vizn3r/warhammer40k-lore huggingface dataset:
Lesser Daemon - Plaguebearers: Plaguebearers (known variously as "Rotbearers," "Maggotkin," "Tainted Ones" and "Nurgle's Tallymen"), are the footsoldiers of Nurgle's Daemonic legions. These loathsome creatures are crafted from the blighted souls of mortals who have been slain by the virulent plague known as Nurgle's Rot.These Lesser Daemons of the Lord of Decay are shambling, pustulent creatures. Plaguebearers have gangling, bony limbs, their bodies swollen with decay, so much so that glistening innards are exposed through rents in their skin. They possess a single, cyclopean eye and a single horn rising above their haggard, drawn faces, their bodies covered in filth and parasites.Despite the Plaguebearer's unusual appearance, they are supernaturally resilient to harm, the gifts of their master having inured them to all pain. Plaguebearers are constantly surrounded by clouds of droning flies and chant monotonous hymns, their gait a staggering lope. Their sonorous voices attempt to keep count of the number of noxious plagues unleashed by Nurgle; an impossible task, for the Grandfather of Plagues constantly invents new strains of viruses.They also serve as the "Tallymen of Nurgle," eternally bound to record all of their Dark God's pestilential creations. Many believe that Plaguebearers are in fact created by such diseases, incubating within plague victims and feeding upon their dying energies, only to later fully emerge from their heaped bodies.Though they have left their mortal selves behind, perhaps a piece of their former existence lingers within them, for these Tallymen invariably seek to fill their days with seemingly mundane tasks, most of which involve seeking to impose some kind of order in the chaos of their new home.Many tend to the Plague Lord's Garden, help usher other Plaguebearers into existence like midwives, or keep catalogues of the diseases Nurgle has created. Some even attempt the impossible task of keeping a tally of the ever-changing number of Nurglings that populate the Garden of Nurgle.It's all rather odd behaviour for a Daemon, when compared to the savage acts of Bloodletters or the predations of Daemonettes, but it pleases Nurgle to see his children doing as they wish, and a father's love for his children is best left simply admired, if not understood.
Lesser Daemon - Nurglings: Nurglings (known variously as "Gleeful Castoffs," "Pus Spores," "Mites of Nurgle," "Tiny Plagues" or by their Daemonic name in the Dark Tongue Khan'gurani'i) are tiny, mischievous Daemons. Though they are some of the least of Nurgle's minions, Nurglings are surely some of the most numerous, and among the most favoured. Even their appearance is pleasing to the Lord of All, for each Nurgling is like a minute copy of the dread master himself.This is perhaps not surprising, given that Nurglings are formed within the innards of Great Unclean Ones, who themselves physically reflect Nurgle's repulsive magnificence. Nurglings serve the Filth-father in which they were formed, often pretending that their progenitor is Nurgle himself.They play within the folds of his flesh, fetch morsels for him to consume, pick at his sores or give him new ones, and otherwise seek his approval, giggling all the while. Sometimes they are gifted to a Herald of Nurgle or other powerful champions to act as a living litter for him, or to hold him aloft atop a palanquin.In these cases, the Nurglings will treat their new master much as they had treated the Great Unclean One from which they came -- whether the new lord would prefer it or not. Daemons of Nurgle emulate the Lord of Decay and follow his path in many different ways. When they are not vying for the attention of their parent-Daemon, Nurglings most often try to do things that reflect the mirthful nature of Nurgle himself.This frequently leads to them interfering with the work of the Plaguebearers, who find Nurglings to be something of a nuisance -- though they don't normally give voice to their irritation, at least not when a Great UncleanOne is within earshot.Just when a Plaguebearer is nearly finished counting the number of drips of pus required to fill a particular pool, for example, a swarm of Nurglings may come running through it, playfully splashing in the rancid goo and scattering it all around.It is their nature to cause mischief, just as it is the Plaguebearer's nature to keep tallies. In the Realm of Chaos, even in the relatively ordered domain of Nurgle, it is no surprise that harmony eludes the grasp of most Daemons.
Lesser Daemon - Beasts of Nurgle: Beasts of Nurgle (known variously as "Nurgle's Lapdogs," "Slime Hounds" and "Bombastic Contagions") are the essence of mindless decay and horrid rot given flesh, Beasts of Nurgle exemplify the Plague Lord's endless enthusiasm and excitement for the forces of life and death.Thus, a Beast delights in discovering new things and making (to its very simple mind) new friends. When brought into realspace they act almost akin to a curious and inquisitive pet, investigating anything and everything in sight, and spreading illness and rot wherever they go. Immense slug-like monstrosities, Beasts of Nurgle crawl across the ground on their bellies, weakly propelled by clawed flippers, leaving a layer of stinking slime in their wake.While slow, the Beast is implacable in its advance, undeterred by all but the most fearsome of weapons, as relentless as the decay it embodies. Each is a nightmarish conglomeration of parts, with a lengthy neck holding a wide-eyed face of almost blissful idiocy.The gaping tooth-filled mouth houses a lolling tongue dripping with putrid saliva. Clusters of writhing tubes sprout from the Beast's neck and back, each one spewing forth swarms of buzzing flies, clouds of vomit-inducing gases, flesh-eating fluids capable of finding gaps in even the most secure of armour, or other foul gifts.Unlike most Daemons, a Beast kills not with rending claws and ripping teeth, but with a strange form of kindness. On the battlefield they often seek out and find groups of soldiers to play with them as a puppy would. Victims are caressed, petted, and stroked with the Daemon's multiple tentacles, while the long tongue delivers slobbery and slimy licks.In very short order, the victim is sickened, infected, dissolved, and then crushed, ground under the Beast's vast bulk. The Beast, for its part, feels a touch of sadness at the inability of its now-dead friend to join in on the merriment, but quickly forgets about him as something (or someone) new attracts its attention.
Lesser Daemon - Battle Fly: A Battle Fly is a large daemonic beast in the service of Nurgle which resembles a giant corpse fly. These creatures are created from favoured Beasts of Nurgle much like their counterparts the Rot Flies, which are used as aerial steeds by the Lesser Daemons of the Lord of Decay known as Plague Drones.Battle Flies were first encountered by the Loyalist Space Marine Legions of the Imperium of Man in the early years of the 31st Millennium during the dark days of the Horus Heresy.
Lesser Daemon - Rot Fly: A Rot Fly is a Daemon beast used as a steed by the other Daemonic servants of Nurgle.Rot Flies were once Beasts of Nurgle that have since been transformed by the will of the Lord of Decay into hideous Daemonic insect steeds similar in appearance to giant corpse flies whose appearance is so repugnant it scars the mind.Rot Flies are often used as mounts by the high-ranking Lesser Daemons of Nurgle known as Plaguebearers who form squadrons of aerial cavalry with their Rot Fly steeds called Plague Drones.
Lesser Daemon - Plague Drones: Plague Drones (known variously as "The Rotting Riders," "Harvesters of Sorrows," and "Pus-Crows") are high-ranking Plaguebearers known amongst the Daemon legions of Nurgle. This title conveys commendable humility, for they are the overseers of the Lord of Decay's realm, riding into realspace mounted upon Rot Flies -- colossal Daemonic insects whose appearance is so repugnant it scars the mortal mind.These fell creatures, former Beasts of Nurgle that have undergone a metamorphosis following just one rejection too many by its unwitting playthings, are very rare in the domain of the Pus God -- a being without joy, mirthless and bitter.Left to its own devices, the Rot Fly's anger would drive it mad, but Nurgle is a loving and merciful god and cannot bear to see one of his children suffer so.To ease the Rot Fly's pain, The Plaguefather pairs it with a Plaguebearer who has earned a place of pride in the Daemonic legions of the God of Filth. The relationship between a Rot Fly and its rider benefits both the former Beast of Nurgle and the favoured Plaguebearer.The rider gains the ability to cover ground more quickly, allowing it to count Nurgle's many putrid blessings more thoroughly than ever before. The mount for its part gains an eternal companion, allowing the pain of its previous rejection to fester a little less, and its victim's wounds to fester a little more.
Lesser Daemon - Herald of Nurgle: A Herald of Nurgle is an elite Plaguebearer. In the Land of the Plaguelord in the Realm of Chaos it is a great honour to serve amongst the foot soldiery of the god of decay, but there are some amongst the ranks of the Plaguebearers who are destined for still greater things. Those that prove exceptional in terms of power, ability or capacity to bear the most loathsome of diseases are granted further blessings from Grandfather Nurgle and raised to become his Heralds.
Lesser Daemon - Horrors: Horrors (known variously as "Whirling Destroyers," "Coruscating Spellbinders," and "Squealers") are the most prolific Lesser Daemons of Tzeentch, an ever-shifting mass of flesh, limbs, and flame-spewing orifices. Generally, Horrors lack heads, and what passes for their face -- a leering, grimacing visage with razor sharp teeth—often emerges from their chest or torso.Like many of Tzeentch's creations, their arms and legs tend to be thin and wiry, and these appendages end in taloned hands or clawed feet. Before they join battle, the Horrors' bodies tend to be pink or violet in hue; as such, many call these Lesser Daemons "Pink Horrors."Warpfire flares around their forms, and the Daemons can manipulate the flames to use in hand-to-hand combat or as close-range missile weapons. Though most mortals initially find the appearance of Horrors disturbing, individual Horrors are not the most fearsome of foes. Their fighting skills are rudimentary at best, and they are no stronger than the average Human.Further, when Horrors march to war, they rarely seem to adopt a martial tone. Many observers have reported that they dance, joke amongst themselves, and even sing in joyous but disturbing tones. However, when the Horrors engage the enemy, their demeanour changes. Their chanting rises to a frenzied, screaming pitch as they revel in the bloodshed of battle.Like many Daemons, Horrors can withstand terrible injuries that would destroy most mortals. Lost limbs regenerate instantly, and their enemies have difficulty targeting vital or vulnerable areas on the Horrors' bodies, which are constantly changing shape.When an enemy does manage to land what would be a fatal blow to the body of a Pink Horror, remarkably, it splits into two creatures, and its colour changes from pink to blue. Though "Blue Horrors" are half the size of their pink counterparts, they are no less deadly. In addition, Blue Horrors undergo a radical shift in behaviour.Where Pink Horrors can seem childlike, playful, and even jovial -- the court jesters of Tzeentch's Daemonic host -- Blue Horrors are mewling, cruel, petulant, and malevolent.When Horrors band together for war, unusual changes occur. The bodies of a few of the Horrors may shift to form battle standards bearing Tzeentchian icons that can function to focus the power of the Warp.
Lesser Daemon - Flamers: Flamers (known variously as "Burning Horrors", "Flame Spouters," "Flaming Whirlwinds," "Bearers of the True Fire of Change," "Pyrodaemons" and "Candelabra Mutatoni") are slightly more powerful Lesser Daemons of Tzeentch, with numerous gaping maws that produce the searing flames which give these Daemons their unsubtle name.Of all of Tzeentch's bizarre Daemonic creations, Flamers are perhaps the most unusual. These Lesser Daemons have a long, conical, almost fungoid trunk upon which the creatures, which have no legs or feet, balance. Like Horrors, the creatures have no heads, and one or more malevolent, wide-mouthed faces peer out from the Daemons' torsos. The creatures have two long arms, thinner at the shoulder and elbow than they are at the wrists. Instead of a hand, however, each of the creatures' arms ends in a wide stump in the centre of which is a large mouth-like orifice.The "gums" of these orifices support rows of razor-sharp, shark-like teeth. A long, thin serpentine tongue inevitably lolls out of the mouth. These orifices constantly fume with odd exhalants, from acrid smoke, sulphurous gases, and the gouts of destructive warpfire that give these creatures their name.Like Horrors, Flamers initially appear clumsy and comical. Lacking legs or a more traditional means of locomotion, they move forward in an awkward fashion, combining ungainly hops with a wriggling, bouncing motion. However, as the Pyrodaemons close with the enemy, their leaps become more energetic and seem to defy gravity. Some observers have reported that the Daemons' conical trunks emit gases from the base that propel the creatures forward like a jetpack of sorts.As the Flamers approach the enemy, they unleash a devastating short-ranged attack from the orifices in their arms. Most often, this attack takes the form of blasts of Warpfire and alchemical heat which can burn almost anything. Reports claim that these flames can sometimes take the form of those they have immolated and perform a kind of danse macabre to mock the recently slain.While this display may produce a psychological effect on the enemies of Tzeentch, it is possible this result is not intentional, for such is the sense of humour of Daemonkind.Like Horrors, Flamers make poor individual close combatants. That said, dispatching the Flamers is never an easy task, as it is difficult to identify and target the vital areas of a writhing, fungoid creature without a head.
Lesser Daemon - Screamers: Screamers (known variously as "Soaring Predators," "Sky-Sharks," "Swoopers" and "Shrieking Skyrays") are flying Daemons who closely resemble the mythical rays and skates that once inhabited the long-lost oceans of ancient Terra. How these Daemons remain aloft is something of a mystery, and they can navigate planetary atmospheres, void space, and the Immaterium with equal ease and speed.Some have theorised that they fly upon or swim through Warp energy rather than upon actual air or water. As they fly, Screamers leave behind contrails of multi-coloured sparks, and they emit the piercing, high-frequency whine that gives these creatures their name.The few who have fought these creatures and survived explain that the scream of the Sky-Sharks has a profoundly disconcerting psychological effect. Screamers are predatory creatures. While the creatures cannot be said to be intelligent, they do possess an animal cunning and highly attuned instincts.Screamers hunt the Immaterium in hungry packs that swoop in upon their prey at high speeds and then stun or kill their victims with short-ranged electrical attacks, the bursts of lightning emerging from their horns or tails. Their "natural" prey includes solitary Chaos Furies and other arcane creatures that travel or inhabit the Great Ocean.However, the psychic energy that all mortals generate, particularly mortals in crisis situations or before battle, also attracts the Screamers' hunting drive. Often, captains of starships traversing the Warp have reported swarms of Screamers following in their wake.Sometimes, these swarms can grow to number in the hundreds or even the thousands. Should a ship lose its Gellar Field or experience other mechanical difficulties, the Screamers will attack in an instant, their powerful jaws capable of tearing through even the densest of armour plating.
Lesser Daemon - Discs of Tzeentch: Discs of Tzeentch are disc-like melds of sorcery, metal, and a Screamer Daemon. Tzeentch often awards one of his Chaos Champions or Heralds with a Screamer to use as a mount to carry them into battle.However, the Changer of Ways must first remake the Daemon into a steed. Tzeentch reshapes the Screamer into a Disc and binds it with bands and chains of sorcerous gold and silver. The Great Shaper sometimes chooses to cover the Discs with eyes, to equip it with magical blades of living metal, or to add tentacles, feathers, scales, or bony plates.Through this reshaping process, the wild hunter becomes bound to its rider's will.The Champion or Herald so mounted gains the Screamer's speed and ability to fly, and can take advantage of their Disc's psychically attuned senses, its lightning attacks, and the psychological edge of its unnerving scream.
Lesser Daemon - Herald of Tzeentch: Less powerful than the Lords of Change and Daemon Princes but ranked above Lesser Daemons like Screamers and Horrors, the Heralds of Tzeentch are the field officers that lead his Daemonic troops to battle.Some Heralds are indistinguishable from the lesser entities they command, and some scholars of the Ordo Malleus feel that many are nothing more than especially powerful Horrors. Most tend to be lanky, multi-limbed creatures whose physical form is in constant flux. Most can manipulate Warp energy and cast spells.When the Daemonic hosts of Tzeentch's Scintillating Legions march to war, his Heralds often function as squad leaders and organise the fiery, morphing mass of his Daemons into a devastating onslaught.
Lesser Daemon - Fury of Chaos: Unlike many of the Daemons studied by the Ordo Malleus, a Fury of Chaos (pl. "Furies") do not belong to the hosts of the four unholy divine powers that dominate the Warp. Reputedly formed from the souls of mortals who tried to draw on the power of Chaos without swearing allegiance to one of the Ruinous Powers, these unclaimed Daemons are doomed to endlessly wander the Immaterium in a state of endless, meaningless existence.Furies are barred from entering any of the realms of the gods and must contend with the tumultuous storms of the Immaterium on their own. Weaker than most other Daemons, which often enslave them for their own uses, they are nearly-mindless manifestations of Chaos in its purest form.As Furies constantly seek a respite for their eternal torment, they are especially watchful for weakness in the walls between the worlds. Thus, Furies are often one of the first Daemons to appear near an open Warp Gate or when Gellar Fields begin to flicker and fail.When they appear in realspace, Furies are quick to find mortals to vent their rage upon. Gathering in large packs, they slaughter all they can find in a vain attempt to appease their inner hunger for a sense of purpose amid the roiling and uncaring waves of the Warp.Somewhat larger than a Human, with a hunched posture, Furies are hideous winged creatures. They have bestial, long-jawed faces and mouths full of jutting teeth and fangs. A bristly mane of black hair runs from their short horns to the base of the spine, while two broad batwings sprout from the shoulders. Their colouration varies with the flow of the Warp or the Daemonic powers currently ascendant, but black and red tones seem most common.When on the hunt, Furies keep to the air, looking to ambush their target by attacking from above. Cowardly by nature, due to their status at the bottom of the Daemonic hierarchy, Furies prefer those who have ventured out alone, are wounded or injured, or otherwise look to be unable to fully defend themselves.Dropping down on outspread wings, uttering bone-chilling howls, the Furies attack in swarms, seeking to rend their target limb from limb.
Let The Galaxy Burn (Anthology) - Let The Galaxy Burn (Anthology): Let The Galaxy Burn is a 2006 anthology edited by Marc Gascoigne and Christian Dunn.
Let The Galaxy Burn (Anthology) - Synopsis: Contains the following short stories in seven categories:We Are the Space Marines, the Champions of HumanityWords of Blood by Ben CounterThe Black Pearl by Chris PramasAngels by Robert EarlUnforgiven by Graham McNeillIn the Belly of the Beast by William KingSuffer Not The Alien To LiveHellbreak by Ben CounterSmall Cogs by Neil RutledgeThe Fall of Malvolion by Dan AbnettChildren of the Emperor by Barrington J. BayleyDeus ex Mechanicus by Andy ChambersBusiness as Usual by Graham McNeillOnly In Death Does Duty EndSalvation by Jonathan GreenHell in a Bottle by Simon JowettTenebrae by Mark BrendanDaemonblood by Ben CounterKnow Thine Enemy by Gav ThorpeInnocence Proves NothingNightmare by Gav ThorpeAncient History by Andy ChambersThe Tower by C.S. GotoLoyalty's Reward by Simon JowettRaptor Down by Gav ThorpeFor the Emperor!Defixio by Ben CounterAncient Lances by Alex HammondOrk Hunter by Dan AbnettThe Raven's Claw by Jonathan CurranEmperor's Grace by Alex HammondAcceptable Losses by Gav ThorpeBurn the Heretic, Kill the Mutant, Purge the UncleanPestilence by Dan AbnettBarathrum by Jonathan CurranSuffer not the Unclean to Live by Gav ThorpeThe Lives of Ferag Lion-Wolf by Barrington J. BayleyPlaying Patience by Dan AbnettKill Them All!Snares and Delusions by Matthew FarrerApothecary's Honour by Simon JowettUnthinking Justice by Andras MillwardBattle of the Archaeosaurs by Barrington J. BayleyWrath of Khârn by William KingInto the Maelstrom by Chris Pramas
Lethe - Lethe: Lethe was a former colony world and Chapter homeworld of the now-extinct Flame Falcons Space Marine Chapter. It is located on the border of the Manachean Commonwealth, that aggregate of advanced and populated worlds set at the junction point where the Segmentum Obscurus ends and the northeastern sweep of the Ultima Segmentum presses onwards to its outermost limits. At the dawning of the Horus Heresy, this region of space was without doubt the most strategically vital area of the Coronid Deeps.Clustered with inhabitable stars, many of which had possessed Human populations since before the Age of Strife, the Manachean Commonwealth served as a lynchpin of commerce and trade in this region of the burgeoning Imperium. Vitally, it was also a powerhouse of industry and military endeavour which held the shape of the Imperium's borders by anchoring much of the ongoing force projection of the Imperial Army's Imperialis Armada in the wider region during the Great Crusade.The famous 905th Solar Auxilia Cohort (the "Ash Scorpions") was raised from the fearsome tribal warriors of Lethe. The 905th Cohort was known for its aggression and dedication, and earned numerous battle honours in pacification wars across the Coronid Deeps before its final, glorious sacrifice at Port Maw during the Heresy.Five standard millennia later, Lethe would serve as the Chapter homeworld of the ill-fated Flame Falcons Chapter. When the Chapter spontaneously developed a troubling mutation in the form of immolation, the Inquisition moved with a large Grey Knights taskforce and wiped out the mutated Chapter. To ensure its total destruction, the Inquisition launched an Exterminatus action against the doomed world.
Lethe - Trivia: In Greek mythology Lethe was one of the five rivers of the underworld of Hades. Also known as the Ameles potamos ("river of unmindfulness"), the Lethe flowed around the cave of Hypnos and through the underworld, where all those who drank from it experienced complete forgetfulness.Lethe was also the name of the Greek spirit of forgetfulness and oblivion, with whom the river was often identified. In Classical Greek, the word lethe literally means "oblivion," "forgetfulness," or "concealment."
Leviathan - Leviathan: The Leviathan is a super-heavy Imperial  mobile command centre and assault transport that uses the same chassis as the massive Squat Colossus and Cyclops war-machines. The design of this monstrous vehicle was supplied to the Astra Militarum as part of the mutual exchange of materials and technologies between the Squat homeworlds and the Imperium.The Imperium uses its Leviathans as gigantic mobile army group command centres for coordinating the vast numbers of troops and vehicles found in Imperial Guard regiments. The Squats employed the Leviathan as a massive troop carrier to transport special "Ironbreaker" Brotherhoods of Squat warriors into combat protected by its four Titan-class Void Shields and metres-thick armoured walls. In essence, the Leviathan is a giant, land-based battleship on treads.Standing over 90 metres tall, the Leviathan has enough cargo room to hold over 2 full companies of guardsmen and all their wargear. Each Leviathan contains extensive communication and surveillance equipment, including satellite uplink capabilities and mobile nanobots used for reconnaissance and espionage that allow an Astra Militarum colonel and their command staff to coordinate the movements of an entire Astra Militarum regiment at the same time.The Leviathan even features a rear deck landing pad for Imperial transport craft such as the Valkyrie and Aquila Lander. The vehicle is armed with a wide-variety of weaponry, including eight Battle Cannons and twelve sets of twin-linked Heavy Bolters.The Leviathan's main weapon is an extremely powerful and massive ballistic Auto Weapon called a "Macrocannon," though it is also known as a "Doomsday Cannon." The Macrocannon is said to be big enough to fit a Leman Russ main battle tank inside of the barrel, and when fired its report is clearly audible from several Terran kilometres away, while the overpressure shockwave can be felt at similar distances. The Leviathan could be outfitted with Corvus Assault Ramps, turning the massive war machine into a siege tower, allowing its troops to climb onto the walls of enemy fortifications.
Leviathan - Notable Leviathans: Magnificence - The Magnificence was the Command Leviathan on which Captain-General Iskhandrian of Atraxia prosecuted the Kalidar War against the Orks of WAAAGH! Gratzdakka. The interior of the Magnificence has been described as lavishly furnished, with precious wood panelling and long tables to hold banquets. While a Leviathan is commonly described as a mobile fortress, it is clearly not an impregnable one, as during one of the general's banquets, Ork Kommandoz managed to infiltrate the vehicle and slay several of the guests. While it is generally agreed that the assassination attempt was directed at Captrain-General Iskhandrian himself, the actions of the Tempestus Scions known as the Paramount Guard ensured that the general never truly was at risk. The Magnificence seems to have been damaged on Kalidar as it was not fielded during the follow-up campaign, the Geratomran Reconquest.
Leviathan - Canon Conflict: The Leviathan is often confused with the Capitol Imperialis command transport. Due to the lack of available sources or clarification from Games Workshop the two transports will be treated as two separate vehicles. This discrepancy is fuelled by the fact that the Leviathan and Capitol Imperialis background lore is very similar.
Leviathan - Sources: Cadia Stands (Novel) by Justin D. Hill, Part 1, Ch. 3Codex: Eye of Terror, pg. 12Ork and Squat Warlords (Warhammer 40,000: Epic Supplement), pp. 60, 65Warhammer 40,000: Space Marine Battles (2nd Edition), pg. 7White Dwarf 283 (UK), pp. 68-73Baneblade (Novel) by Guy Haley, pp. 145-157His Last Command (Novel) by Dan Abnett
Leviathan Dreadnought - Leviathan Dreadnought: The Leviathan Dreadnought, formally the Leviathan Pattern Siege Dreadnought, was crafted in limited numbers in the latter days of the Great Crusade of the late 30th Millennium, developed in secret on Terra, away from the pervasive oculars of the ancient Mechanicum.Its massive frame incorporates hybridised technologies, some dating back into the dim past of Humanity. Towering over later Imperial combat walker patterns, this heavily armoured Dreadnought is savagely powerful. It was designed for siege warfare and primarily armed with close combat and heavy fire support weaponry that can rend buildings, vehicles and flesh alike; though it is no less effective when armed with the powerful and esoteric short-ranged weaponry uniquely developed for it.The Leviathan's oversized Atomantic Reactor allows it to bear weapons more powerful than other classes of Dreadnought, and also powers reinforced energy fields that surpass those developed for the Contemptor Pattern Dreadnought. Power has its cost though, and the systems of the Leviathan place a lethal level of strain on the minds of its occupants. Space Marines who find themselves interred within a Leviathan will pay a heavy toll; either with their life, or their reason.Those few examples of Relic Leviathan Dreadnoughts which survive into the 41st Millennium are ancient and terrible relics, rarely spoken of and rarely deployed, dreaded as much as they are revered by those Chapters in whose Armoury vaults they reside and stand empty until direst need.The tormented and ravaged minds of those Astartes interred within are driven to the edge of madness by the little-understood mechanisms unique to the Leviathan Dreadnought, trapped in gore-soaked dreams of the lost Age of Darkness during the Horus Heresy which haunt the machines themselves, and soon suffer a final dissolution owing to the terrible strain the Leviathan inflicts on those who would dare to master it.Only the full authority of a Master of the Chapter is sufficient to unleash these terrifying machines in war, as where they strike and what they kill is as often determined by their dark dreaming as it is the will of their commanders.
Leviathan Dreadnought - History: Developed in the highest secrecy not on Mars, but on Terra, the Leviathan Dreadnought was an alternative development of the highly successful Contemptor Dreadnought. It represents hybrid technologies, some of which it is believed date back to the Age of Strife, which rumours had it were created by the hand of the Emperor directly.The resources required to produce one were immense, equal perhaps even to an Imperial Knight. Made available to the Legiones Astartes only in limited quantities before the outbreak of the Horus Heresy, they were highly valued and recognised as savagely powerful siege and hunter-killer units. They placed an onerous and ultimately lethal strain upon their occupants, the Leviathan's incumbent burning brightly but briefly in their second life.Many in the ancient Mechanicum were deeply uneasy over the design, seeing it as purpose-designed to match and indeed destroy the Mechanicum's own Battle-automata in some future, unforeseen crisis or dispute between them and the wider Imperium.During the Horus Heresy, Loyalists with access to Terra were able to obtain new Leviathan Dreadnoughts, although never many, while Traitors and isolated Loyalist forces were reduced to marshalling their few Leviathans carefully or hunting down the relics of the dead from the battlefields of the galactic civil war to be re-commissioned.
Leviathan Dreadnought - Unit Composition: 1 Relic Leviathan Pattern Dreadnought (41st Millennium Only)1-3 Legion Leviathan Pattern Dreadnoughts (31st Millennium Only)
Leviathan Dreadnought - Wargear: A Relic Leviathan Pattern Dreadnought is armed and equipped with:2 Leviathan Siege Claws with built-in Meltaguns2 torso-mounted Heavy FlamersSmoke LaunchersReinforced Atomantic ShieldingA Relic Leviathan Pattern Dreadnought may replace one or both of their Leviathan Siege Claws with built-in Meltaguns with any of these options:One or two Leviathan Siege Drills with built-in MeltagunsOne or two Leviathan Storm Cannons (Storm Cannon Array)Cyclonic Melta LanceGrav Flux Bombard
Leviathan Dreadnought - Horus Heresy Wargear: During the Great Crusade and Horus Heresy the Leviathan Dreadnoughts of the Legiones Astartes featured different weapon loadout options than those relics still found during the 41st Millennium.A Legion Leviathan Pattern Dreadnought is armed and equipped with:2 Leviathan Siege Claws with built-in Meltaguns2 hull-mounted Heavy FlamersSmoke LaunchersSearchlightFrag GrenadesExtra Armour PlatingReinforced Atomantic ShieldingA Legion Leviathan Pattern Dreadnought may replace one or both of their Leviathan Siege Claws with built-in Meltaguns with any of these options:One or two Leviathan Siege Drills with built-in MeltagunsOne or two Leviathan Storm CannonsCyclonic Melta LanceGrav Flux BombardA Legion Leviathan Pattern Dreadnought may replace its torso-mounted Heavy Flamers with this option:2 torso-mounted, twin-linked Volkite CaliversLegion Leviathan Pattern Dreadnoughts may also have a variety of equipment such as:Armoured Ceramite PlatingPhosphex Bomb Discharger
Leviathan Dreadnought - Sources: Imperial Armour Index: Forces of the Adeptus Astartes (8th Edition), pg. 30The Horus Heresy Book Six: Retribution (Forge World Series) by Alan Bligh, pp. 235-237, 292The Horus Heresy Book Seven: Inferno (Forge World Series) by Alan Bligh, pp. 53, 78, 142, 186, 197The Horus Heresy Book Eight: Malevolence (Forge World Series) by Neil Wylie and Anuj Malhotra, pg. 128The Horus Heresy Book Nine: Crusade (Forge World Series), pg. 99The Horus Heresy: Legiones Astartes - Age of Darkness Army List pp. 11, 76-77White Dwarf 460 (January 2021), "The Keep Extremis," pp. 32-37Forge World - Leviathan Siege Dreadnought Experimental RulesForge World - Leviathan Pattern Siege DreadnoughtForge World - Leviathan Pattern Dreadnought with Siege Claw & Siege DrillForge World - Leviathan Pattern Siege Dreadnought Siege ClawForge World - Leviathan Pattern Siege Dreadnought Grav-Flux BombardForge World - Leviathan Pattern Siege Dreadnought Storm CannonForge World - Leviathan Pattern Dreadnought with Storm Cannon & Grav Flux BombardForge World - Leviathan Pattern Siege Dreadnought with Cyclonic Melta Lance & Siege ClawForge World - Leviathan Pattern Siege Dreadnought TalonForge World Webstore - Carab Culln the Risen
Leviathan Siege Claw - Leviathan Siege Claw: A Leviathan Siege Claw is the standard type of Dreadnought Close Combat Weapon used by Leviathan Pattern Siege Dreadnoughts, and were developed to be even more destructive than those of other Dreadnought patterns. A Leviathan Siege Claw is designed to sever flesh and bone, slicing a Leviathan's foe apart in a single cut.As with all of a Leviathan Dreadnought's close combat weapons, they also excel at tearing through the walls of enemy fortifications. All Leviathan Siege Claws incorporate a built-in Meltagun.
Leviathan Siege Drill - Leviathan Siege Drill: A Leviathan Siege Drill is a type of Dreadnought Close Combat Weapon designed for use by Leviathan Pattern Siege Dreadnoughts.They were developed to be even more destructive than most classes of Dreadnought siege drills, and can bore straight through the heavy armour of vehicles and fortifications with ease. They incorporate a Meltagun built into their "palm."
Leviathan Storm Cannon - Leviathan Storm Cannon: A Leviathan Storm Cannon is a heavy ranged ballistic weapon usable by Imperial Leviathan Pattern Siege Dreadnoughts.Similar in design and function to the ubiquitous Autocannon, the Storm Cannon is a quad-linked rapid-firing weapon, purpose-built to scythe down infantry and clear out the defenders of tactical objectives.
Leviathan Storm Cannon - Sources: The Horus Heresy - Book Six: Retribution (Forge World Series) by Alan BlighLeviathan Storm Cannon - Forge World
Lex Imperialis - Lex Imperialis: The Lex Imperialis, known also as the Dictates Imperialis or simply "Imperial Law" in Low Gothic, is the civil and criminal code of the Imperium of Man which consists of a vast body of laws and codes that have been compiled over ten Terran millennia. The Lex Imperialis is primarily enforced by the Adeptus Arbites and the Inquisition.
Lex Imperialis - History: Believed to be the word of the Emperor Himself, for ten thousand Terran years the Lex Imperialis has held the balance between the Imperium's forces, much of it actually derived from the original decrees of the Emperor during the Great Crusade and the precepts of the first lord commander of the Imperium, the Ultramarines Primarch Roboute Guilliman, after the Horus Heresy during the Time of Rebirth.Following the Siege of Terra, when the Emperor sustained mortal wounds during His final confrontation with the Warmaster Horus aboard his flagship the Vengeful Spirit and His subsequent internment within the Golden Throne, Guilliman also assumed the role of Imperial Regent.It was he who imposed the Codex Astartes upon his brothers, which saw the sundering of the Legiones Astartes into the smaller, thousand-man Chapters of the Adeptus Astartes. This conciliatory gesture helped to keep the peace between the Space Marines and the Adeptus Terra.And it was Guilliman, in consultation with the great Adeptus Custodes Captain-General Constantin Valdor, who issued the Edict of Restraint, under which the Custodian Guard were expressly enjoined to remain on Terra as guardians of the Enthroned Emperor until the birth of the Great Rift and the start of the Era Indomitus ten thousand standard years later led them to take a more active role in Imperial affairs once more.
Lex Imperialis - Imperial Law and the Inquisition: The Inquisition is another Imperial organisation which is responsible for upholding the tenets (the spirit if not the letter) of the Lex Imperialis. This secretive organisation exists outside the standard administrative hierarchy of the Imperium of Man and the Adeptus Terra.The Inquisition acts as the secret police force of the Imperium, hunting down any and all of the myriad threats to the stability of the God-Emperor's realm, from the corruption caused by the forces of Chaos, Heretics, mutants and rebels, to assaults from vicious alien species.However, the agents of the Inquisition are not collectively dictated or indoctrinated in any specific or cohesive way to carry out the performance of their duties, for it is their individuality, strength of mind and belief, and sense of personal responsibility which enables them to perform the dire tasks that are asked of them.To further complicate matters, the Inquisition is divided into various factions of two broad camps. There are those traditionally dubbed "Puritans," and the factions that are referred to as "Radicals."Puritans uphold the law and dictates of the Emperor to the letter, as enforced upon the populace and servants of the Emperor at large where possible. It is they who uphold the widespread beliefs that permeate the organisations of the Imperium, and can be said to adhere to the traditional religious values as preached by the Ecclesiarchy and enshrined at the heart of Imperial Law.Radicals, in their favoured positions as Inquisitors, feel they are free to enforce the spirit and intent of the Emperor's judgements, and it can be truly said that they see the methods they employ to be secondary to the execution of their duties and the achievement of their goals. They would be considered Heretics by the vast majority of Imperial citizens for their behaviour, but some Inquisitor Lords, as more knowledgeable and wiser observers, can see there are sometimes powerful arguments to support the Radicals' views and methodology.In either case, extremism of one type or another must always be closely watched by Arbitrators, lest it turn to self-destructive obsession that is detrimental to the enforcement of the true Imperial Law.
Lhamaean - Lhamaean: A Lhamaean is a female Drukhari warrior who is a member of the organisation known as the Sisterhood of Lhilitu and devotes herself to the study of poisons, drugs, toxins and other methods to kill with stealth and misdirection. Many of the greatest and most powerful Kabalite Archons who have warred against the Imperium were accompanied by these deadly female warriors, tentatively identified by the Imperium's xenographers as belonging to the Sisterhood of Lhilitu.The workings or hierarchy of the Sisterhood are largely unknown, but certain facts have been determined from devoted intelligence work, or the boasts broadcast by particularly proud Archons. The members of the Sisterhood are called Lhamaeans, and devote themselves to the studies of venoms, drugs, and other ways to kill indirectly. They are considered to be among the foremost poisoners in all of the Dark City of Commorragh, an accomplishment as impressive as it is sinister.The Lhamaeans revere the mysterious figure known as Shaimesh, Father of Poisons. Certain xenographers hold him to be a mythological figure, and others a historical one. The tendency of Aeldari mythic cycles to blur the line between the two has not helped what studies exist on the topic.Whether this Shaimesh was ever real, his influence lives on the deadly brews of his devoted followers. Such is the Sisterhood's mastery that they can alter the poisons of others to enhance their effect, intuiting how best to maximise a weapon's potency with a glance.
Lhamaean - Wargear: Kabalite Armour - These suits of segmented plates are commonly worn by Kabalite Warriors of all kinds, from the half-born murderers who have dragged themselves up from the depths of Commorragh to the sneering Trueborn in their palatial spires. Each suit of armour is held in place by a variety of barbs and hooks that dig deep into the wearer's flesh and play against his nerve bundles. His senses heightened by his own pain, the simple act of donning this armour prepares him for battle.Splinter Pistol - Splinter Weapons fire shards of splintered crystal using a powerful magno-electric pulse. These shards are covered in incredibly virulent and fast-acting toxins the better to ensure a painful death. The favoured armament of the Kabalite Warrior is the Splinter Rifle, often fired on the move from the ballustrade of a Raider or Venom transport. The Splinter Pistol, its handheld cousin, is an elegant sidearm beloved of assassins and street fighters across the galaxy; though it is designed for precision short-ranged shots, the toxins inside its reservoir pod are no less deadly.Shaimeshi Blade - Whether elegant short sword, curved dagger or even barbed hair pin, the core of each Shaimeshi Blade is shot through with reservoirs of breathtakingly lethal poisons, while its surface is riddled with microscopic vents through which these venoms can flow. With each graceful swing or lightning fast stab, it parts flesh to vent its poisons where they can do the most harm.
Lho-Sticks - Lho-Sticks: Lho-Sticks are a common form of recreational drug found among the population of the Imperium of Man similar to ancient cigarettes. Lho-sticks are commonly used by Astra Militarum troopers and many menial workers across the galaxy.Each rolled paper tube contains a scented, mildly narcotic (and addictive) plant-derived substance, which is then lit, and the resulting smoke is inhaled through the tube.
Lho-Sticks - Lho-Stubs: A Lho-Stub is a slightly different version of a Lho-Stick that is much longer and thicker, similar to an ancient Terran cigar. Lord Castellan Ursarkar E. Creed of Cadia was known to smoke Lho-Stubs.
Liar's Due (Anthology Short Story) - Liar's Due (Anthology Short Story): Liar's Due is a short story published in The Horus Heresy series that was originally part of an anthology. Liar's Due was first published as part of the Age of Darkness main series anthology in May 2011. The cover image used is that of the e-book version Liar's Due which was released alongside the original anthology.
Liar's Due (Anthology Short Story) - Synopsis: News has reached Town Forty-Four, on the tranquil world of Virger-Mos II: Terra has fallen, the Emperor is dead and the Imperium belongs to Horus Lupercal. As the people of Forty-Four struggle to deal with this revelation and the rest of the planet falls into anarchy, Leon Kyyter begins to doubt the news, along with the stranger from Terra, the Remembrancer with the odd tattoo...
Lias Issodon - Lias Issodon: Lias Issodon is the current Chapter Master of the Raptors Space Marine Chapter. Issodon is a consummate strategist as well as being one of the finest marksmen within the Chapter. He possesses an innate talent for ambush, infiltration and sabotage that borders on the supernatural, and cares little for glory or regard -- only the pursuit of victory matters to Issodon. An extremely taciturn and private individual, Issondon communicates little even with his own Battle-Brothers unless needed, which, coupled with his expressionless countenance and dark eyes, have earned him the nickname "The Grim" within his Chapter. Outsiders observing this reserved commander would go so far as to call Issodon's silent, watchful presence sinister. Though he is hardly the most charismatic leader within the Raptors' long history, he remains a highly effective commander who is deeply respected by the Astartes who follow him. When executing one of Issodon's plans they know that their Chapter Master's strategies are always well-conceived and cunningly wrought, designed to inflict the maximum damage while minimising the casualties of his warriors.
Lias Issodon - History: Lias Issodon is in many ways the living embodiment of the Raptor Chapter's favoured arts of war. A consummate strategist as well as one of the best shots in the Chapter, he possesses a talent for ambush, infiltration, and sabotage. This noted warrior first came to the wider Imperium's attention during the dark days of the Fourth Quadrant Rebellion. Under his command, the Raptors have fought and secured victory time and again, against forces far superior in numbers and resources and somehow have always emerged the victors. The Raptors lethally entangle their enemies in the shadows and feints they have woven, slowly bleeding their enemies to death from a thousand cuts or setting them up for a single, devastating coup de grace. During the infamous conflict known as the Badab War, Issodon led his Chapter against forces far superior in numbers and resources, and resorted to the use of stealth and guerrilla tactics that wreaked havoc with the Secessionist forces throughout this campaign.
Lias Issodon - Wargear: Artificer ArmourMalice - Malice is a highly customised Omen Pattern Bolter that Lias Issodon has carried into battle ever since his days in the Raptor's Scout Company. Malice utilises specialised ammunition only available to Sternguard Veterans and is capable of a higher rate of fire and has an extended range compared to a standard pattern Bolter.Power SwordBolt PistolFrag GrenadesKrak GrenadesLocator Beacon
Libators - Libators: LibatorsCodex AstartesSpace MarineChapterSecond FoundingUltramarinesRoboute GuillimanTheir name stems from their practice of letting their foes' blood and dedicating it as an offering to their primarch and the Emperor both.The Chapter has faced censure on several occasions for its treatment of captive enemy commanders and champions, who, in the Libators' eyes, make for the worthiest offerings.