vizn3r/warhammer40k-lore huggingface dataset:
Warband of Sektoth - Notable Warband of Sektoth Members: Sektoth the False Whisper - A powerful Chaos Sorcerer and Sorcerer Lord dedicated to Tzeentch, Sektoth leads his large thrallband of Thousand Sons and their mortal allies in pursuing whatever mysterious objectives he sets for himself. He prefers applying tactics that turn his enemies against themselves. This preference is not absolute, as he is not afraid to use more direct and conventional methods.
Warband of Sektoth - Warband Fleet: The Unyielding (Unknown Class, Light Frigate) - Sektoth the False Whisper uses this Chaos warship to arrive in orbit and hides behind a nearby astral body. He deploys his psykers into the local population to disrupt the daily operations of his target. His minions report to him telepathically, collecting information as they commit sabotage.
Warband of Sektoth - Warband Colours: The Warband of Sektoth wear power armour coloured identical to that worn by their parent Traitor Legion, the Thousand Sons, favouring royal blue with gold trim as well as ornate crests on their helmets similar to the striped cloth crowns of ancient Gyptian pharaohs.
Warband of Sektoth - Warband Badge: The Warband of Sektoth, like the Thousand Sons Traitor Legion and the Prodigal Sons warband, incorporate the ouroboros, an ancient symbol depicting a serpent or dragon eating its own tail, as their badge.
Warbike - Warbike: A Warbike is a single seat combat motorcycle, ruggedly built for off-road travel, utilised by the barbaric Ork race. Almost every propulsion method imaginable has been encountered on Ork Warbikes, though most mount overcharged Promethium or chem-burning internal combustion engines. The majority of these heavily personalised, ramshackle modes of transportation have two wheels, but tracked bikes and trikes have also been encountered, as well as those modified with skids and tyre chains.Every Warbike will be heavily personalized, as each Ork regards his bike as his personal steed and is immensely proud of his own tinkering and decoration, or any Mekboy kustom-jobs he has had added. All Warbikes will be emblazoned with glyphs and totems. Extra spikes, horns and wheel scythes are common, along with larger, louder exhausts. The longer the Ork has owned his Warbike, the more adaptations he will have made, with the bike growing over time along with its rider. Hence, an Ork Nob's bike will be a far more impressive machine (to another Ork) than that of a new Biker Boy's. An Ork Warboss' warbike will be larger and more impressive again; such is the natural order of Ork society.Ork Warbikes are ramshackle devices created from as many parts as possible, designed and maintained by the Mekboyz to fulfill two important Ork urges: to move as fast as possible and to make as much noise while doing so. The bikes are more than a method of delivering Orks into combat -- they also serve as weapon platforms for the so-called Deffgunz, also sometimes called "Dakkagunz," which are heavy weapons not normally mounted on unstable bikes due to the inaccuracy that results. All Warbikes are unusually well-treated by their Ork owners, both due to their tactical power, and because of the sheer enjoyment Orks receive from their speed. In the Ork mind, the only activity exceeding the thrill of riding their mechanical steed at the enemy, side-mounted Deffgunz blazing away, is diving at the troops below in a Fighta-Bommer, unleashing its crude explosives in a hail of destruction and mayhem.During the Imperial Raid on Kastorel-Novem, Ork Warbikes were a common sight. The Evil Sunz warband of Zhadsnark da Rippa included hundreds of them. They had just arrived on the planet and were in the process of building more Warbikes, Warbuggies and Wartrukks before heading to the front line on Forsarr. Zhadsnark's Boyz fought high-speed running battles with the Tauros-mounted Elysian Drop Troops and the Land Speeders of the Raven Guard Space Marines who carried out the raid.
Warbike - Armament: All Warbikes are armed with large Deffgunz, also sometimes called "Dakkagunz," which are heavy ballistic cannons that possess a fearsome recoil. Mounting such over-powered weapons upon the relatively light Warbike chassis is typical of the Ork mentality. Whilst firing the bike becomes difficult to control, buckling and skidding under the rider as the bullets fly in all directions. To the Greenskin rider, this only increases the excitement. The only limit to this fun is the Deffgun's ammunition supply, which is restricted because of the vehicle's size. Many are the Biker Boyz who have lamented the lack of ammunition forcing them to quit the field.One "standard" feature (in as much as any Ork vehicle is standardised) of a Warbike is its exhaust. Without exception, each belches a cloud of thick, oily black smoke, and again the more smoke that an engine can churn out, the better the engine is regarded by the Biker Boyz. Some bikes go further, adding an extra smoke generator to the rear of the vehicle. Wherever they travel, Biker Boyz are surrounded by a black smog. Along with the deafening roar of engines, this makes a Biker mob easy to track. To the Orks this is not a problem, they aren't looking to hide anyway!
Warbike - Kustomisations: Moto-X - A notable kustomisation found on many Warbikes is known as the Moto-X. This involves the replacement of the tyres and tracks on a Warbike with big, knobbly tyres and special spiky tracks that provide increased grip and traction, allowing the Warbike to travel at higher rates of speed across difficult terrain.Ooge Xhaust - A favoured kustomisation is the addition of an Ooge Xhaust. This involves the complete customisation of the engine exhaust system of a Warbike, resulting in enormous welded-on exhaust pipes on the Warbike's frame. These exhaust pipes have been specifically designed to make as much noise as possible. Some Mekboyz are so skilled at this kustom-job that they are able to get these exhaust systems to exhude a cacophonous engine note that sounds akin to a half-dozen Battle Cannon shells impacting into the ground. A notable side-effect of this loud auditory assault is that it occasionally fools the enemy into believing they are being attacked by an artillery bombardment, forcing them to seek cover unnecessarily.
Warbike - Kult of Speed: To a greater or lesser extent, all Orks love speed. The thrill of a dangerous wild ride into the heart of battle has a powerful effect upon an Ork's brain. Over time an Ork can become addicted to this thrill and obsessed with riding ever faster until they become what other Greenskins call Speed Freeks. The Kult of Speed is not a formal organisation, just a mish-mash collection of speed-deranged Orks drawn from all the klanz to form highly mobile warbands. The Ork klan with the closest association with the Kult of Speed are the Evil Sunz. By far the greatest number of Speed Freeks come from that klan, which is already predisposed towards fast vehicles and have adopted the old Ork adage, "Red wunz go fasta"  as their motto. The Evil Sunz have more Biker Boyz than any other klan, but all the klanz have their own Bikers, because all Orks like the thrill of careening into battle atop a motorised steed.Warbikers function as outriders and shock troops for the main horde of Greenskins in an Ork mob. The pall of exhaust and oily smoke thrown up by their vehicles helps to conceal their advance, giving them a measure of protection from enemy guns. Some Warbiker tribes have even been known to use controlled skids to communicate messages back to their fellows by sending up clouds of dust. The Flaming Skull tribe goes one step further, and are allegedly able to synchonise the skids of their bikes so precisely that when enemy aircraft pass overhead they are greeted by trails of oily smoke and dust that spell out, "Zog Off."
Warbike - Notable Biker Boyz: Wazdakka Gutsmek - Considered the greatest Ork Biker Boy of them all, Wazdakka Gutsmek sits astride a turbo-powered monstrosity that used to be a Warbike but is now something far worse. Known as the "Bike of the Aporkalypse," this monstrous Warbike has been modified so extensively that it is far more powerful (and even more dakka-looking) than a standard Warbike.Warboss Gazbag - A notorious Speed Freek Warboss, Gazbag possessed a formidable Warbike known as his "Blitzbike." This bike is an absolute monster. Although repeatedly stolen, patched up, kustomised and sold on, the warbike's core is the same. Its hugely overcharged engines and energy-shooting kustom dakkablastas render its rider a force of deadly destruction.Warboss Zhardsnark, "da Rippa" - Zhardsnark is a grizzled veteran of numerous warzones and countless battles, not only against the forces of the Imperium of Man, but other xenos races and his own kind. Zhardsnark was one of the more experienced and powerful Ork Warbosses on the Ork World of Kastorel-Novem at the time of the Imperial raid on that planet, and his large Evil Sunz warband was in the thick of the fighting. For an Ork Warboss he is lightly armoured, a trait of the Evil Sunz Bikers, who prefer speed and mobility over armoured protection. Zhardsnark's sobriquet refers to his personal weapon of choice, "da Rippa." It is a cutom-built, gauntlet-mounted, armoured buzzsaw. This Warboss' favorite combat tactic is to hack at the enemy with "da Rippa" while making high speed drive-bys on his large, fully customised, half-tracked Warbike, called "da Beast."
Warbike - Ordo Xenos Departmento Analyticus Technical Specifications: The Ordo Xenos has not yet released the technical specifications for this vehicle.
Warbike - Sources: Codex: Orks (4th Edition), pp. 46, 60Codex: Orks (3rd Edition), pg. 14Imperial Armour Volume Eight - Raid on Kastorel-Novem, pp. 28-29, 38, 61, 143-146White Dwarf 192 (UK), "Ork Warbikes"Forge World: Ork Nob WarbikesForge World: Ork Warboss on WarbikeGames Workshop Online Catalogue: Ork Warbiker Mob
Warbiker - Warbiker: A Warbiker (pl. Warbikerz) also known as a Bikerboy (pl. Bikerboyz), are those Orks addicted to high speed. Forming Mobs, these addicts race into battle at suicidal speeds, exhausts belching greasy clouds of smoke. As they hurtle toward the enemy ranks, the Warbikerz fill the air with a murderous storm of shots from their blazing Dakkaguns. Surrounded by billowing clouds of smoke and dust, the Warbikerz are protected from the worst of the enemy's return fire -- by the time the Bikerboyz thunder out of this swirling cloud, they are all but on top of the foe.Wide-eyed and panting behind goggles and dust-masks, most Warbikerz' need for speed is such that they can barely stand to stay still for five solar minutes. The more canny Warbosses use this to their advantage, sending their Warbikerz to trigger traps and ambushes prematurely, to run down enemy supply convoys, or to soften up the foes' defences before the rest of the tribe gives them a good stomping.
Warbiker - Role: Warbikerz are speed-addicted Orks known as Speed Freeks who are primarily members of the Kult of Speed, an Ork kult whose members rarely if ever leave the saddle. These grinningloons roar into battle upon massive single-seater attack bikes called Warbikes, with twin-linked mounted Dakkagunz -- an exceptionally heavy armament for such a small vehicle -- which often leads to their Warbikes bucking and spinning wildly out of control when the guns are fired. The Orks find that this adds to the appeal of the bike, making it more exciting to ride. Nothing can compare to the raw excitement of hurtling towards the enemy on a Warbike with all guns blazing. This is why so many Speed Freeks and Evil Sunz Orks are Warbikers. Warbikerz are so reckless that they will even let go of the handlebars when careening into the enemy the better to lay about themselves with Sluggas, Choppas and improvised weapons.Warbikerz typically have a specific set to their features, especially after a really good battle. Their lips are drawn back in an ecstatic toothy grin, and their bloodshot and unfocused eyes are opened frighteningly wide. They often seem to shake for a good hour or two after leaving the saddle, for suspension is unheard of in Ork vehicles. Even in times of relative peace Warbikerz have a tendency to let loose the occasional whoop or cackle as they relive their glorious charge into the ranks of the foe.Warbikerz function as outriders and shock troops for the main horde. The pall of exhaust and oily smoke thrown up by their vehicle helps conceal their advance, giving them a measure of protection from enemy guns. Some Warbiker tribes have even been known to use controlled skids to communicate messages back to their fellows by sending up clouds of dust. The Flaming Skull tribe go one step further, and are allegedly able to synchronise the skids of their bikes so precisely that when enemy aircraft pass overhead they are greeted by trails of oily smoke and dust that spell out "Zog Off."
Warbiker - Notable Warbikers: Wazdakka Gutsmek - Wazdakka Gutsmek is a former Mekboy considered to be perhaps the greatest Warbiker to have ever lived, who currently serves as the Warlord of his own WAAAGH! comprised entirely of Speed Freeks. He sits astride a heavily modified turbo-powered monstrosity that used to be an ordinary Warbike but is now something far worse. Known as the "Bike of the Aporkalypse," this monstrous Warbike has been modified so extensively that it is far more powerful (and even more dakka-looking) than a standard Warbike. It is outfitted with a monstrously powerful Shoota called the Dakkakannon that possesses the ability to destroy even a tank.Warboss Gazbag - A notorious Speed Freek Warboss, Gazbag possessed a formidable Warbike known as his "Blitzbike." This bike is an absolute monster. Although repeatedly stolen, patched up, kustomised and sold on, the warbike's core is the same. Its hugely overcharged engines and energy-shooting kustom dakkablastas render its rider a force of deadly destruction.Warboss Zhardsnark, "da Rippa" - Zhardsnark is a grizzled veteran of numerous warzones and countless battles, not only against the forces of the Imperium of Man, but other xenos races and his own kind. Zhardsnark was one of the more experienced and powerful Ork Warbosses on the Ork World of Kastorel-Novem at the time of the Imperial raid on that planet, and his large Evil Sunz warband was in the thick of the fighting. For an Ork Warboss he is lightly armoured, a trait of the Evil Sunz Bikers, who prefer speed and mobility over armoured protection. Zhardsnark's sobriquet refers to his personal weapon of choice, "da Rippa." It is a cutom-built, gauntlet-mounted, armoured buzzsaw. This Warboss' favorite combat tactic is to hack at the enemy with "da Rippa" while making high speed drive-bys on his large, fully-kustomised, half-tracked Warbike, called "da Beast."
Warbiker - Wargear: Warbike - Orks love speed, really big guns, and making loads of noise. The Warbike caters to all of these needs, with some extra speed to spare.Furthermore, when Warbikerz open up their vehicles throttles they produce great clouds of smoky exhaust fumes, obscuring them from enemy fire.SluggaChoppa
Warbiker - Sources: Codex: Orks (7th Edition), pp. 169-170, 215Codex: Orks (4th Edition), pg. 46, 60Codex: Orks (3rd Edition), pg. 14Codex: Orks (2nd Edition), pg. 69Imperial Armour Volume Eight - Raid on Kastorel-Novem, pp. 120-122, 143-146Waaargh! Orks (1st Edition), pg. 27Freebooterz: Space Ork Army Lists, pg. 44Warhammer 40,000 Expansion: Apocalypse, pg. 135Forge World - Ork Warboss on WarbikeForge World - Ork Nob WarbikersForge World - Ork WAAAGH! BikerzGames Workshop Online Catalogue - Ork Warbiker Mob
Warboar - Warboar: The Warboar has been the favoured mount of Feral Ork warriors for as long as any Ork can remember. The Warboar is a fierce and stubborn beast with long, sharp tusks, a thick skull, and the odour of a dung heap -- much like its rider!Warboars are ridden into combat as cavalry by Feral Ork Boarboyz and Wildboyz, and are even used in some of the more advanced Ork tribes and clans, most notably the Snakebites, where Nobz and even a Warboss may ride one into the fray.The Warboar is usually replaced in most Ork tribes with Warbikes, Warbuggies, or Wartrakks when a Feral Ork tribe moves forwards in its technology or is found and integrated into a larger WAAAGH!.Small tribes of Feral Orks living in the remote areas of inhabited planets or alone on uncharted planets rely on the Warboar, with its familiar smell and violent temper, to carry them into battle as quickly as possible.Feral Ork Boarboyz must first capture a wild boar and then beat the creature into submission so that it will allow him to ride upon its back and give it simple commands. The Ork benefits from the speed and ferocity of the creature and the boar for his part in the bargain is treated to a daily supply of gruel, a smelly sty, and the occasional smack across its snout with a large stick!The Warboar is also used in Feral Ork tribes as forced labour, most notably by Pigdoks, who will strap them to the fronts of Junkas and use them in place of a motorised engine.
Warboar - Armament: The Warboar itself is only armed with its natural defences -- its sharp tusks and razored hooves. The creature is easily capable of running down smaller opponents and ramming larger ones with tremendous force.The Ork that rides upon the Warboar is usually armed with a small ranged weapon, such as a spear or bow, and a close range weapon, usually a Choppa or a Bangstikk, if available.Orks that have developed a higher level of technology may use other small ranged weapons such as a Slugga or a Shoota. The riders may also be armed with anti-infantry fragmentation Stikkbombs or anti-armour Krak Stikkbombs.When a Nob or a Warboss rides a Warboar into battle they can choose from nearly all of the weapons present within their tribe or clan's armoury.
Warboar - Variants: There exist two known variants of the Warboar that are used by Feral Ork tribes and by the more traditionalist Orks of the Snakebite klan:Cyboar - The Cyboar is a Warboar that has been "improved" upon by a Feral Ork Pigdok or by a Mekboy. The Cyboar is extremely tough, and its hide has been reinforced with steel plates and bionic limbs. It also has its tusks replaced with blades, and an injection device that pumps it full of stimulants during combat. Cyboars can be ridden by any Ork, but only if he can persuade or force a Pigdok or Mekboy to "enhance" a standard Warboar and create him one. Most Cyboars are ridden by Ork Nobz and even by Warbosses.Super-Cyboar - A Super-Cyboar is a variant of the Warboar, and possibly a Cyboar, that is a monstrous combination of beast and machine, being even further augmented with mechanical parts by an Ork Pigdok or Mekboy. Super-Cyboars are usually selected from the largest and most ferocious of a tribe's Warboars, and is almost always ridden by a Warboss. These mechanical creatures are fitted with layers of heavy armour plating, powerful bionic limbs, and razor sharp metal tusks. Each Super-Cyboar is equipped with a device commonly known as the "Da Big Red Knob". This button, when pressed, will flood the Super-Cyboar's body with stimms, causing it to hurtle forwards at reckless speeds. The Warboss will have this system linked up with all nearby Cyboars, causing them all to rush into a headlong charge with the simple press of a button.
Warboar - Sources: 'Ere We Go: Orks in Warhammer 40,000, pp. 1, 30-31, 43,160,162,164Waaargh: Orks, pg. 18Chapter Approved 2003: Feral Orks, pgs. 4-10Freebooterz: Space Ork Army Lists, pg. 140Warhammer 40,000 Collectible Card Game (Card Game)Epic Armageddon Swordwind supplement - Games Workshop
Warboss - Warboss: A warboss is the biggest, the greenest, and the meanest Ork in a tribe or klan, and as such, he's the supreme commander of every Greenskin that falls under his jurisdiction. Relatively cunning strategists (by Ork standards) and exceedingly powerful warriors, these brutes rise through the Ork ranks by winning battles and killing every challenger to his power who puts himself in the way of the putative warboss.These monstrous killing machines can reach up to ten Terran feet in height, and their sheer muscular bulk makes them wider at the shoulder than a fully armoured Space Marine. Though some warbosses rise to prominence through low cunning, most seize power through the application of brute force.A warboss will hold dominion over all he surveys, and beat the living daylights out of anyone who says different. His decisions are enforced by a ruling caste of Orks known as Nobz, who are larger, richer and more aggressive than normal Orks, and never miss an opportunity to remind their fellows of it.
Warboss - Boss Poles and Trophies of War: Warbosses are judged not only on their size, greenness, and killiness, but also on their martial prowess, and how many foes they have killed over the years. Most Orks in a mob have lived through each one of their boss' victories, and retell each tale over and over again. However, bosses like to keep these memories fresh, and take any opportunity to shore up their position by reminding "'da Boyz why he's 'da Boss."To this end, warbosses both drape themselves in personal banners and panoply that detail their achievements on the field and collect trophies from their mightiest foes. Boss poles are simply a tall pole with a cross arm about a quarter of the way from the top, worn on the warboss' back when he rides into battle. Hung from the boss pole above the boss' head are a number of banners, pennants, trinkets, gubbins, and skulls of various vanquished enemies.The banners and pennants are covered in crude Ork glyphs, pictograms, and horribly-spelled Low Gothic slogans that catalogue the boss' battlefield history, telling of his "kunnin'" and deadliness in battle. Seeing these banners flying in the wind as the boss wades into the thick of battle surrounded by his Nobz rouses the Boyz' fervour even further than normal, and they become more dangerous and reckless as a result.Along with the boss pole, any warboss worth his teef has a large collection of trophies taken from defeated foes. These trophies are typically the heads of enemies, pickled or mummified and kept on display in the warboss' lodge. Trophies can take any form, however, and range from loot and weapons to bits of power armour or even looted tanks and fighting vehicles. Bosses often take their trophies into battle with them, hanging them from their belts or boss poles to rattle his enemies and fire up 'da ladz.
Warboss - Warboss Tactics: A warboss is likely to base his command strategy upon the culture of his personal klan affiliation. Once faced with an enemy, a warboss typically rushes to close combat whether he launched the ambush or was caught unawares, shouting for his Boyz to follow his lead and charging heedlessly.Once he reaches close combat, he smashes his foes apart with his raw might. Once engaged in enthusiastic slaughter, a warboss is unlikely to retreat from battle. Though individual warbosses vary in their preferred tactics, many warbosses enjoy finding the biggest opponents they can and felling them with indiscriminate gunfire, savage blows, or a combination of the two, to once again assert their might over the other Greenskins who follow them. A warboss tends to commit wholly to his preferred method of assault, typically without caution or care.
Warboss - Wargear: 'Ard ArmourTwin-linked Big ShootaBig ChoppaPower KlawBoss PoleTeefShiny BitzTrophyAttack Squig
Warbringer Nemesis-class Titan - Warbringer Nemesis-class Titan: The Warbringer Nemesis-class Titan is a Battle Titan that stands between the Reaver and Warlord-class Titans in size and power.It is used by the various Titan Legions of the Collegia Titanica and the Chaos Titans of the Dark Mechanicum.Like a god of destruction, the Warbringer Nemesis rains explosive death on its foes. This immense war machine is designed to obliterate the largest and most indomitable enemies at extreme range.The Quake Cannon mounted on its back is capable of demolishing fortresses or even felling other Titans with a single, gargantuan shell.Similarly, the Titan's myriad other armaments allow it to wreak ruin on aircraft, armoured columns and massed infantry formations.Warbringer Nemesis Titans are renowned for their bellicose Machine Spirits (artificial intelligence), with numerous binharic canticles speaking of the Titans locking onto targets and assuming firing positions before their Tech-adept crews are even aware of the approaching threat.
Warbringer Nemesis-class Titan - History: The Warbringer-class of Titan is renowned for the many sub-variations of the class in use by the various Titan Legions active within the Imperium, and the most common pattern seen on the battlefields of the Great Crusade was the Warbringer Nemesis.This immense war machine is designed to destroy enemy Titan-class targets at range, acting as a dedicated fire support platform in the maniples it is assigned to. However, sitting in between the more common Reaver and Warlord-classes, its mass and firepower often see it assigned to the front lines of the battlefield alongside the various classes of Battle Titan.Its reinforced frontal plating allows it to weather most return fire with casual ease, and its defence batteries render it well-protected against aerial attacks, though its relatively light rear armour can leave it vulnerable to flanking attacks by ground armour.Within the Titan Legions, the Nemesis has a reputation for restless Machine Spirits and for driving its princeps and moderati to near-paranoid heights of awareness. Ghost sensor artefacts and other aberrant phenomena are commonplace aboard such a god-engine, but also well-known are the incidents where such Titans have bracketed and locked targets long before their crews could react.The Tech-adepts that serve in the entourage of these machines praise the intricate mysteries that brought them into creation, for they are also among the most labour-intensive of their kind, sharing little in terms of functionality and design with either the more commonplace Reaver or Warlord Titans. Many among the magi of the Machine God consider it a distinct honour to be assigned as servants for such a wondrous example of His miracles.The Warbringer Nemesis Titan was deployed often during the Great Crusade against various Titan-scale xenos constructs. The Warbringer Nemesis came into its own in the Horus Heresy, as warfare between Loyalist and Traitor Titans became common and the need for a dedicated Titan-hunter became overwhelming.
Warbringer Nemesis-class Titan - Armament: Nemesis Quake Cannon (Carapace-mounted) - The Nemesis Quake Cannon's earth-shattering munitions can both tear apart an enemy Titan through a direct hit, or indirectly halt the advance of nearly anything on the battlefield, the monumental concussive force unleashed as its shell impacts the ground setting off powerful localised earthquakes. Mounted upon the Warbringer Nemesis-class Titan, the Quake Cannon can draw upon its vast reserves of power as necessity dictates, enabling it to fire at a far greater range than the weapons utilised by smaller patterns of Titan.2 Anvilus Pattern Defence Batteries (Carapace-mounted)3 Ardex-Defensor Mauler Bolt Cannon turrets2 Reaver Laser Blasters (Arm-mounted)
Warbringer Nemesis-class Titan - Optional Armaments: A Warbringer Nemesis Titan may exchange either of its arm-mounted weapons for one of thefollowing:Reaver Gatling Blaster - The Gatling Blaster is among the deadliest anti-infantry weapons available to the Imperium of Man. An immense rotary weapon with six barrels, it is mounted on Battle Titans -- either the Reaver or the Warbringer Nemesis -- where it can be brought to the front lines on a mobile and highly defensible platform and used to devastate enemy formations.Reaver Laser Blaster - The Laser Blaster is a Titan-class laser weapon designed to destroy armoured vehicles with blazing pulses of laser energy. Its distinctive triple-barrelled design allows for a high rate of fare, and the energy harnessed is so great that the Laser Blaster's discharge can also tear through enemy Titan armour.Reaver Volcano Cannon - Among the most powerful laser weapons used by the Imperium, the Volcano Cannon unleashes terawatts of power in one devastating blast with the power to bore through a Warlord Titan in a single shot. Drawing on the Plasma Reactors of a Battle Titan makes this one of the most rightly-feared weapons in the arsenal of humanity.Reaver Melta Cannon - The Melta Cannon uses a miniature fusion reactor to produce a blast of immense heat capable of melting even the thickest armour and reducing battle tanks to molten slag. Directed at an enemy Titan, it can inflict devastating damage, often winning a god-engine duel with a single, well-placed shot.
Warbringer Nemesis-class Titan - Collegia Titanica Technical Specifications: Vehicle Name:Warbringer Nemesis-class Battle TitanMain Armament:Nemesis Quake Cannon2 Reaver Laser Blastersor 2 Arm-mounted weapons including:Reaver Gatling BlasterReaver Laser BlasterReaver Volcano CannonReaver Melta CannonForge World of Origin:MarsSecondary Armament:2 Anvilus Pattern Defence Batteries3 Ardex-Defensor Mauler Bolt Cannon turretsKnown Patterns:Mars-Alpha PatternTraverse:UnknownCrew:1 Princeps4 Moderati2 Tech-priestsElevation:UnknownPowerplant:Plasma ReactorMain Ammunition:VariableWeight:UnknownSecondary Ammunition:VariableLength:UnknownArmourWidth:UnknownHeight:UnknownSuperstructure:UnknownGround Clearance:UnknownHull:UnknownMax Speed - on roadUnknownGun MantletN/AMax Speed - off road:UnknownVehicle Designation:UnknownTransport Capacity:NoneFiring Ports:n/aAccess Points:n/aTurret:N/A
Warbringer Nemesis-class Titan - Sources: Adeptus Titanicus: The Horus Heresy - Shadow and Iron (Specialty Game), pp. 11-12, 24Forge World - Warbringer Nemesis Titan BuilderForge World Online Store: Warbringer Nemesis Titan BodyForge World Online Store: Mars-Alpha Pattern Warbringer Titan HeadForge World Online Store: Mars-Alpha Pattern Nemesis Quake CannonForge World Online Store: Battle Titan Gatling BlasterForge World Online Store: Battle Titan Laser-BlasterForge World Online Store: Battle Titan Volcano CannonForge World Online Store - Battle Titan Melta CannonForge World - Legio Titancus Warbringer Nemesis Titan RulesForge World - Collegia Titanica Warbringer Nemesis Titan Rules, M41Warhammer Community: God-Machines and Angels - New From Forge World (30 Nov 2018)Warhammer Community: A New Class of Titan - Forge World Review (26 Nov 2018)Warhammer Community: Breaking New from the Vigilus Open Day! - The Warbringer (24 Nov 2018)
Warden - Warden: A Warden was an officer rank of the Blood Angels Space Marine Legion during the Great Crusade and Horus Heresy eras of the late 30th and early 31st Millennia. The Blood Angels Wardens' existed outside their Legion's normal command structure, and the position was a relatively rare rank within the IX Legion, granted only to the most senior of Veterans.The Wardens essentially served as guardians of their fellow Blood Angels, often as mentors and guides for the newer Astartes of the Legion but also responsible for upholding the traditions and laws of the IX Legion. Yet, their role was fluid and undefined, and their duties could include advising a company Captain on a matter of tactics, recovering the wounded and dead or leading a ritualistic ceremony of remembrance for fallen Battle-Brothers.They served as lore-keepers, counsellors, and teachers. In the deep past, men who had served in similar roles in other militaries had been known as diaconus, zampol, chaplain or a dozen other names -- some political, some religious, some secular. The Blood Angels' Wardens existed outside the Legion's chain of command but still within its ranks, maintaining that most Imperial of ideals throughout the Legion -- unity.Following the Council of Nikaea, it was the Wardens who were charged with upholding the Emperor's Decree Absolute ordering the dismantlement of the Legion's Librarius Division and the restoration of all the Legion's Librarians to line duty where they were forbidden to use their psychic abilities.Because of this duty and the Wardens' use of black Power Armour and the Crozius Arcanum as signs of their office, it is clear that their rank eventually evolved into the first Chaplains of the Blood Angels and their Successor Chapters.
Warden - Notable Wardens: Dahka Berus - Dahka Berus was the High Warden of the Blood Angels during the Great Crusade and Horus Heresy eras. As High Warden, it was his duty to make sure that the edicts of the Council of Nikea were strictly enforced as well as act as the spiritual adviser to the Blood Angels Primarch Sanguinius. He participated in the Signus Campaign during the Heresy.Yason Annellus - Yason Annellus was a Warden of the Blood Angels at the time of the Horus Heresy. During the Signus Campaign, Annellus barely held back the Red Thirst and took part in the attack on the Cathedral of the Mark on Signus Prime. In that assault Annellus was knocked off his Mastodon transport and torn apart by Daemonettes.Arkhad - Arkhad was a Warden of the Blood Angels during the Great Crusade and Horus Heresy eras. The Seneschal and commander of the Legion's garrison on Baal after Sanguinius left with the main force of the Blood Angels Legion on the Signus Campaign, Arkhad and his small force oversaw the planet's transformation into a major hub of Loyalist activity and refuge following the Drop Site Massacre. In the wake of that great betrayal, Arkhad proved immensely distrustful of everyone, and even considered the Salamanders Legion Cruiser Ebon Drake to have been Traitors for their suspicious behaviour in trying to requisition supplies and intelligence.
Wardens in White - Wardens in White: The Wardens in White are the two oldest Venerable Dreadnoughts of the Dark Angels Chapter's Deathwing company. They stand guard over the chamber deep in the heart of The Rock known as the Chamber of Passageways, where each new Supreme Grand Master of the Chapter undergoes his initiation into the final and greatest secrets of the Dark Angels.
Wardens in White - History: Below The Rock's vaulted galleries, beyond the Corridors of Shadows and the Portal of Penumbral Sorrow, is the Chamber of Passageways. It is to this domed and mysterious space that each prospective Dark Angels Supreme Grand Master is led by the Chapter's Keeper of the Keys. As the greatest heroes of the Chapter perform the needed rituals to send the candidate on into darkness alone, they are watched over by a pair of silent, ancient guardians. These are the "Wardens in White," the two eldest Dreadnoughts of the Deathwing company.The cybernetic sarcophagi of these timeless gatekeepers are heavy with oath papers, purity seals and ornate decoration. The identities they possessed in life are now completely subsumed by secrets. Were any foe to penetrate The Rock's countless defences, it would be the duty of the Wardens in White to form the last line of defence.These Venerable Dreadnoughts are only ever taken to war in the very greatest need, and even then only one may leave his post at any given time. During the Fallen Daemon Prince Marbas' invasion of The Rock early in the Era Indomitus to free Luther, they fought for solar hours, cutting down swathes of Daemonic foes with torrents of Assault Cannon fire and Plasma Cannon blasts. Though both ultimately fell, an incredible tragedy, not one foe made it past them.
Wardens of the Philae - Wardens of the Philae: Wardens of the PhilaeSpace MarineChapterFoundingDuring the Era Indomitus, the Torchbearers' Gladius Ad Umbra Fleet could not locate the Chapter they had been designated to reinforce with Primaris Space Marines, the Lions Azure, in the Afqal Sub-sector.But they did unexpectedly contact the Wardens of the Philae. The Wardens' history over the last three standard millennia so closely matched the fleet's records of the Lions Azure that the commander could not be certain if they were one and the same or not.
Wardens of the Philae - Chapter Colours: The Wardens of the Philae Chapter colours are not listed in current Imperial records.
Wardens of the Philae - Chapter Badge: The Wardens of the Philae Chapter badge is not listed in current Imperial records.
Warhammer - Warhammer: Warhammer, officially known as Warhammer Fantasy Battles, informally often referred to as "Warhammer Fantasy" and in its upcoming recreation as Warhammer: The Old World, is a high fantasy tabletop war game and fictional high fantasy universe created by Games Workshop and first published in 1983.Games Workshop later published Warhammer 40,000 in 1987 using many of the same concepts and defining characteristics of Warhammer Fantasy, though in a far-future space fantasy universe rather than a dark medieval high fantasy setting. The original setting of the Warhammer tabletop game is similar to the Warhammer 40,000 universe in many ways.Like Warhammer 40,000, Warhammer Fantasy Battles (abbreviated "WFB") is a fully-immersive hobby rather than just a single tabletop game, and contains elements of strategic war gaming, painting, model-building and reading and creating fictional stories set in the mythical Warhammer World.On November 15, 2019, Games Workshop announced that it was reintroducing Warhammer Fantasy Battles, which had been defunct as an intellectual property of the company since 2015, as its own line of tabletop games, role playing games, video games and novels, to be known as Warhammer: The Old World.
Warhammer - Similar Content: Many of the armies and factions in Warhammer 40,000 can be originally traced back to the same concepts in Warhammer Fantasy.The most obvious examples are the Ork and forces of Chaos armies that are almost unchanged in their primary characteristics from their fantasy counterparts, and Warhammer hobbyists often switch models and parts between the two game systems.The Astra Militarum are very similar to the Empire of Man's forces due to the new figures using Imperial Guard parts, while the Aeldari and Drukhari are similar to the Warhammer World's High and Dark Elves, respectively. The Necron share many similarities with the Undead Tomb Kings of Nehekara.
Warhammer - Other Warhammer Fantasy Games: Warhammer Fantasy Battles is the main game using the Warhammer Fantasy mythology today, but Games Workshop has made several other games for the Warhammer World, including:Warmaster - Warmaster used smaller models than the primary Warhammer Fantasy line, focusing on huge, epic battles rather than the smaller unit operations of Warhammer Fantasy Battles.Mordheim - A small-scale tactical game that focuses on small bands of warriors fighting in a great, ruined city of the Empire of Man while seeking treasure.Blood Bowl - Blood Bowl was a humorous game very similar to American Football or Rugby, but with plenty of bloodshed and magic and usually played by teams of Orcs and other Greenskins.
Warhammer 40,000 - Warhammer 40,000: Warhammer 40,000 (informally known as Warhammer 40K, WH40K, W40K or just 40K) is a science fantasy tabletop miniature wargame, produced by Games Workshop.The intellectual property also has expanded in recent years to include other related tabletop miniature games, video games, novels, audiobooks and animated features.Warhammer 40,000 is the science fantasy companion to the dark high fantasy world of Warhammer and Warhammer Age of Sigmar, and originally shared many of the same game mechanics and some of the setting elements with those properties.The game depicts combat between the armies of the fictional universe of the 41st Millennium using 28 mm scale (approximately 1:65) miniature figurines which represent futuristic soldiers, creatures and vehicles of war.The universe of Warhammer 40,000 is strongly dystopic, using many elements from Gothic, dark fantasy and Lovecraftian literature.There are no unambiguously "good" factions; for example, the Imperium of Man, which most players might be expected to sympathise with, is a corrupt, uncaring, and stagnant interstellar government that dominates the Milky Way Galaxy.Mankind is xenophobic, fascist and tyrannical at its best in this time, though also for good reason considering the sheer hostility of the universe that Humanity inhabits.The mood of the franchise is concisely summed up in the slogan: "In the grim darkness of the far future, there is only war."
Warhammer 40,000 - History: Over the years, the game has been expanded by many supplements. There has also been cross-fertilization from other games in the same setting.
Warhammer 40,000 - First Edition (1987): The first edition of the game, Warhammer 40,000: Rogue Trader, was published in 1987. Game designer Rick Priestley created the original rules set and the Warhammer 40,000 universe.This original version came as a very detailed, though rather jumbled, rulebook, making it most suitable for fighting small unit skirmishes. Much of the composition of units was determined randomly, by rolling dice.In addition, supplemental material was continually published in White Dwarf magazine, making and providing rules for new units and models. Eventually, White Dwarf provided proper "army lists," which could be used to create larger and more coherent forces than were possible in the main rulebook.A few elements of the setting (bolters, Frag Grenades, Terminator Armour) can be seen in a set of earlier wargaming rules called Laserburn produced by Tabletop Games. The influence of these rules can also be seen in the prototype Necromunda game mechanics.The major expansions for Rogue Trader were the sourcebook Chapter Approved which gave army lists for the Space Marines and the Eldar among others, the Warhammer 40,000 Compendium (it contained the army lists for the Imperial Guard and the Eldar Harlequins) and the two-volume Realms of Chaos (1988 and 1990, respectively) which introduced the storyline of the Horus Heresy that began the Age of the Imperium and the Ruinous Powers of Chaos.Games Workshop began its drive to reduce the points values of many vehicles in the latter days of this version of the game and experimented with a number of methods for targetting and damaging vehicles.
Warhammer 40,000 - Second Edition (1993): The Second Edition of Warhammer 40,000 was published in late 1993. This and later versions of the game were developed under the direction of editor Andy Chambers. Second Edition Warhammer 40,000 came in a boxed set including Space Marine and Ork miniatures, scenery and dice, as well as the main rules.An expansion box set titled Dark Millennium was later released, including rules for the use of psychic powers. Although Second Edition Warhammer 40,000 was very similar to the First Edition in many aspects, it was designed to be both more structured than Rogue Trader, and to allow larger battles than the skirmish rules in First Edition.Second Edition also introduced the concept of the "army codex"; a separate book that contained the rules information for a single army. This is the only edition of the game to have won the Origin Award for Best Miniatures Rules (1993).
Warhammer 40,000 - Third Edition (1998): The Third Edition of Warhammer 40,000 was released in 1998, and again concentrated on streamlining the rules for larger battles. The points values of all troops were reduced, and the use of individual heroes was also heavily reduced.Games Workshop did not, however, reduce the points values for an average game, encouraging players to lay out more money to purchase more units for their initial forces. Third Edition rules were notably simpler (leading to some references by fans to this set of rules as "Special K" or "Kiddy K"), and players using these rules were less prone to use wildly random or overly powerful abilities than in the previous editions.Third Edition also limited the variation in armies by making them more homogenous and predictable from game to game. The rulebook was available alone, or as a boxed set with miniatures of Space Marines and the newly-introduced Dark Eldar. The system of army codexes continued in Third Edition. In addition, a supplemental rulebook titled Cityfight introduced special rules for fighting in urban conditions.Towards the end of the Third Edition, three new armies were introduced, the alien T'au, and two armies of the Inquisition: the Daemonhunters of the Ordo Malleus, and the Witchhunters of the Ordo Hereticus; elements of these armies had appeared before in supplementary material such as the Realms of Chaos sourcebooks.These were re-released with all new artwork and army lists. These new and remade armies had codexes that were far more in-depth and detailed in regards to the background of each army within the game's universe, which would later be utilized by the codexes in Fourth Edition. Because of this, these later books are sometimes referred to as "Edition 3.5".During this time, Games Workshop also held several world-wide events, telling the stories of important wars fought in the game's universe. Players were encouraged to sign up for these events, where they could send in the results of their battles, with the overall results of all the players in the tournament having an influence on the outcome of the war and the future direction of the Warhammer 40,000 universe's metaplot.The last of these in 2004, which allowed players to engage in the 13th Black Crusade of Abaddon the Despoiler, resulted in a stalemate on the Fortress World of Cadia between the forces of the Imperium and their Eldar allies and Chaos.This stalemate was reflected in the later lore of the game and marked the last major advancement of the Warhammer 40,000 universe's metaplot in the 41st Millennium until 2017's Gathering Storm sourcebook series for Seventh Edition.
Warhammer 40,000 - Fourth Edition (2004): The Fourth Edition of Warhammer 40,000 was released in 2004. This edition was not as major a change of the rules as the prior editions were, and was "backwards compatible" with each army's Third Edition Codex.Fourth Edition was released in three forms: the first was a standalone hardcover rulebook, with additional information on painting, scenery building, and background information about the Warhammer 40,000 universe.The second was a boxed set, called Battle for Macragge, which included a compact softcover version of the rulebook, scenery, and Space Marines and Tyranid miniatures.The third was a limited Collector's Edition version of the hardcover rulebook and was leather-bound, its front cover embossed in silver with the Warhammer 40,000 Fourth Edition logo, each page edged with silver foil, and was packaged in a protective black leather slipcover.In addition, there are multitudes of variant rules and army lists that are available for use with the Fourth Edition, typically with an opponent's consent. These rules are found in the Games Workshop publication White Dwarf, the Games Workshop website, or the Forge World publication Imperial Armour.As of June 2008, the Space Marines, Tyranids, Black Templars, Tau Empire, Eldar, Dark Angels, Chaos Space Marines, Orks, and Daemons of Chaos codexes have been published for Fourth Edition Warhammer 40,000. Two expansion rulebooks, Cities of Death and Apocalypse have been published, introducing additional rules for fighting in highly urbanised areas, and rules for fighting very large battles, respectively.The Black Templar and Dark Angel Codexes are stand alone codexes, unlike their Third Edition counterparts, which were additions to the Space Marine Codex. This is supposedly the way all Fourth Edition codexes were to be developed as there were no "sub-codexes" released, though according to Jervis Johnson, (one of Games Workshop's long-term strategy managers), the Fourth Edition Chaos Space Marines Codex was released as a single codex, which was opposite to rumours circulating at the time that the book would be split and released separately for the different Traitor Legions available.The sister army, Codex: Chaos Daemons was released with a new set of miniatures on May 10, 2008. The Blood Angels Codex was published in White Dwarf in two parts, in UK issues 330 and 331 (although a long-term a printed codex was later produced), and was available for download on the Games Workshop Website.The last major expansion for Fourth Edition Warhammer 40,000 was Warhammer 40,000: Apocalypse, which was released on October 13, 2007 and included new rules for much larger battles than previously allowed, with a minimum of 3000 points needed. Apocalypse also included the rules for the use of large units, such as Squiggoths and Baneblades, as well as battle formations such as daemonic Warp Rifts and Space Marine Battle Companies.