband on Aurelia.
Dawn of War II - Chaos Rising - Canonical Ending: In Dawn of War II - Retribution, it is confirmed that Captain Apollo Diomedes is alive and still serves under Chapter Master Azariah Kyras. Neither Scout Sergeant Cyrus nor Techmarine Martellus were the traitor in the Chapter and Librarian Jonah Orion is seen defending the capital spire of Meridian.It is unknown what happened to the Force Commander and Sergeant Thaddeus. The traitor in the Chapter based on what Sergeant Tarkus reports was Sergeant Avitus as they both served in the Kronus campaign.
Dawn of War II - Chaos Rising - The Last Stand: The Chaos Sorcerer and the Tyranid Hive Tyrant will be added to the current selection of The Last Stand heroes.
Dawn of War II - Chaos Rising - New Units/Upgrades: All new units and upgrades for the four pre-existing races in Dawn of War II will be available to players who only own the original Dawn of War II, upon the release of Chaos Rising - with the exception of the Chaos faction for those who do not own Chaos Rising.
Dawn of War II - Chaos Rising - Chaos: Chaos Lord - Offensive Commander, affiliated with Khorne, the Blood God.Chaos Plague Champion - Defensive Commander, affiliated with Nurgle, the Plaguelord.Chaos Sorcerer - Support Commander, affiliated with Tzeentch, the Changer of Ways.Tier 1Heretic Squad - A cheap melee squad that can be upgraded with grenade launchers and an Aspiring Champion (detector). Comes with the ability to worship, granting benefits to nearby squads. Can build shrines in Tier 2, amplifying the affects of nearby worshipers.Chaos Space Marines - Similar to the Space Marine Tactical Squad. Chaos Space Marines start off weaker, but become tougher with upgrades. Can be upgraded in Tier 1 with Eternal War for bonus damage. In Tier 2 an Aspiring Champion may be added, as well as upgrading the squad with Marks of Khorne (Chainaxes) or Marks of Tzeentch (Inferno Bolters).Chaos Havocs - Similar to a Space Marine Devastator Squad. In Tier 2 can be upgraded with Marks of Khorne (Autocannons) or Marks of Tzeentch (Lascannons).Tier 2Chaos Bloodletters - Lesser Daemons of Khorne, armed with Hellblades as Power Weapons. They can phase into the Warp and teleport.Chaos Dreadnought-Chaos combat walker armed with Autocannon and a power claw when built. It can be upgraded with Marks of Khorne (Twin Power Claws) or Tzeentch (Missile Barrage).Chaos Bloodcrusher - A Bloodletter Lesser Daemon of Khorne rides the Daemon Beast called a Juggernaut into battle. Its power is charging into battle and the ability to cause fear to the enemies' infantry squads.Chaos Plague Marines - These are the worshipers of the Chaos God Nurgle. They possess exceptional toughness and armour, however, they are not the best shooters or close combat units. These ranged heavy infantry units are armed with Bolters and a Missile Launcher, allowing them to deal with vehicle armor as well as infantry units. They shoot normally while suppressed and detonate when killed.Tier 3Chaos Predator - Similar to the Space Marine Predator main battle tank and its variants. It can be upgraded with the marks of Khorne, Nurgle, or Tzeentch.Great Unclean One - Greater Daemon of Nurgle. This monster wields a Plaguesword and can vomit on enemies. Its intestines can be used to snatch infantry units, and a swarm of flies surround the Great Unclean One which attack nearby enemies. Heretics can be sacrificed to the Great Unclean One to gain power. Is the most powerful and expensive unit in the game.
Dawn of War II - Chaos Rising - Eldar: Wraithguard - Although they look similar to the larger Wraithlord, the three-member Wraithguard Squad is best used at range against enemy infantry and tanks. They are armed with short-ranged mini D-cannons.
Dawn of War II - Chaos Rising - Orks: Weird Boy - Every so often an Ork comes along that is a little bit different than all the others. These Weirdboyz are Ork psykers, conduits for powerful psychic energies generated by masses of greenskins and their enthusiasm and excitement for a fight.
Dawn of War II - Chaos Rising - Space Marines: Librarian - Capable of powerful damage and support spells. Inspires surrounding Space Marines when killing in melee. A new character in the campaign called Jonah Orion is a Librarian.Upgrades:Devastator Heavy Bolter Squad - They can now receive the Lascannon upgrade.Dreadnoughts - Able to receive the Multi-melta upgrade.Predator Tanks - Able to receive the Lascannon upgrade.
Dawn of War II - Chaos Rising - Tyranids: Genestealers - An elite melee unit that infiltrates after staying still for a period of time.Tyrant Guard - Powerful defensive melee units used to protect other large or vulnerable units. Replaces the Carnifex in Tier 2.
Dawn of War II - Retribution - Dawn of War II - Retribution: Retribution is the second expansion to the Warhammer 40,000 real-time strategy computer game, Dawn of War II.It was released in March 1, 2011 with six single player campaigns, a new multiplayer faction, improved "The Last Stand" mode and a new online service.The Dawn of War II multiplayer scene has migrated to Retribution from the old matchmaking system.
Dawn of War II - Retribution - Campaign: Dawn of War II: Retribution offers a campaign for every race, including the Imperial Guard. The campaign takes place across Sub-sector Aurelia, which appeared in the previous two Dawn of War II games.The worlds include the jungle-covered Feral World Typhon Primaris, the Desert World Calderis, and the Hive World Meridian from Dawn of War II; the Ice World Aurelia and the derelict space hulk Judgment of Carrion from Chaos Rising; and the Dead World of Cyrene, mentioned in the original Dawn of War as having been subjected to Exterminatus (complete sterilisation of all life on a planet corrupted by Chaos or alien influences) by Blood Ravens Captain Gabriel Angelos.
Dawn of War II - Retribution - Factions: In Dawn of War II - Retribution, a player could be one of the six available races in the single player campaign, which included: the Tyranids of a Hive Fleet Leviathan splinter fleet, the Space Marines of the Blood Ravens Chapter, the Chaos Space Marines of the Black Legion, the Eldar of Craftworld Alaitoc, Ork Freebooterz and the Imperial Guard.
Dawn of War II - Retribution - Setting: Dawn of War II: Retribution takes place ten Terran years after the events of Chaos Rising. Sub-sector Aurelia is now suffering from conflict between Ork pirates called the Freebooterz led by Kaptin Bluddflagg to pillage the sub-sector; the arrival of the Eldar of Craftworld Alaitoc led by Autarch Kayleth in response to a prophecy that has led them to Aurelia to recover an ancient artefact; a Tyranid Hive Lord who seeks to restore the link of a splinter fleet of Hive Fleet Leviathan with the Hive Mind; the Space Marines of the Blood Ravens Chapter led by Captain Apollo Diomedes who hope to cleanse the sub-sector of all Chaos taint as well as investigate the loyalties of their Chapter Master, Azariah Kyras, who may have been corrupted by Chaos; the return to Aurelia of the Chaos Space Marines of the Black Legion led by Eliphas the Inheritor on a quest to fulfill his promise to Abaddon the Despoiler to annihilate the Blood Ravens, and the newly arrived Imperial Guard forces of the 8th Cadian Regiment led by Lord General Castor, who have been tasked with performing an Exterminatus action under Inquisitor Adrastia of the Ordo Hereticus if her investigations reveal that the sub-sector is hopelessly lost to the influence of Chaos and xenos.These events may have been caused by Gabriel Angelos' actions (in the original Dawn of War game) when he destroyed the Maledictum, a Chaos artefact containing the bound essence of a Greater Daemon of Khorne, with the Daemonhammer God-Splitter.
Dawn of War II - Retribution - Endings: After Kyras' death, the ending of the game will depend on which faction the player chose:Chaos Space Marines - Eliphas allows the Exterminatus campaign of the Imperial Guard to continue, thus sacrificing the sub-sector's population to the Blood God Khorne. In return he is granted daemonhood by the Blood God Khorne, usurping Kyras' place and transforming into a Daemon Prince.Eldar - Ronahn recovers the Spirit Stone containing the spirit of his sister, the Farseer Taldeer, and decides to return to Craftworld Ulthwé with her.Imperial Guard - If victorious, Inquisitor Adrastia returns to the Inquisition to suspend the Exterminatus on Sub-sector Aurelia, by presenting Kyras' Psychic Hood as proof that the threat has ended, while Lord General Castor and Sergeant Major Merrick commend each other for their exemplary actions in backhanded fashion.Orks - Inquisitor Adrastia attempts to renege on the deal between her and Kaptin Bluddflagg by carrying out an assassination attempt on the Greenskin corsair. Unfortunately, Kaptin Bluddflagg catches her off guard and takes her hat, which he wanted as his preferred payment in their deal to unite against the sub-sector's other threats. Following his victory over the Inquisitor, he claims the Space Hulk Judgment of Carrion as his new Kroozer, and uses it to leave the sub-sector in pursuit of new conquests.Blood Ravens Space Marines - Captain Diomedes contacts Inquisitor Adrastia after the purge of Kyras and his followers and asks her to halt the Exterminatus. The Blood Ravens Chapter is then purged of any remaining Chaos taint and Gabriel Angelos, after being revived from the brink of death and rebuilt with bionics, is appointed as the new Chapter Master of the Blood Ravens. (Canon Ending)Tyranids - The Hive Tyrant's psychic strength summons a hive fleet to Aurelia that launches a surprise attack and consumes the entire sub-sector, resulting in a 94% casualty rate for the Imperial Guard forces and the complete annihilation of the Blood Ravens Chapter, who refused to retreat from their home region.
Dawn of War II - Retribution - Canonical Ending: The canonical ending of Dawn of War II - Retribution is the same as the Blood Ravens Space Marine ending. The evidence for this comes from the Warhammer 40,000: Space Marine video game.In Space Marine the main character gains assistance from a squad of Blood Ravens Tactical Marines who state they are under orders from their new  Chapter Master. This infers that the Blood Ravens Chapter has survived and reformed under Gabriel Angelos' leadership as depicted in the Space Marine ending for Retribution.Furthermore, in Dawn of War III, Gabriel Angelos returned as the Blood Ravens Chapter Master, augmented with bionic implants and leading the Blood Ravens to assist House Varlock on Cyprus Ultima.However, a part of the Eldar campaign is canonical: Ronahn recovered the Spirit Stone of Taldeer but was later waylaid by Autarch Kyre. Taldeer's stone is seized by Kyre and in a trance she warns of a coming catastrophe regarding the Spear of Khaine and the Storm Prince.
Dawn of War II - Retribution - Development: On September 15, 2010 Relic Entertainment announced that Retribution would be dropping the Games for Windows - LIVE multiplayer platform in favour of using Steamworks as its primary and only platform. As a result of this, the campaigns do not import or continue directly from Dawn of War II and Dawn of War II - Chaos Rising and the new multiplayer platform does not communicate with the old LIVE platform.This makes the game entirely stand-alone with all the races included (unlike Chaos Rising, which required the original Dawn of War II to use the original four races in multiplayer).Plot-wise, two playable characters (Cyrus and Tarkus) have been carried over from the original campaigns.A new multiplayer matchmaking service was developed for Retribution. The addition of Steamworks also allows inviting Steam friends directly to multiplayer matches as well as free-to-play multiplayer weekends and a much faster patching process.There were speculations that the new playable race would be the Imperial Guard and/or the Inquisition, due to the Inquisition's triple-lined "I" symbol used in the word "Retribution" in the game trailer; in addition, the expansion's wishlist icon in the Steam system features a female Inquisitor of the Ordo Hereticus. On December 21, 2010, the German PC gaming magazine Gamestar revealed the new race would be the Imperial Guard.A multiplayer beta of the game was launched on Steam on February 1, 2011 and ended on February 25.
Dawn of War II - Retribution - Sources: Dawn of War II (Novel) by Chris RobersonDawn of War II: Retribution (PC Game)Warhammer 40,000: Space Marine (Video Game)
Dawn of War III - Dawn of War III: Dawn of War III is a real-time strategy video game released by Relic Entertainment and Sega in partnership with Games Workshop, the creators of the Warhammer 40,000 universe. It is the third stand-alone title in the Dawn of War series, and the first new release in the series since Dawn of War II - Retribution in 2011. It was released for Microsoft Windows on April 27, 2017.
Dawn of War III - Gameplay: The initial factions available for play in the single-player campaign are the Space Marines of the Imperium of Man (who have appeared in all of the other Dawn of War games in the guise of the Blood Ravens Chapter created specially for the series), the Eldar, and the Orks. Other non-playable factions in-game include the Astra Militarum (Imperial Guard) as well as the Daemons of Khorne, while the Necrons make a brief cameo in the after-credits epilogue of the single-player campaign. In the multiplayer game, various skins are available for the three factions, different Chapters for the Space Marines, alternate Craftworlds for the Eldar, and different klanz for the Orks. In addition, a custom paint and sticker editor enables players to create their own custom color schemes for their factions. Like in the previous games, the primary resources are requisition and power, which are gained from building resource generators on strategic points. Dawn of War III also includes larger-scale walker units – Imperial Knights for the Space Marines, Wraithknights for the Eldar, and Morkanauts for the Orks. These units, along with commanders and other unique units, are called in using Elite points, which are gained slowly over time but are generated more quickly from elite point generators on certain strategic points. These units gain experience from participating in battles, which unlocks more features for future battles. In the singleplayer campaign, unlike previous games where each race had its own campaign/story, you play as all three factions in one campaign, completing a single mission first as Space Marines, then Orks followed by Eldar before repeating.
Dawn of War III - Development: The game was announced in May 2016, seven years after the release of Dawn of War II. According to the game's executive producer, Stephen MacDonald, elements from both of the previous Dawn of War games were intended to be featured in Dawn of War III. A companion novel by the same name was written by Robbie MacNiven and released on April 18, 2017. In addition, a four part comic series began serialization by Titan Comics on April 19, 2017.
Dawn of War III - Reception: GameSpot awarded Dawn of War III a score of 8.0 out of 10, saying "Dawn of War III builds and maintains an organic tension that yields huge pay-offs, and there's nothing else quite like it." Destructoid awarded it 7.5 out of 10, saying "Not everything works (especially the strict adherence to the core concept), but it's still very much both a Warhammer and a Dawn of War joint." Hardcore Gamer awarded it 4.5 out of 5, saying "Warhammer 40,000: Dawn of War III successfully takes the best elements from the previous two games and blends them with traditional RTS mechanics to create a game with deep strategic gameplay."
Dawnbreaker - Dawnbreaker: A Dawnbreaker, usually part of a Dawnbreaker Cohort, was an elite Legion Assault Marine of the Blood Angels Legion deployed specifically to serve as shock assault linebreakers during the conflicts of the Great Crusade and the Horus Heresy.
Dawnbreaker - Role: Even within a Space Marine Legion like the Blood Angels whose skills in the arts of orbital strike and shock assault were legendary, the Dawnbreaker cohorts stood apart. Chosen from amongst the most experienced and daring of the Legion Assault Squads, the Dawnbreakers were trained and equipped to act as the tip of the Blood Angels' spear, the first warriors to set foot on those benighted worlds that the IX Legion was called upon to save.Lacking the versatility of standard tactical or assault units, the Dawnbreakers have but one purpose in battle -- to sunder the enemy's lines and tear the heart from its formation. Armed with spears and blades wreathed in keen-edged power fields, there are few warriors who can stand in the face of such an onslaught.Standard combat doctrine among these elite warriors emphasised not only martial excellence, but also the symbolic nature of their role, bringing the Emperor's light and justice to even the most hellish war zones of the fledgling Imperium. Indeed, the common name by which they were known was inherited from their preferred tactic -- a planetary assault staged en masse from orbit just as dawn breaks on the target world below, their primarch Sanguinius at their head with white wings spread wide.No few worlds of the Imperium still speak in awe of the day angels fell from the dawn skies to free them from the oppression of Human tyrants and xenos alike.
Dawnbreaker - Unit Composition: 4-9 Dawnbreaker Legionaries1 Dawnbreaker Champion (Sergeant)
Dawnbreaker - Wargear: Artificer ArmourModified Serpha-V Pattern Jump PackFalling Star Pattern Power SpearEquinox Power Blades (As replacement for Falling Star Pattern Power Spear)Wrist-mounted Grenade Dischargers with Frag Grenades and Krak GrenadesMelta BombsBlade of Perdition (As replacement for Dawnbreaker Champion's Falling Star Pattern Power Spear)
Dawnbreaker - Notable Dawnbreakers: Dawnbreaker Champion Magon (KIA) - Magon was a Dawnbreaker Champion who took part with the cohort he commanded in the Scouring of Gilden's Star during the Horus Heresy. Though this campaign against the Word Bearers Legion was a success, Magon was killed in action defending the Blood Angels' Landing Zone Tertius on Gilden Prime and his remains were never recovered.
Dawneagle Jetbike - Dawneagle Jetbike: The Dawneagle Jetbike, or more formally the Dawneagle Pattern Jetbike, is a highly mobile, customised Imperial Jetbike design utilised exclusively by the Adeptus Custodes. These vehicles serve as the airborne mounts of the Custodians known as Vertus Praetors.Armed with powerful Hurricane Bolters and Salvo Launchers, these master combatants are able to place perfect kill shots even while screaming at a breakneck pace, laying down a salvo of deadly fire that can slay a heavily armoured foe in a single pass.
Dawneagle Jetbike - History: The Adeptus Custodes have access to an incomparable armoury of technology, much of it dating back thousands of standard years. The sleek Dawneagle Jetbike is an incredible vehicle, a Great Crusade-era relic wrought in auramite and adamantium. Flown by the airborne squads of Vertus Praetors, these veteran Custodian warriors are able to not simply bring the enemy to battle, but to direct their might precisely where and when it is most needed.These Jetbikes are almost as large as light fighter craft and -- while they are still grav-skimmers -- can deliver a near-supersonic turn of speed. Their hulls are phenomenally durable, allowing their riders to slam through walls and enemy warriors without being unseated, and they react pugnaciously to the slightest touch of the controls, able to jink effortlessly through incoming fire.When armed with a Hurricane Bolter, the Dawneagle can plough bloody furrows through enemy hordes. However, it is when equipped with Salvo Launchers that Vertus Praetors truly come into their own as lightning-fast tank hunters. They scream across the battlefield, rapidly outflanking and encircling the heaviest enemy vehicles before annihilating them with strafing runs of Melta Missiles. Even enemy aircraft are not safe, for by combining their fire the Vertus Praetors are able to weave airborne webs of flakk blasts into which hurtling enemy aircraft slam with terminal results.
Dawneagle Jetbike - Wargear: Hurricane BolterSalvo Launcher (Optional replacement for Huricane Bolter)Melta MissilesFlakburst Missiles
De-Tox - De-Tox: De-Tox is a common Imperial drug distributed by the Departmento Munitorum to Astra Militarum squads likely to face chemical warfare. This drug can negate the effects of most dangerous gases and toxins if administeredquickly enough.A dose of De-Tox immediately ends the ongoing effects of both positive and negative drugs, toxins, or gases affecting a person. Using De-Tox, however, is both painful and debilitating, and can cause several unpleasant side effects such as vomiting, nose bleeds, and a great voiding of the bowels.
Dead Cabal - Dead Cabal: The Dead Cabal are a secret and select group within the Inquisition that is concerned with the events of the Dark Pattern occuring within the Jericho Reach in the Ultima Segmentum.They were created when the Deathwatch began the Long Watch in the Reach. At that time, only a handful of Inquisitors and Battle-Brothers were aware of the Pattern. As the lore was passed from one generation to the next, this cabal was created to continue their study.This changed with the start of the Achilus Crusade, which led to a rise in isolated incidents, wild reports and unfounded rumours concerning activity on the worlds involving the Dark Pattern. As a result, the Dead Cabal's scholars are watching these events and attempting to put the information together.Amongst their findings are the disappearance of twenty servitors at Vormos, a strange green glow amongst the skies of Castiel and the disappearance of an Explorator team on Sagacity.In addition, they have noted the rise in activity amongst the Aeldari within the Jericho Reach, which is unusual as this xenos species had previously been limited to raiding pirates or lone wanderers. However, now the Aeldari are noted to be seeding the sector with their agents and taking an active involvement in developments.Those Inquisitors within the Dead Cabal have attempted to extract information from captured agents of the Aeldari about their interest in the sector and their knowledge of the Pattern. This line of questioning has, however, been met with only stark horror. The fear these individuals experience is so great that they die before a psyker can recover their senses.As a result, the Dead Cabal believe that some ancient force predating Humanity is stirring in the Jericho Reach that could prove to be more dangerous than both the T'au and Tyranids combined.
Dead Cabal - Notable Members: Knight Warden Alric (Deathwatch Black Shield)Watch Captain Mathias (Sons of Medusa)Prognosticator Rennin Tri'el (Silver Skulls)Inquisitor Velayne Ramaeus (Ordo Xenos)Master of the Forge Xerill (Iron Hands)
Dead World - Dead World: A Dead World is an Imperial planetological classification applied to worlds which are utterly devoid of an ecosystem, atmosphere, or any form of native life, much like Terra's moon, Luna.A Dead World is, of course, not suitable for Human habitation without undergoing massive terraforming operations. While it is possible that the Imperium might establish scientific Research Stations on Dead Worlds, there is no other native population.Many of these worlds have always been dead, but some were reduced to their barren state by external events such as the destruction of their preexisting civilisations in some form of global castrophe like a thermonuclear war, a Tyranid incursion or even an Exterminatus carried out by the Imperium itself.Necrons often inhabit Dead Worlds, however, having chosen them millions of Terran years ago to become the Tomb Worlds upon which they went into hibernation during the Great Sleep until sentient life had repopulated the galaxy.
Death-Speaker - Death-Speaker: A Death-Speaker is a specialist officer unique to the Executioners Space Marine Chapter. They serve in a spiritual role similar to that of the Chaplain commonly found in Codex-compliant Chapters.
Death-Speaker - Notable Death-Speakers: Lord Speaker of the Dead Thulsa Kane - The one-eyed Thulsa Kane is the current Reclusiarch (High Chaplain) of the Executioners, a role of singular importance within the Chapter which also carries with it the titles of "High Mortiurge" (or supreme-judge) and "Lord Speaker of the Dead," responsible for recording the deeds of the Executioners in battle and overseeing all of the Chapter's other Death-Speakers (Chaplains). During the lamentable conflict known as the Badab War (904-911.M41), Thulsa Kane led a force of Executioners on behalf of High Executioner Arkash Hakkon, to honour a millennia-old blood-debt to the Astral Claws. During the war, the Executioners steadfastly refused to operate under the direct control of the Tyrant of Badab, Lufgt Huron, operating only as the Astral Claws' uneasy allies and never as subordinates. This resulted in much ire within the ranks of the Secessionists during the war. The Chapter had a tendency to leave survivors of their attacks behind once their military objectives were met, even allowing the surrender of defeated foes with honour. This incensed Lugft Huron to no end. The Executioners eventually turned on the Astral Claws after the bloody events known as the Red Hour that occurred during the surrender of the Salamanders' Battle-Barge Pyre of Glory. The Executioners then became a rogue element, conducting their own private war with their former allies until they negotiated a surrender to the Loyalist forces and a withdrawal from the war zone in 911.M41. Thanks in no small part to the astute leadership of Thulsa Kane, of all those Chapters that were caught up in the Secessionist cause, the Executioners Chapter emerged from the conflict the least scathed and the least tainted. They had fought honourably and had lived and died by their oaths.
Death and Defiance (Anthology) - Death and Defiance (Anthology): Death and Defiance is an anthology novella in the Horus Heresy Series of novels, released in non-limited hardback format. Unlike most other Horus Heresy novellas Death and Defiance was simultaneously released alongside an ebook version and the short stories contained within were released separately as ebooks also.
Death and Defiance (Anthology) - Synopsis: Words alone can no longer convey the horrors of the war that now grips the Imperium. In what should have been an age of enlightenment and glorious triumph, instead warriors on both sides reel from the twin agonies of betrayal and bloodshed. The hatred of a sworn foe, the ire of a Primarch, or the unholy wrath of a daemon-lord -- none but the mighty Space Marines can hope to weather such torments unscathed...
Death and Defiance (Anthology) - Contents: Death and Defiance contains the following short stories:Imperfect by Nick Kyme - A simple game of Regicide between Fulgrim and Ferrus Manus is far more than it seems...Howl of the Hearthworld by Aaron Dembski-Bowden - A Space Wolves pack rails at being sent back to Terra to watch over Rogal Dorn.A Safe and Shadowed Place by Guy Haley - Seeking refuge, the remnants of the Night Lords fleet stumble across Imperium Secundus.Virtues of the Sons by Andy Smillie - Amit duels Khârn and Azkaellon faces Lucius as Sanguinius's chosen sons explore the twin aspects of their nature.Gunsight by James Swallow - An Assassin lurks on board the Vengeful Spirit. His target? Warmaster Horus himself.
Death Company - Death Company: The Death Company is a specialised unit that is unique to the Blood Angels Chapter of Space Marines and all their Successor Chapters. Its members are consumed by a permanent, debilitating psychosis known as the Black Rage, which is an inherent risk for any Astartes who bears the Blood Angels' gene-seed.Armoured in black and marked by the symbolic wounds suffered by their fallen Primarch Sanguinius, the Death Company are a grim foreshadowing of the Blood Angels Chapter's final fate.Every warrior in their ranks is a boon on the battlefield, possessed of righteous strength and holy fury. Yet once the storm of war passes, madness and execution are all that await these tormented souls, driven past redemption by the curse in their tainted blood.