text
stringlengths 27
208k
|
---|
War of the Beast - Battle for Terra: After the audacious raid by the Aeldari on the Imperial Palace, the Chapters of the "Last Wall" arrived in-system. This powerful combined fleet of Imperial Fists Successor Chapters were comprised of 20 Battle Barges and Strike Cruisers carrying 2,800 battle-brothers from the Black Templars, Crimson Fists, Excoriators and Fists Exemplar Chapters. The newly arrived fleet emerged directly above the Ork Attack Moon in Terra's orbit. Led by High Marshal Bohemond of the Black Templars and Chapter Master Koorland, the last surviving Imperial Fists Astartes, the Astartes were finally able to finagle aid from the reluctant Martian Priesthood. Faced by such a powerful force, Fabricator-General Kubik agreed to assist the "Last Wall" fleet by sending a fleet of Basilikon Astra, 5 regiments of Skitarii and 7 cohorts of the Legio Cybernetica.Once their forces were consolidated, the combined Imperial fleet launched an assault against the Attack Moon. Utilising Cyclonic Torpedoes, they were able to disable most of the weapons on the Attack Moon's surface. However, the Orks were still able to utilise their deadly gravitic whip technology and managed to inflict severe losses on the Imperial forces. With the Orks preoccupied with the attacking fleet, the "Last Wall" Chapters and their Mechanicus allies launched a near-simultaneous attack on the Attack Moon's surface. These forces were comprised of the Chapters' veteran elite arrayed in deadly Terminator Armour supported by battle tanks borne by several Thunderhawk Transports, alongside their deadly Skitarii allies and formidable Battle-Automata of the Legio Cybernetica. The Imperial forces were soon engaged in an all-out pitched battle against thousands of Orks. During the fighting, the void-battle slowly turned in the greenskins' favour due to their devastating gravitic whip ability, but this was soon overcome by the timely arrival of the Iron Knights Chapter, which quickly turned the tide of battle. Successfully disabling the Attack Moon's teleportation portal, the greenskins could no longer receive reinforcements. With a large portion of the Attack Moon's surface left in shambles, the exhausted Imperial forces made a hasty tactical withdrawal. In the closing stages of the epic battle, the Iron Knights Chapter Master, Malfons, sacrificed himself to cover the escape of the fleeing Imperial forces, as he fought a massive Ork Warboss the size of a Dreadnought.In the battle's aftermath, a tense meeting was held between the "Last Wall" Chapter Masters and the Lord Commander of the Imperium, Udin Macht Udo, who had audaciously claimed credit for the Imperial victory against the Orks. The Lord Commander then proceeded to scold the Astartes, claiming that the unification of Imperial Fists Successor Chapters into a Legion-sized forces as borderline heretical. He also condemned them for their unannounced arrival over the Throneworld and ordered the Chapter Masters to break up their fleets immediately. Udo also ordered that the destruction of the Imperial Fists be kept from the general public, as to countenance such a disaster would be unthinkable and the masses of Terra would devolve into outrank panic. Most outlandish of all, the Lord Commander ominously demanded that no further attacks would be made against the Ork Attack Moon as Fabricator-General Kubrik demanded it to remain intact for some unknown purpose. Though enraged by the impertinent and outrageous demands of the Lord Commander, Koorland cautioned his brothers to maintain the Emperor's vision and to comply with the chairman of the Senatorum Imperialis.Meanwhile, at that exact moment, on the world of Dzelenic IV, the Black Templars Crusade force led by Marshal Magneric and the Iron Warriors' Warsmith Kalkator came to uneasy truce, formating tentative alliance in the face of the mutual threat of the invading Orks. For the first time in over 1,500 years, not since the bygone era of the Great Crusade had the sons of both Rogal Dorn and Perturabo fight side-by-side.In the meantime, back on Terra, the outspoken High Marshal Bohemond expressed his disdain for both the squabbling and weak-willed High Lords of Terra as well as the Lord Commander. After Lord Commander Udo passed a motion to ban the Inquisition from the Senatorum, Koorland finally came to the realisation that the squabbling and weak-willed High Lords proved too ineffectual to achieve victory. The "Last Sons of Dorn" personally led a political coup in cooperation with several members of the Senatorum Imperialis, including Grand Master of Assassins Vangorich, Inquisitorial Representative Veritus, Lord Inquisitor Wienand and Grand Provost Marshal of the Adeptus Arbites, Vernor Zeck. Realising they could not oppose Koorland, the rest of the High Lords eventually fell in line and unanimously approved the Imperial Fists Chapter Master's appointment as the newly instilled Lord Commander of the Imperium. |
War of the Beast - Mechanicus Standoff: As his first act as Lord Commander of the Imperium, Koorland moved to curtail the scheming of the Martian Priesthood. It had come to light that the Mechanicus were secretly experimenting with Ork teleportation technology in the hopes of teleporting the Red Planet away from the Sol System. The Tech-Priest Eldon Urquidex had knowledge of The Beast's true origins and massacred an Officio Assassinorum investigation team under the command of the Vanus Temple Assassin Clementia Yendl, which had discovered the Mechanicus' illicit experiments. Under order from the newly instilled Lord Commander Koorland, a force of Astartes from the Fists Exemplar commanded by their Chapter Master Maximus Thane, was dispatched to Mars to take Urquidex into custody. But upon landing on the surface of the Red Planet, they were confronted by a large force of Skitarii, Electro-Priests and Battle-Automata of the Legio Cybernetica under the command of the senior Artisan Argus Van Auken. The senior artisan did not wish to engage the Astartes and attempted to impede the Astartes progress with his own Skitarii forces, ordering them to leave Mars immediately. Though engaged in a terse standoff, Chapter Master Thane continued his advance upon Pavonis Mons where Urquidex was being held. He refused to let his progress be impeded, but was careful not to engage the Mechanicus forces, provoking them unnecessarily.However, despite the effort of the commanders of both sides not to engage one another, disaster struck, when an errant shot from an Onager Dunecrawler accidentally struck an incoming Fists Exemplar Drop Pod. Both sides immediately engaged one another in an intense, but thankfully brief, firefight. It was only through the supreme efforts of Fabricator-General Kubrik, who was currently on Terra, that a complete massacre was averted. Thanks to Lord Commander Koorland's impassioned speech to the Fabricator-General about unifying in the face of the nearly unstoppable greenskins menace, was the Fabricator-General finally swayed to the Imperium's cause. Kubik immediately ordered his forces on Mars to stand down. The panicked Van Auken quickly complied with the wishes of the supreme commander of the Mechanicus. The Fists Exemplar then took Urquidex into custody.The Fabricator-General then revealed to the Lord Commander the extent of the Mechanicus' experimentation with the Orks' teleportation technology, as they were able to successfully teleport the small planetoid of Phobos from one side of Mar's orbit to another. Gleaning knowledge from the now half-Servitor Urquidex, the Lord Commander learned the location of The Beast's homeworld - Ullanor - the very same world that once saw the most favoured son of the Emperor elevated to the esteemed rank of Warmaster, before his fall to Chaos. He quickly dispatched a call-to-arms across the Imperium, to gather at Terra, in order to launch an Imperial Crusade towards the fabled planet and destroy The Beast once and for all, as well as finally dealing a fatal blow to the crippled Attack Moon that remained in orbit above Terra. The Blood Angels, Dark Angels, Space Wolves and the Ultramarines all heeded the call and made their way towards the Throneworld of humanity. |
War of the Beast - Return of Vulkan: Following this successful coup, Inquisitorial Representative Veritus informed now-Lord Commander Koorland of valuable information that could potentially drastically change the outcome of the War of the Beast -- the lost Primarch of the Salamanders Legion, Vulkan, had been rediscovered upon the world of Caldera, waging a one-man war against the greenskin hordes of The Beast. Desperate to defeat The Beast, Koorland immediately gathering an ad-hoc force of several "Last Wall" Chapters, Astra Militarum, Imperial Navy and Mechanicus forces. Lord Commander Koorland led the expedition to the world to recruit the Primarch to fight against The Beast. The Lord Commander understood that to recruit a living Primarch to their cause, that the Imperium might finally be able to tip the balance in their favour. When Lord Commander Koorland and Veritus traveled to Caldera to seek out the lost Primarch, Vulkan seemed to know who Veritus was, but his relationship to the Primarch remained elusive. Upon the Imperial fleet's arrival, they witnessed the might of the Primarch, single-handedly holding back the Ork invasion. With his innate regenerative abilities along with his powerful new weapon, Doomtremor, Vulkan was able to massacre thousands of Orks, drawing the remaining greenskins to attack him instead of Caldera's Imperial defenders.Despite his best efforts, inevitably, the planet was doomed. The Orks were in the process of converting the planet into a new Attack Moon by draining the planet's surface and core into orbit with a gravitic generator on the surface. When the Lord Commander was finally able to meet with the Primarch, Vulkan initially refused to join the Crusade, until he was able to save Caldera from destruction, honouring a vow he made long ago. With help from Koorland and his Imperial forces they were able to destroy an Ork Attack Moon in Caldera's orbit, thus averting catastrophe. Following the destruction of the gravitic generator and apparent death of the Primarch, Vulkan later appeared fully regenerated.With the planet finally saved, Vulkan agreed to join with Koorland and journey with the Lord Commander back to Terra. Once they arrived, they found the Imperial host that was set to march upon Ullanor, waiting for them. The Salamanders' Primarch scolded the High Lords for their squabbling and ineptitude, but did not purge them for the sake of unity, though it would have been beneficial had he done so. Vulkan proclaimed that he would lead the might of the Imperium's forces to Ullanor and confront The Beast himself, and finally end his menace once and for all. |
War of the Beast - First Battle of Ullanor: With the Primarch at their forefront, the massive Imperial coalition set upon their path towards Ullanor Prime in order to halt the greenskin menace. The Imperial force was comprised of several Space Marine Chapters, including the Chapters of the "Last Wall", the Blood Angels, Dark Angels, Space Wolves and the Ultramarines. A sizable detachment of several Astra Militarum regiments (made up of Lucifer Blacks, Granite Myrmidons, Jupiter Storms and Orion Watch, alongside several others) as well as a sizable Mechanicus force of the Legio Skitarii, Legio Cybernetica, House Taranis Imperial Knights and Titans of the Legio Ultima. Though the Primarch was the nominal commander of this formidable Imperial force, he secluded himself aboard the Fists Exemplar's Battle Barge, Alcazar Remembered, the acting Imperial command ship, offering little advice. The burden of command eventually fell to Lord Commander Koorland and Magos Dominus Gerg Zhokuv, to oversee the overall strategy of the upcoming campaign. The Imperials were able to deduce (at great cost) through a communion of several Librarians (which caused several to go insane and turn upon their fellow battle-brothers, due to the sheer power of the WAAAGH!) that the location of The Beast's lair lay within a "capital" on Ullanor Prime.Together, the Imperial force invaded The Beast's capital world, and assaulted the city of Gorkogrod, fighting alongside the Primarch. Within the center of the capital city, lay the temple-palace of The Beast, located on the exact spot where the Emperor and the Primarchs had assembled 1,500 years earlier during the Triumph of Ullanor. Meanwhile, Grand Master of Assassins Vangorich deployed the Venenum Assassin Esad Wire, known also as the "Beast Krule", to Ullanor Prime on a secret mission to find and eliminate The Beast.Much to their surprise, the Imperial forces found the planet heavily colonised and covered almost completely in ramshackle, but surprisingly organised Ork urban settlements. Due to the protection of an immense energy shield and the advent of a multitude of surface-to-orbit missile batteries, orbital bombardment by the Imperial fleet was largely ineffective, forcing them to launch their ground forces directly into the jaws of the greenskin tide. As the initial assault commenced, an Ork electromagnetic weapon decimated the first wave of Mechanicus ships. All the Imperial commanders were concerned by the seemingly disorganised and weak resistance displayed, thus far, by the Orks. As the Imperial ground forces pushed their way towards the outer defences of the capital city, it was here that The Beast unleashed his first real resistance. As the surface of the planet itself moved, it soon became clear the Orks had turned Ullanor into an "Attack Planet", akin to their Attack Moons that had been plaguing the Imperium throughout the galaxy.Utilising the terrain to their advantage, the Orks drew the Imperial forces into deadly urban-kill zones, inflicting horrendous casualties on the Imperial attackers. Showing an unusual display of tenacity and discipline, the Orks made the Imperial forces pay for every inch of land they took, especially through their use of exotic weapons that were both psychic and gravitic in nature. To make matters worse, a seemingly endless tide of Gargants appeared and began to exchange fire with the Imperial's Battle Titans. As the battle continued, casualties mounted, with the Astra Militarum regiments rapidly approached nearly 50% casualties, while one in every three Astartes were lost during the Imperial force's drive on the capital city. Despite suffering severe attrition, it was only through the direct intervention of Primarch Vulkan himself, along with the sheer determination of the Imperial forces on the ground, that they were able to slowly advance forwards.Meanwhile, Esad Wire, the Imperial Assassin managed to infiltrate the immense temple of Gork and Mork located in the center of the massive Ork capital, which was believed to be The Beast's lair. Once he was inside the Assassin found tens of thousands of Warboss-sized Mega Armoured orks, accompanied by a Mega Gargant that was held in reserve. Esad Wire realised he would never be able to get close enough to The Beast with such a massive force arrayed against him. He also realised that he needed to warn the Imperial forces of the impending trap. Esad Wire commandeered an Ork flyer and managed to reach the Imperial's lines, informing them of the Orks' trap. Apprised of the situation, Lord Commander Koorland ordered that their forces would instead strike at the Ork's supply depots. With the Primarch's approval, Koorland put his plan into action. As the Orks were already experiencing food shortages, they had already began to turn on their own, eating Gretchin, human slaves and even, each other. The Imperials believed that by putting the Orks remaining food storehouses in jeopardy, they would be able to draw The Beast and his elite guard out into the open.The attack on the Orks' food supplies fulfilled their intended purpose, as the center of Gorkogrod shook as it spat forth waves of massive geenskins and Gargants. The Imperial forces were able to withstand the Ork onslaught, thanks in part to a hastily constructed Ordinatus assembled from the wreckage of a Capitol Imperialis and a massive Plasma Accelerator from a downed Imperial vessel. As the Imperial forces continued to fight their way towards the massive temple, the Orks revealed their final surprise - the temple itself was, in fact, a Mega Gargant beyond normal classification! Emitting powerful psychic WAAAGH! energy from its large artificial "eyes", the massive Ork walker rained fiery death down upon the Imperial forces.In a desperate last stand, Vulkan led the remaining 3,000 Astartes in a final, suicidal airborne assault against the Ork superweapon, in the vain hope of reaching The Beast and finally slaying the fell creature once and for all. Penetrating the temple-Gargant's outer hull, the Imperial forces encountered Ork Stompas defending within. The Astartes forces continued their inexorable advance, slaughtering every greenskin they encountered, until they reached a large central chamber. Here, they came upon a large power generator and a massive ten metre-high metal idol of a mighty Ork. It was only when the statue began to move that the Space Marines realised that they faced no mere idol, but The Beast itself, clad entirely in a massive suit of mega armour.After both the Crimson Fists and Ultramarines Chapter Masters, Quesadra and Odaenathus, were quickly killed by The Beast, the Blood Angels Captain Valefor attempted to attack the creature, but was swatted away like an insect. No such creature had been encountered since the time of the Great Crusade. The massive Ork was a foe beyond any mortal's understanding and no mere Astartes could face such a nightmarish creature. Therefore, it fell to Vulkan to confront the massive greenskin alone. Koorland finally came to the understanding that the Primarch intended to sacrifice himself in order to slay the creature. Therefore, the Lord Commander respect the Primarch's wishes and ordered a tactical withdrawal. High Marshal Bohemond once again objected to following Koorland's leadership when he ordered the Astartes to evacuate and let Vulkan face The Beast alone. Enraged by the High Marshal's callous disregard, he struck Bohemond to the ground. Chastised, the High Marshal remained on the ground, shamed before his fellow Scions of Dorn, until he eventually evacuated with all the rest.During the epic final encounter with The Beast, the massive Ork Warboss revealed that it could speak perfect Gothic. The fell creature gloated that it had brought Humanity to its knees and that it would be its final doom. The Salamanders Primarch tackled the gargantuan creature and both of the combatants tumbled into the temple-Gargant's power generator. Vulkan was inundated by a massive influx of WAAAGH! energy, but instead of being utterly consumed by it, like so many others, the Primarch reached into the reserves of his own primal and savage essence, becoming one with the influx of Ork energy and launched one final attack, slamming his warhammer, Doomtremor, into the face of The Beast and detonating the power generator. This caused a chain reaction that destroyed the temple-Gargant in a massive explosion, which seemingly obliterated both Vulkan and The Beast. With the apparent death of The Beast, the morale of the Orks was shattered and all greenskin resistance on Ullanor crumbled. The badly mauled Imperial Crusade force limped back to Terra. When they finally reached orbit over the Imperial Throneworld, an Orkish chant could be heard broadcasting across all Imperial frequencies, repeating, "I am Slaughter! I am Slaughter! I am Slaughter!" |
War of the Beast - Inception of the Deathwatch: Despite the apparent death of The Beast on Ullanor Prime, the ork chanting continued unabated, for weeks. It soon became apparent to Koorland that The Beast was either not dead or another Ork Warlord had assumed control over The Beast's WAAAGH! With their forces nearly bled dry from the desperate fighting on Ullanor, Lord Commander Koorland agreed with the Grand Master of Assassins Vangorich, that a new change of tactics was needed nin order to handle the most dangerous of xenos threats. Koorland proposed the use of small, elite Kill-Teams to eliminate vital strategic assets of the encroaching Greenskins and eventually, The Beast itself.When Koorland proposed that these Kill-Teams would be comprised of Astartes from multiple Adeptus Astartes Chapters, existing purely under his overall command, and would continue to exist even after The Beast was finally defeated, that he met bitter opposition in the form of the High Lord Tobris Ekharth, the Master of the Administratum. Ekarth felt that the Lord Commander's proposal went against the foundations of the Post-Heresy Imperium and the dictates of the Codex Astartes incorporated by Roboute Guilliman. Ecclesiarch Mesring agreed, for he had repeatedly declared such actions as blasphemy in a manner that uneased the other High Lords. In the first Senatorum Election held to vote whether or not to create Lord Commander Koorland's proposed xenos-hunting force, only Drakan Vangorich voted yes while Fabricator-General Kubik and Inquisitorial Representative Veritus abstained.The situation drastically changed when the long-dormant Attack Moon over Terra reactivated. With its subspace gate repaired, a massive force of Ork reinforcements soon swarmed the Attack Moon, as The Beast, discovered to have survived the assault on Ullanor, announced that he would slaughter all of humanity. Though reluctant at first to acquiesce to the Lord Commander's plan to approve the creation of such a force, desperate times called for desperate measures. Therefore, the High Lords of Terra consented to Koorland's proposal. In a second vote, only Ecclesiarch Mesring voted against the proposal, while Kubik and Veritus once again abstained.The original recruits for this newly created elite force were drawn from the survivors of the various Chapters who took part in the initial invasion of The Beast's capital world of Ullanor. These Space Marine re-painted their battle-plate a sombre black, in honour of their fallen brethren that had died during the First Battle of Ullanor. Thus standing in vigil over their fallen brethren, the seeds of the newly dubbed "Deathwatch" were sown. Lord Commander Koorland eventually came to an agreement with the Inquisitorial Representative Wienand, to assuage any doubts held by the rest of the members of the Senatorum Imperialis, that the Deathwatch would fall under the purview of the Inquisition, but an Astartes would ultimately serve as Chapter Master.In their first notable action, a Deathwatch Kill-Team successfully teleported aboard the Attack Moon while the Imperial Navy desperately held the line against an attacking Ork fleet. The Kill-Team was successful in achieving their mission objective by planting Mechanicus beasonce that were reversed-engineered from the Orks' subspace technology. The Imperials' audacious plan was to teleport the Attack Moon out of the Sol System, however,the Adeptus Mechanicus was unable to master the Ork technology, and as a result, when they attempted to teleport the Attack Moon, they inadvertently teleported only half of the massive artificial planetoid, which caused the remaining half to shatter. The debris rained down upon Terra in a hail of debris, with some of the flaming wreckage damaging much of the Imperial Palace. Hundreds of millions of Terra's population died as a result of the ensuing disaster. |
War of the Beast - Second Battle of Ullanor: Despite this setback, Lord Commander Koorland remained undeterred, realising that in order to defeat The Beast and his WAAAGH!, they needed to counter the greenskins' potent psykers. Once again, Inquisitorial Representative Veritus displayed his uncanny knowledge of the past, when he informed Koorland of the existence of the last bastion of the Sisters of Silence upon the world of Nadiries. He told the Lord Commander that he had long sought them out even before the events of the War of the Beast. Following Veritus' lead to the world of Nadriries, located in the far reaches of the Segmentum Pacificus. It was here, that the last forgotten bastion of the Silent Sisterhood had remained for 1,500 years. When Lord Commander of the Imperium Koorland arrived, he found Nadiries under siege by the Orks, who feared the Pariah psyker-killers. Koorland led the effort to lift the siege, and once inside, he attempted to convince the reluctant Sisters to join him in his Crusade.The leader of the Sisters explained that they had been cast out by a distrustful Imperium, and although they were fiercely loyal to the Emperor and the Primarchs, they would rather see the now-corrupt Imperium burn, rather than aid it in its time of need. Koorland convinced the reluctant Sisters to join him only after he revealed that he had the blessing of the Primarch Vulkan himself. Devising a new plan to defeat The Beast, the Deathwatch captured several Ork psykers on Eidolica, Plaeos and Valhalla. Koorland intended to use the null effect of the anti-psyker Sisters of Silence to create a reverse-WAAAAGH! effect through the Ork psyche, and essentially decimate the greenskin hordes of The Beast using their own power against them. After successfully conducting their theory against a large Ork force on the world of Incus Maximal, the Lord Commander declared his intent to launch a second invasion of Ullanor Prime. This time they would slay The Beast utilising their new secret weapon.Leading a large, but much smaller, Imperial Crusade during the Second Battle of Ullanor, this force was comprised of several battered Chapters, including: the Aurora Chapter, Black Templars, Blood Angels, Brazen Claws, Excoriators, Fists Exemplar, Iron Knights, Iron Snakes, Raven Guard, Storm Lords and Space Wolves. This strike force was further augmented by the Deathwatch, several Astra Militarum regiments consisting mainly of several veteran units of the first campaign, Frateris Templar, Skitarii, several cohorts of Legio Cybernetica, Imperial Knights, several dozen Sisters of Silence, Inquisitorial Storm Troopers and the remaining Titans of the Legio Ultima. Due to the losses sustained by the Imperial Navy, the Imperial Crusade was transported by the Inquisition's Black Ships provided by the co-Inquisitorial Representative Weinand, who became the co-commander, alongside the Fists Exemplar's Chapter Master Maximus Thane, of the invasion phase of Ullanor. The Lord Commander would personally lead an assassination force to seek out and slay The Beast, consisting of the following: Black Templars High Marshal Bohemond, Deathwatch Chapter Master Asger Warfist, a single 6-man Deathwatch Kill-Team led by Raven Guard Sergeant Tyris, the Imperial Assassin Esad Wire, the Skitarii Ranger Alpha 13-Jzzal, a squad of 6 Sisters of Silence led by Knight Abyssal Kavalanera Brassanas, Commissar Heliad Goss and two Ogryns.The Imperials began the second invasion by launching several damaged warships manned by skeleton crews, sacrificing themselves spectacularly as they collided with the large energy field that protected the world's capital of Gorkogrod, causing it to overload. With the shield temporarily disable, Koorland's assassination team used this opportunity to teleport into Gorkogrod's central complex. The Imperial strike force met little resistance, and quickly realised that The Beast was already aware of their presence. The energy shield was quickly reactivated and a large Ork force was diverted towards the Imperial strike force in the palace. Meanwhile, a large Ork fleet suddenly appeared in orbit and launched an ambush against the Imperial fleet. Though the trap was set by The Beast, Koorland would not be deterred, as he was intent on succeeding, where Vulkan had failed.The Imperial strike force fought a desperate battle of survival, but eventually, they managed to reach the complex's central throneworld, where they encountered six thrones, six statues and six banners. Seated in one of these thrones was a massive Ork armoured in mega armour. The creature was as large as a walker. To compound matters, the Imperials were surrounded by a large force of Gargants that stood taller than an Imperial Reaver-class Titan. As the other members of the strike team held off The Beast's honour guard, the Lord Commander and the other Space Marines engaged The Beast. Though they proved ineffective against the massive creature, they held off The Beast long enough for the Sisters of Silence to enact their ritual and activate their anti-psyker effect. Due to the Sisters of Silence's Pariah effect, the Ork Psyker that was present imploded, which resulted in a sort-of feedback effect, causing a reverse-WAAAGH! chain reaction that swept across Ullanor, affecting the massive horde of greenskins. Temporarily disabling both The Beast's honour guard and several Ork vehicles, the Warboss was only momentarily disabled, which allowed for one last desperate, final attack by Koorland and the assassination team, which narrowly slew the fell creature.Though Koorland's plan succeeded, the Imperials' victory was short-lived, as a larger and even more vicious Ork appeared. The Lord Commander recognised the creature as the original Beast that had fought the Primarch Vulkan during the first invasion. It was revealed that the creature Koorland killed, was in fact, one of six "Prime-Orks", each a veritable Beast in its own right. After this revelation, the newly revealed Beast swept aside the Imperial assassination force and Koorland was soon slain by The Beast, crushing the Lord Commander under one of its massive boots. With the death of the "Last Son of Dorn", the Imperials recovered the fallen Lord Commander's body and fled the surface of the planet. |
War of the Beast - Third Battle of Ullanor: Following the tragic death of Koorland during the Second Battle of Ullanor, the High Lords of Terra remained indecisive on what the best course of action should be taken to end the threat of the remaining Greenskin threat. Shortly after the events on Ullanor, the core systems of the Segmentum Solar were subjected to a renewed wave of attacks carried out the seemingly never-ending tide of Greenskins. Paralysed by the lack of clear and concise orders, the majority of Battlefleet Solar was utterly devastated by an Ork fleet of space hulks.During this new wave of attacks, tragically, Ecclesiarch Mesring was killed during the Orks' onslaught. Just before dying, the half-mad ecclesiarch raved in a nearly incomprehensible astropathic message that nearby worlds should throw open their gates to the forces of The Beast. Tragically, several Cardinal Worlds made the fatal mistake of complying with the insane ecclesiarch's final directive and peacefully surrendered, which resulted in those planets' populations being massacred.During this time, the Space Wolves followed their primal urge to return to their feral homeworld of Fenris while the Ultramarines and their Successor Chapters became bogged down in the defence of key regions of the Ultima Segmentum. With their Warlord slain, the Orks launched an all-out rampage across the Imperium, butchering and slaughtering whole worlds with impunity.While the Orks continued to rage unabated across the worlds of the Imperium, the Fists Exemplar's Chapter Master, Maximus Thane, came to the decision to take decisive action against the Greenskin threat, while attending Koorland's funeral during the Feast of Blades on their primarch's homeworld of Inwit. Unlike Koorland and the Primarch Vulkan, the Chapter Master had no intention of attempting to work with the ineffective High Lords of Terra, and instead began gathering key competent individuals to form an inner circle of trusted advisors. Allying himself with the Grand Master of Assassins Drakan Vangorich and Fabricator-General Kubik of the Adeptus Mechanicus, Thane and his co-conspirators began to secretly plan for a third offensive engagement against Ullanor in an attempt to snatch victory from a seemingly crushing defeat.The first phase of Thane's plan called for the remaining "Last Wall" Chapters to set aside a portion of their remaining strength in order to reconstitute the Imperial Fists Chapter. With the death of Koorland, the "Last Son of Dorn," during the recent Second Battle of Ullanor, the Imperial Fists were now an extinct Chapter. This was both a travesty and a great tragedy that needed to addressed post-haste, as the original First Founding Chapter descended from Rogal Dorn could not be allowed to remain extinct.Within a short span of time, 1,000 battle-brothers had been gathered from every Chapter comprised of the scions of Dorn, and stood proudly in their battle-plate that was freshly repainted in the livery of the Imperial Fists on the parade grounds of the Imperial Palace back on the Imperial Throneworld. Maximus Thane stood at the head of the reconstituted Imperial Fists as their new Chapter Master. The truth of the destruction of the Imperial Fists at Ardamantua was deemed necessary to keep from the citizens of Terra, who now rejoiced at seeing the stalwart defenders of Terra marching in parade at full-strength. However, the High Lords knew the truth of what had occurred, and though they agreed to keep this tragic event from the wider masses, grew suspicious of Thane's true intentions.Thane intended to repeat Koorland's original strategy and devised a plan to capture another Ork psyker in order to utilise the creature in conjunction with the innate Pariah abilities of the Silent Sisterhood in order to create a reverse-WAAAGH! effect to slay The Beast once and for all. Meanwhile, the Chapter Master took advantage of the Grand Master of Assassins' power and influence to help their cause. Vangorich used his considerable influence to intimidate both Lord Commander Militant Verreault and Lord High Admiral Lansung into contributing their combined resources for the renewed push on Ullanor Prime.Unlike the previous campaigns launched against the Greenskins on Ullanor, Thane opted to utilise more unconventional tactics in order to gain an advantage over their foes. Utilising the advanced technology of the Mechanicus, Chapter Master Thane had the Imperial strike force redirect several asteroids and send them in devastating waves to collide with the highly populated capital world that now teemed with literally trillions of Orks. With Orks distracted by the devastating assault of asteroids that collided with the planet, knocking out orbital and ground defences, the bulk of Imperial troops utilised a modified asteroid, dubbed 44 Thoosa, and used it to make a controlled landing upon the Ork planet. Even though they made a successful controlled landing, the asteroid still made a devastating impact that wiped out much of the capital city of Gorkogrod. The Imperial strike force then launched their main assault in the form of five separate attack groups. The attack group was comprised of the newly reconstituted Imperial Fists and the Sisters of Silence, led by Chapter Master Thane himself. Another group was comprised of Mechanicus forces led by Magos Gerg Zhokuv, while a third attack group was comprised of the remaining "Last Wall" Chapters led by High Marshal Bohemond. The fourth attack group was led by the former Wolf Lord Asger Warfist, who was now the first Watch Commander (Chapter Master) of the Deathwatch and Inquisitorial Representative Wienand, while the final attack group remained in orbit, which was led by the formidable Imperial Fists' mobile fortress-monastery, the Phalanx itself, which was manned by the Chapter's 10th Company and two demi-Companies of Imperial Fists.Having annihilated the majority of the Ork settlements of Gorkogrod by the Imperial's asteroid attack, this time the Imperial forces faced a more straightforward fight, though the battle was still a desperate struggle as they now faced a neverending wave of angry and battle-frenzied Orks. Four of the five attack groups concentrated on keep the Orks distracted while the last group, led by Chapter Master Thane, continued their drive on The Beast's Gargant-palace located in the center of the capital city. With three remaining captive Ork psykers held by the Imperial Fists, they utilised one of these fell creatures to annihilate remaining Orks located around the proximity of the central palace complex. Another one of these powerful Greenskin psykers was lost during a vicious firefight. Meanwhile in orbit, the Imperial fleet sustained heavy losses, while the Phalanx itself was forced to defend itself from boarding Orks.Though exhausted and bloody, Thane's attack group finally managed to penetrate the Ork palace and fight their way towards the complex's central throneroom, where they once again came across six thrones made for six "Beast"-sized "Prime Orks". During the final epic battle, the Imperial strike force was confronted by one of these truly nightmarish monsters, which they speculated to be "The Beast of Beasts". After a hard-fought and desperate, blood struggle, the Sisters of Silence, led by Knight-Abyssal Kavalanera Brassanas, conducted the final ritual with the sole remaining Ork psyker, and using their innate psychic-null effect, they created a powerful anti-WAAAGH! effect. The chain reaction of this deadly effect successfully annihilated the remaining Orks within the palace complex and caused the massive head of the The Beast of Beasts' to explode spectacularly, just before it could slay Chapter Master Thane. |
War of the Beast - Aftermath: In the aftermath of the Imperium's victory achieved during the Third Battle of Ullanor, The Beast's WAAAGH! finally collapsed, though thousands of Imperial systems remained under threat of the remaining Greenskins. The newly instilled Lord Commander of the Imperium, Maximus Thane, decreed that the Imperium would raise as many new Chapters as they had gene-seed in the great vaults of Terra to sustain. All Chapters of the Adeptus Astartes were ordered to release a portion of their Veterans to provide the initial basis for this Founding, the greatest since the First Founding. Gene-seed tithing would be doubled for the next standard century to replenish the vaults. When it was done, there would be hundreds of Chapters to ring the Imperium in adamantium and ceramite instead of dozens.The Lord Commander also decreed that the Imperial Fists would no longer garrison the Throneworld of Terra, as they would become a Crusading Chapter to bring their strength and Thane's authority as Lord Commander of the Imperium to the beleaguered worlds of the Imperium, to free them from alien tyranny, and speed their reconstruction. Knowing that his labours would be long, and that he might never see the Throneworld again, Thane invested Drakan Vangorich as the new Lord Protector of the Imperium, to be his personal representative and act as his voice and his hand, to be heeded and treated with as if Thane were present himself. To allay the High Lords' misgivings, he reminded them that the threat of his return would be enough to ensure Vangorich's good behaviour. |
War of the Beast - Vangorich's Fall: Following the departure of the Imperial Fists from Terra, Vangorich was left to oversee the reconstruction efforts of the Imperium and to act as Thane's voice in the council of the Senatorum Imperialis. But over the course of the War of the Beast, Vangorich had grown contemptuous of the political machinations and squabbling of the fractious High Lords during the conflict.But he remained committed, at first, to do his best to work with them in the rebuilding of the shattered Imperium. However, Thane had warned Vangorich of Fabricator-General Kubik and his self-interest. Eventually Vangorich discovered the full extent of the Fabricator-General's plans.The head of the Adeptus Mechanicus had utilised matter displacement technologies plundered from the Greenskins' Attack Moons to secretly teleport the Ork capital city of Ullanor, Gorkogrod, aboard the immense Mechanicus vessel Ark Majesty instead of carrying out an Exterminatus on Ullanor as Chapter Master Thane had demanded. Kubik was intent on plundering the Greenskins for every scrap of their advanced technology. Enraged by Kubik's deception, Vangorich decided to act.The Grand Master of Assassins understood that the Officio Assassinorum was a tool to be used to check the follies of empire. He knew what it could do and what an abuse of power it could be to use as the Emperor intended it to be used. That is why he had avoided acting, until now.Vangorich came to the conclusion that the squabbling rabble in the Senatorum Imperialis were irredeemable. They had done nothing for a thousand standard years but stuff their greedy faces with the wealth of the Imperium. Vangorich saw no other choice but to act, for the Imperium had become corrupt from within. The deadwood needed to be disposed of, and the new given a chance to germinate.Striking swiftly, Vangorich ordered the death of the High Twelve, which was swiftly carried out in a single solar day. Only Wienand, the joint-Inquisitorial Representative, was spared, as Vangorich harboured romantic feelings towards the female Inquisitor.Thus, in 546.M32 the byzantine politics of the Imperium of Man took a calamitous turn when the High Lords of Terra were all assassinated. This lamentable event came to be known as "The Beheading". Vangorich then moved swiftly to install new High Lords, who acted as a puppet representatives of the Senatorum Imperialis for the Lord Protector to do with as he willed.Though he did not say as much, Vangorich believed that the acting Lord Commander of the Imperium had more or less given unspoken permission to the Lord Protector to remove the chafe from the wheat. Whilst out on Crusade, Thane received reports of what Vangorich had done, but did not move against him, as he decided to let the Lord Protector lead the newly-installed Senatorum Imperialis and rule the Imperium effectively for once.Vangorich would go on to govern the Imperium for nearly a standard century. Though he eventually became a tyrant, he was an effective one, and oversaw the reconstruction and re-fortification of Terra and the Imperium, the rebuilding of Imperial military forces as well as the Fourth Founding of the Adeptus Astartes. However, after nearly eighty Terran years of rule, the Lord Protector had begun to display a variety of troubling behaviours and uncontrolled paranoia.Seeing enemies everywhere, he called for unnecessary purges and massacres, which only seemed to grow in number on a daily basis. Receiving troubling reports from abroad about the Lord Protector's growing instability, Maximus Thane decided that the Imperial Fists would return to Terra to remove the troublesome Vangorich. |
War of the Beast - Fury of the Space Marines: When the Imperial Fists' Crusade fleet finally arrived back at Terra, four hundred Space Marines were despatched to the capital world's surface. A company each from two of the newly founded Chapters, the Halo Brethren and the Sable Swords, as well as two hundred Imperial Fists of the 1st, 4th and 5th Companies took part in the efforts to remove Vangorich from power. The commander of the strike force, Qublicus Amar, Chapter Master of the Sable Swords, was assassinated by a Vindicare Assassin's bullet soon after making planetfall.Seeing no other choice, the remaining Space Marines commenced their attack nevertheless. Assailed by hundreds of Assassins, the Space Marines lost half their number securing the Imperial Palace from the agents of the Officio Assassinorum. Confronting the Inquisitorial Representative, the elderly Wienand, she convinced Thane of her loyalty, and gave the Chapter Master the necessary intelligence he needed in order to find and remove the mad tyrant Vangorich from power.The Grand Master of Assassins had taken refuge in the Eversor Temple at Terra's north pole. Moving the retribution force there at once, the Astartes proceeded with their attack. Within the Eversor Temple, the Space Marines were assailed by a hundred Eversor Assassins. Only Maximus Thane managed to survive, to reach the Grand Master and finally deliver the Emperor's judgement personally with his Bolt Pistol. In the aftermath of Vangorich's fall, the Imperium would proceed to descend into a period of political anarchy for some time.This sorry situation would last for almost two more standard decades, until Chapter Master Agnathio of the Ultramarines gathered the support of his fellow Chapter Masters from all over the galaxy, and a combined armada of over 50 Chapters of Space Marines descended upon Terra for the first time since the end of the Horus Heresy.Agnathio provided the warring factions of the Throneworld with an ultimatum to either cease fighting and form a unified government immediately or be purged as Heretics. The factions, unable to withstand the military might of the equivalent of an entire Space Marine Legion of old, quickly fell into line, and a new council of High Lords of Terra were quickly elected and order restored at the heart of the Imperium.In the wake of these events, the Inquisition formed the Ordo Xenos and the Ordo Malleus in order to combat threats both xenos and daemonic in nature, while the Captain-General of the Adeptus Custodes was granted a position as one of the High Lords of Terra. In a final act, the esteemed position of Lord Commander of the Imperium was abolished, and would not be reconstituted for another nine millennia, until the resurrection of the long-dead Ultramarines primarch, Roboute Guilliman at the end of the 41st Millennium. |
War of the False Primarch - War of the False Primarch: The War of the False Primarch was a conflict fought by the forces of the Imperium of Man in 860.M33. During the War of the False Primarch, a dark and bloody episode in the Imperium's history now largely lost to myth and purged from all Imperial records, the Segmentum Pacificus was plunged into anarchy, and the "Pentarchy of Blood" was convened by the High Lords of Terra to enact their judgement.Five Space Marine Chapters (the Flesh Eaters, the Carcharodons, the Charnel Guard, the Death Eagles and the Red Talons) were unleashed to systematically destroy eleven other Chapters of the Adeptus Astartes judged Traitoris Perdita and lay waste to their homeworlds, finally drawing the eight-solar-decade-long conflict to a close. |
War of The Wolf - War of The Wolf: The War of the Wolf was an Imperial campaign led by the Great Wolf Logan Grimnar of the Space Wolves Space Marine Chapter in 612.M41, against the vile geneticist Fabius Bile and his Forces of Chaos. When Grimnar learned that the arch-traitor Abaddon the Despoiler had found the location of one of the long-lost members of the Space Wolves' only successor Chapter, the Wolf Brothers, the Great Wolf led his elite Champions of Fenris to rescue the battle-brother from the clutches of the Black Legion, before the Clone Lord could use him for some nefarious experiment. |
War of The Wolf - History: For the Space Wolves, one of their greatest and most closely-guarded secrets is the fate of their one and only Successor Chapter, the Wolf Brothers. Created as part of the Second Founding, the Wolf Brothers' gene-seed proved unpredictable and unstable, combining all the worst aspects of the Canis Helix and the curse of the Wulfen. After the Chapter was disbanded hundreds of Wolf Brothers vanished entirely, taking with them prized gene-seed created from the Space Wolves' own stockpiles. In the year 612.M41 word reached the Great Wolf that one of these long lost brothers was found. For millennia the Space Wolves had been watching over their wayward kin, secretly shielding them from both the wrath of the Imperium and the influences of Chaos -– though not always with success. So was it to be this time, and the glad news of the Wolf Brother's discovery was tainted by word that the planet upon which he rested was in the hands of the Black Legion. Worse still, rumour placed the arch-traitor Fabius Bile within the system, and Grimnar knew it could only be the Wolf Brother and his unstable gene-seed that Bile sought. Access to the successor Chapter's gene-seed would enable the traitorous geneticist to create an army of monstrously corrupt, mutated horrors to fight for the forces of Chaos. The Great Wolf would be damned before he let this come to pass. Calling his Wolf Guard to his side the Old Wolf ordered his Great Company gathered. So armed, Grimnar, his most trusted champions and a small fleet of ships set off into the Sea of Stars to find the Wolf Brother and slay any who dared stand in their way. |
War of The Wolf - The Well of Souls: Keen hunters and able voidfarers, it did not take long for the Champions of Fenris to find the planet on which the Wolf Brother was hidden, despite the stench of traitors hanging heavyaround the Eye of Terror. Guided by intelligence collected by his Wolf Scouts and following the augur-scent left by the Black Legion craft, Grimnar and his Wolves came upon the world of Lumerius. A frozen ball of frost and snow, barely warmed by the watery light from its distant blue star, Lumerius was where the Wolf Brother lay, imprisoned in the ice-locked ruin of a shipwreck thousands of years old. From the command bridge of his Strike Cruiser on the far edges of the system, Grimnar considered the reports of his Wolf Guard and the faint outline of the Styx-class Heavy Cruiser Well of Souls hanging like a dark splinter in the milky white eye of Lumerius. Grimnar had chosen a small but elite flotilla of ships for speed and stealth, and lacked the brute strength to take on such a powerful vessel in open combat. Neither could he ignore it, however. In the end it was his champion Arjac Rockfist that came up with a daring plan to take out the enemy vessel, one that brought fierce grins to the faces of the Champions and a thundering din as they beat their fists onto their chest plates in approval.Like shadows racing across the night sky a salvo of boarding torpedoes silently bore down upon the Well of Souls. The Space Wolves had launched the missiles from the depths of space, letting their engines burn cold until they glided in under inertia alone. Inside the lead torpedo Grimnar, Arjac and a dozen Wolf Guard Shieldbrothers braced for impact. Seconds before they struck home the Chaos vessel's augurs detected them, enemy crews scrambling to quad-lascannon turrets and krak missile batteries. As the void came alive with slashes of light and fire the Wolf Guard joked over the vox that they might have to swim the rest of the way, as the armoured hulls were rocked by nearby explosions and raking lascannon fire. Grimnar's boarding torpedo had its tip sheared off by a fusillade of turret fire, vapourising the Servitor pilot and sending the craft spinning. It tumbled through the open launch bay doors of the Well of Souls and crashed into the deck with the screech of tortured metal. With a bellowing war cry Grimnar smashed his way free of the wreck, the first of the Champions of Fenris out into the hold. Tangled in a twisted ruin of gantries, the torpedo had skidded to a halt beneath a Heldrake roost, dozens of the Daemon Engines hanging like monstrous mechanical chiropterans overhead. Black Legion Chaos Space Marines on the deck below fired bolters one-handed as they scaled ladders to meet this unidentified threat. Moments later, Arjac and the Shieldbrothers rejoined their lord. The first Black Legion warrior to reach them had his head hacked from his shoulders by the Axe Morkai, while the second was torn to bloody ribbons by Grimnar's Storm Bolter. Stirred by the sounds of battle, a Heldrake descended from above, sweeping out its wings and snatching up a Wolf Guard Terminator in its claws. Even as the daemonic beast soared off over the launch bay the veteran smashed at it with his hammer, cursing the creature and the Warp that had spawned it. The Heldrake let out a metallic screech as it tore the Space Wolf apart in a shower of gore and shattered ceramite, its kin heeding its call and unfurling their wings.Bolt rounds hurtled up from below, blasting ragged holes in the gantry and exploding against the Shieldbrothers' armour as the traitor Space Marines concentrated their fire on the invaders. In the air above, Heldrakes circled like gargantuan carrion birds, swooping down to snatch up Wolf Guard or washing the Space Wolves with flaming death. Arjac Rockfist held the centre of the Space Wolves' formation, the Anvil Shield bashing aside the razor jaws and claws of the Heldrakes as they snapped hungrily at the Space Wolves, while Foehammer scored fracturing blows against the creatures' Warp-iron hides. Again and again his hammer was cast at the Daemon Engines, each time flashing back to his hand in an actinic blaze. With his warriors outnumbered and trapped amongst the wreckage of insertion, the Old Wolf had known from the start it would be but a matter of time before they were overwhelmed. Thinking on his feet, Grimnar struck at the supports of the gantry from which enemy reinforcements were arriving. In a shower of sparks the walkway came free, the scream of twisting metal drowning out the cries of the Heldrakes as it hurtled to the deck below. |
War of The Wolf - Guns of Chaos: While Logan Grimnar and his Wolf Guard were locked in combat underneath the Heldrake roost, the rest of the Champions of Fenris had breached the Well of Souls in their own torpedos. Ranulf Ironfang and Ingvarr Thunderbrow led a pack of Wolf Guard Void Claws –- clad in hulking Terminator Armour and armed with paired Wolf Claws, they proved deadly in the close quarters fighting. Enemy crewmen would try to erect hasty barricades in corridors and void-locks, only to crumble before the fury of the Space Wolves. Only when squads of Black Legionnaires confronted them did the advance slow, the deafening hammer of boltgun fire and blinding flash of wolf claws filling the corridors. After each brutal skirmish Ranulf would make some jest about the quality of their foes while grinning at Ingvarr, and each time Ingvarr would shake his head in silence, only once allowing the ghost of a smile to cross his features when Ranulf hurled a deck-hand at one of his erstwhile overlords.Meanwhile in the depths of the ship, Grimnar fought his way towards his intended target. Reduced to a handful of Shieldbrothers, the Great Wolf's force smashed its way through the Black Legion defences with hammer and shield. With arcing hammer blows the Space Wolves caved in blast doors to clear a path. Finally the Great Wolf and his packmates emerged into the Chaos cruiser's gun loading deck. Vast beyond reckoning, the deck spanned almost the full length of the vessel. Along the outer hull towering macro cannons, each as large as a habblock, pointed out into the void. On overhead tracks, cranes and hoists transported shells the size of Land Raiders, while thousands of slaves hauled on chains of black iron under the lashes of their overseers. Grimnar pointed with his axe to where fresh ordnance was being carried up from the ship's magazine below. Here was where they would cripple the Well of Souls and take her out of the fight. The vessel's captain was no fool, however, and between Grimnar and his goal were a dozen Black Legion Terminators, backed by throngs of maddened Cultists. Baring his fangs Grimnar raised the Axe Morkai above his head and charged. As the two sides closed bolt rounds and autogun fire whipped between them, detonating in clouds of scorched flesh or ricocheting from Terminator plate. Then, with a deafening crash, the two sides met.Against the disciplined elite of the Black Legion and the disorganised rabble of the Cultists the pride of the Space Wolves proved their skill and ferocity. Brutal hammer blows, flashing fangs and crackling storm shields all took their toll, as Space Wolves were dragged down with savage snarls on their lips. Though the Black Legion were a dire foe indeed, under the protection of the Shieldbrothers the Master of the Space Wolves and his champion slew them to a man. As Grimnar tore the Axe Morkai from the throat of the last Chaos Terminator in a spray of blood, he realised that only he and Arjac remained standing. Bloody but unbowed, the Great Wolf gave the signal to Arjac, who hurled Foehammer with all his prodigious strength into the critical workings of the macro-cannon shell hoist. As the chains broke, a massive shell fell back down into the ship's primary magazine with a deafening detonation. |
War of The Wolf - Heart of the Void: Ranulf Ironfang was the first to step onto the Well of Souls' bridge, his hulking grey form lumbering through the still smoking remains of the void-lock. At his side Ingvarr Thunderbrow and a score of other Void Claws thundered across the deck to meet the Chaos forces. As the Space Wolves pressed their assault, Voidheart, favoured of the Despoiler's lieutenants, watched them come. Clad in baroque black armour with a helm of twisted horns and the leering face of a Daemon, Voidheart sat on the vessel's command throne overseeing his warriors below. From all sides of the huge chamber Chaos Space Marines marched forward, blades and bolters ready to end the invaders. Ranulf howled his challenge and charged, his brothers close upon his heels. Everywhere the air was filled with the crash of mass-reactive bolter rounds and the screech of ceramite being rent asunder. Eyes fixed on the Daemon-faced Chaos Lord, Ranulf forged a bloody trail across the deck. His heavy Terminator armour turned the blades and bolt rounds hammering down upon him, while his frost blade parried blows and flashed out to sink into heretic flesh. By the time Ranulf reached the base of the command throne his armour was scarred by dozens of blows and his sword was crimson with blood.Voidheart levelled his Daemon blade at Ranulf as he descended from the throne, promising him an eternity of torment within the Warp. Ranulf's response was blunt, crude and to the point. Voidheart easily repelled Ranulf's first flurry of attacks, and at once the Wolf Guard knew how dangerous an adversary he faced. His foe’s Daemon blade cut darkly through the air around him, black Warp-flame dancing hypnotically along its edge. Voidheart's hatred of the Space Wolf was almost palpable in its intensity – a feeling Ranulf held in equal measure for the thrice-cursed traitor standing before him. For a span of agonising minutes Ranulf tried to breach Voidheart's guard, but the Daemon sword seemed to move with a mind of its own, always there to turn his frost blade. Sparing a second's glance across the bridge, he could see his brothers equally pressed by the massed ranks of the Black Legion, and was forced to accept that there would be no aid against Voidheart. This moment of distraction was what the Chaos Lord had been waiting for, and in an instant his weapon flicked forward in an attempt to pierce Ranulf's skull. Only the Wolf Guard's acute senses saved his life, and he twisted partly out of the way. Even so, the unnatural blade pierced his helm and scored a bloody line across his face, burning away his left eye.Howling in rage and pain, Ranulf bared his fangs and snarled at Voidheart. Deep within Ranulf's mind the shadow of the Wulfen stirred to life and the Space Marine hurled himself at his foe like a wounded Thunderwolf, the two exchanging a flurry of blows. However, it was only when an explosion from far below threw the combatants off balance that the tide turned, a momentary opening allowing Ranulf to hack off Voidheart's sword arm at the shoulder. Clutching the ruined, bleeding stump, the Chaos Lord fled the bridge, his crew moving to cover his escape. As another explosion from below rocked the deck, Ranulf heard the crackling vox message from the Great Wolf ordering them to withdraw. Cursing the escape of Voidheart, Ranulf hurried to obey the command of his Wolf Lord. Supporting their wounded, Ranulf, Ingvarr and the remaining Void Claws enacted a fighting retreat. Down through decks of fire and ruin they battled, clearing the way with the savage fervour of cornered wolves. As the Space Marines reached the aft launch decks of the Well of Souls, the Chaos craft was already listing dangerously toward Lumerius: the damage had been done. Debris raining down all around them, the Wolf Guard fought their way onto the awaiting Stormwolves as the Great Wolf led a defence of the extraction point with the surviving Champions. Ranulf was the last to step onto the ramp, pausing only to spit contemptuously onto the deck. |
War of The Wolf - Fiends of the Deep: Wolf Scouts had made planetfall on Lumerius, pinpointing the shipwreck where the Wolf Brother slumbered, frozen in time. Floating in the middle of a vast polar sea, the void-ship was more ice and snow than steel, having drifted among the icebergs of Lumerius for millennia. In the heart of the wreck, colossal vaults housed countless stasis caskets, and in one of them slept the lost son of Russ. It was in these vast chambers that Fabius Bile and the Black Legion were searching for Abaddon's prize. Outside, the Chaos forces had fortified the tundra around the ship against assault, trenches and emplacements reaching out to where the frozen island ended and the frigid blue sea began.From high in the atmosphere Grimnar surveyed the augurs of his Stormwolf, considering where to strike. His golden eyes noted the dark prow of the vessel pushing up from the centre of its icy prison. Like all Space Wolves Grimnar was well versed in the ways of the sea and glacial drifts like the one he now considered. He knew much of the ship was hidden below the waves, and it was here that the Champions of Fenris would strike. The Wolf Lord ordered the Stormwolf's pilot to come in low over the sea. He rapidly formed an image in his mind's eye of the size and shape of the entombed wreck. Just below the surface was an ice shelf with tunnels leading deeper into the wreck. This would be Grimnar's point of attack, and with his brothers he would drop down to the shelf below and walk beneath the freezing sea into the wreck. Covering his landing, Grimnar had ordered Thunderstrike formations –- combined teleportation and Drop Pod assaults -– to target the Chaos defences. An orbital barrage arced down from the heavens to pummel the traitor trenches, preparing the way. As huge chunks of snow-covered steel were hurled skyward, the first Space Wolf Drop Pods crashed down and Terminators appeared in flashes of light. The cold air was soon filled with the smoking trails of shells and plasma bolts, and red splashes of blood stained the ice. In answer to the carnage, Chaos Space Marines emerged from the wrecked vessel to bolster the defences.While the maelstrom of mayhem and death raged overhead, Grimnar and his Wolf Guard attacked from below, marching up out of the frigid sea into the huge caves honeycombing the iceberg. Hundreds of metres across, the tunnels were part ice, part twisted steel, their upper limits lost in shadow overhead. Near the front of the advance Arjac suddenly paused, motioning for his Shieldbrothers to still their tongues. As silence descended the others heard it too, a hissing, grinding wail coming steadily closer. Through the distorted walls of ice the Wolf Guard could now see dark shapes approaching, moving like metal kraken beneath transparent waves. In a burst of crystal shards a Maulerfiend emerged, its magma cutters searing a hole through the ice and releasing billowing clouds of steam that obscured the Space Wolves' vision. In the close confines of the tunnel the Wolf Guard could do little to avoid these weapons designed to crack open fortifications, and two Shieldbrothers were sliced open by super-hot blasts of energy. Arjac pushed forward, but before he could strike another one erupted from the ground beneath his feet, grabbing him in its pitted jaws. The Wolf Guard rallied around him, their hammers fracturing the steel beast's hide but failing to bring it down.In the blinding mist Grimnar's nose guided his attacks as he followed the oil-and-blood stench of the machine. Grimnar let out a battle cry and struck out into the fog, feeling the Axe Morkai sink deep into Warp-forged iron. Hearing their lord join the fray, the other Wolf Guard let out their own howls of rage, and attacked with even greater fury. Arjac, still trapped within the Daemon Engine's grinding jaws, hurled Foehammer into the mist before thrusting his gauntlet deep into its mouth. In a flash of light the hammer rematerialised in his fist, smashing apart the monster’s head from within. Wolf Guard swarmed over the remaining Maulerfiend, a mighty blow from Grimnar finally sending it crashing to the ground with a pained roar. Gathering up the remaining Wolf Guard, Grimnar advanced down the tunnels made by the Maulerfiends, following them into the rusting heart of the ship. |
War of The Wolf - Tomb of Wolves: Inside the ruined vessel the Space Wolves climbed through corridors twisted and torn by centuries beneath the ice. Ancient statues and reliefs stared forlornly at the Wolf Guard from under layers of snow. Grimnar recognised some of the tunnels and chambers they pushed their way through, the icons and regalia of the Imperium upon them. Others were alien –- strange asymmetrical shapes and xenos symbols dominated their walls. This had been an accursed vessel even before it found a resting place upon Lumerius; countless dark deeds had been wrought here, of that Grimnar was sure.The Great Wolf was the first to hear the hum of plasma generators from up ahead, a thread of sound hidden under the muffled thump and rumble of the battle raging overhead. Motioning for his brothers to draw close and ready their weapons, he led the way down into a vast fractured chamber. The room was the broken remains of a stasis vault, where thousands of people would sleep away centuries of interstellar travel. Concentric circles of stasis caskets ringed the vault from floor to ceiling, vanishing up into the dim ice-locked roof and down into the debris-choked depths below. Precious few of the caskets still thrummed with life, the contorted remains of their occupants barely visible in the shadows. The rest were wreathed in darkness. Several levels below, Grimnar could see the flickering lights of las-cutters and the unmistakable form of Fabius Bile's spidery harness as he directed his vassals to carve open one stasis casket after another. The Wolf Lord knew it would be only a matter of time before the traitor found the Wolf Brother -– a tragedy he could not allow to come to pass. Roaring a challenge, Grimnar fired a burst of bolter rounds, though he was far out of range. Even so, it had the desired effect and Bile turned from his task, his Black Legion bodyguard closing ranks around him. Like a ceramite avalanche the Wolf Guard descended down the side of the cylindrical vault, crashing down from one level to the next, along rusted gantries and ramps. As they came the Chaos Space Marines poured bolter fire into the Wolf Guard, rounds exploding as they tore the chamber apart. Grimnar was the first to reach the traitors, landing on the lower level with a reverberating clang. The first Black Legionnaires to charge him met with a bloody fate, their remains tumbling to the floor.In moments Grimnar was upon Fabius Bile, a brutal axe blow hacking off one of the Primogenitor's arachnid appendages. Quick as a serpent, Bile counter-attacked, wielding a ghastly-looking weapon that crackled with Warp energy. Inflicting agonising pain, the barest touch was enough to bring the Wolf Lord to his knees, his fangs gritted in pain as the weapon's curse raged through him. Before Grimnar could rise, Bile raised a dripping syringe. He had come here for the Wolf Brother, but with the Master of the Space Wolves kneeling at his feet he could capture an even greater prize. At that moment, Foehammer smashed Bile's pseudo-limb aside, Arjac barrelling forwards to place himself between Grimnar and his foe. With the Black Legion now giving ground before the ferocity of the Space Wolves, Fabius Bile made his own plans for retreat. The Primogenitor had not lived so long or with such care to chance his life when the odds turn against him. With a contemptuous sneer Bile keyed a teleporter homer on his belt, vanishing in a flare of crimson light. Arjac helped Grimnar to his feet, the Great Wolf nodding to his champion in wordless thanks before charging forwards to finish off the remaining traitor forces.What would have taken Bile days took Grimnar but a few hours, his enhanced senses finding the Wolf Brother's stasis casket from among the thousands in the vault. With a drop of blood the Wolf Lord opened the genetic lock and looked upon the face of the Chapter's long lost battle-brother. Sorrow filled Grimnar's heart as he noted the signs of the Wulfen upon the ancient warrior, his rictus snarl frozen in time by the stasis field. It would be no kindness to awaken him, and so Logan closed the casket once more, ordering it returned to the Fang. There would be no redemption for this brother of the Space Wolves, but at least he had been spared corruption by the powers of Chaos. |
War Walker - War Walker: A War Walker is a one-person, lightly-armoured, bipedal combat walker used by the Craftworld Aeldari. They are piloted by a standard Asuryani Guardian.The War Walker plays an essential role for Asuryani military forces very similar to that of an Astra Militarum Sentinel. Both are nimble, lightly armoured scouting units, though the War Walker is closer in size to the Wraithlord.War Walker pilots often become emotionally attached to their mounts, and a union of the pilot's mind with their machine ensues. This union is aided by the presence of an Aeldari Spirit Stone, containing the spirit of a deceased Aeldari that has been melded with the walker.The conjoined minds of the pilot and the individual personality within the Spirit Stone provides a much sharper focus and a deadlier concentration in combat that enhances the mission effectiveness of the walker. |
War Walker - Armament: Standing three metres tall, the War Walker is the smallest and lightest of the Craftworld Aeldari's many different types of combat walkers. It is controlled by a single pilot who merges with its wraithbone core.This Asuryani enters a meditative state to become one with their machine. Piloting a War Walker is often an Asuryani warrior's first step to eventually becoming the steersman of an Aeldari Titan.The pilot is assisted by a variety of advanced support and failsafe systems, including the use of a Spirit Stone containing the soul of an experienced Asuryani warrior that has been melded with the walker in certain situations, while an advanced gyroscopic-stabilisation system and the War Walker's articulated legs allow the walker to traverse even the roughest of terrain.The War Walker mounts a pair of Aeldari heavy weapons, which can include a Brightlance, Scatter Laser, a Shuriken Cannon, a Starcannon or a Missile Launcher, giving the walker the versatility it requires to fulfill multiple tactical roles.In order to preserve its mobility and maneuverability, the War Walker lacks much in the way of armour, though the pilot is protected by a shimmering Holo-field. This Holo-field distorts the War Walker's outline and location, providing the pilot with an equivalent level of protection as to be found in a fully up-armoured vehicle of the same size and configuration. |
War Walker - Defences: Though lacking much in the way of armour, a War Walker is protected by a Holo-field like many other Craftworld Aeldari vehicles and spacecraft, which blurs the image of the War Walker, making it difficult to see and target by enemy vehicles and infantry.Because their vehicle possesses so few defences, War Walker pilots rely on speed, overwhelming firepower, and their Holo-fields to allow them to destroy or rout enemies before they can be eliminated themselves. |
War Walker - Deployment: War Walkers are most often deployed in squadrons comprising one to three walkers. War Walkers are first and foremost used as reconnaissance vehicles, typically operating ahead of a larger Aeldari military force to determine the location of the enemy's lines.Such is the effectiveness of the War Walkers' ranged weaponry that, after achieving their vanguard mission, they are often summoned back to the more static core of the warhost, joining their firepower with that of support weapon platforms, Dark Reapers and even Aeldari Titans.This cavalcade of fire comes later in the battle, as part of what the Asuryani call the Murehketh Bein Hekhita, or "the Sting of Grief" in the Aeldari Lexicon. Any who attempt to disrupt this fusillade by closing in on the War Walkers quickly learn that the kicking, stamping legs of the constructs are deadly weapons in their own right. Thus do the most successful War Walker pilots have both the first and last word in a battle.However, when operating in this fire support role, War Walkers often expose themselves to enemy fire, which can lead to heavy losses amongst these poorly defended vehicles.Aeldari Corsairs also commonly employ War Walkers in their raids against the worlds of the "lesser races," valuing the walker's mobility and heavy firepower, but Corsairs also employ a variant of the walker known as the Wasp Assault Walker that is more suited to being dropped from orbit to a planetary surface as part of an airborne drop infantry force. |
War Walker - Rune: The War Walker rune in the Aeldari Lexicon reflects the skill and speed of these vehicles as they stalk their prey, while their Guardian pilots proudly embody the spirit of Kurnous, the horned Aeldari god of the hunt. |
War Walker - Sources: Codex: Craftworlds (8th Edition), pp. 38, 102Codex: Eldar Craftworlds (7th Edition) (Digital Edition), pg. 48Codex: Eldar (6th Edition), pg. 42Codex: Eldar (4th Edition), pg. 44Codex: Eldar (3rd Edition), pp. 15, 20Codex: Eldar (2nd Edition), pg. 27Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 186 |
War Without End (Anthology) - War Without End (Anthology): War Without End is the thirty-third volume in the Horus Heresy series of novels. |
War Without End (Anthology) - Synopsis: The Emperor’s vision of Mankind ascendant lies in tatters. The Great Crusade is naught but a fading memory. The dream of Unity is no more. But with Horus’s rebellion spreading to every corner of the Imperium and war engulfing new worlds and systems almost daily, there are some who now ask: were the signs there to be seen all along? In these dark times, only one thing is certain – the galaxy will never know peace again, not in this lifetime or a thousand others... |
War Without End (Anthology) - Contents: War Without End is an anthology and contains twenty-one short stories from various authors. All the stories contained within this anthology were previously published in the limited edition anthologies The Imperial Truth, Sedition's Gate, and in the novella anthology collections Death and Defiance & Blades of the Traitor:Sermon of Exodus by David AnnandaleHowl of the Hearthworld & Lord of the Red Sands by Aaron Dembski-BowdenBlack Oculus by John FrenchThe Laurel of Defiance, A Safe and Shadowed Place & Twisted by Guy HaleyArtefacts, The Phoenician, Imperfect & Chirurgeon by Nick KymeThe Devine Adoratrice & Wolf Mother by Graham McNeillHands of the Emperor & The Harrowing by Rob SandersVirtues of the Sons by Andy SmillieAll That Remains & Gunsight by James SwallowBy the Lion's Command by Gav ThorpeAllegiance & Daemonology by Chris Wraight |
War World - War World: A War World is an Imperial planet that is part of an active war zone. The Imperium of Man is constantly at war and during those conflicts whole planets can burn.Massive Imperial military campaigns and Imperial Crusades can envelop dozens of star systems and hundreds of worlds, many of which are utterly devastated by orbital bombardments and artillery in planet-spanning battles that last for entire solar decades.Long-term war zones are hellish places where death comes quickly. The Imperium can field truly immense armies of millions of men and women, grinding their way across a devastated planet and reducing its cities to rubble.Mercenaries flock to such places, hoping to leave soon after with their voidships loaded with pay and loot. Deserters and escaped prisoners form bands of pirates, preying on any starships unable to defend themselves. Planetbound, these reavers roam the war-torn worlds in feral packs, stealing anything not nailed down and killing anyone who gets in their way.The Administratum sends colonists from more overcrowded worlds (sometimes willingly, sometimes not) to re-populate such war-torn worlds after the fighting has ended. But the bureaucratic wheels of the Imperium grind slowly and a world can lie devastated for Terran centuries before any effort is made to resettle it.These places can be some of the most ghastly in the Imperium, with ravaged environments, cracked planetary crusts, burnt-out cities, and plains covered in the rotting flesh of the fallen. |
War World - Notable War Worlds: Planet NameSegmentumSectorSub-SectorSystemPopulationNotes47 KapellaSegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknownAcheron IVUnknownUnknownUnknownUnknownUnknownImperium fought on this world against the Orks of WAAAGH! UggrotArmaturaSegmentum UltimaUnknownUnknownUnknownUnknownTowards the beginning of the Horus Heresy, Primarchs Lorgar and Angron of the Word Bearers and World Eaters Traitor Legions, conducted a joint campaign, known as the Shadow Crusade, into the heart of the Realm of Ultramar. Armatura was one of the first worlds to feel the wrath of the Forces of Chaos, falling to the Warmaster's forces.BarabanSegmentum UltimaJericho ReachUnknownUnknownUnknownContested by the Imperium and T'au Empire.BleakfrostUnknownUnknownUnknownUnknownUnknownDuring fierce fighting on Bleakfrost, an Ork horde overruns the last Imperial defence line. Dropping from orbit, the Novamarines Chapter deploy a thin line of Devastators and Sternguard into the mile-wide breach. Through tenacity and firepower, the Novamarines hold the line for six hours until Titans arrive to throw the Orks back.FarcastSegmentum ObscurusCalixis SectorMalfian Sub-sectorUnknownUnknownGelmiro PrimusSegmentum ObscurusCalixis SectorSpinward of Markayn MarchesUnknownUnknownGelmiro SecundusSegmentum ObscurusCalixis SectorSpinward of Markayn MarchesUnknownUnknownGelmiro TertiusSegmentum ObscurusCalixis SectorSpinward of Markayn MarchesUnknownUnknownGhingaUnknownUnknownUnknownUnknownUnknownGhinga is currently fighting an uprising instigated by Chaos Cultists, with the aid of Daemonic. The timely arrival of a squadron of Grey Knights Space Marines helped to save the planet from a dark fate.KhazantSegmentum UltimaJericho ReachUnknownKhazant SystemUnknownContested between Chaos and Imperial forces.KulthSegmentum ObscurusCalixis SectorThe PeripheryUnknownUnknownHas been continuously fought over for eighty-three years since it was first invaded by Orks.KuluthSegmentum ObscurusCalixis SectorMalfianUnknownUnknownMaliceSegmentum ObscurusCalixis SectorHazeroth AbyssUnknownUnknownCurrently on the front lines of the Wrack War.Maxima MoranSegmentum UltimaUnknownUnknownMoran SystemUnknownAn Imperial world currently being invaded by Hive Fleet Kraken.ProtasiasSegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknownPurgatorySegmentum ObscurusCalixis SectorDrusus MarchesUnknownUnknownImperial Guard fought here against an invading Night Lords Chaos Warband.TorhavenUnknownUnknownUnknownUnknownUnknownResponding to reports of Genestealer cult activity on Torhaven, the Ordo Xenos despatch a Deathwatch Kill Team to exterminate the threat. Unbeknownst even to the Inquisition, Torhaven's equatorial fortress conceals a secret cache of Ultramarines gene-seed, an incalculably precious asset that cannot be allowed to fall into alien hands. Thus, the Kill Team is joined by Chaplain Ortan Cassius himself, the Ultramarines hero leading his brothers in a series of desperate battles to purge the xenos from Torhaven.RavaceneSegmentum UltimaJericho ReachUnknownUnknownUnknownImperial Guard fight Kroot.VigilusSegmentum UltimaUnknownUnknownUnknownUnknownVigilus is an Imperial Hive World that represents the terminus of a key route through the Great Rift into the Imperium Nihilus. As a result, Vigilus has become a heavily contested strategic location and the source of conflict between several of the different starfaring species and factions of the Milky Way Galaxy in the early 42nd Millennium. The campaign to claim Vigilus became known as the War of Beasts.XandrosUnknownUnknownUnknownUnknownUnknownThe site of an ongoing battle between the Ultramarines Chapter and the Necrons. |
Warband of Sektoth - Warband of Sektoth: The Warband of Sektoth is a large warband or thrallband of Chaos Space Marines dedicated to the service of Tzeentch, the Changer of Ways. The Warband of Sektoth is a splinter warband or thrallband of the Thousand Sons Traitor Legion that was founded and commanded by the infamous Chaos Sorcerer Sektoth the False Whisper, a master manipulator of the power of the Warp.This warband is active in the Calixis Sector and the Screaming Vortex, one of two massive Warp storms which separate the Calixis Sector of the Imperium from the Koronus Expanse. Sektoth's warband consists of hundreds of Thousand Sons Rubric Marines, several other subordinate Chaos Sorcerers and thousands of lesser, mortal soldiers and Chaos Cultists who die at his bidding. |
Warband of Sektoth - Warband History: Sektoth the False Whisper is a master manipulator and leader of a rather piratical warband of Heretic Astartes. He and the Thousand Sons at his command strike without warning against anyone who has resources he requires in his research of the Rubric of Ahriman. Dozens of lesser psykers have fallen under his sway, exchanging their martial utility for the honour of cowering at the hem of Sektoth's robe. His thrallband is large, with hundreds of elite Chaos Space Marine warriors that report to him and thousands of lesser, mortal soldiers who die at his bidding.When Sektoth desires the holdings of another warband he moves decisively and quickly. His light frigate, The Unyielding, arrives 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.What happens next has never been the same twice. Sektoth tends to prefer tactics that turn his enemies on themselves. He once garnered enough power to drive an entire planet mad with a single word whispered in every citizen's mind.This preference is not absolute, as he is not afraid to use more direct methods. He reduced the Gardens of the Exquisite Delight to swampland by commandeering a hijacked Iconoclast-class Destroyer and crashing the kilometre-long warship into an ocean on the far side of the world, wrecking the planet's climate in the process.In the wake of this seemingly random act, Sektoth harvests what profit he requires and leaves the vultures to pick the bones. Often, the resources expended far out-strip what he could possibly gain. Unknowable as his actions are, however, he is guided by a dark resolve and is granted resources by an impossibly powerful benefactor. |
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 - Role: An Ork warboss serves as a chieftain who is the proven leader of an Ork warband as well as the physically largest and most powerful Ork in the warband or WAAAGH!. First and foremost, warbosses are warriors, and they excel at the art of war. In battle, they lead from the front, giving full reign to their bloodlust, and driving their mobs to ever greater feats of savagery and brutality. They charge into their enemies at the side of their Boyz, hacking and slashing and tearing their opponents limb from limb in a bloody whirlwind of screaming violence.In the heat of battle, a warboss expresses the qualities to which every Ork aspires, and they become, in a sense, living avatars of Gork and Mork, the twin gods of the Orkish pantheon. Their brutality and effectiveness on the field of battle is awe-inspiring, and even the hardened battle-brothers of the Adeptus Astartes treat truly aged and successful warbosses with a modicum of respect, for they recognize true martial greatness when they see it.Warbosses who are particularly powerful, wealthy, and successful on the field of battle often take on the title of Warlord. In doing so, the warboss consolidates power by bringing together disparate Ork tribes, mobs, and warbands under his banner to serve some greater purpose. Usually, this greater purpose is simply to sweep through star systems to fight as many fights as they can and to collect as much treasure as they can carry.Occasionally, however, such an army turns into a fullblown WAAAGH! and can pose a grave threat to even the most strongly fortified Imperial sector or segmentum. Storied and ruthless killers such as the Arch-arsonist of Charadon and the legendary Ghazghkull Mag Uruk Thraka, Prophet of the WAAAGH!, are but two examples of the terror Orks who ascend to the rank of warboss can wreak upon the Imperium and its holdings.A warboss is invariably the biggest and baddest Ork around, the most wrathful and avaricious of his kin, for it he were not so, he would not be the warboss. He keeps the other Orks in line with the force of his domineering personality and a brutal beating from time to time. Indeed, thanks to the peculiar Orkish genetic structure, victory in challenge after challenge and the respect of his lessers will act as a growth hormone on the boss' body, and he will keep putting on size and muscle, his very nature ensuring the warboss will remain the largest and meanest Ork of his whole WAAAGH!. This will continue until he either dies, or another Ork manages to defeat him in a contest of strength.By virtue of being the strongest, the warboss gets the pick of any wargear and loot the warband accumulates, and gathers the best Ork fighters from the warband as his bodyguard. Warbosses often have their own entourage of Nobz, Squigs, Gretchin, or other slave creatures. A warboss usually decorates his chosen helm with huge horns, wears a crude banner affixed to his back or allows it to be carried by a Grot, and may replace his own jaw with a massive cybernetic prosthesis that has been grafted onto his skull. Some warbosses also pursue other bionic enhancements (called "bioniks" by the Orks) from his local Mad Doks.Whenever a warboss is killed, the largest Ork Nob in his retinue will take his place, after brutally restoring order among the klan or WAAAGH! and establishing himself as the new warboss. At times a warboss' authority may be challenged by his rivals. The outcome of such struggles for power can be resolved in a number of ways. Some Orks prefer low kunnin' (such as assassination or ambush), whilst others will engage in some ritual duel, whether simple brawls, or more elaborate ritual contests such as the famous "Eadbuttin' Kontest" where two Orks keep headbutting one another until one of the contestants passes out from cranial trauma.Among the Orks present in the Jericho Reach, the second option is much preferred, and every Ork settlement in the Reach possesses a fighting pit where the outcome of such challenges can be determined. In fact, many of these pit fights are used as a crude form of Greenskin judicial system, with the outcome of the fight resolving any kind of dispute over loot or position. |
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 - Notable Ork Warbosses: The following is a list of notable Ork warbosses that have terrorised the galaxy since the Age of the Imperium began in the late 30th Millennium of the Imperial Calendar:NameWarbandSummaryArbutzz the IncredibleWAAAGH! ArbuttzEmerging from the wild and primitive worlds found on the galaxy's southwestern rim in 910.M40, the warboss known as Arbuttz the Incredible led WAAAGH! Arbutzz across the Zypher Sub-sector and captured the Eldar Exodite world of Baran.Arrgard the DefilerWAAAGH! ArrgardIn M35, the Ork Warlord Arrgard led WAAAGH! Arrgard in overrunning and scouring the Imperial Forge World of Tigrus. This lost Forge World was where the Leman Russ Vanquisher main battle tank originated. Since the loss of Tigrus, the Vanquisher has become increasingly rare in the forces of the Imperial Guard.BadfangBlack Slayers TribeBadfang is an Ork warboss who is currently aligned with the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon, he led his Black Slayers tribe, which consisted of 30 Ork warbands and 4 Gargants. The Black Slayers were fielded against the Imperial forces on the continent of Armageddon Prime."The Beast"Unnamed WAAAGH!Leading a massive Ork WAAAGH! of extraordinary size, the warboss known only as "the Beast" nearly took over the galaxy in 544.M32. The Orks of this horde rampaged across the Imperium on a massive scale. The number of attacks grew until it became the greatest Greenskin invasion that the galaxy has ever known, eclipsing even the one defeated by Horus upon the world of Ullanor during the Great Crusade in the late 30th Millennium, which earned him the title of Warmaster. Nothing is safe from the Orks' primal desire to conquer the galaxy, and their widespread advances are only halted when the Imperium resorts to the most extreme of measures, at great cost to the collected Chapters of the Adeptus Astartes.Big SkorchaWAAAGH! Big SkorchaThe Ork Warlord Big Scorcha led three colossal Space Hulks in an assault on the Blood Angels Chapter's homeworld of Baal in 798.M41. Two of the Space Hulks were destroyed with much of the WAAAGH! on board. Before it too was destroyed, the final Space Hulk disgorged thousands of Orks, the Warlord Big Skorcha amongst them, onto the surface of Baal. Attacking the Chapter's fortress-monastery, the Blood Angels were not so easily outmanoeuvred. Inevitably, the attack failed, and those Orks who survived the initial assault were destroyed piecemeal by the arrival of Blood Angels reinforcements.BiglugWAAAGH! BiglugSometime during the 41st Millennium, the massive WAAAGH! Gragnatz devastated the Vorsk Sub-sector. Gragnatz's invasion force began as a few hundred thousand Orks besieging the Agri-world of Iornis. Rival warbosses split off to launch their own WAAAGH!s with varying degrees of success. When WAAAGH! Biglug emerged from the dimensional gateway known as the Wyrm's Maw, their fleet was augmented by dimensional weaponry, which further enhanced Gragnatz's already formidable Grand Armada. By the time Gragnatz's grand armada reached the Vorsk Sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.BlagrotBlagrot's Gargant Big MobBlagrot is an Ork warlord who is currently aligned with the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Gargant Big Mob, which consisted of an estimated 4 warbands and 3 Gargants, and which were deployed in support of the fighting in the Fire Wastes.BlaktoofWAAAGH! BlaktoofBlaktoof, the Overfiend of Octarius, finds his Ork empire infested by the spoor of Tyranids. Preliminary skirmishes with Genestealers forced the Blood Axes' warlords to employ the services of Boss Zagstruk, whose Vulcha Boyz are employed to intercept and destroy the Genestealer infestation. They were successful, but not before Hive Fleet Leviathan bore down upon the Octarius System. Blaktoof launched a counter-invasion straight into the maw of the Tyranid hive fleet, unleashing the on-going Octarius War.BludcrumpaWAAAGH! BludcrumpaWarboss Bludcrumpa led his WAAAGH! in a decades-long siege on the Forge World of Ironhelm. In 901.M41, Lord Commander Dante of the Blood Angels led a Stormraven drop assault that finally broke the Ork WAAAGH! during the Battle of Stonehaven.Bogga-BoggaWAAAGH! Bogga-BoggaFollowing the success of Arbuttz the Incredible, who led WAAAGH! Arbutzz across the Zypher Sub-sector and captured the Aeldari Exodite world of Baran in 910.M40, the bloated warlord known as Bogga-Bogga led his own tribe and claimed the barrows that lay beneath the great sweeping hills of that planet. Within the greatest and most magnificent of the barrows lay the resting place of the ancient Exodite Kings of Baran. Enraged, the Autarch Mauryon led a warhost from Craftworld Biel-tan to reclaim the beleaguered world from the Greenskins. Bogga-Bogga was killed in an ambush by Striking Scorpions Aspect Warriors.BogsnikBogsnik's Blitz BrigadeBogsnik is an Ork warlord that is currently aligned with the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Blitz Brigade, consisting of an estimated 8 warbands and 26 Battle Fortresses, which were deployed in support of the fighting in the Dead Lands.BonesmashaWAAAGH! BonesmashaBonesmasha was the formidable Ork warlord who led a massive Ork WAAAGH! into the Aurelian Sub-sector during the First Aurelian Crusade.BrugWAAAGH! BrugThroughout the Segmentum Ultima, countless Ork invasions threaten to mass into a single colossal WAAAGH! The forces of the Imperium are stretched to their utmost to contain each individual war zone. Notable actions include Chapter Master Marneus Calgar of the Ultramarines, who held out for a night and a day against the Greenskin hordes in the Siege of Zalathras and the 2nd Company's utter-devastation of Warboss Brug's planet stronghold.BurzurukBurzuruk's Gargant Big MobBurzuruk is an Ork Warlord who is currently aligned with the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his War Horde, which consisted of an estimated 4 warbands and 9 Gargants, and which were deployed in support of the fighting on the continent of Armageddon Secundus.DregdakkaWAAAGH! DregdakkaIn 928.M41, WAAAGH! Dregdakka ploughs headlong into the Adransa Cluster, causing untold devastation. On the planet of Thrassos a combined force of Space Marines from the Iron Knights and Liberators Chapters attempts to halt the Orks' steamroller advance. A horde of Orks including Dregdakka himself are lured onto a huge refinery platform before Techmarines destroy all bridges linking the platform to the mainland. Space Marine kill teams then deploy across the hulking structure, tasked with slaughtering the trapped greenskins and assassinating Dregdakka. Yet the Adeptus Astartes have woefully underestimated their foe, the greenskins digging in and fighting back with unexpected tenacity. Though they kill thousands of Orks, over three hundred Space Marines are slain and their comrades are overwhelmed as yet more Ork vessels pour into the system. His trophy poles rattling with freshly harvested Space Marine helmets, Warlord Dregdakka's position is now unassailable. His Waaagh! completely overruns the Adransa Cluster within the year.'EadcrumpaWAAAGH! 'EadcrumpaIn 799.M41, Big Mek 'Eadcrumpa lead his WAAAGH! to the newly awakened Tomb World of Suranas. After initial skirmishes proved the still lethargic Necrons to be no match for the Orks, Lord Mepthk struck a pact with 'Eadcrumpa. In exchange for several dozen functioning Doomsday Cannons, 'Eadcrumpa agreed to leave Suranas and seek plunder elsewhere (whilst secretly resolving to return). The WAAAGH! then descended on the Agri-World of Eden Prime, but 'Eadcrumpa was unable to resist his urge to investigate the mysterious core of the Doomsday Cannons he had taken from Suranas and 'Eadcrumpa, his WAAAGH! and the planet Eden Prime were erased from existence when he accidentally breached one of the weapons' containment cores.Fragrak da PlanetsmashaWAAAGH! PlanetsmashaIn 977.M41, Deathskulls Big Mek Fragrak da Planetsmasha vows he will surpass all other Deathskulls by looting an entire world, jerry-rigging a combination of traktor beams, ramships and city-sized rokkit boosters to push the third moon of Taurabrax out of its orbit, directly onto a collision course with its parent world. The resultant catastrophe renders all life on the thriving Imperial hive world extinct, fracturing continents, boiling the oceans off into space and burning away the world's atmosphere, finally reducing Taurabrax to a drifting debris field. Satisfied with his work, Big Mek Planetsmasha takes his pick of the choicest of these asteroids, adding thrusters, forcefields and ordnance arrays to turn them into a fleet of Roks with which to spread even more mayhem across the system.GaraghakWAAAGH! GaraghakUnder their ambitious and power-hungry warlord, Garaghak, the self-proclaimed "Arch-Killa" and "Overfiend of Tallarax" gathered the usually ragged and independent Ork tribes, klanz and warbands of his region and united them. The Orks of WAAAGH! Garaghak invaded the Forsarr Sector in 952.M41, swiftly taking over the area and transforming the world of Kastorel-Novem into a manufacturing centre for all manner of Ork war-machines.Garshul the DestroyerWAAAGH! GarshulWhen Garshul led his WAAAGH! in the attack on a vitally important Adeptus Astronomica Warp station, Lord Commander Luis Dante of the Blood Angels Chapter dispatched an entire company of Space Marines, commanded by Captain Leonatos. To aid Captain Leonatos in this task, Lord Commander Dante presented him with the Blade Encarmine -- the legendary sword of Belarius, the revered first Chapter Master of the Blood Angels following the Second Founding, which had originally been awarded to Belarius by Sanguinius himself. During the brutal campaign, this sacred Chapter relic was lost. Only ten Astartes survived the brutal onslaught after five intense days of fighting. Leonatos was put on trial for the loss of the Blade. He was found guilty of dereliction of duty and was exiled from the Chapter and forced to undertake a "Blood Quest" until the Blade Encarmine was recovered. Leonatos and his small band of Exiles went deep into the Eye of Terror. When he next confronted the powerful Ork warboss, Garshul revealed that he was in fact possessed by a powerful daemon, who nearly slew the Astartes Captain for his troubles. Though the relic was eventually recovered, Leonatos was lost to the malefic powers of the Warp. The Blade was returned to the Chapter by Sergeant Cloten and Scout Novice Lysander, but the pair of Exiles still felt honour-bound to find their missing Captain and save him from servitude to the Ruinous Powers, and so, they departed for the Eye of Terror on their own personal Blood Quest.GarskrakWAAAGH! GarskrakIn 600.M40, a massive Ork fleet invaded the Tau Empire's Vior'la Sept but was defeated by a masterful campaign of the Tau Fire Caste. Vior'la annually passed through a gap between its two stars, a time called the Trial by Fire. It caused deadly plasma storms to ravage the planet, whose inhabitants survive by closing protective domes around their cities. Ork Warlord Garskrak and his invading army were lured into this deadly storm where they were utterly destroyed by the raging plasma radiation from the binary stars.Garzulk the FacelessWAAAGH! GarzulkThe Ork Warlord Garzulk led his WAAAGH! on a massive campaign of destruction through the Pyrus Sector during an unknown point in history.GazbagWAAAGH! GazbagGazbag, a Speed Freek Warlord, noted for his tenacity if not his navigational skills, guided his WAAAGH! in 831.M41, toward a group of largely unprotected Eldar paradise worlds. Despite the lack of loot on the planets, Gazbag's Orks relieved their boredom by torching things and just generally messing up the place. The vengeful Eldar of Craftworld Biel-tan descended upon the invaders with destructive fury, but the gleeful Orks were numerous enough to prevent the Eldar encircling them. After a protracted and bloody campaign, the Eldar were forced to withdraw. Gazbag enslaved the indigenous Eldar population and burned all he found until the once-verdant worlds resembled wastelands that were more to his liking.GazgrimGazgrim's War HordeGazgrim, the Great Despot of Dregruk, is aligned with the infamous Warboss Ghazghkull Thraka. In 998.M41, during the Third War for Armageddon, the forces of the Great Despot of Dregruk were one of the largest Ork armies on Armageddon and were fielded against the Imperial forces present on the continent of Armageddon Prime.Ghazghkull Mag Uruk ThrakaWAAAGH! GhazghkullGhazghkull Thraka is a formidable and infamous Ork Warlord who launched both the Second and Third War for Armageddon against the Imperium of Man in which he led the largest Ork WAAAGH!s ever seen by humanity to try to seize the the Hive World of Armageddon during the final century of the 41st Millennium.Ghengiz GrimtoofWAAAGH! GrimtoofGhengiz Grimtoof the Git-Slaver is a formidable Ork warboss who is currently leading a "Green Krusade" into the Calixis Sector along the Spinward Front. His WAAAGH! originated from a quadrant of Wilderness Space beyond the Periphery Sub-sector not known to host any such force, and so, the coming of WAAAGH! Grimtoof was a huge shock to the military forces of the Calixis Sector. Of the first worlds to have fallen to WAAAGH! Grimtoof, very little is known. The outermost is a dismal world named Deluge, which was host to a small community of mendicant ascetics thought to have settled there in the aftermath of the Angevin Crusade. Of the monks' fate nothing is known, but Deluge has been under the hobnailed heel of Grimtoof Git-Slaver for so long that it is unlikely any are still alive. The world of Porphyry was the second settled planet to fall to WAAAGH! Grimtoof, the Adeptus Mechanicus stripmining facility present on the planet making it a tempting target to the avaricious xenos. The fate of the servants of the Cult Mechanicus remains unknown. Several Imperial worlds the warlord's forces have captured have not been razed to ashes, nor their populations slaughtered for food or for sport. Rather, they have been taken largely intact and their populations have been enslaved in sprawling, forced labour camps and slave-foundries, forced at gunpoint to manufacture the crude arms and ammunition used by the barbarous Orks. This turn of events signals a failure on the part of the Imperium, for it means the Orks have been allowed to consolidate their gains to such an extent that their migration is becoming an occupation.GodstompaWAAAGH! GodstompaIn 739.M41, the titanic flagship of WAAAGH! Godstompa, the space hulk Starkrusha, burst from the depths of the Warp. The Space Wolves Chapter's Wolf Lord Linn Goresson, famously stubborn and ferocious, immediately diverted his meagre fleet's course to engage the hulk. Finn was victorious in his early engagements, at one point driving the armoured prow of his strike cruiser straight into the weak point of the Ork Superkrooza Longtoof and out the other side, breaking it in two. His ships were dwarfed by the Starkrusha, however, and sustained serious losses from its firepower. Finn ploughed on through the ectoplasmic cloud until the side of the Starkrusha loomed up ahead. He slammed his strike cruiser into the maw-like launch bays of the hulk and lead his Great Company in a sustained boarding action against the Ork horde inside. The resultant war in the bowels of the Starkrusha lasted for the best part of six months, but nonetheless Finn eventually emerged triumphant, Godstompa's severed head hanging from his belt.GorbadWAAAGH! GorbadGorbad is an Ork Warlord of the Redskulls tribe who took part in the brutal "Green Krusade" of WAAAGH! Grax being conducted in the Ryza System, drawn to the fighting like moths to flame around 925.M41. Beginning in 990.M41, Gorbad conquered all of the neighbouring Greenskin tribes on Redwold, Tyr and Alacanth over a four year period, and soon after began building heavy armaments and invasion ships. By 994.M41, rumours abounded of two (or more) space hulks being sighted in the Redwold System and the Emperor's Tarot produced ever more dire portents of strife. Not long after, outer early warning beacons detected an alien fleet moving into the Kolchis System. Patrol ships were dispatched to investigate and Planetary Defence Forces were placed on full alert. The Ork fleet of WAAAGH! Gorbad breached the orbital defences as Ork attack ships and assault boats landed ground forces on the planet Kolchis. Early estimates placed the attacking ground forces at the equivalent of sixteen regiments, with 1 space hulk, 4 cruisers, and 20 plus Attack Craft supporting from orbit. By early 995.M41, all of the world's outer defences were overrun. Orks were engaged in street fighting throughout the capital city of Kolchis. Supplies ran low and the Imperial fighting forces were shattered. Within six days, all resistance collapsed and the world of Kolchis was lost to the heavy tread of the Greenskins.GorbagWAAAGH! GorbagThe infamous Ork warlord known as Overfiend Gorbag launched a two-pronged WAAAGH! into the Gothic Sector in 976.M41. Most of the critical battles in WAAAGH! Gorbag were fought in space. The sheer size of Gorbag's fleet, combined with his daring and predatory tactics, proved more than a match for the Imperial Navy. Gorbag's fleet overran an Imperial Dominator-class Cruiser and the captured voidcraft was later refitted as the Overfiend's flagship. The ship, now named Gorbag's Revenge, played a central role in the space battle for Armageddon in 998.M41, causing much devastation to the Imperial armada.GorfangWAAAGH! GorfangSometime during the 41st Millennium, the massive WAAAGH! Gragnatz devastated the Vorsk Sub-sector. Gragnatz's invasion force began as a few hundred thousand Orks besieging the Agri-World of Iornis. Rival warbosses split off to launch their own WAAAGH!s with varying degrees of success. Meanwhile, the progress of Gragnatz's own WAAAGH! was slowed by the presence of the Warp rift "Hellfury," but emerged bolstered by the presence of WAAAGH! Kogtoof's warfleet, which was augmented by WAAAGH! Gorfang. By the time Gragnatz's grand armada reached the Vorsk Sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.GorgardWAAAGH! GorgardBelle Alpha was besieged by an Ork force under the command of the Ork Warlord Gogard sometime in the 38th Millennium. The city walls were well built and halted the attack with minimal losses. The Orks regrouped and started to barrage the city with salvoes of fire from their Gargants. The bombardment continued for days but, just when it seemed that the walls could hold out no longer, reinforcements form the Blood Angels Space Marine Chapter landed to save the day. Gogard's army was trapped between the Space Marines on one side and the defenders on the other and suffered horrendous losses. The bulk of Gogard's army was destroyed in the first hours of fighting, and Gogard himself was slain leadin a futile counter-attack.Gorgutz 'Ead 'UnterWAAAGH! GorgutzGorgutz 'Ead 'Unter is an Ork Warlord who was originally a warboss of the Evil Sunz Clan, and was involved in three major campaigns against the military forces of the Imperium of Man and most of the other major intelligent species of the galaxy during the final century of the 41st Millennium. WAAAGH! Gorgutz eventually included elements from the Ork klanz known as the Head Crushaz, the Foot Stompaz, the Rokkit Rangaz, the Burna Boyz, the Kwikmeks and the Rok Clawz. Gorgutz first came to prominence during the battle for Lorn V, where he temporarily allied with (and then took the head of) Lord Crull, a World Eaters Traitor Legion Champion of Chaos who had contested the Orks and the Imperial Guard for control of a deactivated Imperator-class Battle Titan that lay partially buried on that world. After being defeated on Lorn V by the victorious Imperial Guard, he fled in an Ork Rok to the world of Kronus and built up his WAAAGH! once more, only to -- once again -- be defeated, this time by the forces of the Blood Ravens Chapter. Finding that retreat was the better part of valour once more, Gorgutz and the remains of his WAAAGH! arrived in the Kaurava System, settling his forces on the world of Kaurava II. Gorgutz actually triumphed over all the other factions in the Kaurava System.GorshagGorshag's Big GunzGorshag is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Big Gunz, consisting of 7 artillery warbands, who deployed on the continent of Armageddon Prime.Gorsnik MagashGreat Fiend Gorsnik Magash's War HordeGorsnik Magash, known as the Over-fiend of Octarius, is a formidable Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his War Horde, consisting of an estimated 250 warbands and 160 Battle Fortresses, who were deployed in support of the fighting in the Dead Lands.GraborkWAAAGH! GraborkIn 979.M41, Big Mek Grabork and his mob of Meks salvage the space hulk Perpetual Misery from the depths of the void. Acting on instinct, Grabork and his Boyz set about pulling it apart and putting it back together into a new configuration, linking up dozens of ship reactors and cannibalizing hundreds of macro cannons to create a gargantuan shokk attack gun. Eager to try out his new weapon, the Big Mek attacks the world of Fratarn, raining petrified snotlings down upon the planet from orbit. However, when the snotlings run out, Grabork starts hurling Orks into the machine. Not liking the way things are going, one of Grabork's Meks turns the gun into reverse, sucking the entire world up into the Perpetual Misery. The resulting explosion obliterates the hulk and planet, and creates an asteroid field a billion miles across.GragnatzWAAAGH! GragnatsSometime during the 41st Millennium, the massive WAAAGH! Gragnatz devastated the Vorsk Sub-sector. Gragnatz's invasion force began as a few hundred thousand Orks besieging the Agri-World of Iornis. Rival warbosses split off to launch their own Waaaghs! with varying degrees of success. Meanwhile, the progress of Gragnatz's own WAAAGH! was slowed by the presence of the Warp rift "Hellfury," but emerged bolstered by the presence of WAAAGH! Kogtoof's warfleet, which was augmented by Waaagh! Gorfang. By the time Gragnatz's grand armada reached the Vorsk sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.GraxWAAAGH! GraxGrax is the Ork Warlord who led WAAAGH! Grax in a brutal campaign of destruction in the Ryza System in 925.M41. Despite increased Imperial reinforcements, the Imperium continued to lose ground, and soon the expanding warzone was turned into a meat grinder which swallowed world after world in bloody conflict. As bitter fighting raged across a hundred fronts, many new Ork warbands and whole WAAAGH!s were drawn to Grax's banner. Led by Kommander Rarguts, the ragtag fleets of WAAAGH! Rarguts broke through the Navis Imperialis' defensive blockade to once again threaten Ryza itself. WAAAGH! Gorbad is also believed to have joined the Greenskin assault on the Ryza System.GrigutzWAAAGH! GrigutzThe Ork Warlord Grigutz, a noted kleptomaniac, launched his WAAAGH! into the Morloq System in 978.M41. Whilst using Warp travel to reach their quarry, Grigutz and his warband unwittingly travelled through time and emerged from the shifting chaos of the Empyrean shortly before they had set off. Grigutz hunted down and killed his temporal doppleganger, reasoning that only in this way could he obtain a spare of his favourite gun. The resultant confusion stops the WAAAGH! in its tracks.GrimskullWAAAGH! GrimskullGrimskull was an Ork warboss who led the massive Ork invasion of the Imperial Forge World of Graia by the million-Greenskin strong WAAAGH! Grimskull. The Orkish invasion met with great initial success and a force of Space Marines from the Ultramarines 2nd Company under the command of Captain Demetrian Titus were sent to delay the Orks long enough to prevent them from seizing control of the strategically important Warlord-class Battle Titans built on the planet until a full Imperial liberation fleet arrived to secure the world during the campaign remembered as the Liberation of Graia.Grimtusk BloodboilaWAAAGH! BloodboilaIn 895.M41, WAAAGH!Bloodboila set out to consume the entire Athelaq Sector, but the Space Wolves Chapter's Great Company of Egil Iron Wolf stood in its path. A warhost of Asuryani Aspect Warriors also fought hard to contain the Greenskin invasion in the northwest quadrant of the warzone, ultimately preventing the Space Wolves from becoming surrounded. Egil's tanks took a heavy toll on the Ork vanguard and, after weeks of bitter warfare, Warlord Grimtusk was killed and the WAAAGH! blunted. Later, when Autarch Elenduil visited the throne room of Egil Ironwolf in great ceremony, a parley over a parting gift turns sour and blades are drawn. Soon the sector descends into total war between the three factions.GrizgutzWAAAGH! GrizgutzThe Ork Warlord Grizgutz, a noted kleptomaniac, launches his WAAAGH!! into the Morloq System in 978.M41. Whilst using Warp travel to reach their quarry, Grizgutz and his warband unwittingly travelled through time and emerged from the shifting chaos of the Empyrean shortly before they set off. Grizgutz hunts down and kills his doppelganger, reasoning that this way he can have a spare of his favourite gun. The resultant confusion stops the WAAAGH!! in its tracks.GroblonikWAAAGH! GroblonikThe Battle of Sularian Gate was a notable battle fought by the Orks of WAAAGH! Groblonik against the Dark Angels Space Marine Chapter's 5th Company deployed alongside the massed regiments of Astra Militarum from the Mordian Iron Guard and the Vostroyan Firstborn as well as Adeptus Mechanicus Skitarii legions. Groblonik had already successfully led his WAAAGH! in conquering a number of Imperial worlds and threatened a dozen more. Imperial forces mustered at Sularian Gate in an effort to halt the Greenskin tide once and for all. On the fourth day of the battle, the Dark Angels' Chief Librarian, Ezekiel was gravely wounded when he shot by a stray Ork bullet. Impatiently fitting a crude bionic after the remains of his eye and the bullet were removed, Ezekiel returned to the battle and rallied the 5th Company. He led a successful counter-attack that broke WAAAGH! Groblonik forever. Atop the ruins of the Sularian Gate, Ezekiel confronted the Ork Warlord and fought him in single combat. Ezekiel managed to emerge the victor, after blasting the Ork's mind with the powers of the Warp and decapitating the Warlord's head from its shoulders. He then threw the head into the howling mob of Orks below, who routed after seeing their leader slain.Grog IronteefWAAAGH! IronteefGrog Ironteef, known as the Warchief of Alsanta, fought a crusade of vengeance that extended deep into the Farsight Enclaves in 815.M41, into the territory of the renegade T'au Commander Farsight. Having already engaged the Kroot Warspheres drifting through the spacelanes of Dal'yth, Grog had found that these cunning xenos made excellent opponents. Just as the two races were settling in for a protracted campaign of head-bashing the Tau came to the aid of their Kroot allies. Furious, Grog declared war upon the Tau and launched the War of Dakka upon the Farsight Enclaves but was blunted by the Tau's formidable long-range firepower. Grog enlisted the aid of many Flash Gitz, Tankbustas and the dreaded Ork Pirate Kaptin Badrukk. In a cunning move that shocked the Tau high command to the core, Grog managed to outmanoeuvre and trap the Tau forces in a cunning ambush. The Warchief and his Boyz pursued the retreating Tau back to their base, burning it to the ground and looting as many Tau weapons as they could. With every bit of dakka they found, Grog's Boyz became more of a threat, and soon were tooled up with more high-powered Tau weaponry than even the greediest Flash Gitz could wish for. Since that day, many more warbands have flocked to the Warchief's banner, and Grog has taken three T'au Sept worlds in the space of a year, locked in a brutal war of attrition that the Tau can ill-afford. As of 998.M41, WAAAGH! Ironteef's growing might has attracted the attention of both the Ultramarines and one of their Successors, the Genesis Chapter, who are determined to put down the warboss before he becomes a major threat to the security of the Imperium.GrughakhWAAAGH! GrughakhGrugakh is an Ork Warlord who led his Ork WAAAGH! in a campaign of conquest upon the Imperial world of Denkari Minor. The Greenskins fought Imperial forces comprised of the Astra Militarum's Tekarn 11th Heavy Tank Company.Grukk Face-rippaDa Red WAAAGH!Grukk Face-Rippa, known as the Butcher of Obstiria, the Bane of Eyrok and the Scourge of the Sanctus Reach, is a formidable Ork warboss who led a massive WAAAGH! in 998.M41 that ravaged the densely-populated Sanctus Reach Sub-sector. The Obsidian Glaives Space Marine Chapter valiantly attempted to stall the Red WAAAGH!'s advance, upon their own homeworld of Obstiria, but are believed to have been wiped out by the overwhelming numbers of Grukk's horde. With Obstiria crushed and the Sanctus Reach aflame, only the Knight World of Alaric Prime remained defiant. The Imperium's defenders in the sub-sector chose to make a final stand upon that Feudal World. Warlord Grukk's brutal assault tactics took a heavy toll on the human defenders before the legendary Freeblade known as Gerantius joined the conflict, tipping the war into a desperate new phase.GulgrogWAAAGH! GulgrogSometime in the mid-40th Millennium, WAAAGH! Gulgrog smashed through the Maw and laid siege to Port Wander. Most of the Rogue Traders fled or avoided the conflict. The siege broke two standard years later, when Passage Watch 27-Est (also known tongue-in-cheek as Battlefleet Koronus) rendezvoused with reinforcements from Port Wrath and a fleet sent by the Adeptus Mechanicus from the Lathes. The combined forces successfully defeated the Orks, liberating the imperilled station.GutshreddaWAAAGH! GutshreddaIn 805.M41, WAAAGH! Gutshredda rampaged through the Forgoil System. Chapter Master Marneus Calgar lead three companies from the Ultramarines Chapter to the assistance of the Forgoil Planetary Defence Forces. In a little more than three weeks, the Ultramarines destroyed the tellyporta ships and Stompa factories that provided WAAAGH! Gutshredda with much of its momentum. In the final battle of the war, Calgar and his Terminator-armoured retinue boarded and destroyed Gutshredda's flagship, Da Supadestructa.GutstompaWAAAGH! GutstompaGutstompa was an Ork warlord who successfully led WAAAGH! Gutstompa in conquering the Forge World of Antax in the Vidar Sector. As one of the sector's principal Forge Worlds, Antax was an Ork Loota's wildest dream, packed from archeotech vault to orbital station with all manner of arcane technology and, of course, thousands of really big gunz. The fall of Antax to the Greenskins was considered a disaster of monumental proportions. The supply lines for hundreds of Astra Militarum regiments and a dozen Space Marine Chapters were now cut, and those same weapons and tanks were certain to be used against their rightful recipients. Weary from their recent battle with the Necron World Engine, Captain Aphael of the Blood Angels Space Marine strike force was turned aside from its homeward path, and set course for the beleaguered Antax. During the vicious campaign that ensued, Gutstompa's Ork horde, which included his Meganobz, were overwhelmed by the frenzied assault of the Blood Angels' Death Company. During this assault, Gutstompa himself was ripped to shreds by the Death Company's Dreadnought Moriar the Chosen.HammafistWAAAGH! HammafistIn 985.M41, Archon Shyrrek of the Kabal of the Severed Hope seeks to turn the green hordes of Waaagh! Hammafist against the Tau Empire colony of Korvessa. Using hit and run attacks, Shyrrek's fleet lures the much larger Ork force toward Korvessa, but in their arrogance they underestimate the Orks completely. Using short range tellyporta drives, a number of Warlord Hammafist's kroozers leapfrog the Dark Eldar, leaving them surrounded and cut off from escape into the Webway. Archon Shyrrek's forces fight like devils to escape the tightening ring of Ork ships. However their resistance comes to an end when Hammafist and his Meganob retinue tellyport on board Shyrrek's flagship and slice the Archon to shreds with their roaring killsaws.Hruk TeefspintaWAAAGH! HrukThe noted Snakebites Warboss Hruk Teefspinta enslaved the entire human population of his old stomping grounds, the binary star system Corva in 855.M41. Forcing his captives to build him spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie, Hruk sets off for the core worlds of the Imperium. He conquers the nine Shrine Worlds of Marlisanct and uses the Basilica Imperator Majoris as a breeding pen for his famously incontinent Squiggoths.IrongolWAAAGH! IrongolThe Raptors Space Marine Chapter fought in a thirty year campaign from 339-370.M39 against the Ork Warlord Irongol and the gathering power of WAAAGH! Irongol in the Sancta Angelis Cluster. During this campaign the Raptors engaged in a guerrilla war in the very heart of the Ork domains, striking against dozens of different klanz on a score of worlds. Thanks to the Chapter's raids, the ever-fractious leadership of the Orks began to further fragment, with the different klanz and warbosses lashing out at each other. This division then enabled the Raptors taskforce to bring their concentrated strength to bear against Irongol himself in a pitched battle on the sulphur-oxide deserts of Bantax, slaying the Death Skulls warboss and his hundred-strong Mega-Armoured bodyguard in a gruelling six-hour struggle. With Irongol and his under-bosses dead, the Orks of the Cluster quickly descended into a bloodbath of internecine warfare to establish dominance as is the Orks' want, effectively ending the WAAAGH!'s threat.Judrog IrontoofWAAAGH! IrontoofDuring the Third War for Armageddon, Ork Warlod Judrog Irontoof was allied to the infamous Ork Warlod Ghazghkull Thraka. During the attack on the Ghattana Bay Water Processing Plant, in what would become known as the Battle for Gate IX, was recorded the largest Dreadnought versus Dreadnought confrontation in history. Ghattana Bay was a vital facility that provided valuable fresh water to the hive cities of the continent of Armageddon Prime, which would be especially important during the coming Fire Season. The Ork attack on the planet had stalled badly, and so Ork Warlod Judrog Irontoof committed every Dreadnought and Killa Kan in his force to a single attack. Following an Ork Kommando attack that weakened the Space Marine line, over 100 Ork war machines stomped forward in a densely packed phalanx. Though at first the Orks proved overwhelming in their advance, sweeping aside all Imperial resistance, this was not the case as they approached Gate IX. Nine Space Marine Dreadnoughts, led by Brother Damos of the Angels Porphyr stood ready. Despite the dire circumstances, Damos had faced a hundred such situations before and prevailed. Fitted with far superior long-range weaponry, the Imperial Dreadnoughts held their ground. The Orks' initial advance cost them 17 Dreadnoughts. Pulling back, the Imperial Dreadnoughts goaded the Orks into attacking Gate IX. Behind the gate, led by Brother Weylands of the Omega Marines, were nine more Dreadnoughts armed with power claws and a mixture of shorter ranged Assault Cannons, Multi-Meltas and Heavy Bolters. Behind them, Brother Damos and his Dreadnoughts stood on ramparts of earth and sundered rockcrete. Both ranks opened fire simultaneously into the tightly packed mass of Ork war engines. Then the front ranks ceased fire and thundered into close combat. It had been a bold attack by Judgrog's Dreadnoughts but the Ork force were quickly entangled, caught in a bottleneck, and the Space Marine Dreadnoughts cut into them. Unsupported and caught at a complete disadvantage, the Ork war machines were utterly devastated and the Ghattana Bay facility saved for the Imperium.KilldiggaWarpheadz Ork WarbandSometime during the 41st Millennium, the massive WAAAGH! Gragnatz devastated the Vorsk Sub-sector. Gragnatz's invasion force began as a few hundred thousand Orks besieging the Agri-World of Iornis. Rival warbosses split off to launch their own WAAAGH!s with varying degrees of success. Meanwhile, the progress of Gragnatz's own WAAAGH! was slowed by the presence of the Warp rift "Hellfury," but emerged bolstered by the presence of WAAAGH! Kogtoof's warfleet, which was augmented by WAAAGH! Gorfang. Leading his own Ork warband, known as the "Warpheadz," Warboss Killdigga joined Gragnatz massive Grand Armada. By the time Gragnatz's grand armada reached the Vorsk Sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.KillzkarWAAAGH! KillzkarDuring a year-long guerrilla war fought on the world of Dulma'lin in the subterranean depths of the cavern of the planet, a single regiment of Catachan Jungle Fighters, led by the bombastic Colonel Straken, earned a fearsome reputation amongst the Ork tribes. When the Catachan scouts located the centre of the Ork city in a massive underground cavern known as the Mommothian Vault, Straken personally lead a handpicked team of demolitions experts and infiltrated the Ork settlment. On the third day of the operation the Catachans' presence was detected by a roving pack of Squig-hounds and in the ensuing fight Straken was seriously injured when he dragged Ork Warlord Killzkar into the path of a stampeding Squiggoth which trampled them both into the cavern floor. Straken survived his grievous injury, but the Ork warboss was not so fortunate.KlawjawWAAAGH! BorkKlawjaw, known also as the Mighty Mangler of Bork by his followers, is an Ork warboss renowned for being particularly pig-headed, but also is notable for a peculiar genius in the field of warfare. However, Warlord Klawjaw's true infamy stemmed not from his ferocity or even his ingenuity, but from his lunacy. Once known simply as Kog, this primitive thug of an Ork lived on the prosperous world of Bork. Though slow of wit, Kog grew to a formidable size through fighting and eating. Kog's meteoric rise would not be at all what his tribe expected. Possessed of strength and a fierce personality, he rose to unite the diparate tribes of Greenskins on his world, bashing his visions of conquest into his tribemates with a blunt instrument. The raving-mad tyrant resolved to shoot down the moon of Bork with an unfeasibly large gun known as Da Krater Maker before taking his WAAAGH! to the stars. His horde possesses a brigade of Battlewagons. Each vehicle is incredibly well-armoured, and the ground shakes when his brigade is on the move. To the dismay of the Imperial armies sent to intercept him, the Mighty Mangler lives up to his name. WAAAGH! Bork ultimately collapsed the defences of the Ghoul Stars and claimed a great area of the galactic fringe.KogtoofWAAAGH! KogtoofSometime during the 41st Millennium, the massive WAAAGH! Gragnatz devastated the Vorsk Sub-sector. Gragnatz's invasion force began as a few hundred thousand Orks besieging the Agri-World of Iornis. Rival warbosses split off to launch their own WAAAGH!s with varying degrees of success. Meanwhile, the progress of Gragnatz's own WAAAGH! was slowed by the presence of the Warp rift "Hellfury," but emerged bolstered by the presence of WAAAGH! Kogtoof's warfleet, which was augmented by WAAAGH! Gorfang. By the time Gragnatz's grand armada reached the Vorsk Sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.Gargash KorbulWAAAGH! KorbulGargash Korbul was an Ork warboss who led his WAAAGH! during the Siege of Perlia in the 920's of the 41st Millennium. After uniting several disparate Ork tribes, Korbul declared a WAAAGH! against the Imperial worlds across the Perlian Sub-sector. WAAAGH! Korbul focused primarily on the world of Perlia itself, as it was the sub-sector's primary mannufacturer of industrial materials. Korbul anticipated Imperial reinforcements, and stationed a small battlefleet on the outskirts of the system. A limited number of Weirdboyz utilised their strange psychic abilities and were able to pull the arriving Imperial reinforcements prematurely out of the Warp and right into Korbul's cunning trap. During the void battle, Commissar Ciaphas Cain and his aid, Ferik Jurgen, managed to eject from the troop ship and land on Perlia behind Ork lines. Marshalling a force of scattered Planetary Defence Forces, Imperial Guard troopers and various civilian refugees, this ad hoc force made its way towards the Imperial-held lines. Somehow, they managed to blunder unexpectedly onto a PDF supply cache being utilised by Warboss Korbul as his command post. Cain and Jurgen inadvertently found Korbul's quarters and were rushed by the enraged warboss. Though no match for the speed and strength of the Mega-Armoured warboss, Cain used this to his advantage, and managed to get in close enough to the massive Ork to fire his Laspistol at point-blank range into Korbul's eye socket, killing him instantly. His Nobz immediately fell to arguing and infighitng amongst themselves. With Korbul and many of his largest Nobz dead, the threat of WAAAGH! Korbul was rendered null, as the Ork mob descended into anarchy.KroksnikKroksnik's Deth TraksKroksnik is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Gargant Big Mob, consisting of an estimated 6 Ork warbands and 7 Gargants, who were deployed in support of the Ork assault on the continent of Armageddon Secundus.MadbrakkaWAAAGH! MadbrakkaUtilising his powerful prescient abilities, Chief Librarian Varro Tigurius of the Ultramarines Chapter fortold the incusion of the WAAAGH! Madbrakka, as its ramshackled fleet was blasted to atoms as it emerged from the Warp.Mighty Mangler of BorkWAAAGH! BorkIn 898.M41, the Mighty Mangler of Bork launches his Waaagh! from the head of a vast brigade of Battlewagons. Each vehicle is incredibly well armoured, and the ground shakes when his brigade is on the move. To the dismay of the Imperial armies sent to intercept him, the Mighty Mangler lives up to his name. Waaagh! Bork collapses the defences of the Ghoul Stars and claims a great area of the galactic fringe.MorbadMorbad's Big GunzMorbad is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Big Gunz, consisting of an estimated 12 artillery warbands, who were deployed in support of the Ork assault on the continent of Armageddon Secundus.MorfangMorfang's Gargant Big MobMorfang is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Gargant Big Mob, consisting of an estimated 6 Ork warbands and 7 Gargants, who were deployed in support of the assault on the continent of Armageddon Secundus.Nazdreg Ug UrdgrubWAAAGH! NazdregNazdreg, a Bad Moons Warlord noted for his wealth and flair, bullies his Meks into performing ever more progressive and bizarre experiments. Despite some nasty "setbacks" ranging from spontaneous combustion to sporadic gravity reversal, Nazdreg's Meks perfect their Tellyporta designs in 979.M41. The Warlord barters his new technology with Ghazghkull in exchange for a permanent alliance on the road to the Third War for Armageddon in 998.M41.OrkamungusWAAAGH! OrkamungusOrkamungus was a powerful Ork warboss who launched a WAAAGH! that invaded the Civilised World of Tartarus, which served as a cover for the attempt of a warband of Alpha Legion Chaos Space Marines to recover a potent Chaotic artefact known as the Maledictum before the world was consumed by an oncoming Warp Storm. Orkamungus ultimately attracted the attention of the Blood Ravens Chapter's 3rd Company, and was killed when the Blood Ravens fell upon his base in force.OzdakkaWAAAGH! OzdakkaWAAAGH! Ozdakka rampages through the Helshrike Systems in 987.M41, comprised of millions of Orks led by the legendary Bad Moons Boss of Bosses Ozdakka. Such is the utter destruction wrought by the WAAAGH!, with entire worlds being smashed to scrap and dragged off into the stars by the unstoppable Orks, that the Adeptus Terra dispatches a Vindicare Assassin to take out Ozdakka and his most powerful Nobz. Brutally effective, the nameless assassin stalks the battlefields of Helshrike, sniping Orks from the shadows and taking a terrible toll on Ozdakka's bosses. In a fit of rage, the warboss offered a hundred, hundred teef -- more than most Orks can comprehend -- for the head of the unseen killer. As word spreads of the bounty, even more Orks flock to Ozdakka's banner and his WAAAGH! swells until it is even larger than ever. However, the warboss does not live to enjoy the destruction he has wrought upon the Helshrike Sector, the assassin's final shot taking Ozdakka's head from his shoulders before the Imperial agent is overwhelmed by a mob of Bad Moons intent on claiming the immense prize.RargutzWAAAGH! RargutzWhen WAAAGH! Grax carried out a brutal campaign of destruction in the Ryza System in 925.M41, the ever-expanding warzone was quickly turned into a meat grinder which swallowed world after world in bloody conflict. As bitter fighting raged across a hundred fronts, many new Warbands and whole WAAAGH!s were drawn to Grax's banner. Led by Kommander Rarguts, the ragtag fleets of WAAAGH! Rarguts broke through the Navis Imperialis' defensive blockade to once again threaten Ryza itself.RekkfistWAAAGH! RekkfistCraftworld Iyanden struggled to survive after its narrow victory over Hive Fleet Kraken, but was forced to defend itself once again when it was beset by WAAAGH!! Rekkfist. Though early engagements were successful in blunting the Greenskin attack, the Orks counterattacked in force. Just as all seemed lost, the Eldar of the Craftworld receive unexpected help from the Dark Eldar of the Kabal of the Wraithkind and the Wych Cult of the Flayed Hand, who burst forth from the Webway portal at the Craftworld's rear. Fighting alongside Iyanden's Aspect Warriors and their Ghost Warrior allies, the Dark Eldar drove off the Orks. When asked why they had come to the aid of their hated Craftworld brethren, the Dark Eldar replied that they found the Iyanden's anguish over the use of necromancy to defend their Craftworld to be highly amusing.RukglumRukglum's Big GunzRukglum is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Big Gunz, consisting of an estimated 11 artillery warbands, who were deployed in support of the fighting in the Fire Wastes.RukrippaWAAAGH! RukrippaRukrippa was a powerful Ork warboss who in 533.M39 led a large WAAAGH! against the Osiris Sector of the Imperium, targeting the Cardinal World of Phaistos Osiris in particular. In the ensuing battle, known as the Fires of Phaistos, the entire Salamanders Chapter defeated his WAAAGH! and slew Rukrippa.RustbustasWAAAGH! RustbustasSometime during the 41st Millennium, the massive WAAAGH! Gragnatz devastated the Vorsk Sub-sector. Gragnatz's invasion force began as a few hundred thousand Orks besieging the Agri-World of Iornis. Rival warbosses split off to launch their own Waaaghs! with varying degrees of success. The armoured Ork elite of WAAAGH! Rustbust took part in the campaign upon the Iron Warriors Traitor Legion's Fortress World of Castellax. During this protracted campaign, the surviving Orks of WAAAGH! Rustbustas were able to upgrade their fleet as well as tripling their ammunition supplies. They also took part in the eradication of all lifeforms on the Night World of Obetrus, before joining Granatz's massive WAAAGH! By the time Gragnatz's grand armada reached the Vorsk Sub-sector its numbers were furthered swelled by other Big Bosses, forming a Greenskin onslaught capable of crushing several star systems at once.SkarfangSkar FleetSkarfang was a pirate-warboss of the dreaded Skar Fleet, a mighty, if ramshackle, armada of Ork voidcraft that resided within the Ork Empire of Octarius. As Hive Fleet Leviathan continued to spread its tendrils into the Imperium, one man, Inquisitor Lord Fidus Kryptman, took it upon himself to harness the power of the Tyranid swarm. Kryptman planned to use a tendril of Leviathan to eliminate the Ork Empire of Octarius, which had long been embroiled with the Imperium in an ever-escalating war in this volatile region of space. Utilising captured Tyranids, they were placed aboard a space hulk, the Perdition's Flame, which had emerged from Warpspace ahead of the approaching Hive Fleet. Changing the passing hulk's trajectory, the Tyranids soon descended upon the Orks within the Octarius System. They soon became embroiled with the Skarfang and his Skar Fleet in the infamous Octarian War. For the first time the Tyranids found themselves vastly outnumbered by their prey. In response, the Ghorala swarm adapted in order to survive. Over a long, protracted period the Tyranids slowly wore down the Orks through attrition, and their numbers started to swell. With Skarfang leading his forces, the warboss was able to turn the tide, even when the Tyranids were on the cusp of victory. In response, the Tyranids created Lictors with the express purpose of eliminating Skarfang. Eluding the Tyranids, Skarfang was eventually separated from the bulk of his forces and lured into an ambush, in which he was torn apart by the stalking Lictors.Skargrim RuknarBurning Death Speed FreeksSkargrim Ruknar is the notorious Ork warboss of the Burning Death Speed Freeks, and is currently aligned with the infamous Warboss Ghazghkull Thraka. Skargrim's most notorious act was the immolation of the Imperial Library World of Shen. During the Third War for Armageddon, Skargrim's forces participated in the siege of Hive Infernus, destroying an Imperial Guard regiment of Savlar Chem-Dogs in the Ash Wastes when they attempted to break out from the hive. Skargrim and his Boyz are noted for their fondness for fire, and as a result they utilise a large number of Burnas and Skorchas in battle.SkragSkrag's Gargant Big MobSkrag is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Gargant Big Mob, consisting of an estimated 2 warbands and 3 Gargants, who were deployed in support of the fighting in the Fire Wastes.SkarfangSkarfang's Gargant Big MobSkarfang is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his War Horde, consisting of an estimated 3 warbands and 7 Gargants, who were deployed in support of the fighting on the continent of Armageddon Secundus.SkullkrakWAAAGH! SkullkrakSkullkrak was a powerful Ork Warlord who led WAAAGH! Skullkrak who first arose in notoriety when he invaded the Targus System in 862.M41. Amongst the Imperial forces that responded to the Greenskin threat was the Raven Guard Chapter's 3rd Company led by Shadow Captain Kayvaan Shrike. During their initial insertion, an artillery strike from the Orks shot down the 3rd Company's extraction Thunderhawk gunship, stranding the Raven Guard behind enemy lines. Shrike proceeded to lead his surviving men in a guerrilla campaign behind Ork lines for two standard years, striking with impunity at the Orks' weakest points. Pursuing rumours of ancient weaponry, Warboss Skullkrak led his Boyz to the ghost world of Fordris, hoping such tools could tip the balance in his campaign against the Raven Guard's 3rd Company. Skulltrak soon discovered that Fordris was far from lifeless nor uninhabited, as the first wave of Necron Warriors emerged from the acidic blood-red seas. After a violent struggle, the battle seemed to turn in the Orks' favour when the tide from the crimson ocean swept in, causing vital components of damaged Necrons to sweep out to sea and make their regeneration impossible. Those Necrons that were able to do so hid beneath the waves, striking at will at the Orks. Driving Skullkrak's horde back, the Greenskins were pressed against a cliff face, with the blood-red sea to their backs. Without warning, a Monolith heaved itself to the surface from deep beneath the waves. Utilising its large power matrix crystal mounted atop its pyramidal form, the crystal focused its alien energies, and unleashed devastating arcs of anti-matter lightning, obliterating the remaining Orks, including the warboss himself.SnagrodWAAAGH! SnagrodThe Ork Empire of Charadon is the largest and most long standing of its kind. Controlled by a pyromaniac berserker, the Ork Warboss Snagrod, known as the "Arch-arsonist". Snagrod united the Ork factions in the Loki Sector under his rule. In 989.M41, the Imperial colony of Badlanding was destroyed despite a valiant defence at Krugerport. The intervention of the Crimson Fists Space Marines ensures that Snagrod's next target is the Astartes Chapter planet called Rynn's World. After a titanic battle in 989.M41, the Crimson Fists' fortress-monastery is atomised by a devastating explosion. The Orks are driven off-world in 991.M41 after a two-year-long siege, but it is a hollow victory, for the once-proud Crimson Fists Chapter is reduced to a tattered fragment of its former glory. The empire of Charadon has also been the bane of the Ultima Segmentum for countless centuries. The Space Marines of the Ultramarines Chapter, led by Chief Librarian Varro Tigurius, helped to prevent the Orks of Charadon from reaching critical mass and launching a full-scale WAAAGH! into Ultramar itself. But with the approach of the Tyranid menace encroaching upon the Realms of Ultramar, the Arch-Arsonist has seized upon the chance to invade the Ultramar System.SnagratoofWAAAGH! SnagratoofWhen Imotekh the Stormlord, Phaeron of the Sautekh Dynasty emerged from hibernation on the Tomb World of Mandragora, he ordered its Dolmen Gates reactivated, sending his Necron forces to seize the many coreworlds from the Ork hordes of Warboss Snagratoof. With the Orks driven off or destroyed, the reclaimed Tomb Worlds were then awoken, swelling Imotekh's forces further.Snagga-snaggaWAAAGH! Bogga-BoggaSnagga-snagga was an Ork warboss. Originally a Feral Ork under the command of Warboss Bogga-Bogga during the Baran War, his master was slain during an ambush by Asuryani Striking Scorpions Aspect Warriors. Snagga-snagga emerged as the principle Ork Warlord in the aftermath of Bogga-bogga's death and the rout of the remaining Ork forces on the planet. He organized the disparate Ork warbands into one massive WAAAGH! consisting of hundreds of thousands of Boyz. Snagga-snagga even oversaw the construction of two Ork Gargants. However, he would be defeated by a surprise Asuryani attack led by Autarch Mauryon. The Eldar Autarch killed Snagga-snagga at the height of the battle, plunging his Power Spear through the Ork's chest.SnappaklawWAAAGH! SnappaklawWAAAGH! Snappaklaw descended upon the Ice World of Beroghast in 963.M41, swiftly overwhelming the defenders of many of the isolated manufactoria complexes. The Grey Knights' 2nd Brotherhood aborted their return flight from the Xaea Campaigns to render assistance to the beleaguered world. Though the Grey Knights were outnumbered many times over by the Orkish horde, Brother-Captain Arno Trevan masterminded a series of decisive strikes that quickly lefr the WAAAGH! cut off from its supply lines. The final blow was delivered on the banks of the River Gandor, where Trevan and his closest warriors ambushed and slew Snappaklaw himself. Three days later, Fire Lords Space Marines under the command of the newly promoted Chapter Master Jaric Phoros arrived to discover the Orks in full retreat and the primitive locals full of tales of their unknown "Steel Saviours."ThogfangGargant Big MobThogfang is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Gargant Big Mob, consisting of 3 Ork warbands and 7 Gargants during the fighting that raged on Armageddon.ThugsnikThugsnik's Big GunzThugsnik is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Big Gunz, consisting of an estimated 6 artillery warbands, who were deployed in support of the Greenskin assault on the continent of Armageddon Secundus.Tuska the Daemon-KillaWAAAGH! TuskaTuska, who styled himself the Daemon-Killa, was a powerful Ork warlord famous for his many battlefield trophies. Tuska liked nothing more than pitting his strength against something larger than he was. In 890.M41, Great Boss Tuska's flagship Gorejaw was invaded by a daemonic entity as it carved its path through the Warp. When Tuska learned that a towering many-headed nightmare was slaughtering its way through his crew, he strapped on his Power Klaw and sprinted towards the sounds of battle, bellowing his warcry. Meeting the beast head to head on the Gorejaw 's bridge, the resultant crash between Ork and daemon was titanic, but when the fighting was over Tuska had a new set of horns with which to adorn his trophy rack. Following his enounter with the Warp-beast, the Great Boss rounded up as many Weirdboyz as he could, and utilised them to help bypass the Imperial defences around Cadia in order to invade the Eye of Terror, in his search for more daemons to fight. Wandering aimlessly for many days across a number of Daemon Worlds, Tuska encountered a Daemon Prince of Khorne known as the Blood Prince. In a titanic battle, Tuska took a score of grievous wounds as his Boyz suffered severe losses. As the Blood Prince was about to finish off Tuska, his Weirdboyz distracted the Daemon with their psyhic powers long enough for Tuska to impale the creature between its legs with his Power Klaw before being killed himself. Tuska's story didn't end here, however. With each new day on the Daemon World, the warboss and his Boyz found themselves reanimated to once again do battle with the Blood Prince and his daemonic horde. Eventually, Khorne himself grew so impressed by the Orks' eternal bloodlust that he brought Tuska's WAAAGH! into his own domain in the Realm of Chaos, where every day they rise anew to fight on the ash-strewn plains before the Blood God's Brass Citadel. This fate suits Tuska just fine, for he has finally found a proper fight that will never end.Painboss ToofjawWAAAGH! DokThe warboss at the heart of WAAAGH! Dok had once been a Painboy in the retinue of the Ork tyrant Drogbag. Over the years, Drogbag had failed to notice that every time he woke up from an operation on the Dok’s slab, the Painboy would grow a little more bulky and the warboss a little less. By the time a mistreated Gretchin orderly tipped Drogbag off that Toofjaw was "taking a little off the top" each time, it was too late. Painboy Toofjaw literally took the warboss apart in the ensuing leadership challenge, carving him to pieces with his twin killsaws and claiming rulership of the tribe in the process. Thus began a very unusual WAAAGH! indeed. In every clan or tribe that Toofjaw recruited to his cause, Painboys were treated like royalty. Every Ork was made to undergo at least a small amount of cybernetic modification, and in the process, both teeth and weapons would unaccountably go missing. With their apron-wearing Killa Kan orderlies to back them up should a patient get uppity, Painboss Toofjaw's Dok Mob slowly came to control almost all of the wealth and wargear of their warband. The Painboss’ influence spread across the system, and it was not long until WAAAGH! Dok had set sail into the sea of stars. Boarding captured asteroids hastily converted into crude warships, the Orks headed for the sprawling stellar stain they called Da Big Swirly Fing, hoping to invade and destroy whatever lay behind it. Through the Warp rift lay the world of Arkunasha, and a war that was to test their battlelust to the limit.UgblitzWAAAGH! UgblitzUgblitz was an Ork warboss who led his WAAAGH! in an assault on the world of Saras VII, but was defeated and contained by the Cadian 6th Armoured Regiment of Imperial Guard, led by General Myndoras Odon.Ugskraga da MightyWAAAGH! UgskragaUgskraga da Mighty is an Ork warboss who began a campaign in 940.M40 to capture the Imperial World of Balle Prime. After suffering a decisive defeat at the Akhar Basin Massacre, Ugskraga continued his war effort for many more months until he was eventually defeated.UgulhardWAAAGH! GhazghkullWarlord Ugulhard was one of the most prominent underlings of Warlord Ghazghkull Mag Uruk Thraka during the latter's first attempt at invading the Hive World of Armageddon. Leading the assault upon Hades Hive personally, Ugulhard faced off in single combat against Commissar Sebastian Yarrick. Ugulhard managed to sever his opponent's arm, but then committed the mistake of howling victory too soon instead of pressing his advantage. He was then beheaded in turn by his opponent. Ugulhard's Power Klaw was adapted as a bionic replacement arm by Commissar Yarrick.UngskarWAAAGH! UngskarUngskar is an Ork warboss who launched three WAAAGH!s in the Mitre Gulf, each being defeated at the Iron Warriors Traitor Legion's Fortress World of Burjan's World.Urgok GrimskullGreat Slayer Grimskull's War HordeUrgok Grimskull, known as Urgok the Unstoppable and the Great Slayer, is a formidable Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his War Horde, consisting of an estimated 60 warbands and 8 Gargants, who were deployed in support of the fighting in the Fire Wastes.Urrlak UrrukOrk Empire of UllanorOverlord Urrlak Urruk was a powerful Ork warboss who controlled a vast swathe of space within the Ullanor System during the late 30th Millennium. The capital world of this pocket empire, and the site of the final Imperial assault, lay in the Ullanor Sector. A massive Imperial campaign was launched on the Ork empire, which would culminate in one the nascent Imperium's greatest victories during the Great Crusade. The so-called Ullanor Crusade included the deployment of 100,000 Space Marines, 8,000,000 Imperial Army troops, and thousands of Imperial starships and their support personnel. The Luna Wolves Legion spearheaded the assault into the heart of Urlakk's fortress-palace. During the height of the assault, the Primarch Horus and a retinue of Luna Wolves Terminators from the elite 1st Company came face to face with the massive Ork Warlord and a retinue of 40 Ork Nobz. Horus charged into the Nobz, hacking them apart with his Lightning Claws until he finally faced the Ork Overlord himself. Urlakk was simply no match for the Primarch's skill and unnatural power. First crippling his enemy, Horus hefted Urlakk`s broken body out onto the roof of the Greenskin's palace and threw it screaming from the battlements to fall far below amongst the horde of Orks still assaulting the lower levels. Seeing their leader defeated sent a panic through the Greenskin forces, which started to fall back from the Terminators. But the fleeing mobs found they had nowhere to run, as the outer walls had been breached by the attacking Luna Wolves, and the day turned into a slaughter. In the Overlord's chamber, Horus found every Ork and Terminator dead, apart from the gore-drenched First Captain of the 1st Company, Ezekyle Abaddon, who was surrounded by crushed and Ork bodies. The Ullanor Crusade marked the high point of the Great Crusade's vast effort to reunite the scattered colony worlds of humanity. The Orks of Ullanor represented the largest concentration of Orks ever defeated by the military forces of the Imperium of Man before the Third War for Armageddon began during the late 41st Millennium.VargaVarga's Drop LegionVargo is an Ork Warlord who is currently aligned to the infamous Ork Warboss Ghazghkull Thraka. During the Third War for Armageddon he led his Drop Leigon, consisting of an estimated 24 Ork warbands, who were deployed in support of the Greenskin assault on the continent of Armageddon Prime.ZanzagWAAAGH! ZanzagZanzag was an Ork warboss who led a surging WAAAGH! primarily composed of the Orks of the Goffs klan in an assault on the Hive World of Black Reach in 855.M41, and to a lesser extent, its neighbouring planets Jede'ogh and Voldermach. By the time Captain Cato Sicarius and his Ultramarines taskforce arrived to help the beleaguered Imperial defenders, only 12 major hive cities had managed to hold out. All three planets in the Black Reach System were overcome by WAAAGH! Zanzag which burst into realspace through Jorgund's Eye, a wormhole thought to be connected to the Eldar Webway in the Vidar Sector. How the primitive Ork fleet pulled off such a feat of interstellar bravado is unknown, but the Greenskin forces descended upon the Black Reach System so quickly that such disturbing questions were put aside by the Ultramarines high command on Macragge in favour of readying for the coming battle. As an Imperial Hive World, Black Reach's massive hive cities were home to billions of Imperial citizens. Much of the planet's population was slain during the initial assault of WAAAGH! Zanzag, and the hive cities and surrounding territory of Black Reach's northern continent was completely ruined by the intensity of the fighting. After the defeat of Zanzag by the Imperial forces led by the Ultramarines 2nd Company and its valiant commander, Captain Sicarius, Black Reach's inhabitants still had to take back the rest of their world from the pockets of surviving Greenskins. One Terminator and 12 Space Marines from the 2nd Company were slain during the Ultramarines' operations on Black Reach.ZhardsnarkZhardsnark's Speed FreeksZhardsnark is an Evil Sunz biker boss. He is a grizzled veteran of numerous warzones and countless battles, not only against the Imperium, but other xenos races and his own kind. Zhardsnark was one of the more experienced and powerful warbosses on Kastorel-Novem at the time of the raid by the Raven Guard, 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. He is known for riding a fully customised, half-tracked Warbike of prodigious size, known as "da Beast." In battle he utilised a custom-built, gaunlet-mounted, armoured buzzsaw known as "da' Rippa."ZoggitWAAAGH! ZoggitZoggit was an Ork warboss and Weirdboy, though he killed any who suggested that he might be one of the latter. In 227.M38, he led a WAAAGH! from the Ork World of Zogg-Dis into a Webway rift, eventually emerging in the Commorragh port of Darkblood. Battling the Dark Eldar, hundreds of thousands of Zoggit's Boyz managed to level entire districts of the Dark City before they were eventually isolated and destroyed piece by piece. Zoggit himself was killed during the battle. |
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 - Warhammer World in the Warhammer 40,000 Universe: In earlier editions of both Warhammer Fantasy and Warhammer 40,000, there were many indications that the Warhammer World, also called the "Known World" or the "mortal world," the planet that is the primary setting for Warhammer, was located in the same universe as Warhammer 40,000.In later editions of both games, Games Workshop moved to create more of a separation between the two fictional universes, although they have also never completely denied the earlier connections between the two settings.In the original conceptions of both properties it was likely that the Warhammer World did exist in the same universe as Warhammer 40,000 as the Warhammer World is known to have been terraformed and reshaped by beings known as the Old Ones, essentially the same alien entities as the Old Ones of the Warhammer 40,000 universe.The Warhammer World's continents are arranged very similarly to those of Earth and may be an indicator that the Old Ones also played some role in shaping the Earth and affecting the development of Humanity in general several million years ago, after their supposed disappearance from the galaxy.Other worlds in the Warhammer 40,000 universe have been discovered by the Imperium of Man that also have been terraformed into a shape reminiscent of Earth's distinctive continents.In this conception it is possible that the Humans of the Warhammer World were settlers who first arrived on the planet many millennia ago during the Dark Age of Technology and then reverted to a primitive state as so many Human populations did across the galaxy during the Age of Strife, while the Elf and Dwarf populations were beings shaped by the Old Ones from Aeldari and Squat stock, respectively.Finally, in this conception, the Greenskins (Orcs and Goblins) of the Warhammer World were clearly a type of Feral Ork.The forces of Chaos are even more active on the Warhammer World than they are on many other planets of the galaxy because of the collapsed Warp Gates the Old Ones built on the planet, devices that are very similar in function to the Aeldari's Webway technology, which was itself derived from the Old Ones' knowledge of the Immaterium.These damaged Warp portals have allowed the Warp to manifest fully at the north and south poles of the Warhammer World, essentially creating two small Warp rifts at both ends of the planet similar to the Eye of Terror which spew Chaos energies directly into the physical universe, creating what the inhabitants of the Warhammer World call the "Winds of Magic."Because Chaos can manifest its forces directly on this world, its Elf, Dwarf and Human defenders of Order were slowly but inexorably losing their battle with the Ruinous Powers, ultimately culminating in the Warhammer World's End Times.Following the destruction of the Warhammer World in the End Times and the birth of the Mortal Realms of the follow-on property of Warhammer: Age of Sigmar, it is now clear that in current lore, the universes of Warhammer 40,000 and Warhammer and Warhammer: Age of Sigmar exist in entirely separate realities.All that unites them at present is the existence of Chaos and the Realm of Chaos, which is functionally identical between both universes. |
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. |
Warhammer 40,000 - Fifth Edition (2008): The Fifth Edition of Warhammer 40,000 was released internationally on July 12, 2008. There were major rules differences between the Fourth and Fifth Editions of the game; Fifth Edition made use of true line of sight.Models were now able to "Go to Ground", granting them a +1 cover save. They were also able to run in Fifth Edition, allowing them to move in the shooting phase instead of being able to fire weapons or launch assaults.Vehicle damage was simplified, with ramming rules applying to vehicles made available.The first expansion for the Fifth Edition was Planet Strike. This supplement, which was released on July 4, 2009, had elements of Apocalypse in that it allows warring factions to stage full-scale invasions of worlds, and modifies the core army component lists, granting more fast attack and elite choices to the attacking player and additional heavy support choices to the defending player.Additionally, it modified the terrain mechanic in that the defender placed all the terrain to provide the best defensive options.The Fifth Edition so a major expansion to the Necron and Dark Eldar factions, with both receiving a host of new units and major rewrites and additions to their backstories. |
Warhammer 40,000 - Sixth Edition (2012): The Sixth Edition of Warhammer 40,000 was released internationally on June 23, 2012. Changes to this edition include the adoption of an optional Psychic Power card system similar to that of the game's sister product Warhammer Fantasy Battle as well as the inclusion of full rules for flying vehicles and monsters and a major reworking of the manner in which damage is resolved against vehicles.It also includes expanded rules for greater interaction with scenery and more dynamic close-combat. In addition to updating existing rules and adding new ones, 6th Edition introduced several other large changes: the Alliance system, in which players can bring units from other armies to work with their own, with varying levels of trust; the choice to take one fortification as part of your force; and Warlord traits, which will allow a player's Commander to gain a categorically randomized trait that can aid their forces in different situations.Replacing the Assault on Black Reach starter box set is the Dark Vengeance box set which includes Dark Angels and Chaos Space Marine models. Some of the early release box sets of Dark Vengeance contained a limited edition Interrogator-Chaplain for the Dark Angels. |
Warhammer 40,000 - Seventh Edition (2014): The Seventh Edition was released in May 2014 and is very similar to the Sixth Edition, but the rulebook was released in three separate volumes and there were more liberal rules for creating new army lists.Seventh Edition was perhaps most notable for its decision to finally advance the universe's timeline with an expansion of the metaplot for the first time since 2004 with 2017's release of the three linked sourcebooks collectively entitled Gathering Storm. |
Warhammer 40,000 - Eighth Edition (2017): The Eighth Edition was released in June 2017. It continued the advancement in the timeline seen at the very end of Seventh Edition for the first time since Fourth Edition in 2004 with the completion of the 13th Black Crusade, the opening of the Great Rift and the dawn of a new era, the Era Indomitus.Perhaps the biggest change lorewise in this edition was the resurrection of the Primarch Roboute Guilliman, the return of the Daemon Primarchs, and the introduction of the Primaris Space Marines.There were also name changes for the various Eldar factions, who were renamed the "Aeldari" as a species. The Eldar of the craftworlds became known as the "Asuryani" while the Dark Eldar's new moniker was the "Drukhari." The Tau were redesignated the "T'au" to better capture the flavour of their native language.For the first time, Eighth Edition saw a major reworking of the game's rules to allow units to have multiple hit points and variable damage spreads.The Eighth Edition was warmly received by the community and was considered a massive improvement over the Seventh Edition.As a result of the popularity of the rule set and the advances in the Warhammer 40,000 universe's timeline, Eighth Edition would provide Games Workshop with the most profitable year in its history as a company. |
Warhammer 40,000 - Ninth Edition (2020): The Ninth Edition of Warhammer 40,000 was announced in May 2020 and its core rulebook was released in July 2020. This is the current edition of Warhammer 40,000.Unlike Eighth Edition, Ninth Edition was essentially a continuation of much of the existing rule set, rather than a complete overhaul as had occurred between the Seventh and Eighth Editions. For instance, the existing Eighth Edition faction codexes remained compatible with Ninth Edition rules even as new codexes for each faction were prepared.In terms of metaplot, the Ninth Edition made few changes to the Era Indomitus setting introduced in Eighth Edition, simply promising to follow more of the plotlines that had come into existence as the Imperium and other factions sought to survive the birth of the Great Rift and carry out the ongoing Indomitus Crusade. |
Warhammer 40,000 - Tenth Edition (2023): The Tenth Edition of Warhammer 40,000 was announced in March 2023 and was released in the summer of the same year. The 10th Edition sought to further simplify gameplay and eliminated the Force Organisation charts of Ninth Edition.The primary metaplot for Tenth Edition was the onset of the Fourth Tyrannic War between the Imperium and splinter fleets of the Tyranid Hive Fleet Leviathan in the Segmentum Pacificus of the galaxy. |
Warhammer 40,000 - Overview: Each player assembles an army of metal and plastic miniature figurines (models) - each, usually, representing a single military figure from one of the official army lists. These armies are constrained by rules contained within the current edition's Warhammer 40,000 rulebook, as well as in several army-specific codexes.The size and power of the army is determined on a points system, with each unit being assigned a number of points proportional to its tactical worth on the battlefield. Before a game begins, the players agree on how many points will be used as the maximum army size and each assemble an army up to that maximum limit.Common game sizes are between 400 and 2,000 points, but it is possible to play much larger games given time and inclination. In addition, there are more detailed rules for many games, using more book-keeping for each individual figure. Games generally run from half an hour to several hours in duration depending on the point size of the armies.Play is divided into turns, with each player choosing specific actions for all of his units on his turn (usually some combination of movement, firing, and close combat), and using dice to determine the results of those actions. Each battle, at the onset, is assigned a set of additional rules and a goal (collectively called a "scenario") specific to it.The most common of these is a basic "cleanse" mission (which was the "default" mission in Third Edition), which ends after six turns, the victor being declared based on who controls the four quarters of the battlefield; more complex goals can include night fights, bunker assaults, and ambushes.Some players organise a series of scenarios, called a campaign, where two or more players fight against each other in a number of battles. These campaigns may feature their own special rules, and are tied together by a storyline set within the universe, which might alter according to the results of each scenario when it is played.Every few years, a global campaign is held in which people submit the results of their games to Games Workshop. These results are collated, and together affect the overall storyline of the game, which is then accounted for in the next rulebook and fiction releases.The most recent of these global campaigns was the 2006 Fall of Medusa V campaign which ended in a massive Imperial victory. |
Warhammer 40,000 - Collecting: In addition to writing rulebooks for the game, Games Workshop also owns Citadel Miniatures and Forge World, two companies which manufacture all the miniatures used to play Warhammer 40,000.In addition to the current line of units, Games Workshop makes available past model lines as a part of their mail-order-only "Classic" series. These are models that have been used for earlier editions of the game. This is one of many ways to get certain miniatures which have been discontinued.As of June 2006, new players wishing to start playing should expect to spend at least £200 (about $300) but may need to spend much more, for a basic playable army with ample room for customization (1,000 points). This figure includes the costs for the rulebook, the army's codex, and modeling equipment such as paints and glue. Players must also purchase individual units in squads or in boxed sets.The cost of boxed sets varies widely (£18 to £100, about $30 to $150), depending on the contents. However, the boxed set may not provide for all available options, meaning that players may choose to purchase additional blister packs, each containing one to three models. A typical blister pack costs around £7 ($10-$12). |
Warhammer 40,000 - Modeling: Since the models are all hand-painted and assembled by the player, people are encouraged to design their own paint schemes as well as using the pre-designed ones displayed in the various books and codexes. They are also encouraged to further modify their figures and vehicles using parts from other kits and models (known as "bitz" or sprues to players), or scratch-built from plasticard (Sheet Styrene), modeling putty and whatever the modeler has at hand.These conversions are often entered into contests at Games Workshop-sponsored tournaments and similar gaming events. Terrain is a very important part of play. Although Games Workshop has terrain kits available, many hobbyists prefer to make their own elaborate and unique set pieces. Common household items like soft drink cans, coffee cups, styrofoam packing pieces, and pill bottles can be transformed into ruined cathedrals, alien habitats, or terrain with the addition of plasticard, putty, and a bit of patience and skill. |
Warhammer 40,000 - Setting: The Warhammer 40,000 universe is most readily characterized as a Gothic science fantasy setting.The central and most popular elements of the Warhammer 40,000 universe are the Space Marines, anachronistic combinations of science fiction super-soldiers and fantasy knights/warrior-monks who are the finest soldiers of the Imperium of Man, the dystopian, galaxy-spanning Human interstellar empire they are sworn to serve and defend.The physical setting of the story is the material universe or the Materium, with all action taking place in the Milky Way Galaxy in the far future thirty-eight thousand years from present. Most of this space is controlled by the Imperium, though it is not the only power in the galaxy.Other intelligent, starfaring species include the Orks, a green-skinned, orc-like race, and the Aeldari, the elf-like former rulers of a great galactic empire, the mecha anime-inspired T'au and the rapacious insect-like aliens called the Tyranids.A dynamic, galaxy-spanning story line is possible because of the existence of a separate plane of existence, the Immaterium or "the Warp." The Warp is described as a realm of pure thought and psychic energy, where the desires and emotions of the galaxy's self-aware species can take physical form, and with currents and eddies similar to a river that make traveling at FTL speeds over vast interstellar distances difficult, yet possible.As this is a realm of thought, a coalescence of extreme emotion often yields the birth of a sinister, self-aware Warp entity. The strongest of these entities are the "Chaos Gods," Khorne (a god of rage, bloodshed, and war), Nurgle (a god of despair, decay and pestilent disease), Tzeentch (a god of change, deception, scheming, sorcery, and, oddly enough, hope) and Slaanesh (a god of pleasure, pain, depravity, pride and decadence).The gods of Chaos are the result of the strongest impulses in the living souls of the universe's sentient inhabitants. Their cults have a dynamic and antagonistic relationship. Khorne opposes Slaanesh, while Nurgle opposes Tzeentch.Nurgle is the personification of stagnation, while Tzeentch personifies continuing change, Khorne personifies duty and rage, and Slaanesh personifies the epicurean or the sensual.These four powers are not the only entities in the Warp, but they are the greatest and most powerful. It is said, in the background to Warhammer 40,000, that the true nature of the Warp is beyond Human comprehension and is truly unknowable.Since it originally was created as a science fictiona spin-off of the Warhammer Fantasy Battle high fantasy tabletop miniature wargame, the Warhammer 40,000 universe contains many elements of the fantasy genre, for example the concept of magic in the form of psychic disciplines and Chaos sorcery, and adapted versions of classic high fantasy races.The inspirational sources for the Warhammer 40,000 universe include many works of classic and contemporary science fiction, horror, and fantasy movies and television series such as the Aliens franchise and the works of renowned authors of those genres such as Isaac Asimov (Foundation), Frank Herbert (Dune), H. P. Lovecraft (Cthulhu Mythos), Michael Moorcock (Elric of Melniboné), J. R. R. Tolkien (The Lord of the Rings), and Robert Heinlein. Heinlein's novel Starship Troopers in particular inspired many elements of the setting such as elite marines in powered armor, and Drop Pods in which encased Space Marines and their wargear are fired from orbiting starships down to the battlefield.Medieval, baroque, and surrealist art (especially that of H. R. Giger) have been major influences on the setting's artwork. Additionally, earlier editions of the setting were often intended to be parodies of real world historical eras, such as the two World Wars, Victorian Britain and its colonial wars, Imperial Rome, the Inquisitions of the Roman Catholic Church, and the armed forces and tyrannical governments of Nazi Germany and the Soviet Union.This mix of influences has created what is now known as the "grim dark" trope, in which every faction present in the universe is to some extent immoral and tyrannical -- though some are slightly better than others, tending towards moral greys. The Imperium, for example, is often presented as the "good guys," for better or worse, and while it may be true that there are many good-intentioned people operating within its oppressive structures, as a whole the Imperium is a xenophobic, intolerant, genocidal tyranny which is only able to maintain control of its population through the application of religious propaganda and brutal repression. However, such repression is often still better than being digested for biomatter by Tyranid hive fleets, enslaved by savage Ork warlords, or turned into the playthings of the mortal and Daemonic servants of the Chaos Gods. In the grim dark, "good" is always relative. |
Warhammer 40,000 - Armies/Species: The Warhammer 40,000 game, and consequently its fictional universe, is made up of many intelligent races and species who uneasily share the Milky Way Galaxy. The main playable army factions in the game are the Space Marines, Chaos Space Marines, Craftworld Aeldari, Astra Militarum, Orks, Daemonhunters, Drukhari, Necrons, T'au Empire, Tyranids, Witch Hunters, and the Daemons of Chaos, an army that was the most recently introduced into the game.Most of these factions have variant armies. For example, the Space Marines are divided into over 1,000 separate armies known as Chapters, which sometimes have unique traits that make them different from standard Space Marine armies or may even possess their own rules as separate armies, like the Blood Angels, the Dark Angels and their various Successor Chapters.Examples of variant armies include the following (however, this list is far from exhaustive):Space Marine Chapters: Ultramarines, Blood Angels, Space Wolves, Dark Angels, Black Templars, Blood Ravens, White Scars, Imperial Fists, et al.Astra Militarum regiments: Catachan Jungle Fighters, Mordian Iron Guard, Praetorians, Cadian Shock Troopers, Valhallans, et al.T'au Empire: Kroot Mercenaries, the Farsight EnclavesAsuryani Craftworlds: Iyanden, Ulthwé, Alaitoc, Biel-Tan, et al.Chaos Space Marine Traitor Legions: Death Guard, World Eaters, Thousand Sons, Emperor's Children, Iron Warriors, et al.Orks: Speed Freeks, Feral Orks, Badmoon Clan, et al.Tyranids: Hive Fleet Behemoth, Hive Fleet Kraken, Hive Fleet Leviathan, et al. |
Warhammer 40,000 - Notable Characters: The Warhammer 40,000 universe and game are made up of many different characters, each important in some way. Some of these characters are more important to the universe and game than others.The list below contains only a very small selection of the figures and characters that have had the greatest impact on the Warhammer 40,000 fictional universe.Emperor of MankindHorusRoboute GuillimanAbaddon the DespoilerGhazghkull Mag Uruk ThrakaEldrad Ulthran |
Warhammer 40,000 - Specialist Games: Warhammer 40,000 has, over the years, inspired many spin-off tabletop miniature games. The most popular of these include the following miniature-based tabletop games, all of which are available as "Specialist Games" from the Games Workshop website.Battlefleet GothicEpic ArmageddonGorkamorka, a now out of production tabletop gameInquisitorNecromundaSpace CrusadeSpace HulkAdeptus Titanicus: Horus HeresyKill-Team |
Warhammer 40,000 - Video Games: The Warhammer 40,000 tabletop game has also inspired many video games since the 1990s; below are listed just a few of the most well-known and popular.Battlefleet Gothic ArmadaBattlefleet Gothic Armada IIChaos GateDawn of WarDawn of War - Dark CrusadeDawn of War - SoulstormDawn of War - Winter AssaultDawn of War IIDawn of War II - Chaos RisingDawn of War II - RetributionDawn of War IIIEternal CrusadeFinal LiberationFire WarriorRites of WarSpace Hulk, including the expansion Space Hulk: Vengeance of the Blood AngelsSpace MarineWarhammer 40,000: ArmageddonWarhammer 40,000: Armageddon - Da OrksWarhammer 40,000: GladiusWarhammer 40,000: Inquisitor - MartyrWarhammer 40,000: Inquisitor - ProphecyWarhammer 40,000: BoltgunWarhammer 40,000: BattlesectorWarhammer 40,000: Chaos Gate - DaemonhunterWarhammer 40,000: DarktideWarhammer 40,000: MechanicusWarhammer 40,000: Rogue TraderWarhammer 40,000: Sanctus ReachWarhammer 40,000: Space WolfWarhammer 40,000: Shootas, Blood and Teef |
Warhammer 40,000 - Novels: A wide number of Warhammer 40,000 novels and background books has been published by Games Workshop's fictional publishing subsidiary, the Black Library. This list contains just a few of the most well-known.The Gaunt's Ghosts seriesThe Eisenhorn TrilogyThe Ragnar Blackmane series (Space Wolf)The Ultramarines seriesThe Blood Angels seriesThe Grey Knights TrilogyThe Soul Drinkers seriesThe Horus Heresy series |
Warhammer 40,000: Apocalypse - Warhammer 40,000: Apocalypse: Warhammer 40,000: Apocalypse is an expansion for Games Workshop's Warhammer 40,000 table top wargame introduced in 2007 for the 4th Edition of the game. The original rules of Warhammer 40,000 are designed for games between 1000 and 2000 points, with the Force Organisation Chart making games with larger points values difficult to play. In response to player comments, Apocalypse was created to allow 3000+ point games to be played. For example, players can now field an entire company of Space Marines rather than the single detachment typically employed in a standard game. Apocalypse also contains rules for fielding Titans and other super-heavy units that would completely unbalance a "traditional" Warhammer 40K game.Games Workshop has created some new models for Apocalypse, including the Land Raider Terminus. They have also created completely plastic versions of kits that were previously only available as resin kits from Forge World or as plastic kits with metal parts, such as Vindicators for both Space Marines and Chaos Space Marines and the Imperial Guard super-heavy tank, the Baneblade.In addition, several new weapons are available in the expansion, including Vortex Grenades, "Big Guns", and new templates. Games Workshop have also released new kit sets containing several vehicles intended for use in formations and large numbers of troops (such as the "Space Marine Battle Company" which contains 106 Space Marines, 8 Rhinos and 1 Razorback.Battles can be fought on huge scales in the Apocalypse expansion: 20,000 points or more have been displayed in the Apocalypse rulebook. Entire squads of soldiers can be eliminated in one turn by massive guns and volleys of firepower. The Apocalypse rules themselves are very flexible, allowing players to field scratch-built models and any unit from any race legally. With some creative story telling this permits players to create unconventional armies. This allying of different armies is guided by the Allies Matrix. This means that although you can have both Tyranids and Necrons in the same force, a compelling reason would have to be constructed to justify it. |
Warhammer 40,000: Apocalypse - Sources: Warhammer 40000: Apocalypse (4th Edition) |
Warhammer 40,000: Boltgun - Warhammer 40,000: Boltgun: Warhammer 40,000: Boltgun is a retro first-person shooter video game, a so-called "boomer shooter" intended to mimic the style of 1990s first-person shooters like the original Doom and Wolfenstein 3D, developed by Auroch Digital and published by Focus Entertainment. It is set in the Warhammer 40,000 universe and was released on 23 May 2023. |
Warhammer 40,000: Boltgun - Gameplay: Warhammer 40,000: Boltgun is a single-player first-person shooter in which the player controls a Firstborn Space Marine battling against Chaos Cultists, Chaos Space Marines and Chaos Daemons.Its gameplay and artistic style are heavily influence by first-person shooters from the 1990s such as the 1993 classic Doom, but the developers have highlighted their inclusion of modern gaming features like the use of present-day enemy behavioural AI. |
Warhammer 40,000: Boltgun - Development: The game was announced at the Warhammer Skulls 2022 event on 1 June 2022.On 11 April 2023 it was announced via the Warhammer Community page that the game was set to release on 23 May 2023, and that Rahul Kohli will voice the protagonist Malum Caedo. In a blog post also published on 11 April 2023 via PlayStation.Blog, Grant Stewart (lead designer at Auroch Digital) explained some features of the upcoming game and its development. This included modern enemy AI, sprite creation, and animations. |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.