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Warhammer 40,000: Boltgun - Plot: Taking place on the Adeptus Mechanicus Forge World of Graia several standard years after the events of Warhammer 40,000: Space Marine and the Liberation of Graia, the player takes on the role of Malum Caedo, a Firstborn Sternguard Veteran Space Marine of the Ultramarines Chapter sent by the Inquisition with several of his 1st Company brethren back to Graia on a mission of great importance.Since the Ork and Chaos invasions of Graia that had previously been unleashed upon the Forge World by the machinations of the Chaos Sorcerer Nemeroth, the Inquisition had kept Graia closely watched for the emergence of further threats. Inquisitor Seibel of the Ordo Malleus revealed that rogue Tech-priests of Graia had experimented with the remains of the late Inquisitor Drogan's unstable and unique Warp-based power source -- a small cylinder wreathed in potent blue energies -- and the experiments have resulted in the opening of a Warp rift that have allowed the forces of Chaos to once more invade the Forge World.Malum Caedo and his Sternguard Veteran Squad were tasked with retrieving the power source with the aid of a Servo-skull that had once belonged to Drogan. When the Ultramarines made planetfall, their Drop Pod was severely damaged during the descent and crash-landed on the planet's surface, leaving Malum Caedo as the sole survivor. As Caedo valiantly fought his way single-handedly through the Chaos forces, including Chaos Cultists, Heretic Astartes and Daemons, it was discovered that the Chaos incursion's leader, a Chaos Sorcerer named Tumulus Samael of the Black Legion, sought the power source for his own nefarious plans to transform Graia into a Daemon World under his control and the orbiting battle-fortress of the Graian Crown into a Warp-based weapon. The sorcerer had already managed to learn the location of the power source fragment and Caedo raced to stop him.When Caedo reached the Adeptus Mechanicus vault containing the power source, Samael appeared and gloated that he had already taken the power source. The sorcerer and his minions attacked the orbital void station above Graia and used the power source to enlarge the Warp rift that threatened to engulf Graia and the entire sector.Malum fought his way through the void station before finally reaching Samael, and after a grueling fight, the Sternguard Veteran managed to slay the sorcerer. Inquisitor Seibel arrived soon after at the void station and retrieved the power source for the Inquisition. Without the power source, the Warp rift began to close, but Seibel warned that there were still many Chaos forces left active on Graia, and Malum Caedo prepared for the trials he had yet to face.
Warhammer 40,000: Boltgun - Forges of Corruption Expansion: Boltgun received its first DLC, Warhammer 40,000: Boltgun - Forges of Corruption on June 18, 2024. The DLC added five more levels including new environments such as the Graia Battlefields, corridors of a manufactorum, the Daemonic Forge. The DLC also added two new weapons -- the Missile Launcher and Multi-Melta -- and an endless horde mode.
Warhammer 40,000: Boltgun - Reception: Warhammer 40,000: Boltgun has received "mixed or average reviews," according to review aggregator Metacritic.PC Gamer praised the soundtrack as feeling true to the setting, "Both the occasionally haunting atmosphere and breakneck combat are reinforced by an incredible arrangement of sludgy guitars, thumping industrial beats, and monastic chants and harpsichords."GameSpot liked Auroch Digital's interpretation of the titular weapon, writing that "[t]he bolter roars with an emphatic racket, and each pull of the trigger packs an almighty punch, ferociously propelling these explosive rounds."While criticising the game's level design as being confusing, Destructoid enjoyed the power fantasy, "There are many first-person shooters out there with a philosophy built around making you feel powerful, but I don't think any have nailed it quite like Boltgun."IGN disliked the enemy AI, saying that it made certain encounters trivial, "For many people, especially challenge-seekers, the braindead AI is where this game will risk losing them."Polygon wrote that the visuals captured the essence of Warhammer 40,000, and "the abyss of Chaos looks downright disturbing, even captured through an old-school lens."
Warhammer 40,000: Darktide - Warhammer 40,000: Darktide: Warhammer 40,000: Darktide is a first-person shooter video game set in the Warhammer 40,000 universe, developed and published by Fatshark. It was released for Microsoft Windows on 30 November 2022 and for Xbox Series X/S on 4 October 2023.
Warhammer 40,000: Darktide - Gameplay: The game uses a similar formula to that used in Fatshark's prior games Warhammer: End Times - Vermintide and Warhammer: Vermintide 2 in which four players acting in character as baseline Humans or Ogryns in service to the Inquisition cooperate to defeat periodic waves of AI-controlled enemies, including Poxwalkers, Traitoris Militarum of the Moebian 6th Regiment, Chaos Spawn and Plague Ogryns. Rather than a set of pre-made characters as in Vermintide 2, the game allows players to customise their class, appearance, and gender.The four classes consist of a Human Astra Militarum Veteran Sharpshooter who serves as a potent master of ranged weapons and death at a distance, a Human Zealot of the Imperial Creed who is a specialist in melee combat, an Ogryn Skullbreaker who serves as a heavy weapon/melee hybrid, and a Human Sanctioned Psyker Psykinetic who is the game's "spellcaster," in this case using psychic disciplines. All of the classes make use of a regenerating shield system in combat.Unlike in Vermintide 2, multiple missions take place in the same area, some of which include optional secondary objectives that allow players to obtain better loot. Difficulty is divided between two variables, one affecting enemy count and the other damage received from enemies. Progression will is split between random rewards, an in-game currency that will allow the purchase of new weapons and a contract system to earn a weapon of the player's choice. Crafting also allows the player to upgrade their weapons and increase their character's statistics.In the year following its release the game received updates adding features missing at launch, such as the first iteration of the game's crafting system. Patch 13, which also marked the delayed Xbox release of Darktide in October 2023, greatly altered the gameplay of the original release. This patch introduced an overhauled talent system, providing each class with new abilities that can be described as subclasses or specialisations.
Warhammer 40,000: Darktide - Character Classes: The game's four primary classes of Ordo Hereticus Acolytes (nicknamed "Rejects") in service to the warband of Inquisitor Grendyl:
Warhammer 40,000: Darktide - Corruption of Atoma Prime: Atoma Prime is an important Imperial Hive World that has long been the centre and capital world of a vast, semi-autonomous region of Imperial space comprising many different Human worlds known as the Moebian Domain.For centuries, Atoma Prime and the peoples of the Moebian Domain have been under assault by Chaos and xenos forces from the fringe of its territory in the Segmentum Solar that the Adeptus Administratum has chosen to simply classify as the "Darktide." The people of Atoma Prime know little about the nature of these shadowy foes, other than what they hear in Imperial propaganda broadcasts, but are certain that they must be defeated if Atoma Prime is to remain within the light of the God-Emperor.To deal with the Darktide, Atoma Prime has for centuries raised hundreds of regiments for the Astra Militarum from among its teeming masses, known as the Moebian Regiments. These heroic men and women have kept the Darktide at bay for many standard centuries, fighting in what is known as the "Fringe War."However, in the Era Indomitus, the Chaos Cult called the Admonition infested the hive city of Hive Tertium on Atoma Prime. When they unleashed a Zombie Plague and a swarm of Poxwalkers began to assault the lower reaches of Hive Tertium, the Moebian 6th Regiment was redirected from frontline deployment to assist in combating the Nurglish corruption. Instead, the corrupted regiment turned on the people it had sworn to protect and began to support the uprising.
Warhammer 40,000: Darktide - Assault on Hive Tertium: The game's story, written by author Dan Abnett, focuses on a squad of Inquisition Acolytes and operatives nicknamed "Rejects" in the service of the Inquisitor Grendyl of the Ordo Hereticus who are combating a Chaos infiltration of the hive city of Tertium on the Hive World of Atoma Prime in the Imperium's Moebian Domain during the Era Indomitus.The player character operative begins the story detained aboard the Imperial prison transport Tancred Bastion for a crime determined during character creation. During transport the Tancred Bastion is suddenly swarmed and overwhelmed by followers of Nurgle, the Chaos God of disease and decay, who are members of the Admonition Chaos Cult and the corrupted Traitoris Militarum Moebian 6th Regiment. They are seeking to free Captain Wolfer, the commander of the Moebian 6th, who has been captured and imprisoned abord the Tancred Bastion. They prove successful in freeing him. During the resulting chaos, the player character rescues Explicator Orgustine Zola, an agent of the Ordo Hereticus, and the two successfully evacuate the ship.Zola agrees to spare the player character from the death penalty by conscripting them into the Inquisition as a new Acolyte in the service of her master, Inquisitor Grendyl. From their base aboard the Rogue Trader Firestorm-class Frigate Mourningstar which has been requisitioned for use by the Ordo Hereticus by Grendyl, the Inquisition deploys the new operative to different sectors within Hive Tertium to research and suppress the Nurglish infestation and cult.The plot is set to evolve over time in a manner that parallels a live software-as-a-service (SaaS) model, continuing to develop on a weekly basis and following a set meta narrative.
Warhammer 40,000: Darktide - Development: The game was first announced in July 2020 during the Xbox Series X and Series S showcase event in which Fatshark showed plans for a 2021 release. A gameplay trailer was released on 10 December 2020, which showcased the use of weapons such as a Lasgun and a chainsword being used to defeat hordes of Poxwalkers and Chaos Traitoris Militarum.Among the playable characters, an Imperial Guardsman and an Ogryn could be observed. The developers commented that Darktide is planned to be less melee focused than Vermintide 2, getting closer to a 50/50 split between melee and ranged combat.In July 2021 Fatshark announced that due to difficulties arising as a result of the COVID-19 pandemic, the release date would be pushed back from 2021 to spring 2022. The release date was again pushed back to 13 September 2022 in an announcement which was accompanied by a new trailer. A further delay pushing the release back to 30 November 2022 was later announced.A closed beta was made available to some players on 14 October 2022 and ran for two days.
Warhammer 40,000: Darktide - Reception: According to Metacritic, Warhammer 40,000: Darktide has received "mixed or average reviews", based on 44 reviews, largely due to the incomplete nature of much of the game at launch.
Warhammer 40,000: Rogue Trader - Warhammer 40,000: Rogue Trader: Warhammer 40,000: Rogue Trader is an isometric, turn-based, tactical role-playing game developed and published by Owlcat Games set in the Warhammer 40,000 universe. The game was released for Windows PC, macOS, PlayStation 5, and Xbox Series X and Series S on 7 December 2023.It is based upon the earlier tabletop role-playing game Warhammer 40,000 Roleplay: Rogue Trader published under license from Games Workshop in 2009 by Fantasy Flight Games.
Warhammer 40,000: Rogue Trader - Gameplay: Similar to prior Owlcat Games products (Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous), Rogue Trader is an isometric role-playing video game, heavily utilising the d100 combat and task resolution system originally developed for Fantasy Flight Games' tabletop role-playing game of the same name.The player controls a party of six characters, including their own through ground combat and social interactions. The game features a turn-based combat system and an isometric perspective. One of the game's distinguishing features is its emphasis on realm-building, with the player's decisions as a Rogue Trader affecting the rest of the gameplay as they build their pocket stellar empire across the Koronus Expanse. Space combat is also present using the player Rogue Trader's flagship, which can be modified and enhanced as the game's story progresses. The game also supports a cooperative multiplayer mode.Of note is the game's unusual alignment system, which allows the player to make "Dogmatic" choices that are typically merciless but in keeping with the Imperium of Man's fervent belief in the God-Emperor's Imperial Creed, "Iconoclastic" choices that challenge the Imperial status quo and might be considered "good" by twenty-first century ethical standards, or "Heretical" choices that are heavily Chaos-aligned and could be considered "evil." These choices radically alter conversation options and equipment availability.
Warhammer 40,000: Rogue Trader - Description: The player takes on the role of the eponymous Rogue Trader, the scion of House von Valancius, an ancient dynasty of daring privateers, that reign over their own interstellar merchant empire and explore the fringes of Imperial space with the blessing of the Emperor Himself. Thanks to their Warrant of Trade, the Rogue Trader is endowed with privileges and power beyond imagination as well as the task of expanding the borders of the Imperium. At their disposal is a gargantuan voidship of immense power and innumerable servants and personnel ready to do the bidding of their lord. Their adventures begin in the vast Koronus Expanse -- a treacherous region of unexplored frontier space at the very edge of Humanity's domain.Exploration will bring the protagonist to mysterious lost and forgotten worlds as well as numerous planets claimed by Humanity -- from lush Agri-worlds to steel-clad Forge Worlds, all of them ready to be claimed for your burgeoning merchant empire or plundered for their riches. While travelling between the stars, get ready to come across potential allies and dangerous enemies of the Imperium, Chaos Cults and alien xenos counting among the most treacherous and deadly. The player will make fateful decisions that affect the lives of entire worlds. You will prove your strategic and tactical skills in high-impact, turn-based battles against powerful opponents.No Rogue Trader travels alone: on this dangerous journey into the unknown, the player will meet faithful and sophisticated companions. Imagine fighting alongside a mighty power-armoured Space Marine, a lethal Aeldari Ranger, or even a courageous Sister of Battle armed with bolter and ardent prayer -- these characters and many others will join you. Become a Rogue Trader endowed with great authority, discover new worlds and shape the future of the Imperium!
Warhammer 40,000: Rogue Trader - Setting: Rogue Trader takes places in the Koronus Expanse, a little charted and unknown region of space in the Segmentum Obscurus, bordering the Calixis Sector. The player, the titular Rogue Trader, is an agent of the hegemonic Imperium of Man, given special permission by the Imperium to explore, trade, and conquer across the galactic frontier, all for the benefit of the Imperium and Mankind as a whole.The player character, a distant relative of the famed Rogue Trader Theodora von Valancius, unexpectedly rises to power in the Koronus Expanse when Theodora is treacherously murdered and the player remains the only heir to take up the mantle of Rogue Trader of the von Valancius dynasty.The first DLC, Void Shadows, released on 24 September 2024. The expansion introduced a new storyline focused on a Genestealer Cult threat that had taken up residence aboard the player's voidship, creating tension and suspicion among the crew, as well as a new character, Kibellah, a Death Cult assassin of the Bloodspun Web cult that had long sought to protect House von Valancius from the hidden threats that lurked within the bowels of its flagship.
Warhammer 40,000: Rogue Trader - Reception: Rogue Trader received generally positive reviews upon release, according to review aggregator Metacritic.Rock, Paper, Shotgun applauded the alignment system, citing that both the extremes and the middle of the road option had playable value. Leana Hafer from IGN described the game as an "ultra crunchy, 130-hour space epic with excellent writing and combat," though she criticized the presence of various software bugs.Jody Macgregor from PC Gamer praised the game's tone and atmosphere, though he disliked the combat and the game's technical issues at launch.
Warhammer 40,000: Rogue Trader - External Links: Warhammer 40,000: Rogue Trader website
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Warhawks - Warhawks: WarhawksSpace MarineChapterFoundingImperial5th Black CrusadeAbaddon the DespoilerOn Tarinth, the Despoiler lured the Warhawks and Venerators Chapters into the ruins of Kasyr Lutein where he trapped them between the daemonic hordes of Khorne and the forces of the Black Legion. In a bitter last stand, both Loyalist Chapters were utterly destroyed, their skulls taken by the ancient Daemon Prince Doombreed, whose existence preceded that of the Imperium itself, to be mounted upon the mighty Skull Throne of the Blood God.
Warhawks - Notable Campaigns: 5th Black Crusade (723.M36) - The 5th Black Crusade included among its many atrocities the scouring of the Elysia Sector, culminating in the destruction of the ancient Imperial city of Kasyr Lutien. Abaddon the Despoiler purposefully fomented invasions on a dozen worlds within the sector, entrusting the destruction of cities, shrines and temples to his warlords while using his fleet to keep the Imperial Navy engaged in deep void skirmishes. It was Abaddon's intention to create a sector-wide conflict that would provoke a massive response from the Imperium and draw in Chapters of the Adeptus Astartes. His plans set in motion, Abaddon led the bulk of his Black Legion to the city of Kasyr Lutien on the world of Tarinth, burning the great city to the ground and enslaving its people. When the Warhawks and Venerators Space Marines arrived on Tarinth in Chapter strength, they made an immediate assault upon Kasyr Lutien. At the same moment, Abaddon ordered the mass sacrifice of ten million citizens. Their blood funnelled via the city's great canals into a vast lake of gore. Above the lake, the Warp opened up and Doombreed, greatest of all Khorne's Daemon Princes, stepped into reality and howled in triumph. Abaddon had made a dark pact with Doombreed, promising it the skulls of an entire Chapter of Space Marines in return for its service. With thousands of Bloodletters pouring forth from the lake of blood, Doombreed waded into the ranks of the Warhawks and Venerators. The Black Legion then sprang their own trap, and from prepared positions across the city, they opened fire on the Loyalists, blocking their retreat. Though they fought without fear or respite, both Chapters fell that day, their warriors mutilated by the daemonic host and their gene-seed forever lost to the Imperium.
Warhawks - Chapter Colours: The Warhawks' Chapter colours are not listed in current Imperial records.
Warhawks - Chapter Badge: The Warhawks' Chapter badge is not listed in current Imperial records.
Warhound-class Titan - Warhound-class Titan: The Warhound-class Titan belongs to the smallest class of Imperial Titan and is used as a scout carrying out reconnaissance of the enemy's lines or as the flanking element of a Titan Legion in conjunction with others of its kind.The Warhound-class Titan is thus the most common form of what is classified as a Scout Titan by the Collegia Titanica.
Warhound-class Titan - Design: The Warhound differs structurally from other Imperial Titans in that it sacrifices a humanoid appearance for a canine-like chassis with reverse-jointed legs and shoulder weapon mounts. Warhound Scout Titans are lightly-armed and armoured compared to other Titans, although still fearsome compared to the more standard armoured combat vehicles deployed by the various intelligent species of the Milky Way Galaxy.The Warhound Titan, despite being a class of Scout Titan, is still an immense war machine that stands 17.08 metres (approx. 56 feet) tall. On the battlefield, the Warhound has been proven to be very effective, as the double-barrelled Turbolaser Destructor which it is now possible to mount on a Warhound-class chassis can destroy even super-heavy armoured vehicles with ease.When they are deployed against other Titans, Warhound Titans use their superior speed and manoeuvrability to avoid enemy weapons fire. They also make use of pack-oriented techniques to destroy enemy Titans, and there are some instances where lone Warhound Titans have defeated heavier classes.
Warhound-class Titan - Armament: Warhound Titans are protected by two void shield generators and are otherwise lightly armoured, emphasising speed over strength. They possess two Titan-grade weapon mounts on their arm hardpoints and are limited in their selection to the lighter class of Titan weapons such as the:Inferno GunPlasma BlastgunTurbolaser DestructorVulcan Mega BolterConversion Beam DissolutorVolkite EradicatorGraviton DestructorUrsus Claw (Initiated by Legio Audax)Natrix Shock Lance (Initiated by Legio Audax)The most common configuration of armaments for Warhound Titans seen on the battlefield are the use of the Plasma Blastgun and the Vulcan Mega Bolter.During major engagements Warhounds operate on the flanks of the Imperial forces, seeking to assault enemy tanks and infantry formations rather than other Titans, where their lighter weapons can still inflict immense damage and provide the maximum tactical benefit.
Warhound-class Titan - Operation: A Warhound-class Titan normally requires a Human crew of five members which increases to twelve when constructs like servitors and Servo-skulls are included. Like all such god-engines, a Warhound Scout Titan is commanded by an officer of the Adeptus Mechanicus' Collegia Titanica known as a princeps, whose cerebrum is cybernetically interlinked through the Titan's command throne directly to the Titan's Mind Impulse Unit (MIU), enabling them to oversee all aspects of the war machine's operations. They are assisted by two junior officers known as moderati (sing. moderatus), who control the Titan's navigation, movement, sensor operations and weapons systems.In their turn, the moderati control a complement of three remote servitor-slaves which have been hard-wired into the Scout Titan's weapons, void shield generators and engineering systems. From the engine room, two Tech-priests make up the final Human members of the crew. It is their job to control the output of the Titan's Plasma Reactor, the true heart of the Titan, supplying power to all the god-engine's various systems as required.Four Servo-skulls are also usually tasked to a Warhound Titan's crew to assist its Human members with any miscellaneous tasks or unexpected need for repairs that might crop up in combat. Like other Titans, Warhound Scout Titans are equipped with an artificially-intelligent Machine Spirit (essentially an on-board computer) that interfaces directly with the mind of the princeps through the MIU, thus avoiding the Imperium's ancient proscriptions against allowing the development of truly independent machine intelligence.Yet, with the passage of many standard centuries of combat, these Machine Spirits can develop a surprising amount of independence and even personalities of their own.
Warhound-class Titan - Deployment: Being faster and more agile than a standard Battle Titan, Warhound-class Scout Titans are deployed as the eyes and ears of the Titan Legions on campaign, raging far ahead of the main battle groups. They are the only Titans to be normally deployed by the Titan Legions in packs of two members, as compared to the larger Battle and Emperor Titans which normally operate alone.By Collegia Titanica tradition, Warhound Titans can only operate in a pack with a maximum of two Titans as a result of the actions of Chaos Warhound Titans on Terra during the Horus Heresy. When the Traitor Titan Legions landed on Terra, the Arch-traitor Horus let them terrorise Terran civilians in squad-sized (10+) units of Warhounds.As a result of this blood-stained history, during the reformation of the Imperium in the Time of Rebirth after the conclusion of the Horus Heresy, the Adeptus Terra ordered the Titan Legions to never again allow Warhound Scout Titans to operate in squads larger than two, to prevent such horrors from being perpetrated upon Humanity again. Obviously, the forces of Chaos do not feel bound by this rule.
Warhound-class Titan - Sub-Patterns: The Warhound-class Scout Titan maintains a number of sub-patterns that differ primarily in the armament load-outs they are given so that they are better adapted to specific tactical roles.
Warhound-class Titan - Wolf-class Titan: Wolf-class Titans operate in packs of two, and their wargear is specialised to aid them in finding and hunting down enemy forces that are seeking to elude a larger Titan force.
Warhound-class Titan - Mastiff-class Titan: The Mastiff-class Titan sub-pattern of the Warhound is not as agile or as well-protected as the Wolf-class sub-pattern, having been armed and modified to serve as solitary vanguard Titans for a larger Titan force. This is because Mastiffs specialise in flanking enemy positions to sow confusion with well-planned hit-and-run attacks, and so their armament load-outs have been reduced to increase their capaicity for speed, allowing them to assault and enemy formation and then immediately retreat.
Warhound-class Titan - Jackal-class Titan: The Jackal-class Titan is a sub-pattern of the Warhound Scout Titan that is very similar to the Mastiff sub-pattern, as it is used in the same tactical role as an ambusher. But the Jackal possesses more potent void shields so that it may better engage its foes during hit-and-run attacks conducted at a closer range.Because of this tactical choice, Jackal princeps prefer to arm their Scout Titans with an Inferno Gun and Vulcan Mega Bolter.
Warhound-class Titan - Chaos Feral-class Titans: To their eternal shame, the Titan Legions bear the stain of disloyalty to the Emperor like so many other branches of the Imperial armed forces. Like the Legiones Astartes, many of the Titan Legions also sided with Horus against the Emperor during the dark days of the Horus Heresy and eventually fled to the dark refuge known as the Eye of Terror when their master was defeated.Within the forces of Chaos, the dreaded Chaos Warhound-class Titans, reclassified as Feral-class Titans by the Imperium, have seen millennia of service in the Traitor Titan Legions' pursuit of the Long War against the Imperium of Man, becoming utterly corrupted by the daemonic powers of the Warp and the fickle favour granted to these vile war machines by the Ruinous Powers.Many of these dreaded god-engines easily date back to long before the Horus Heresy and have had their Machine Spirits wholly corrupted and possessed by the Warp-touched powers of Chaos. The Chaos Titan's Machine Spirit and its damned crew become possessed by Daemons and are doomed to serve the will of the Chaos Gods in battle for all eternity.
Warhound-class Titan - Collegia Titanica Technical Specifications: Vehicle Name:Warhound-class Scout TitanMain Armament:Plasma BlastgunForge World of Origin:MarsSecondary Armament:Vulcan Mega BolterKnown Patterns:III-XXITraverse:100 DegreesCrew:1 Princeps, 2 Moderati, 2 Tech-priests, 3 Servitors, 4 Servo-skullsElevation:Powerplant:Type XIV Plasma ReactorMain Ammunition:Unlimited from reactorWeight:410 tonnesSecondary Ammunition:14000 RoundsLength:17.08 metresArmourWidth:11 metresHeight:14 metres (at rest)Superstructure:95 millimetresGround Clearance:6.5 metresHull:95 millimetresMax Speed - on road58 kilometres per hourGun MantletN/AMax Speed - off road:42 kilometres per hourVehicle Designation:0550-4332-982-WHTransport Capacity:N/AFiring Ports:N/AAccess Points:N/ATurret:N/A
Warhound-class Titan - Sources: Adeptus Titanicus (1st Edition), Rulebook, "Warhound Class Scout Titan"Adeptus Titanicus - The Horus Heresy: Loyalist Legios (Specialty Game), pp. 110, 169Titan Legions, pp. 18-19Imperial Armour Apocalypse, pg. 99Imperial Armour Volume 3 - The Taros Campaign, pp. 251-254Warhammer 40,000: Apocalypse (6th Edition) (Digital Edition), pp. 362-363, 389Adeptus Titanicus Part 12: Warhound Scout Titans (Image)Warhammer Community - Speedrun Engine Kills With Massive Adeptus Titanicus Conversion Beam WeaponsWarhammer Community - Pop Void Shields Like Bubbles With Adeptus Titanicus' New Volkite WeaponsWarhammer Community - Turn Titans' Mass Against Them With Graviton Weapons for Adeptus Titanicus
Warlock - Warlock: A Warlock is a Craftworld Aeldari Seer or psyker who previously walked the Path of the Warrior as an Aspect Warrior of the Asuryani craftworlds and now uses his potent psychic powers to help lead Asuryani warhosts. Warlocks who lose themselves upon this path ultimately become Farseers. The most aggressive and warlike of all the potential variants of the Path of the Seer is that of the Warlock.Since Warlocks are Seers who once trod the Path of the Warrior, their previous experience as Aspect Warriors allows them to harness their more destructive impulses when using their psychic powers in combat. The ornate helmets worn by Warlocks in the field are kept in the shrines of the Warrior Aspects as a sign of the close link between Warlocks and their former status as Warriors. A Warlock can only attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the shrine's Exarch as part of the same blood-ritual undergone by Aspect Warriors.A Warlock not only learns the use of the psychic runes of war but also how to wield the Witchblade, a powerful Eldar Force Weapon. Witchblades writhe and twist with living runes of the Eldar Lexicon that focus the inherent power of the Warlock's mind into destructive psychic energy using a helical psychic matrix that runs through the core of the blade. In the hands of a Warlock, a Witchblade strikes with a devastating burst of psychic force that can incinerate an enemy where he stands.Whenever the Craftworld Eldar go to war, their Warlocks accompany their forces of Aspect Warriors and Guardians. They use their psychic powers both to protect the Eldar Warriors and to wreak havoc among their foes; a thought-wave from a Warlock can instil courage in his comrades or sear the souls of the Eldar's enemies. Though not as psychically powerful as Farseers, few of the psykers found among the other intelligent species of the galaxy can equal the arcane might of an Eldar Warlock or match their combat prowess with the power of the Warp.
Warlock - Spiritseers: Those rare Warlocks who specialise in summoning and guiding the spirits of the Eldar dead that exist within the Infinity Circuits of the Craftworlds are known as Spiritseers. Their role in combat is to direct and command the Eldar Wraithguard and Wraithlord combat walker that are deployed in the more dire military situations faced by the Craftworlds' forces. Both of these types of Eldar units are Wraithbone constructs that are animated by a Spirit Stone at their hearts that holds the soul of a dead Eldar. The use of such units is is seen as little better than engaging in necromancy among the Eldar, but the practice is tolerated because the Eldar's low population makes reliance upon their dead a necessity if the race is to survive in its weakened state. Spiritseers' special training has hardened their own souls against the danger of becoming too enthralled by their command over the dead and thus actually becoming a true necromancer who glories in the manipulation of the dead for his own profit. The Wraithguard and Wraithlords are used only as a last resort by the Craftworlds and only when their Farseers believe that they face a truly dire threat. Spiritseers are more common among the Eldar of Craftworld Iyanden as this particular Craftworld has a very small population and even fewer Warriors following the assault upon it in 992.M41 by the Tyranid Hive Fleet Kraken.
Warlock - Warlock Psychic Abilities: When the Eldar must go to war, Warlocks wield their psychic powers among their brethren. Their abilities are focused both on disrupting their opponents and on defending their fellows. In concert with their dreaded psychically active Witchblades, Warlocks are respected and feared by those few who survive fighting against them, and by any who hear the tales of these swift and brutal conflicts.Conceal - The Warlock can psychically cloud the minds of the enemy, creating a shifting psychic mist that conceals the movements of his unit from their view under they launch an assault.Destructor - The Warlock focuses his anger and hatred and psychically unleashes it upon the enemy in a roiling blast of raw psychic energy. This power is used as a ranged weapon by a Warlock instead of a technological implement.Embolden - A Warlock can use his powers to instil an unbreakable courage in the hearts and minds of his comrades, reaching into their minds with visions of mighty heroes and great victories. This power can renew an Eldar assault or defence when their morale is close to breaking.Enhance - The Warlock can psychically empower his fellow Warriors by enhancing their reflexes and reaction times, allowing them to operate with lightning speed and enhanced skill at operating their weapons in combat, often allowing them to get the drop on their foes.Preventor - The Warlock makes use of his psychic talents to create a shield of psychic energy drawn from the Empyrean around himself that offers protection from most forms of enemy weapons fire, including ballistic projectiles, plasma blasts and laser bolts. However the use of this ability requires a high degree of concentration and devours physical stamina, so that the Warlock cannot make use of any other psychic abilities he posseses. As a result, a Warlock will only make use of this ability in extreme circumstances, such as mortal danger to his own person, a Farseer, another Warlock or an Exarch.
Warlock - Warlock Wargear: All Warlocks generally wield a psychically-attuned Witchblade. In addition to their helmets, they wear Rune Armour, which is a Wraithbone breastplate shaped into runic forms that can more effectively shrug off both physical and psychic enemy attacks. Warlocks also sometimes make use of a Force Weapon known as a Singing Spear. The Singing Spear is a psychically-charged weapon simiar to the Witchblade, but it can also be thrown at opponents and is more effective against heavily armoured vehicles than a Witchblade.
Warlock - Sources: Codex: Craftworld Eldar (3rd Edition), pg. 4Codex: Eldar (6th Edition), pg. 29Codex: Eldar (4th Edition), pp. 20, 27-28Codex: Eldar (3rd Edition), pp. 9, 37Codex: Eldar (2nd Edition), pg. 18Codex: Eye of Terror (3rd Edition), pg. 28Codex: Imperialis (1st Edition), pg. 66Rogue Trader: The Navis Primer (RPG), pp. 121-122
Warlord-class Titan - Warlord-class Titan: The Warlord-class Titan is a large and powerful type of Battle Titan, armed with much more firepower than its counterpart, the smaller Reaver-class Titan.The Warlord appears to be the most common class of Battle Titan in use by the Titan Legions of the Imperium of Man, and many Adeptus Mechanicus Forge Worlds field their own patterns of this class.Due to their immense size, standing nearly 33 metres tall, Warlord Titans are not nearly as fast or agile as the Reaver-class Titans or the Warhound Scout Titans, but they more than make up for this failing with their sheer firepower and heavily armoured bulks.
Warlord-class Titan - History: A true leviathan of the battlefield, the Warlord-class Titan was the mainstay of the Legio Titanica during the Great Crusade era. There were a number of sub-patterns of the Warlord, such as the Lucius and Anvilus, but it was the Mars Pattern that was considered the most ancient and superior, and of all of the Battle Titan types by far the most numerous and iconic.This is not without reason, for each Mars Warlord is a gargantuan killing machine, proof against the petty assaults of small arms and all but impervious even to the assault of most forms of attack aircraft and heavy weapon, save the most technologically potent or massive.Furthermore, the Warlord 's cockpit is a fully reliable and protected environment, making it as able to fight upon an airless moon as a verdant plain so long as the geology under its feet will sustain it, and even this is assisted by gravitational and inertial techno-arcana, little understood outside the inner circles of the Titan Tech-priests who sustain these god-engines.But it is the destructive power of the Warlord that is its avatar, for their firepower rivals smaller void warships in potency and a single Warlord, given time, is capable of systematically levelling a city or laying waste to an entire army. Such was their might that it was whispered by some that it was they, not the Legiones Astartes, that had truly won the Imperium's domain in the fires of battle.
Warlord-class Titan - Design: The Warlord Titan's colossal size, incalculable power and superior design make it both extremely difficult to harm from ground level, with its vital systems elevated far above the heads and hulls of those upon the battlefield below it, while its legs are plated with metres-thick armour to prevent it from being assailed by infantry or laid low by explosive charges.Accounts differ as to the exact number of crew required to operate a Warlord-class Titan. Most agree that a Warlord has one princeps and several moderati, although the exact number and function of the latter differ. Early sources indicated all four moderati were responsible for each controlling one of the Titan's four primary weapons.More recent sources indicate that each moderati serves a specific role. One serves as second-in-command and is charged with overseeing the general welfare of the Titan and its commanding Princeps, with the rest of the command crew consists of a Sensori tasked with controlling the god-engine's auspex sensors and a Steersman charged with controlling its movements.Still other sources indicate that in addition to the command crew the Warlord has other crewmen aboard numbering over one hundred, from numerous Servitors and Adeptus Mechanicus Tech-priests to gunnery crews and press-ganged ratings.The Warlord is much larger than the aging Reaver-class Titan, putting its resting height at 32.76 metres (approximately 108 feet). The Warlord Titan is also able to withstand a great deal more damage than the Reaver.However, there is considerable conflict in the Imperial records concerning this matter. A Warlord Titan is approximately only 33 metres (108 feet) tall according to the scale diagram in the Warhammer 40,000: Apocalypse rulebook.Other accounts have stated it to be as large as 200 metres (656 feet)! Depictions of the Warlord in Imperial artwork are even less consistent, sometimes showing it to be hundreds of metres tall.The exact weight of a Warlord Titan remains unknown. Some sources indicate a weight of 1,000 tons, while others claim 2,500 tons. The Titan's foot by itself is said to weigh hundreds of tons.
Warlord-class Titan - Notable Patterns: Mars-Alpha Pattern Warlord-class Titan- The colossal Mars-Alpha Pattern Warlord Titan is among the most ancient and feared of the Imperium's war machines. Forged on the Red Planet itself, it is worshipped and venerated as the Omnissiah's will incarnate. Each god-engine is encased in layered armour and powerful Void Shielding, and armed with weapons that are capable of reducing armies to ash. In addition to its Ardex-Defensor Mauler Bolt Cannon and Lascannon turrets, support weapons that would be considered main armaments on smaller war machines, this pattern of Warlord is commonly fitted with a pair of carapace-mounted, triple-barrelled Laser Blasters and two Belicosa Pattern Volcano Cannons.Mars-Beta Pattern Warlord-class Titan - The Mars-Beta Pattern Warlord was one of several variant patterns that more readily expressed the power of the Machine Spirit (artificial intelligence) within the god-engine. This pattern was often used by the Legio Ignatum even in the Age of Strife prior to the founding of the Imperium. The Machine Spirit of this pattern was held to be especially aggressive and bellicose, even for a Warlord Titan.Lucius-Alpha Pattern Warlord-class Titan - The Lucius-Alpha Pattern Warlord Titan was a distinctively warlike pattern of the Warlord built by the Titan-Wrights of the Forge World Lucius. It took part in the Great Crusade and was seen on both sides of the Horus Heresy and later conflicts between the forces of the Imperium and Chaos. The Lucius-Alpha Pattern is known to be compatible with the parts used by Mars Pattern Warlord Titans, and this includes the entire head/cockpit assembly which is interchangeable between the two patterns.Proximus Pattern Warlord-class Titan - The Proximus Pattern Warlord is a variant built by the Forge World of Proximus for the Legio Invicta. Unlike some other patterns, the Proximus Pattern requires an amniotic connection for its princeps, and additional crewmen which includes a moderati, steersman, sensorii, and often a famulous as well.Warlord-Sinister-class Psi-Titan - A weapon of such hidden terror and secrecy that few even within the Imperium's hierarchy suspected its existence, the Warlord-Sinister was a thing that should not be. It represented the fusion of the most powerful battlefield military technology known to the Imperium -- the Titans of Mars -- and the "weaponised" power of bound Alpha-grade psykers enslaved and bled dry like living batteries by forbidden arcane technologies. Such arts, the merest hint of which would result in a death warrant for their creator, should not have existed, save for when its use was sanctioned by the Emperor Himself for use by one of the most covert of all the Imperium's agencies of war -- the Ordo Sinister. The Warlord-Sinister was a variant of the more widely-known Warlord Battle Titan, and it was the only known "Psi-Titan" to be utilised by the Imperium during the Great Crusade and Horus Heresy eras. It was deployed in small numbers prior to the Horus Heresy, though rumours persisted as to the existence of other prototypes of experimental Titan patterns hidden even from the eyes of the Council of Terra during that period.
Warlord-class Titan - Notable Sub-classes: The Warlord-class Titan also has several sub-classes which bear different names that are intended to serve specialised tactical roles on the battlefield.
Warlord-class Titan - Eclipse-class Titan: The Eclipse-class Titan is a lighter version of the more common Death Bringer-class variant. An Eclipse-variant Warlord Battle Titan is deployed if more staying power is needed than the usual Reaver-class Titan can provide, but a Death Bringer is not available or needed.An Eclipse Warlord is typically armed with Volcano Cannons, Gatling Blasters and Apocalypse Missile Launchers.
Warlord-class Titan - Death Bringer-class Titan: The Death Bringer-class Titan, also spelled Deathbringer, is the most common Warlord Battle Titan configuration and is equipped with a variety of weapons that can be used for a multitude of battlefield roles.
Warlord-class Titan - Nightgaunt-class Titan: The Nightgaunt-class Titan is a variant of the standard Warlord Pattern, and is always equipped with one or two Titan close combat weapons or lighter, short-ranged Titan firepower.
Warlord-class Titan - Nemesis-class Titan: The Nemesis-class Titan is fielded when brute force is required. Employed as a Titan-hunter, these god-engines excel in long-range firepower and siege warfare, but possess poor manoeuvrability. 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 vehicles.Usually forgoing close-ranged weaponry, Nemesis-class Titans will still field Titan close combat weapons to discourage deep strike operations by enemy forces.Nemesis-class Titans are typically equipped with a mix of Quake Cannons, Volcano Cannons, Inferno Guns, Plasma Destructors and Apocalypse Missile Launchers. The Nemesis Titan is sometimes considered an Emperor Titan alongside the Imperator and Warmonger-classes, respectively, presumably because of its focus on heavier firepower.
Warlord-class Titan - Armament: The Warlord-class Titan is outfitted with potent defensive Void Shields and has four Battle Titan weaponry hardpoints on its shoulders and arms, allowing for a greater variety of weapon configurations. While Scout Titan weapon batteries can be mounted, Warlords usually mount Battle Titan-scale weaponry.There is even a specialist class of Imperial combat walker based on the Warlord design, the rare Psi-Titans, where psychic weaponry is substituted for conventional Titan weapons for use against the largest and most powerful daemonic entities.The most common Mars-Alpha Pattern Warlord mounts two Turbo-Laser Destructors on its carapace, with a Volcano Cannon and Gatling Blaster on the arms.A special variant of the Mars Pattern Warlord Titan carries a close-combat Arioch Power Claw and Gatling Blaster on its arms, plus Vortex Missile and Rocket Launchers on the carapace.
Warlord-class Titan - Arm-Mounted Primary Weapons: A Warlord-class Titan can carry two of the following on its arm hardpoints as standard:2 arm-mounted Belicosa Pattern Volcano Cannons
Warlord-class Titan - Point Defence: For point defence, a Warlord-class Titan can be equipped with the following:2 Ardex-Defensor Mauler Bolt Cannon turrets2 rear-mounted, twin-linked Ardex-Defensor Lascannon turrets
Warlord-class Titan - Optional Arm-Mounted Weapons: One or both of the arm-mounted Belicosa Pattern Volcano Cannons may be exchanged for the following weapons:Sunfury Pattern Plasma AnnihilatorMori Quake CannonSaturnyne LascutterArioch Power Claw with built-in Vulcan Mega BoltersMacro-Gatling BlasterLaser BlasterPlasma DestructorVolkite DestructorGraviton RuinatorExtirpator CannonTitan Close Combat Weapons, as well as Titan Power Rams, Titan Power Saws and Titan WreckersHarpoon MissileTrident
Warlord-class Titan - Carapace-Mounted Secondary Weapons: A Warlord-class Titan can carry two of the following on its carapace shoulder hardpoints:2 Apocalypse Missile Launchers2 double-barrelled Turbo-Laser Destructors2 Plasma Blastguns2 triple-barrelled Reaver Laser Blasterss2 Reaver Melta Cannons2 Reaver gatling Blasters2 Vortex Missile BanksMulti-laser batteries1 head-mounted Deathstrike Cannon
Warlord-class Titan - Operation: Most Imperial records indicate that a Warlord Battle Titan possesses a crew of one princeps commanding the Titan and four moderati controlling its weapon systems, with two Tech-priests aboard to provide basic technical support and maintenance in combat.However, Dan Abnett's Titanicus differs on this configuration, stating that a Warlord crew consists of the commanding princeps, a moderati who is second in command, a sensori, tasked with monitoring and using the engine's sensors, and a steersman, who actually moves the massive Titan.
Warlord-class Titan - Deployment: Warlord-class Battle Titans are normally deployed into combat alone, as they are rare and extremely powerful. On certain occasions when Imperial forces face a threat of extraordinary magnitude, Warlord Titans may be deployed in a battle group containing three of these mighty war engines.Warlord-class Titans can also be organised into mixed battle groups with Reaver-class Battle Titans, in which their Titan Legion deploys three of each class of Battle Titan for a total of six war machines in the group.These Battle Groups can be armed and used as the group's commanding princeps sees fit, but they work together to complete a common objective.In general, the princeps of the most powerful or oldest Titan in a group is the commander of the Battle Group.
Warlord-class Titan - Chaos Warlord Battle Titan: Amongst the forces of Chaos, Warlord-class Chaos Titans are ancient and irreplaceable relics left over from the days of the Horus Heresy.They are the remnants of those Traitor Titan Legions who sided with the Renegade Warmaster Horus during those dark times and whose blasphemous names still echo with dread thousands of Terran years later.The majority of these monstrous war engines have seen millennia of service with Chaos forces and have long since become utterly corrupted by the touch of the Ruinous Powers and the Warp.To differentiate these corrupted Warlords from their Imperial counterparts, the Imperium has designated these war machines with different class names that have been happily adopted by these Titans' Renegade crews.The Chaos Warlord-class Titan has four different variants depending on which god of Chaos the Titan is aligned with. Even though there are different versions of the Chaos-altered Warlord-class Titan, the most commonly seen variant operating with the forces of Chaos is the Banelord Titan.Banelord-class Titan - The Banelord-class Titan is dedicated to the Chaos God Khorne and has been modified with a long tail that ends in a large cannon of various types, while another such cannon protrudes from the Titan's daemonic mouth. The Banelord also has access to three special weapons: a Havoc Missile Rack, a Hellstrike Cannon and a Doomfist. This is the most common Chaos Warlord Titan.Plaguelord-class Titan - The Plaguelord-class Titan is dedicated to the Chaos God Nurgle.Painlord-class Titan - The Painlord-class Titan is dedicated to the Chaos God Slaanesh.Warplord-class Titan - The Warplord-class Titan is dedicated to the Chaos God Tzeentch.
Warlord-class Titan - Collegia Titanica Technical Specifications: Vehicle Name:Warlord-class Battle TitanMain Armament:Any two arm-mounted Titan weapons, including: Gatling Blaster, Laser Blaster, Melta Cannon, Plasma Destructor, Quake Cannon, Volcano CannonForge World of Origin:MarsSecondary Armament:Any two carapace-mounted weapons, including: Apocalypse Missile Launcher, Double-Barrelled Turbo-Laser, Inferno Gun, Plasma Blastgun, Vulcan Mega Bolter, Vortex Support MissileKnown Patterns:UnknownTraverse:UnknownCrew:1 Princeps, 4 Moderati, 2 Tech-priestsElevation:UnknownPowerplant:Plasma ReactorMain Ammunition:VariableWeight:UnknownSecondary Ammunition:VariableLength:UnknownArmourWidth:UnknownHeight:32.76 metresSuperstructure: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
Warlord-class Titan - Sources: Adeptus Titanicus Rulebook (1st Edition), pp. 5-6, Warlord Battle Titan DatacardsAdeptus Titanicus: The Horus Heresy - Rulebook (Specialty Game), pg. 13Adeptus Titanicus: The Horus Heresy - Loyalist Legios (Specialty Game), pp. 146, 167Codex: Titanicus (2nd Edition), pg. 18Deathwatch: The Emperor Protects (RPG), pg. 111Epic: Armageddon (3rd Edition), pg. 102The Horus Heresy - Book Five: Tempest by Alan Bligh (Forge World Series), pp. 61, 118, 147, 258, 262-263Warhammer 40,000: Apocalypse (4th Edition), pg. 124Warhammer 40,000: Apocalypse (6th Edition) (Digital Edition), pg. 324Mechanicum (Novel) by Graham McNeillTales of Heresy (Anthology), "Scions of the Storm" (Short Story) by Anthony ReynoldsCrusade for Armageddon (Novel) by Jonathan Green, pp. 46-47, 53, 55, 57, 98-99, 240Helsreach (Novel) by Aaron Dembski-BowdenHereticus (Novel) by Dan AbnettRedemption Corps (Novel) by Bob Sanders, pg. 88Space Marine (Novel) by Ian WatsonThe Last Chancers (Omnibus), "Annihilation Squad," by Gav ThorpeTitan (Graphic Novel), "Titan II: Vivaporius"Titan II: Vivaporius (Graphic Novel)Titan Legions (Second Edition), pg. 18Titanicus (Novel) by Dan Abnett, pp. 81, 101, 110, 121, 164-165, 190-191, 193, 249-251, 298, 340, 355, 358Wrath of Iron (Novel) by Chris Wraight, pp. 91, 164Forge World - Mars Alpha Pattern Warlord Titan Titan BuilderThe Regimental Standard - Mankind's Destiny Made ManifestAdeptus Titanicus Developer Details - Bell of Lost SoulsForge World Lucious-Alpha Pattern Warlord Titan HeadWarhammer Community - Doom of Molech: What's in the Book (Titan Image)Warhammer Community - Shadow & Iron Crusades of VengeanceWarhammer Community - Speedrun Engine Kills With Massive Adeptus Titanicus Conversion Beam Weapons
Warlord - Warlord: A warlord is an exceptionally powerful Ork warboss who is recognised as particularly powerful, wealthy, and successful on the field of battle. The warlord consolidates power through cunning, ruthlessness and sheer force of will, bringing together disparate Ork tribes, klanz, 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 full-blown WAAAGH!, numbering in the hundreds of thousands or even millions of Orks, and can pose a grave threat to even the most strongly fortified sector or segmentum. Army upon army will flock to the banner of a prominent warlord until he commands a horde of terrifying size. Ork warlords often command forces so large that they can wipe out entire armies and conquer whole star systems with the greenskinned fury of a WAAAGH!. They can successfully face entire Imperial armies, the hordes of the forces of Chaos, or any other military force in the galaxy.An Ork warlord is always intimidating in his war panoply, as a fierce appearance is essential when ruling with an iron fist. He will claim the lion's share of the spoils of war, even if it means strangling a few Deathskulls Lootaz that have got to them first. Warlords often ride at the head of their armies in clanking great Battlewagons covered in personal glyphs and banners.Whenever a warlord is killed, the largest Ork Nob in his retinue will take his place, after brutally restoring order among the tribe or WAAAGH! and establishing himself as the new warlord. At times a warlord's 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.
Warlord - Boss Poles and Trophies: Orks judge the worth of a warlord by the quantity and quality of the enemies he has overcome. The warlords of ages past adorned their thrones and trophy racks with the skulls of their rivals. The modern spacefaring Ork has a far wider range of foes to conquer, and takes great pleasure in twisting off the heads of his hardiest foes and displaying them for all to see.Space Marine helmets usually occupy pride of place on a warlord's trophy rack. To display the remains of the finest warriors of Humanity upon a trophy rack is a great testament to a warlord's prowess and right of leadership. Furthermore, Space Marine helmets come in a variety of bright colours; a real plus for the more ostentatious warlord.To commemorate past victories over vanquished foes, warlords will often display a boss pole -- a tall pole with a cross arm about a quarter of the way from the top, worn on the boss' 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.
Warlord - Notable Ork Warlords: The following is a list of notable Ork warbosses and warlords who 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 warlord 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 empire infested by the spoor of Tyranids. Preliminary skirmishes with Genestealers forces the Blood Axes' warlords to employ the services of Boss Zagstruk, whose Vulcha Boyz are employed to intercept and destroy the Genestealer infestation. They are successful, but not before Hive Fleet Leviathan bears down upon the Octarius System. Blaktoof launches a counter-invasion straight into the maw of the Tyranid Hive Fleet, unleashing the on-going Octarius War.BludcrumpaWAAAGH! BludcrumpaWarlord Bludcrumpa led his WAAAGH! in a solar-decades-long siege on the Forge World of Ironhelm. In 901.M41, Lord Commander Dante lead 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 Warlord 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 Warlord Brug's planet stronghold.BurzurukBurzuruk's Gargant Big MobBurzuruk is an Ork warlord who is currently aligned with the infamous Ork Warlord 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 ploughed 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 attempted to halt the Orks' steamroller advance. A horde of Orks including Dregdakka himself were lured onto a huge refinery platform before Techmarines destroyed all bridges linking the platform to the mainland. Space Marine kill-teams then deployed across the hulking structure, tasked with slaughtering the trapped Greenskins and assassinating Dregdakka. Yet the Adeptus Astartes had woefully underestimated their foe, as the Greenskins dug in and fought back with unexpected tenacity. Though they killed thousands of Orks, over three hundred Space Marines were slain and their comrades were overwhelmed as yet more Ork vessels poured into the system. His trophy poles rattling with freshly harvested Space Marine helmets, Warlord Dregdakka's position is now unassailable. His WAAAGH! completely overran the Adransa Cluster within the standard year.'EadcrumpaWAAAGH! 'EadcrumpaIn 799.M41, Big Mek 'Eadcrumpa led 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, the Necron 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 vowed he wouldsurpass 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 rendered 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, force fields 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 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 T'au Empire's Vior'la Sept but was defeated by a masterful campaign of the T'au 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 Warlord 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.Gharkul BlackfangWAAAGH! GharkulGharkul Blackfang is perhaps the most powerful Ork ever encountered by the Imperium to date. He was a warlord of colossal size, unmatched brutality, tenacity, and was the ruler of one of the largest Ork Empires ever seen. He was likely from the Blood Axes klan as he was a master tactician, relying often on ambushing the enemy. He defeated the combined forces of Horus, Mortarion, and Rogal Dorn on the battle of Gyros-Thravian. Outmatching the Imperials and isolating them from possible escape. He personally defeated Mortarion during an Imperial infantry retreat. The Emperor himself learned of the dire situation and came to the aid of the Primarchs along with one thousand Custodians. In this counter attack Horus and Dorn also made a gamble to break Gharkul, but they too were personally defeated by the Warlord. The Emperor himself ultimately killed the terrifying Warlord and saved the humbled Primarchs.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 Ships 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 klan, 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's WAAAGH! was eventually victorious in the kaurava System, but when there was no more fighting to be done, they moved on to seek the next big war.GorshagGorshag's Big GunzGorshag is an Ork Warlord who is currently aligned to the infamous Ork Warlord 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 Warlord 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 warlord 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 what became known 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 solar weeks of bitter warfare, Warlord Grimtusk was killed and the WAAAGH! blunted. Later, when Autarch Elenduil visited the throne room of Egil Iron Wolf in great ceremony, a parley over a parting gift turned sour and blades were drawn. Soon the sector descended 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 hunted down and killed his doppelganger, reasoning that this way he can have a spare of his favourite gun. The resultant confusion stopped 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 Imperial Guard 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 solar 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 T'au high command to the core, Grog managed to outmanoeuvre and trap the T'au forces in a cunning ambush. The warchief and his Boyz pursued the retreating T'au back to their base, burning it to the ground and looting as many T'au 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 T'au 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 standard year, locked in a brutal war of attrition that the T'au 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 in the region.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-rippaRed 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 warlord 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 void 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 solar 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 was considered a disaster of monumental proportions. The supply lines for hundreds of Imperial Guard 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 T'au Empire colony of Korvessa. Using hit and run attacks, Shyrrek's fleet lured the much larger Ork force toward Korvessa, but in their arrogance they underestimated the Orks completely. Using short range tellyporta drives, a number of Warlord Hammafist's kroozers leapfrog the Drukhari, 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 Chapter fought in a thirty-standard-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--solar-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 Warlord Judrog Irontoof was allied to the infamous Ork Warlord 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 Iron Hand 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 led 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 warlord was not so fortunate.KlawjawWAAAGH! BorkKlawjaw, known also as the Mighty Mangler of Bork by his followers, is an Ork warlord 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 warlord 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 manufacturer 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 Warlord Korbul as his command post. Cain and Jurgen inadvertently found Korbul's quarters and were rushed by the enraged warlord. Though no match for the speed and strength of the Mega-Armoured warlord, 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 Warlord 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 foretold the incursion of WAAAGH! Madbrakka, and its ramshackled fleet was blasted to atoms as it emerged from the Warp.MorbadMorbad's Big GunzMorbad is an Ork warlord who is currently aligned to the infamous Ork Warlord 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 sub-continent of Armageddon Secundus.MorfangMorfang's Gargant Big MobMorfang is an Ork warlord who is currently aligned to the infamous Ork Warlord 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 Mekz into performing ever more progressive and bizarre experiments. Despite some nasty "setbacks" ranging from spontaneous combustion to sporadic gravity reversal, Nazdreg's Meks perfected their Tellyporta designs in 979.M41. The warlord bartered 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 warlord 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 Chaos 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 rampaged 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 warlord offers 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 warlord 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 Aeldari of the craftworld receive unexpected help from the Drukhari 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 Drukhari drove off the Orks. When asked why they had come to the aid of their hated Craftworld Aeldari brethren, the Drukhari 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 Warlord 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 warlord 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 WAAAGH!s 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 dreaded pirate-warlord 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, Inquistor 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 warlord 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 warlord of the Burning Death Speed Freeks, and is currently aligned with the infamous Warlord 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 Warlord 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 Warlord 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, Warlord 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 warlord himself.SnagrodWAAAGH! SnagrodThe Ork Empire of Charadon is the largest and most long standing of its kind. Controlled by a pyromaniac berserker, the Ork Warlord 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 Warlord 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 warlord. 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 organised 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 Asuryani 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 factory 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 left 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 Warlord 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 Warlord 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 sub-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 warlord 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 warlord 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 warlord 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 warlord 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 warlord 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 Astra Militarum, led by General Myndoras Odon.Ugskraga da MightyWAAAGH! UgskragaUgskraga da Mighty is an Ork Warlord 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 solar 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 warlord 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 with the infamous Ork Warlord 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 warlord 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 Lupercal 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 41st Millennium.VargaVarga's Drop LegionVargo is an Ork warlord who is currently aligned with the infamous Ork Warlord 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 sub-continent of Armageddon Prime.ZanzagWAAAGH! ZanzagZanzag was an Ork warlord 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 Aeldari 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 warboss. He is a grizzled veteran of numerous warzones and countless battles, not only against the Imperium, but other xenos species 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 warlord 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 Drukhari, 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.MorbokWAAAGH! MorbokThe Five Hundred Years' War was triggered when the Orks of WAAAGH! Morbok overran the hold of Oriâkh's Irongate Kindred and tore apart the Ancestor Core within. The Grand Orion Compact, the league of which Oriâkh's Irongate was a member, swore the most widespread Grudge in recorded Kin history for this death of their Votann, hurling all their might against the Warlord Morbok's Empire of Scrap for more than five Terran centuries, until the last Ork was slain and the insult answered.
Warlord - Wargear: Ard ArmourTwin-linked Big ShootaBig ChoppaPower KlawBoss PoleTeefShiny BitzTrophyAttack Squig
Warlord - Sources: Codex: Armageddon (3rd Edition), pg. 30Codex: Blood Angels (5th Edition), pp. 14, 20-21Codex: Dark Angels (4th Edition), pp. 40-41Codex: Dark Eldar (5th Edition), pp. 22-23Codex: Grey Knights (5th Edition), pg. 16Codex: Imperial Guard (5th Edition), pg. 23Codex: Imperial Guard (5th Edition), pp. 22, 27Codex: Leagues of Votann (9th Edition), pg. 15Codex: Necrons (5th Edition), pp. 14, 20Codex: Orks (7th Edition), pp. 59-89Codex: Orks (4th Edition), pp. 23, 26, 28-29, 32Codex: Orks (3rd Edition), pp. 3, 8, 12Codex: Space Marines (5th Edition), pp. 36-37, 40, 49, 92Codex: Space Wolves (5th Edition), pp. 18, 86Codex: Tau Empire (6th Edition), pg. 28Farsight Enclaves - A Codex: Tau Empire Supplement (6th Edition) (Digital Edition), pp. 46-48Codex: Tyranids (5th Edition), pp. 30-31Deathwatch: Mark of the Xenos (RPG), pg. 58Imperial Armour Volume One - The Imperial Guard & Imperial Navy, pp. 31, 42-43, 83Imperial Armour Volume Eight - The Invasion of Kastorel-Novem, pp. 6-7, 120-123Imperial Armour Volume Nine - The Badab War, Part One, pg. 100Imperial Armour Volume Ten - The Badab War, Part Two, pp. 75-77Imperial Armour Volume Eleven - The Doom of Mymeara, pg. 76Index Astartes IV, "Sons of Horus - The Black Legion Space Marine Legion"Only War: Core Rulebook (RPG), pp. 343-345Rogue Trader: Battlefleet Koronus (RPG), pg. 59The Art of Warhammer 40,000, pg. 189The Red Waaagh! (7th Edition Supplement)Treacheries of the Space Marines (Anthology), "The Masters Bidding," by Matthew FarrerWarhammer 40,000: Apocalypse, pp. 3-6Warhammer 40,000: Rulebook (6th Edition), pp. 168-169, 201Warhammer 40,000: Rulebook (5th Edition), pp. 31, 162-164Warhammer 40,000: Rulebook (4th Edition), pg. 153White Dwarf 256 (UK), "Warriors of Old - Space Marine Dreadnoughts," by Graham McNeill, Pete Haines & Andy Chambers, pp. 13, 15White Dwarf 345 (UK), "The Battle for Black Reach," by Phil Kelly, pp. 52-79White Dwarf 349 (UK), "Waaagh! Bork," by Phil Kelly, pp. 55-61Horus Rising (Novel) by Dan AbnettDeath or Glory (Novel) by Sandy MitchellSabre Tooth Games - Dark Millennium (CCG)Dawn of War II (PC Game)Warhammer 40,000: Space Marine (PC Game)Swordwind Part 3: The Baran War
Warmaster-class Titan - Warmaster-class Titan: The Warmaster-class Titan is a Heavy Battle Titan that makes it amongst the most powerful classes of Titans in the Imperium of Man. This god-engine is one of several classes of massive, crewed, robotic combat walkers fielded by the Titan Legions of the Adeptus Mechanicus' Collegia Titanica.Looming over even a Warlord-class Titan at 40.91 metres (approximately 134 feet) in height, the Warmaster is equipped with a pair of Suzerain-class Plasma Destructors that turn anything they hit into molten slag, a Titan-sized Revelator Missile Launcher and a pair of Turbo-Laser Destructors (or similarly destructive weapons) mounted under the carapace.For protection the Warmaster is equipped with seven void shield generators. Six servitor clades also mean that repairing damage is easier for the Heavy Battle Titan's commanding princeps.The Warmaster Titan's crew consists of a princeps and 3 to 6 moderati, including a maximus, steersman, navigator, sensorius, oratorius and tacticarus.
Warmaster-class Titan - History: The Collegia Titanica boasts some of the most powerful and destructive war machines in the galaxy -- colossal god-engines that can obliterate entire battlegroups of infantry in a single salvo and annihilate armored vehicles with impunity using their vast arsenal of earth-shattering weapons.These war machines are knowns as Titans, and they tower over the armies that fight alongside them -- a terrifying sight to their foes and a portent of certain victory for their allies.Yet during the dark days of the Horus Heresy, oaths were broken and allegiances betrayed. Entire Titan Legions turned upon each other to bring wrack and ruin to countless worlds. The darkest depths of the Collegia Titanica's Titan Legion vaults were opened and the deadliest and most destructive god-engines deployed. Among their number was the Warmaster Heavy Battle Titan.It took a conflict on the scale of the Horus Heresy -- a war that resulted in the nascent Imperium being torn apart and the Space Marine Legions turning against one another -- for the ancient Mechanicum to unleash the Warmaster-class Heavy Battle Titan.The title of Warmaster is one now tainted by betrayal, the once-lauded honorific a bitter reminder of the once-favoured son who became the Imperium's most abhorrent of foes. Perhaps it was the treacherous actions of Horus Lupercal that gave name to the Warmaster-class Titan, or perhaps fate itself was foreshadowing passages of history yet unwritten when the name was bestowed. Either way, the god-engine's very existence was in many ways an act of treachery of the highest order, its existence kept hidden from most, perhaps even the Emperor Himself, until the latter days of the Horus Heresy.With the virtue of hindsight it is perhaps unsurprising that the ancient Mechanicum kept knowledge of this mighty god-engine from Mankind, for ever did the Cult Mechanicus build upon foundations of secrets. Indeed, it was through its own knowledgeand expertise in technology that the Cult Mechanicus rose to power, and retained it by sharing only what it deemed necessary. Even amongst its own order, a measure of ignorance was maintained, with rival Forge Worlds often refusing to exchangeknowledge so that the hoarder might stand above the ignorant.Yet the Warmaster Titan was not a tool of political power nor a pillar of strength, but a weapon of apocalyptic death and destruction, shrouded and slumbering until a Forge World stood at the very precipice of extinction. On that day, the Warmaster Titanwould stride to war, leaving naught but blood and ash in its wake. Its very existence was a protected secret within the highest echelons of the Mechanicum, one never spoken of openly, to peers or to outsiders.The first rumours of a new pattern of god-engine emerged from Mars following the Death of Innocence which ignited the Schism of Mars, with tales told of towering engines of war, their like yet unseen, marching to battle. Such tales spoke of six forge-fanes of Phoenicis brought low in a single solar day by a mobile fortress filled with wrath; of thousands rendered to ash in a singular storm of plasma; of maniples of Titans, Loyalist and Traitor alike, torn apart by a god-engine contemptuous of its inferiors and the weapons they wielded.Such tales were discarded as myth and fancy, conjured forth by terrified minds broken by the changing galaxy. Yet the emergence of the Warmaster Titan could not be ignored forever, for the god-engines were a final contingency plan, an exemplarof the ethos that peace must be bought with blood and, should victory prove impossible, ally and enemy alike should burn before a Forge World could fall.In battle, a Warmaster Titan is a tool of eradication that rarely rests, sent to stride across the ashes of its foes and tear down any stronghold they shelter in. Little can halt its ponderous advance, for its ceramite-plated form is designed to withstand barrages of artillery and Titan-grade weaponry; where even a Warlord Titan might fall, a Warmaster Titan would stand unwavering. The least of its weapons are those wielded by a Warhound Scout Titan, borne within the Warmaster 's shoulders, while the god-engine's own arms and carapace bear weapons tailored for complete annihilation -- Plasma Destructors that render foes to atoms and barrages of Titan-grade missiles that can slay super-heavy tanks and other Titans alike.Though few Titan Legions held a Warmaster Titan within their ranks, and far fewer still lay claim to several, the Horus Heresy was the crucible for which this god-engine was first conceived. For the first time in millennia, the Warmaster Titan strode forth across the galaxy, a living embodiment of the Omnissiah and the deadly ingenuity of His servants.In time, the title of Warmaster was borne by two, god-engine and arch-traitor, yet stood for both the same -- a perpetrator of annihilation and a foe against whom few could stand.
Warmaster-class Titan - Notable Campaigns: Schism of Mars (005-006.M31) - In the opening solar months of the Horus Heresy, the true depth of the Warmaster Horus' treachery was revealed. Nine Space Marine Legions turned against the Emperor, and across the galaxy, innumerable worlds cast aside their oaths to the Imperium in favor of His once favored son. Even the leader of the ancient Mechanicum -- Fabricator-General Kelbor-Hal -- had been lured down treasonous paths, plunging the Red Planet into war after receiving promises of access to technologies the Emperor had long deemed forbidden. Of those Titan Legions stationed on the Red Planet, of which nearly two dozen were present when conflict gripped Mars, the most prominent were those of the Triad Ferrum Morgulus, the first three Titan Legions ever raised. Rivalry between the Legio Ignatum, the Legio Tempestus and the Legio Mortis was all too common and quickly escalated into bloodshed during the Horus Heresy. Indeed, Legio Mortis, ever-loyal enforcers of the fabricator-general's will, proved eager to lay low their erstwhile allies. With brutal efficiency, battlegroups of the Death's Heads Titans fell upon those forge-fanes guarded by the Fire Wasps in an effort to exterminate all pockets of potential resistance on the red planet. At the forefront of the Legio Mortis forces strode newly awakened Warmaster Titans, their presence marking the new era of bloodshed that had fallen upon the galaxy. In its wake, Mars plunged into civil war, the Traitors' victory so complete that word of the existence of a new class of god-engine would not reach Terra until the Horus directly threatened the cradle of Humanity during the Siege of Terra.Siege of Taravo'Anor (Unknown Date.M31) - Located in the northern reaches of the Segmentum Obscurus, Trav'anor was an oddity in terms of a Mechanicum holding. An Industrial World, Travo'anor was rediscovered during the Great Crusade. Its people were eager to take their place in the burgeoning Imperium and to share their own knowledge with that of the Mechanicum. In time, the planet became a chief producer of armaments in the Segmentum Obscurus, serving as a vital resupply point for expeditionary fleets moving to the war front. By the time of the Horus Heresy, Travo'anor maintained ties with multiple Forge Worlds, from which its production capabilities vastly benefitted. Repeated attempts had been made, both by Mars and numerous other prominent Forge Worlds, to bind the planet to a single Mechanicum enclave. This was ardently resisted by the people of Travo'anor, who favoured no one side over the other. To gain favour, many Forge Worlds were granted permission to build forge-fanes upon the planet and its moons, providing them a base of operations. Many Forge Worlds took this as an opportunity to garrison Titan demi-Legios and other military forces in preparation for forays into the Segmentum Obscurus. In turn, Travo'anor was well-protected, with nearly a dozen Titan Legions having established a presence on the world during the later years of the Great Crusade. The diplomatic efforts of Travo'anor proved problematic when Horus' treachery was revealed, with the loyalties of the invited guardians split between the two sides. The most prominent of Loyalists stationed upon Travo'anor proved to be those of the Legio Destructor, Legio Ignatum and Legio Crucius, three Titan Legions of much renown. These Titan Legions were noted for their forward planning and had long-prepared for the escalation of tensions amongst rival Mechanicum factions both on Travo'anor and elsewhere. As such, their own forge-fanes were considerably reinforced, and the true extent of military forces deployed there was concealed from all but their own. Though none could have predicted the scale of conflict unleashed by the Horus Heresy, their move towards increased security proved prudent, for many of Horus' allies greatly desired the planet's resources. The moons of Travo'anor soon saw open war as Titan Legions turned upon one another and Traitor forces moved to secure the Industrial World. A significant battle during the opening days of the Siege of Travo'anor was centered around the forge-fane of Novavistra, capital of the planet. It was here that the leadership of Travo'anor sat, and thus it proved a priority target for the Traitor forces. When assaulted by more conventional ground forces failed, the Traitors moved their Titan Legions in, hoping to decapitate the leadership of Travo'anor before they could flee. In response, the Loyalists -- who were hard-pressed across multiple fronts -- unveiled their masterstroke. As several maniples of Traitor Titans advanced on Novavistra, Titan Landers transported a handful of Warmaster Titans, drawn from four different Titan Legions, in their path. Sent to Travo'anor to serve should a dire need arise within the Segmentum Obscurus, the behemoth god-engines were all that stood before the advancing Traitors and the evacuating forge-fane. Though greatly outnumbered, the Warmaster Titans quickly proved they were far from outgunned.
Warmaster-class Titan - Armament: 2 Suzerain-class Plasma Destructors (Arm-mounted)Revelator Missile Launcher (Carapace-mounted)2 Turbo-Laser Destructors (Shoulder-mounted, standard)2 Apocalypse Missile Launchers (Shoulder-mounted, replace Turbo Laser Destructors)2 Inferno Guns (Shoulder-mounted, replace Turbo Laser Destructors)2 Vulcan Mega Bolters (Shoulder-mounted, replace Turbo Laser Destructors)2 Melta Cannons (Shoulder-mounted, replace Turbo Laser Destructors)2 Plasma Blastguns (Shoulder-mounted, replace Turbo Laser Destructors)2 Twin-linked Lascannons (Defensive knee mounting)Missile Launcher (Defensive knee mounting, replace Twin-linked Lascannons)4 Autocannons (Carapace-mounted)2 Mortars (Carapace-mounted, replaces Autocannons)7 Void Shield GeneratorsPlasmatic Locomotors - This ancillary reactor system, if outfitted, allows the Warmaster Titan to dramatically increase its speed once activated.Infusive Supercoolant - This ancillary reactor system, if outfitted, allows the Warmaster to more rapidly cool its plasma reactor and armaments and thus stay in the fight longer.
Warmaster-class Titan - Collegia Titanica Technical Specifications: Vehicle Name:Warmaster-class Heavy Battle TitanMain Armament:2 Suzerain-class Plasma Destructors 1 Revelator Missile Launcher 2 Double-barreled Turbo-Laser Destructors or 2 Inferno Guns or 2 Melta Cannons or 2 Vulcan Mega Bolters or 2 Plasma Blastguns or 2 Apocalypse Missile LaunchersForge World of Origin:MarsSecondary Armament:4 Twin-linked Ardex-Defensor Autocannons 2 light shoulder cannons 1 Twin-linked Lascannon 1 Missile Launcher podKnown Patterns:Mars PatternTraverse:UnknownCrew:9-15; including 1 Princeps, 3-6 Moderati, 6 Servitor cladesElevation:UnknownPowerplant:Omega-Primus Plasma Reactor and Ancillary Reactor Systems (see above)Main Ammunition:VariableWeight:21/174TFSecondary Ammunition:VariableLength:UnknownArmourWidth:UnknownHeight:40.91 metres (134 feet)Superstructure:16-30" thickness ceramite/plasteelGround Clearance:UnknownHull:UnknownMax Speed - on roadUnknownGun MantletN/AMax Speed - off road:UnknownVehicle Designation:UnknownTransport Capacity:NoneFiring Ports:N/AAccess Points:N/ATurret:N/A
Warmaster-class Titan - Warmaster Iconoclast Heavy Battle Titan: The Warmaster Iconoclast Titan is a Heavy Battle Titan specifically adapted to close melee combat and the destruction of static enemy fortifications and defensive emplacements.Though the Warmaster-class Heavy Battle Titans were originally hidden from the sight of the Emperor and the wider Imperium by the ancient Mechanicum, they did not simply rest idle within the war vaults of their Titan Legions. Long had the Mechanicum laboured to produce a god-engine intended to safeguard a Forge World in times of great peril and, in doing so, the Warmaster Titan was born.Yet, Titan Legions of more aggressive mien sought not simply to stave off extinction but to strike back against any aggressor who dared bring their Forge World to the precipice. To this end, a new pattern was born, based upon the standard Warmaster Titan yet different in armament and purpose, a tool of vengeful eradication aimed directly at the heart of the foe. This variant class of Titan bore the name Iconoclast.When reports of the Warmaster Iconoclast variant first emerged during the Horus Heresy, many on both sides of the civil war presumed it simply a retrofit of the Warmaster-class Titan. Indeed, in appearance the two Titans are similar, based as they are upon the same chassis andpossessed of similar defensive and offensive capabilities. Yet, it is the beating heart of the Iconoclast that sets it apart, for within each one dwells a Machine Spirit of noticeable ferocity, its lust for war and bellicose demeanour far more akin to that of a frenzied animal than that of the anima housed within other god-engines.When awakened, the Machine Spirit of a Warmaster Iconoclast-class Titan desires nothing more than to march into the thickest fighting, lay waste to the edifices of its foe, and slake its anger on any who would defy it. The sheer potency of the Warmaster Iconoclast ensures only the most self-assured of princeps have the strength of will necessary to tame the beast within it.In battle, the Warmaster Iconoclast serves as the Omnissiah's vanguard, often the first god-engine to march when the enemy cowers within seemingly impenetrable strongholds. While the apocalyptic might of each god-engine can lay waste to swathes of enemy territory, the Warmaster Iconoclast is specifically equipped to face fortresses prepared for more conventional methods of siege warfare. Layers of void shields surrounding a fortification offer little protection, for the god-engine simply strides into the teeth of the enemy guns and through the shields.It is in close-quarters warfare that the Warmaster Iconoclast truly excels, for face to face with the enemy is where it can unleash its barely-restrained wrath, raking entrenched foes with Flamers, Melta Cannon and sustained gatling bursts. What little remains is brought low by close-quarters weapons specifically engineered for the Warmaster Iconoclast, its Krius Siege Drill tearing through thickened armour plating with ease and wide sweeps of its Desolator Chainsword eradicating entire squadrons of armoured vehicles. Once all within reach have fallen, the Iconoclast marches forth once more, never to rest until only the true servants of the Omnissiah remain.The Warmaster Iconoclast is a god-engine designed with singular purpose, a tool created for nothing short of obliteration. Even its plasma reactors feature modifications intended for engaging the foe up close, with dedicated void shunts designed to weather the fiercest firepower and kinetic transducers that utilise the Titan's movement to empower its weapons. Those few who know of the Warmaster Iconoclast-class' existence fear its arrival upon the battlefield, for the march of such a god-engine renders the impenetrable into little more than an inconvenience.Where the Warmaster-class is feared for its destructive prowess, fear of the Warmaster Iconoclast echoes forwards, for where it treads civilisations fall, nought but rubble left behind to mark their passing.
Warmaster-class Titan - Armament: Desolator Chainsword (Arm-mounted)Krius Siege Drill (Arm-mounted)Krius Grav Imploder (Arm-mounted) (Replacement for Krius Siege Drill)Cruciator Gatling Array (Carapace-mounted)2 Turbo-Laser Destructors (Shoulder-mounted)2 Apocalypse Missile Launchers (Shoulder-mounted, can replace Turbo Laser Destructors)2 Plasma Blastguns (Shoulder-mounted, can replace Turbo Laser Destructors)2 Inferno Guns (Shoulder-mounted, can replace Turbo Laser Destructors)2 Vulcan Mega Bolters (Shoulder-mounted, can replace Turbo Laser Destructors)2 Melta Cannons (Shoulder-mounted, can replace Turbo Laser Destructors)7 Void Shield GeneratorsDedicated Void Shunts - The Warmaster Iconoclast can use this technology to increase power to its void shields to weather the fiercest enemy fire.Kinetic Transducers - This support technology allows the Titan to use its own motion to produce power that it can use to supplement its plasma reactor's output and further empower its weapons.
Warmaster-class Titan - Trivia: The Warmaster-class Titan was originally inspired by an early art work done by Jes Goodwin for Games Workshop in 1988 for the 1st Edition of the Adeptus Titanicus specialty game, the first game in the Warhammer 40,000 universe to introduce the smaller Epic-scale miniatures.Over thirty years later, this Titan is the first new design to be created for the Adeptus Titanicus: The Horus Heresy specialty tabletop game that did not exist in prior Warhammer 40,000 lore.
Warmaster-class Titan - Sources: Adeptus Titanicus - Horus Heresy: Loyalist Legios (Specialty Game), pp. 10-11, 166Adeptus Titanicus - Horus Heresy: Traitor Legios (Specialty Game), pp. 10-11, 23, 32, 166-167White Dwarf 462 (March 2021), "Slayer of Gods", pg. 126Warhammer Community - Warhammer Preview Online: The Dead and The DivineWarhammer Community - You thought the Warlord was big? Try the Warmaster Titan.Warhammer - Introducing the Warmaster TitanWarhammer Community - Serve the Emperor With Rules For Loyalist Legios in Adeptus Titanicus (Schematic Image)Warhammer Community - Meet the Warmaster Iconoclast Titan Whose Chainsword Is as Big as a Building
Warmaster - Warmaster: The title of Warmaster, officially designated in the 41st Millennium by the Administratum as Lord Solar or Lord Commander Solar, is one of the highest military ranks and titles granted to an individual by the Imperium of Man.The title originated in the final days of the 30th Millennium when it was bestowed upon the most favoured of the primarchs of the Space Marine Legions, Horus Lupercal of the Luna Wolves, by his father the Emperor of Mankind.Horus was granted the title so that he could serve as the supreme commander of all Imperial military forces -- including the other Legiones Astartes -- in the last years of the Great Crusade.In the 41st Millennium the rank is rarely used but can be granted by the Senatorum Imperialis to designate the general officer of the Astra Militarum who will be leading a particularly large and important Imperial Crusade.The title is also used by the Chaos Lord Abaddon the Despoiler of the Black Legion. Abaddon views himself as the successor to Horus as the rightful leader of all of the Chaos forces in the Long War against the Emperor. For this reason he is often referred to as the "Warmaster of Chaos."
Warmaster - History: The title of Warmaster was created in recognition of the primarch Horus' promotion by the Emperor to take His place as the supreme commander of all Imperial military forces during the final years of the Great Crusade, after the Emperor had retired to Terra to begin work on His secret project to open the Aeldari Webway up to Human use.The title was officially granted to Horus during the great Imperial triumph held after the successful conclusion of the campaign known as the Ullanor Crusade against the Orks. Eventually, the Luna Wolves were renamed the Sons of Horus by Horus, as had been suggested by the Emperor at the Triumph of Ullanor following prodding from Sanguinius.This honour was intended to better reflect the prestige of the Warmaster's title as the primarch who led all of his brothers, but it became a badge of pride and hubris after Horus' corruption by the Dark Gods.At present, the title of Warmaster is one of the most powerful ranks that can be granted to an officer of the Imperial armed forces, including officers of the Astra Militarum, the Imperial Navy or a Chapter Master of one of the Adeptus Astartes who is commanding a much larger Imperial force.The rank is officially second in the Imperial military hierarchy only to that of the Lord Commander Militant of the Astra Militarum, who serves on the Senatorum Imperialis as one of the High Lords of Terra and is the commander-in-chief of the Astra Militarum.
Warmaster - Present Usage: The title of Warmaster is bestowed by the High Lords of Terra in the 41st Millennium when an Imperial Crusade is being planned and resources from multiple Imperial sectors are needed.The supreme overall command designated by the rank of Warmaster is necessary as inter-and intra-service strife and bureaucratic rivalries might make assembling the materiel required and co-operating in the field difficult for officers of the different services without a clear grant of supreme authority.The rank is not available unless granted by the High Lords of Terra and it is the normal formulation to say that such an individual has been given his or her command by the Emperor Himself. There is rarely more than one Warmaster operating within the Imperium at any one time, due to the extreme powers given to the holder of the title.Some in the Imperium consider the title of Warmaster to be cursed or a sign of ill-omen because of the ties of the rank to Horus and the Horus Heresy, the terrible galactic civil war that tore the Imperium in two. This is one reason why the title is rarely granted, and also the reason the rank is officially proclaimed as "Lord Commander Solar" rather than "Warmaster" when bestowed by the Senatorum Imperialis, though the holder of the title is still usually addressed as "Warmaster" by subordinates.It is also the reason why the forces of Chaos now grant that title to the Chaos Lord who is capable, like Horus, of uniting all the many different Chaos factions under the banner of Chaos Undivided in pursuit of the single goal of destroying the Imperium of Man in the Long War.At present, the Warmaster of Chaos is Abaddon the Despoiler, though the title is often claimed by any Chaos Lord strong enough to unite a disparate group of the servants of the Dark Gods under their command.
Warmaster - Notable Warmasters: Horus Lupercal - Primarch of the Sons of Horus (Luna Wolves) Traitor Legion, Warmaster of the Great Crusade and Arch-Traitor to the Imperium of Man.Abaddon the Despoiler - Warmaster of Chaos and ruling Chaos Lord of the Black Legion of Chaos Space Marines.Macharius - Lord Commander Solar of the Astra Militarum and Warmaster of the Macharian Crusade.Solon - Successor to Macharius as Lord Commander Solar and Warmaster of Imperial forces during the Macharian Heresy.Slaydo - The first Warmaster of the Sabbat Worlds Crusade.Macaroth - The second Warmaster of the Sabbat Worlds Crusade and successor to Warmaster Slaydo.Ingenus - In 845.M41, the Dimmamak War escalated after Drukhari pirates captured Warmaster Ingenus. In response, a further forty thousand regiments were raised and all high-ranking Astra Militarum general officers were assigned personal bodyguards from that point forward.Tiber Achilus - Tiber Achilus was the catalyst of nearly every move the Imperium's forces made during the Achilus Crusade into the Jericho Reach, even influencing the decisions and actions of those only nominally under his control such as the Inquisition, the Ecclesiarchy, the various Space Marine Chapters, and the Deathwatch.Hokaeto - Hokaeto is the Supreme Imperial Commander and Imperial Warmaster in command of the Desmaxian Crusade.Astra Militarum HierarchyGeneral OfficersLord Commander Militant • Warmaster (Lord Solar) • Lord Commander • Lord General Militant • Lord General • GeneralOfficersColonel • Major • Captain • LieutenantNon-Commissioned Officers and EnlistedSergeant • Corporal • Trooper (Guardsman)SpecialistsInquisitor • Commissar • Priest • Tech-Priest • Enginseer • Sanctioned Psyker • Primaris Psyker • Wyrdvane Psyker
Warmaster (Audio Drama) - Warmaster (Audio Drama): Warmaster is the ninth audio drama for the Horus Heresy Series that was not originally released as part of an anthology or other release. Warmaster was published online in December of 2012 as part of the Black Library's Advent Calendar 2012, on the 7th day. The audio drama was later republished in prose format as part of the Legacies of Betrayal main series anthology novel. This audio drama, along with several others were also released as part of the Echoes of Ruin audio anthology.
Warmaster (Audio Drama) - Official Synopsis: In the strategium of the Vengeful Spirit, Warmaster Horus sets up his assault on his father's Imperium. He discusses his brothers, Loyalist and Traitor, and his hopes and fears for the war he has begun... and whether or not he really thinks he can end it. But just who is Horus talking to as he lays out his plans for galactic domination?
Warmongers - Warmongers: The Warmongers is a Loyalist Codex Astartes-compliant Space Marine Chapter of unknown origin and Founding.
Warmongers - Notable Campaigns: Relief of Jakal II (409.M40) - A strike force from the Warmongers Chapter, based around the 2nd Company and reinforced by squads of the 1st, 8th and 10th Companies, deployed by Thunderhawk to the defiled Shrine World of Jakal II. The solar month-long operation effectively destroyed the Drukhari Kabal of Crimson Tears, though what the aliens intended was never ascertained.
Warmongers - Chapter Fleet: Allegiance of Terra (Battle Barge)
Warmongers - Chapter Colours: The Warmongers primarily wear midnight blue Power Armour, which includes the torso, arms, groin and legs. The Aquila or Imperialis on the chest guard, as well as the power pack, helm, shoulder plates and greaves, are bone white.The open-faced, midnight blue squad specialty symbol -- battleline, close support, fire support, Veteran or command -- is located on the right shoulder plate.A midnight blue High Gothic numeral is stenciled in the centre of the squad specialty symbol, indicating squad number.The colour of the shoulder plate trim indicates company number in accordance with the Codex Astartes -- i.e. White (1st Company), Yellow (2nd Company), Red (3rd Company), Green (4th Company), etc.
Warmongers - Chapter Badge: The Warmongers' original Chapter badge was a large white skull pierced by a yellow sword through the top, point downwards, on a field of green.Their current Chapter badge is a large white skull pierced by an ebon sword through the top, and all the way through, on a field of bone white.
Warmongers - Sources: Adeptus Astartes: Successor Chapters (Limited Release Booklet)Imperial Armour Volume Two - Space Marines and Forces of the Inquisition, pg. 189Imperial Armour Volume Two, Second Edition - War Machines of the Adeptus Astartes, pg. 19Insignium Astartes, pg. 55
Warp-Drive - Warp-Drive: The Warp-Drive, or Warp Engines, are devices integrated into spacecraft used by many intelligent races to actually enter the Warp, an alternate dimension of purely psychic energy that echoes and underlies the familiar four dimensions of realspace.A Warp-Drive makes a voidship capable of a form of faster-than-light travel known as a Warp "jump." The Warp-Drive allows a starship to enter the Warp and travel its currents until reemerging into realspace tens, hundreds or even thousands of Terran light years away from the starting point. This takes a Warp-capable starship only a relatively short period of time compared to moving across that distance in realspace.They are huge and bulky devices which only large voidships possess the cargo capacity to carry. Starships fitted with Warp-Drives are known as "warpships" or Warp-capable voidcraft.Warp-Drives allow starships to enter the Warp and bypass light years of realspace in a relatively short time, although the myriad dangers associated with Warp travel are terrible indeed.
Warp-Drive - History: The Warp-Drive was invented by Mankind sometime in the 18th Millennium of the Imperial Calendar during the early Dark Age of Technology. Prior to this time, interstellar travel for the voidships of Mankind was limited to sub-light speeds.Travel between star systems was painfully slow, taking many generations of travel, and most human interstellar colonies were isolated outposts established by the crews of generation starships or vessels that made use of suspended animation technology. The Warp-Drive was one of the most revolutionary inventions in human history -- what had once taken many generations of human lives now took only Terran days or weeks.Consequently Mankind's colonisation of the Milky Way Galaxy was vastly accelerated beyond what it would have taken had humanity been forced to remain wedded to conventional reactive propulsion technologies.In approximately the 22nd Millennium, further technological progress led to the creation or the discovery of the human mutant Warp-pilots known as Navigators. These mutants allowed Warp-capable spacecraft to make longer, safer and more accurate jumps through the Warp, and further accelerated the galaxy's colonisation by humanity until the Warp Storms of the Age of Strife in the 25th Millennium prevented further Warp travel and once more isolated all the human-settled worlds from one another for almost 5,000 Terran years.Only the coming of the Emperor of Mankind and the launch of His Great Crusade at the dawn of the Age of the Imperium in the late 30th Millennium would reunite the scattered worlds of humanity under the aegis of the Imperium of Man.
Warp-Drive - Warp Navigation: Before a starship can enter the Warp, it must first travel at sublight speed to a star system's so-called Mandeville Point. This is the closest distance that a voidship can safely enter or exit Warpspace from its origin or destination system, respectively.Once a spacecraft activates its Warp-Drive, it is plunged into a dimension very different from the material universe. It is convenient to imagine Warpspace as consisting of a relatively dense, almost liquid, energy, devoid of stars, light and life as it is commonly known.Once within Warpspace a Warp-capable voidship may move by means of its main reaction drives, following powerful eddies and currents in the Warp, eventually reaching a point in the Empyrean corresponding to a destination in realspace.The most difficult aspect of Warp travel is that it is impossible to detect the spatial movement of Warpspace once a ship is in the Warp. The ship can only blindly carry on, its crew trusting that it is going in the right direction. The longer a ship remains in Warpspace, the greater the chances of encountering some unexpected current that can turn it unknowingly off-course.Navigation of Warpspace can be achieved in two ways: the calculated jump and the piloted jump. All Warp-Drives incorporate navigational mechanisms. When the ship is in realspace, these algorithms monitor the ever-shifting movements of that part of the Warp corresponding to the voidship's current position. It is essentially a "window" into Warpspace.By means of observing these movements in the Warp it is possible to calculate a course, corrective manoeuvres, and approximate journey time to a proposed destination in realspace. Calculation relies on the assumption that the Warp-currents observed from realspace do not change significantly during flight.This method is known as a "calculated jump", but is often referred to as a "blind jump" by Imperial Navy personnel. It is not safe to make a calculated jump of more than four light years at one go. The longer the jump, the greater the chances of a significant change in Warp current movement.The second, and more efficient, form of Warp-navigation is the piloted jump. This method relies upon two factors: a pilot who can gaze into the Warp and guide the ship around the hazards to be found there, and a stable reference point to triangulate one's position against. The Imperium uses the mutants known as Navigators as Warp pilots and the psychic beacon of the Astronomican as a reference point.The Astronomican is centred on Terra and is not only controlled by, but is directed by, the potent psychic power of the Emperor of Mankind. The Astronomican is a psychic beacon that penetrates into Warpspace all the way out to a diameter of approximately 90,000 light years from its source point in the Imperial Palace on Terra.A Navigator onboard a voidship in the Warp is able to pick up these psychic signals and can steer a spacecraft through Warpspace, compensating for current changes as he does so. A piloted jump can cover a far longer distance than a calculated jump. Most piloted Warp jumps are no more than 5,000 light years at a time, but longer jumps have been made.Renegade and Chaos voidships often lack Navigators (as most Navigators opt for suicide rather than betray the Imperium), but they compensate by using a Possessed Chaos Space Marine or another Daemonhost as a pilot, as such blasphemous mingling of human and daemon are just as capable as any mortal Navigator of safely guiding a voidship through the currents of the Empyrean.After several solar weeks of travel, the warpship arrives at its first destination. This is the Mandeville Point or "jump-point" lying around the star system like the circumference of a circle. This delineates the point at which interplanetary debris falls below maximum Warp density.Once this invisible line has been crossed, it is safe to activate the vessel's Warp engines. A crew careless or foolhardy enough to prematurely activate its Warp-Drive would be lucky to only find their ship hurled thousands of light years off-course.More likely, the starship would be torn apart and destroyed, never to be heard of again. With the safe activation of its Warp-Drive, the ship is plucked out of the real universe and enters the ethereal dimension of Warpspace. Its true interstellar journey has begun.
Warp-Drive - Gellar Field: All Imperial Warp-capable voidcraft possess a special module attached to the Warp-Drive which emits a unique protective force field called a Gellar Field. The Gellar Field creates a "bubble" of realspace around the starship that it essentially carries into the Empyrean alongside it.The Gellar Field protects the starship and its occupants from the hostility of the Warp itself, as well as from the predation of Warp entities, such as daemons, as it travels through the Warp, as a daemon cannot enter the field or even survive outside the Immaterium except under very precise conditions or special circumstances.In truth, the Gellar Field is a field of reality whose source emanates from the dreams of a psyker kept in a hibernating, comatose state. In their coma, they psychically project an aura of normality around the ship in which the physical laws of realspace still apply.The voidship effectively shields itself within the dreaming psykers' projections of reality which serves as the "bubble" of realspace that pushes back the Immaterium for a time. However, these psykers generally lose their lives through this process after a relatively short time, which means that any Warp-capable voidship must have new psyker "batteries" to replace the old at a consistent pace.The weakening, failure, or collapse of a Gellar Field while the starship is travelling through the Warp would be completely disastrous. Warp entities would tear the ship apart to reach and consume the souls of its crew and passengers.An unprotected human in the Warp may be possessed by alien, daemonic entities or driven insane by the phantasmal environment itself. People disappear without trace, while crazed mobs rampage through the decks living out their nightmares, leading to widespread murder and self-destruction.Sometimes a vessel emerges from the Warp physically intact but with no trace of its crew. Many such ghostships drift through the galaxy, and they are considered an ill-omen by all those who encounter them while sailing upon the ebon sea of the void.
Warp-Drive - Notable Warp-Drive Variants: Miloslav H-616.b Warp Engines - Many ancient vessels, particularly cruisers, heavy cruisers and grand cruisers of the early Imperium, utilised a variety of highly advanced experimental technologies. Many of these technological advances have since been discredited in the eyes of the Tech-adepts of Mars, and are now regarded as unreliable and prone to catastrophic malfunction. The H-616.b Warp Engine sits on the border of such suspect designs, not quite heretical, but somehow tainted with the scent of the profane. Capable of great speed during Warp transits, the engine is notably less secure than later designs, more prone to attract hostile Warp entities and generate dissonant Warp currents capable of swamping the entire ship.
Warp-Drive - Leagues of Votann Warp-Drives: The Kin of the Leagues of Votann also make use of Warp-Drive technology for FTL travel. The Kin's Warp-Drives and Geller Ramparts are of superior design and reliability to anything Humanity currently understands.Every Kin voidmaster is supported by the specialised, self-aware Ironkin known as Ironkin Wayfinders, whose accelerated logic-cores enable them to cogitate probable safe paths through the dangers of the Immaterium without exposing any biological Kin to the dangers of having to interact with the Warp. With support from their bridge crews, these robotic specialists guide their craft through the Warp in a series of "plunges."These are short, controlled Warp jumps during which the Kin may take the time to harvest energistic skeins from within the Immaterium, or even board Warp-borne space hulks for empyric salvage. Travelling through the Warp in such plunges takes longer than the vast Warp jumps made by the voidships of Humanity, or the risky sprints allowed by the T'au AL-38 Slipstream Module, but it ensures that the Kin arrive where and when they intended almost every time.
Warp Amplifier - Warp Amplifier: A Warp Amplifier is a type of large Sonic Weapon that can be mounted upon Chaos vehicles such as the Rhino and Sonic Dreadnought that are used by the Chaos Space Marines.This weapon is a devastating device that was designed by the Dark Mechanicum to amplify the emotions and sensations of nearby intelligent creatures by projecting resonant Warp energies from rune-encrusted horns and pipes that sprout from the vehicles that are equipped with the weapon.The closer that an individual comes to the amplifier, the harder it is for them to maintain discipline and conscious thought.These weapons are used during combat to weaken enemy morale and confuse the foe's forces. Weak-minded individuals may succumb to a variety of urges and temptations when exposed to this sonic Warp energy, or may simply be driven insane, flee from battle, or even become hostile to their own allies.A vehicle equipped with a Warp Amplifier cannot be equipped with a Dirge Caster, as its sonic waves might interfere with the Warp Amplifier's own operations.
Warp Clock - Warp Clock: A Warp Clock is a relic of the Chaos God Nurgle created by the Daemon Primarch Mortarion and given to his mortal servants among the Heretic Astartes of the Death Guard that can draw on the power of the Warp to weaken the boundaries between realspace and the Empyrean. These devices were crucial in the early successes gained by the Nurglish forces in their offensive against the Realm of Ultramar during the Plague Wars of the Era Indomitus.
Warp Clock - History: After their creation by Mortarion, the artefects were secretly placed on several worlds in the Realm of Ultramar by agents of the Death Guard and were connected to each other through the development of a network of "roots" connecting the affected worlds through the Warp. This Empyric network weakened the fabric of realspace in the region of Ultramar and allowed Nurgle's Warp-enhanced supernatural plagues to more easily spread across the region.The Warp Clocks' unnatural root network also aided Mortarion's forces by strengthening his mortal followers' connection to the Warp and weakening the boundaries of realspace enough that his Daemon allies were able to remain permanently manifested in the mortal universe.However, once the existence and purpose was discovered by the Imperial defenders, the relics were destroyed one-by-one by the Ultramarines and the other forces under the command of Lord Commander of the Imperium Roboute Guilliman. The loss of each Warp Clock on the worlds where one was located after an intensive battle with the forces of Chaos greatly weakened the network and diminished Nurgle's influence in Ultramar, ultimately becoming a key reason that the Imperial forces under Guilliman were able to expel the Death Guard and their Daemonic allies from the region at the end of the Plague Wars after the final battle between Guilliman and Mortarion on Iax.
Warp Engine - Warp Engine: A Warp Engine is the uncertain and erratic FTL technology utilised by the Ork race to travel through the Warp. Many of these Warp Engines are rebuilt by Ork Mekboyz from the ruins of salvaged Imperial Warp-Drives, while others are bizarre contraptions built around the disembodied brains of Ork Weirdboyz.Like all Ork technology, no matter how outlandish, Warp Engines seem to be powered ultimately by the gestalt psychic powers of the Greenskin species as a whole, allowing their creations to seemingly violate the known laws of realspace physics.
Warp Gate - Warp Gate: A Warp Gate is a point in realspace which is usually linked to another point in realspace by a tunnel through the Warp. The tunnel somehow avoids the normal disturbances of Warpspace, allowing a journey to be made within a fixed time and in perfect safety.Some rare Warp Gates, such as that on the Knight World of Molech, lead directly into the Immaterium itself, instead of to a destination point in realspace. It was this gate that the man who would later become the Emperor of Mankind used to enter the Realm of Chaos to parlay with the Ruinous Powers during the Age of Technology. Horus later entered the same gate following the Battle of Molech during the Horus Heresy to earn the Chaos Gods' final recognition as their champion.The existence of Warp Gates represents something of a mystery, and much debate rages over whether they are natural or artificial. If artificial, then none can say who made them or for what purpose. Furthermore, some Warp Gates have been artificially enhanced, their entrances delineated by mechanical constructions whose exact function can only be guessed at. Other Warp Gates are mere black holes in space.The one disadvantage of Warp Gates is that their destination is pre-determined and travel is permitted only within that fixed route.Warp Gates occur in the depths of space, at the boundaries of solar systems, within solar systems, and even on planets. The largest are easily big enough to permit the passage of spacecraft and are usually situated at the edge of a solar system or amongst its outer planets.Other gates are only large enough to permit the passage of small vehicles, or perhaps Human-sized creatures. These occur mostly on planet surfaces and lead directly to other gates on the surfaces of other planets. All gates are rare, the smaller types extremely so. Planetary gates are often disguised, or respond only to electrical, psychic, or other signals, which would seem to indicate a certain amount of intended secrecy on the part of their builders.All space-going species are prepared to utilise Warp Gates when they find them, although discovering where they lead can often be hazardous. Many gates appear to be defective, and can dump a voidship randomly into Warpspace. Others can lead to places which may once have been stars or planets, but which are now no more than empty space.The possibility of emerging into a distant, hostile alien star empire also has to be considered. It may be that voidcraft vanishing into Warpspace have been transported beyond the galaxy itself. Warp Gates often become extremely important to whoever controls them, and many are of vital strategic value to the Imperium.Imperial Commanders and other interests vie for control of a Warp Gate in their sphere of influence, and these relics are often heavily defended against outside attack.
Warp Gate - Notable Warp Gates: Warp Gate 492 - Warp Gate 492 is located in the vicinity of Cluster FR/7891 but was declared unusable by the Imperium. It was marked as such on Imperial charts of the region, but it was later discovered by Orks.Jericho-Maw Warp Gate - The Jericho-Maw Warp Gate joins the former Imperial sector now known as the Jericho Reach in the Segmentum Ultima in the galactic east to the region of the Segmentum Obscurus in the galactic west that divides the Calixis Sector and the Koronus Expanse. This connection makes this Warp Gate one of the most strategic in the galaxy, as it allows Imperial forces to cross almost the entire stretch of the Milky Way in a single, completely safe passage.
Warp Gheists - Warp Gheists: The Warp Gheists are a thrallband of Heretic Astartes dedicated to Tzeentch, the Chaos God of change and intrigue. The Warp Gheists were originally formed by members of the Thousand Sons Traitor Legion who were exiled by their Primarch Magnus the Red for aiding in the disastrous spell known as the Rubric of Ahriman that created the undying Rubric Marines.Recently, the Sorcerer Lord at the thrallband's heart, the Exile Magister Nezchad Aratos, enacted a revivification ritual to restore his exiled brethren's physical forms -- but only as far as their skeletons. He died in the process, leaving his sect to scour the galaxy ever since in search of similarly powerful magics.
Warp Gheists - Notable Campaigns: Siege of the Fenris System (ca. 999.M41) - The Sorcerer Lord Nezchad Aratos and his warband were recruited by Ahriman to aid their primarch Magnus the Red in his invasion of the Space Wolves Chapter's homeworld of Fenris. The invasion was ultimately defeated by the Space Wolves and their allies, but Aratos and the Warp Gheists escaped the Imperium's wrath.