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Weapons of the Imperium - Blind Grenade: A more sophisticated type of smoke grenade, the Blind Grenade emits infra-red bafflers and broad-band spectrum electro-magnetic radiation in addition to smoke, to blind not only normal eyesight but also artificial sight aids. In-game, blind grenades were not initially present in the third edition of Warhammer 40,000.
Weapons of the Imperium - Choke Grenade: The Choke Grenade explodes to fill its blast radius with a non-lethal gas which prevents anyone in the from breathing properly, temporarily incapacitating them.
Weapons of the Imperium - Frag Grenade: A Frag Grenade is a small hand-held explosive device meant to hurl shrapnel in all directions. The Space Marines make use of two types of Frag Grenades, either disc shaped with a button in the center that can be pressed repeatedly in order to determine how long until it explodes, or a small egg shape. Both kinds of space marine grenade designs are described as "micro-grenades" and are apparently smaller.
Weapons of the Imperium - Hallucinogen Grenade: A Hallucinogen Grenade fills its area of effect with an invisible hallucinogenic gas, causing anyone breathing it in to experience visions which may have various effects on them, from nothing to running from the field screaming to believing an alien worm is crawling up their leg.
Weapons of the Imperium - Haywire Grenade: Haywire Grenades (or Scramblers) are grenades that explode with a powerful electromagnetic pulse, destroying electronic systems and incapacitating vehicles. They are most commonly employed amongst the Eldar and their Dark Eldar counterparts. They are described as having crystal batteries.
Weapons of the Imperium - Holy Orb of Antioch: First created by the Space Marine Artificer Antioch, a Holy Orb of Antioch is an individually-crafted, custom grenade empowered with the holy wrath of the Emperor and filled in equal measure with high explosives and sacred unguents that burn the faithless with their purity. Holy Orbs of Antioch are lethal weapons against the impure and wicked servants of the Ruinous Powers of Chaos and the daemons of the Warp. These grenades are most commonly used by the Space Marines of the Black Templars Chapter.
Weapons of the Imperium - Sanctifier Grenade: Sanctifier Grenades are used by Inquisitors of the Ordo Malleus to destroy daemons. These grenades have gothic runes of psychic potence inscribed on them. This grenade is essentially a powerful psychic explosive within a realspace container. When in proximity to a daemon or upon impact, it releases a conflagaration of psychic force, usually leaving nothing behind.
Weapons of the Imperium - Krak Grenade: Krak Grenades are meant to be used against hardened targets such as armoured vehicles or buildings, etc. They are designed to implode and produce a powerful pressure wave that can damage armoured or hardened targets, rather than explode, as is usually the case with grenades.
Weapons of the Imperium - Melta-Bomb: The Melta-Bomb is a grenade incorporating Melta technology, analogous in power and effect to a shaped anti-tank satchel charge.
Weapons of the Imperium - Photon Flash Flare: The Photon Flash Flare explodes with a tremendously powerful flash of light, which will temporarily blind anyone without protection in its area, and may even affect those with protection, such as power-armoured Space Marines.
Weapons of the Imperium - Plasma Grenade: Rare in the Imperium, the Plasma Grenade explodes to produce a ball of plasma that covers an area. This area of effect will shrink as it uses the available energy in the surrounding area. The Eldar use a different kind of Plasma Grenade, and the Dark Eldar also have a version of the Plasma Grenade.
Weapons of the Imperium - Psyk-Out Grenade: The rarest grenade in the Imperium, the Psyk-Out Grenade is rumoured to be produced from a psychic by-product collected from the Emperor's Golden Throne. Used mostly by the Culexus Assassin temple, it is only useful against beings with psychic powers, but can kill such a being instantly.
Weapons of the Imperium - Scare Grenade: TheScare Grenade produces a non-persistent gas, absorbed through the skin, with affects the nervous system of those affected, producing feelings of apprehension and deep anxiety.
Weapons of the Imperium - Rad Grenade: The Rad Grenade is a small hand-held explosive device which irradiates the area encompassed in the blast area. The radiation level dissipates over time.
Weapons of the Imperium - Smoke Grenade: The Smoke Grenade is a simple grenade that fills the area with thick smoke. Effective against normal eyesight, Smoke is useless against more sophisticated visual devices. The release of Warhammer 40,000 3rd edition removed the rules for most grenades in-game. They are also used in Missile and Grenade Launchers equipped on many Imperial vehicles.
Weapons of the Imperium - Stasis Grenade: The Stasis Grenade is a very rare type of grenade used only by the forces of the Adeptus Mechanicus and a few other select Imperial special forces. The stasis grenade "traps" any units in its area of effect, rendering them incapable of doing anything. This is because the grenade possesses a Stasis Field generator that essentially generates a time-loop, causing time to repeat itself within the grenade's area of effect.
Weapons of the Imperium - Tanglefoot: Another rare grenade device, the Tanglefoot is produced in small numbers by the Adeptus Mechanicus, and issued to elite Imperial forces. It contains a small but powerful magno-gravitic generator, which produces a field at, and just above, ground level, making it difficult to move through. It is said to be like "walking over a mass of tripwires", hence its name.
Weapons of the Imperium - Toxin Grenade: The Toxin Grenade spews an amount of toxic chemicals and biological extracts over an area.
Weapons of the Imperium - Virus Grenade: A Virus Grenade is a grenade designed for biological warfare. Though relatively safe, there is an inherent risk of mutation within the toxins, meaning it is rarely used except in cases of strategic destruction. Because of its random nature, this device can be as dangerous to its user as their opponent.
Weapons of the Imperium - Vortex Grenade: The Vortex Grenade is an extremely advanced type of specialised grenade used by a few, select individuals in the Warhammer 40,000 universe. The grenade opens a "hole" to the Warp in realspace, destroying any troops in its area of effect. The Vortex Grenade is an unpredictable weapon that destroys anything that it comes into contact with, and the Warp vortex it creates drifts randomly after activation slaying friend and foe alike. This grenade, as it might be imagined, is available only to the most high-ranking of Imperial servants, such as the senior officers of Space Marine Chapters and Inquisitors.
Weapons of the Imperium - Battle Cannon: A Battle Cannon is the main weapon for the Leman Russ Battle Tank. It is a formidable weapon and can deal significant damage from a long distance. The cannon devastates an area and may be used for indirect fire from behind cover. The sheer power of this weapon makes it a good choice for most armies.Limited numbers of armor-piercing shells may be optionally carried, which have even greater damage and penetrative power, but at the cost of the explosive area effect.
Weapons of the Imperium - Baneblade Cannon: The Baneblade Cannon is a larger version of the Battle Cannon and fires rocket propelled ammunition. It is the main armament of the Baneblade super-heavy tank and is very devastating to infantry due to its high blast radius.
Weapons of the Imperium - Vanquisher Cannon: A more complex variant of the Battle Cannon, the technology to create the Vanquisher Cannon is held by only a few Imperial Forge Worlds, although new patterns are slowly being designed. Its most obvious feature is that it is almost twice as long as the standard Battlecannon. It uses specialised armour piercing shells to take down enemy tanks from afar. Vanquisher Cannon-armed Leman Russes are often used as command tanks, where the veteran crew's experience can make the best use of the weapon.
Weapons of the Imperium - Conqueror Cannon: The Conqueror Cannon is a lightweight alternative to the Battle Cannon used on Leman Russ tanks. Although the Conqueror Cannon has a shorter range and fires smaller shells than the Battle Cannon, the drastic reduction in recoil allows the vehicle to fire with more accuracy on the move. The only Forge World producing Conqueror Cannons in large numbers for the Imperium was Gryphonne IV.
Weapons of the Imperium - Demolisher Cannon: A short-ranged, smoothbore cannon with a massive caliber shell that is mounted on the Imperial Guard Leman Russ Demolisher and Space Marine Vindicator, the Demolisher Cannon is among the shortest ranged vehicle ordnance weapons in the Imperial arsenal. Its use necessitates getting up close and personal before it is fired. It is among the strongest weapons fielded by the Imperial Guard at regiment level, the sheer damage it is capable of doing is enough reason to risk getting so close; most vehicles that mount it also have improved front armour to increase survivability on approach. It is most often used in a bunker-buster role by driving up close to enemy fortifications and firing into them at very short range, thus allowing allied infantry to assault through the breach. They are also used in urban areas where rather than engaging in dangerous room-clearing close combat operations a Demolisher is simply fired at the base of an enemy held building, often causing the entire building to come crashing down.
Weapons of the Imperium - Earthshaker Cannon: The Earthshaker Cannon is a 132 millimetre breech-loading cannon used by the Imperial Guard. It has one of the longest ranges of any weapon in the Imperium, as its stated range when firing in a direct fire position is 15 kilometres. In various cases, the cannon can be upgraded with more advanced targeting sensors so that it is able to fire indirectly in the same way as traditional artillery pieces like howitzers. If the Earthshaker were fired indirectly, it would have a reach of about 60 to 70 kilometres under standard atmospheric and gravitic conditions.The Earthshaker is described as a very long ranged weapon, capable of bombarding the rear area of an enemy force without having to be anywhere near it. Its shells are packed with powerful explosives that will destroy nearly anything within a sizable radius. While it is not as strong as the Demolisher Cannon in terms of brute explosive force, it remains an invaluable weapon thanks to its range, and the ability to use indirect fire. Characteristic to the cannon are the powerful earthquake and horrendously loud sounds it makes on impact, hence the name. It uses shells called Hell Breakers which are more powerful then the standard Imperial artillery shell.The weapon itself can be found mounted on the Imperial Guard's standard artillery piece, the Basilisk. The Earthshaker can also be fielded as a static emplacement or a towed artillery piece. The Imperial Guard is well-known for conducting sustained artillery bombardment from massed companies of Basilisks preceding a major assault, lasting hours -- or even days -- consuming tremendous amounts of ordnance. The battlefield is churned into a cratered waste and the enemy force is left in smoking ruin, preceding a combined arms advance of armor and mechanised Imperial Guard infantry.Before being named the Earthshaker Cannon, the gun on the Basilisk self-propelled gun was referred to as the "Macro-Cannon".
Weapons of the Imperium - Hellhammer Cannon: The Hellhammer Cannon is the main turret weapon of the Imperial Hellhammer super-heavy tank, this short barreled, wide-bore weapon fires a large, powerful shell armed with an unstable sub-molecular charge, which is capable of blasting through any form of armour or cover. The large recoil of this weapon is reduced to manageable levels by a complex muzzle brake.
Weapons of the Imperium - Deathstrike Cannon: The Deathstrike Cannon is a very large, long-ranged ballistic weapon that was available on early-pattern Warlord-class Titans. It replaced the head, but forced a carapace mount position to be given over for a fire control tower.
Weapons of the Imperium - Inferno Gun: The Inferno Gun is a massive flamethrower weapon used mostly on Warhound-class Scout Titans. Hellhound Fast Attack Tanks are armed with a weaker version called the Inferno Cannon.
Weapons of the Imperium - Whirlwind Launcher: The Whirlwind Multiple Missile Launcher is a turret-mounted missile launchers used by the Space Marine Whirlwind. The launcher is capable of firing missiles that, in-game are effective against both infantry and light vehicles. A new function of the weapon introduced with the fourth edition of the Codex: Space Marines allows it to fire Castellan Missiles, which are modified to deploy minefields on the battlefield. The original missiles that the Whirlwind used to fire are still available and have been dubbed Vengeance Missiles. Standard Castellan missiles can also be replaced with Incendiary Castellan Missiles. These differ from the former by losing the minefield aspect of the weapon. Instead, the incendiary version has lowered strength and armour-piercing capability but can create an incendiary firestorm engulfing an entire area in flames. The Whirlwind Launcher is also carried by the Land Raider Helios.
Weapons of the Imperium - Hellstorm Cannon: The Hellstorm Cannon is a huge, five-barrelled, directed-energy weapon typically mounted on a Warlord-class Titan that can completely decimate an entire city in just one cataclysmic salvo. In addition, the central structural hub around which the weapon barrels are mounted can itself be converted to mount a Gatling Blaster. A detached Hellstorm Cannon from a long-destroyed Emperor Titan can be seen lying on its side near the city of Ironworks Bay on the planet Kronus, a monument to a Titan that fell during the Horus Heresy the possession of which later became a strategic objective for all of the factions involved in the Dark Crusade. A trench large enough to move an armoured company through had been carved out of the earth in front of the cannon from its final firing during the Heresy.
Weapons of the Imperium - Mole Mortar: The Mole Mortar is not actually a mortar; it releases an explosive shell that tunnels underground to its target rather than flying through the air. It is useful for attacking burrowing vehicles and the foundations of buildings.
Weapons of the Imperium - Thudd Gun: The Thudd Gun, or Quad Launcher, is a four-barreled short range artillery weapon on a mobile mounting.
Weapons of the Imperium - Thunderfire Cannon: The Thunderfire Cannon is a powerful direct-firing artillery piece made available to Space Marines in their fifth edition codex. The cannon is sited on its own mount and may move under its own power, enabling it to provide cover where a Whirlwind is unfeasable, however it is usually deployed by Drop Pod or Thunderhawk gunship. The thunderfire cannon is able to fire 3 types of shells: the first is a powerful standard explosive shell; the second is a lesser powered shell, but has the ability to ignore cover; the third is less powerful still, but causes a subterranean blast which hinders the movment of enemy forces the next turn.
Weapons of the Imperium - Tarantula: The Tarantula is an automatic Sentry Gun system used to defend strategic locations and bases. Usually armed with either twin-linked Heavy Bolter for anti-infantry defence, or twin-linked Lascannons for anti-vehicle defence. Space marines also make use of a variant armed with a single Multi-melta, which is an even more potent anti-vehicle defence
Weapons of the Imperium - Rapier: The Rapier is a self-propelled infantry support weapon that originated from the same design philosophy as the Thudd gun, i.e. "more is better". Mounting four individual Lascannons (each more than capable of destroying a tank on its own) focused to fire on a single point, the Rapier was designed for bunker-busting. Unfortunately it never truly delivered on its promise as the focusing arrangement required the weapon to be completely static to be effective whilst the weight of the system necessitated a cumbersome carriage which could not be transported as easily as the other infantry support weapons used by the Imperial Guard. The Rapier which is sometimes known as the Rapier "Laser Destroyer" should not be confused with the tank-mounted Laser Destroyer weapon, though the similarity between the names could indicate that one was a development of the other, although it could just as easily be a coincidence.
Weapons of the Imperium - Ship-Based Missile Systems: Massive starship-based versions of the standard Frag and Krak Missiles, these can be launched from a vessel in orbit, either to provide fire support for troops on the ground, or to destroy an enemy from space.
Weapons of the Imperium - Note on Chaos Marines and the Traitor Imperial Guard: It should also be noted that much of the weapons and equipment used by the Chaos Space Marine Traitor Legions and Traitor Imperial Guard regiments is identical to Imperial wargear listed here, especially the equipment wielded by the Chaos Space Marines. Since the Horus Heresy, the Imperium has made some advances in technology; thus much of the Chaos Space Marines' and Traitor Guards' equipment is of older design, or the Chaos Space Marines have restricted or no access to some of the items listed above. However, this does not apply to Renegade Space Marines who have turned to Chaos after the development and distribution of the more advanced weapons.For example, the Chaos Space Marines possess Plasma Weapons -- however, their Plasma Cannons, being much older, are simply too large to be carried by a single man, even an Astartes; thus they are always vehicle-mounted, the only exception being the new Chaos Obliterator units, which are mutated Astartes heavy infantry that can extrude arm-mounted Plasma Cannons from their daemonically-altered bodies. Another example is that due to Storm Bolters not being produced on a mass scale until the Horus Heresy broke out, the Chaos Space Marines possess older Combi-Bolters—which are essentially two Bolters combined into a single weapon, but lacking a complex syncrhonised alignment and firing mechanism, and so the effect is not quite as potent as the fire of a true Storm Bolter. This has, however, given Chaos Space Marines the opportunity to exchange one of the two Bolters that are pintle mounted on a vehicle for a single-shot Flamer, Plasma Gun or Melta Gun. This speciality is unused on Imperial vehicles.Further still, the Chaos Space Marines have extremely limited access to modern-pattern Jump Packs (which were designed shortly prior to the outbreak of the Heresy), and no access to Assault Cannons, Psycannons or the special ammunition types for Bolters (except Inferno Bolts), as all of these were invented after the Heresy.However, some standard Imperial wargear is replaced by similar daemonic gear. For example, Chaos Space Marine Raptors make use of a more archaic and less efficient pattern of Jump Pack that was in use during the Great Crusade. While Chaos Space Marines do not have Artificer Armour (a type of Power Armour which is well-crafted so that it affords better protection), the Traitor Legions have access to Daemon Armour mutated by the powers of Chaos that is similar in protection to the Artificer Armour available to Loyalist Space Marines.Many Traitor Guardsmen or Heretics do not always have immediate access to Lasguns, due to a lack of contact with a Forge World. As a result, many Renegades use Autoguns, which, as previously specified, have as much theoretical power as a standard issue Imperial Guard Lasgun.
Weavefield Projector - Weavefield Projector: The Weavefield Projector is a powerful defensive technology employed by the Leagues of Votann that emits a very powerful protective force field that can be adjusted for multiple uses and to cover various extents ranging from protecting a single soldier to an entire voidship or even a city.The Kin make a specialty of force field technologies. The crowning glory and most ubiquitous example of Brôkhyr force field technology is the Weavefield Projector. Variants of Weavefield Projector have been developed for everything from personal protection for void miners and soldiers of the line, to massive examples that are used to protect Kin voidships.The system employs an energy-weaving technique called "weavewërke" which interlaces energy frequencies common to both refractor and conversion field technology employed by the Imperium, interlinked with more exotic energies -- such as magnetic repulsion fields. The resultant multispectral energy shield is maintained either in a personal energy cowl, or else projected outwards to form a protective dome, the better to shelter entire squads of Kin warriors or bands of Cthonian miners.Amongst the Kinhosts, Weavefield Projectors are commonly worked into armoured crests worn on personal void armour, exo-armour or mounted on war engines. From here, their shimmering, amber energies flow outward into translucent energy domes, capable of intercepting even esoteric or apocalyptic-scale munitions depending on the scale and capacity of their power generators.
Weaverwërke Cloak - Weaverwërke Cloak: A Weaverwërke Cloak is a special article of clothing intended to enhance the stealth of a warrior of the Leagues of Votann by shrouding the Kin in a constantly shifting force field of camouflaging energy produced by tiny generators embedded within the cloak's material.The cloak employs an energy-weaving technique called "weavewërke" which interlaces energy frequencies common to both refractor and conversion field technology employed by the Imperium, interlinked with more exotic energies -- such as magnetic repulsion fields.A Weaverwërke Cloak is often used by Hernkyn Yaegir Riflekyn to make them difficult to spot by foes while they undertake their sniper overwatch missions.
Webber - Webber: A Webber is an exotic, non-lethal weapon used to immobolise a target. It fires masses of filaments, which expand in the air to form a web of sticky, near-unbreakable material. Targets are quickly entangled in a painful embrace; if they attempt to struggle, the filaments constrict even more, further entrapping them.
Webber - History: A Webber is an unusual weapon developed some time during the Age of Strife. It is generally not seen frequently on the field of battle. It is mostly used by institutional forces such as the Adeptus Arbites for crowd control and suppression and its effects are usually debilitating rather than deadly. The Web Pistol or "Glue Gun" is a bulky pistol with a cone-shaped nozzle and a distinctive underslung canister. The canister contains a special glue-like synthetic protein similar to spider silk called web-chem.When the pistol is fired, a dark mass of tangled filaments entangles a target. As the threads are exposed to the air they expand and solidify, quickly forming a dense web of entangling sticky threads that contracts and binds the victim tightly, preventing all movement and action. The harder a victim struggles, the tighter the web becomes, and if the victim continues to struggle the web can eventually crush them to death.
Webber - Webber Variants: Web Pistol - The Web Pistol is the most common form of Webber technology. The smallest size Webber, the compact Web Pistol can be used one-handed, and as such, can immobilise an opponent in close combat. The Web Pistol is sometimes used on the Hive World of Necromunda, but is generally unpopular across the Imperium due to the lack of exotic chemicals and spare parts required to keep the weapon functioning.Heavy Webber - A larger version of the Web Gun, the Heavy Webber is better suited for the purposes of crowd control and mob suppression rather than battlefield usage. Its appearance is similar to the pistol with a pronounced cone-shaped nozzle and conspicuous canister containing web-chem. The Heavy Webber fires a considerable quantity of web material, covering a larger effect radius of several metres in diameter. Once hit, a target cannot get free except by use of the special web solvent generally carried by all Webber crews. This weapon also has the added ability of being able to jam the wheels/tracks and doors of vehicles, rendering them temporarily immobile.Aegis-Redback Pattern Heavy Webber - The advanced design for this Heavy Webber is held by the Adeptus Mechanicus of the Lathe System and the weapons themselves are produced only under granted licence by the Hax-Orthlack manufactorums on the Calixis Sector's capital world of Scintilla. Standard issue for Adeptus Arbites capture-units across the Calixis Sector and also carried in the armouries of the better-equipped local law enforcement units, such as the Magistratum of Scintilla, the weapon takes the form of a heavy, wide-barrelled projector fed from a large canister worn on the user’s back. The weapon’s use is often reserved for when large numbers of targets are to be taken alive for interrogation or where important bystanders are caught in the line of fire.Tyranicus Pattern Heavy Webber - Found primarily in use by slavers operating in the Calixis Sector's Periphery Sub-sector, the manufacturing location of this weapon is rumoured to be in a secret location within the Koronus Expanse. Some Inquisitors have found the weapon useful for capturing larger mutants or groups of Chaos Cultists for interrogation. It also sees limited use with the Adeptus Arbites riot-suppression squads on Scintilla. A large version of the standard Webber, the Tyranicus Pattern Heavy Webber requires a backpack or vehicle-mounted ammunition supply. The Heavy Webber fires a wide spray of filaments which expand in the air to form a web of sticky, nearly unbreakable material. Targets are quickly entangled, and if they attempt to struggle the filaments constrict.Astartes Webber - A larger, more robust version of the standard Webber, the Astartes Webber is utilised by Space Marines to take a target alive or sometimes to just incapacitate persistent but innocent civilians. The Astartes Webber offers a quick and effective means of incapacitating a fleeing assassin or a small crowd of citizens.Razor Web - The Razor Web is a commonly used Heretic pattern variant Webber utilised by the Forces of Chaos. Using the same technology as a conventional Imperial Webber or Web Gun, the Razor Web fires a solid spray of web material, mixed with long barbed mono-filament strands. Not only does this entangle and entrap the victim, it also rends and tears him with a multitude of vicious barbs as he tries to free himself.
Webber - Sources: Black Crusade: Core Rulebook (RPG), pg. 161Dark Heresy: Core Rulebook (RPG), pg. 138Dark Heresy: Daemon Hunter (RPG), pg. 68Dark Heresy: The Inquisitor's Handbook (RPG), pg. 110Deathwatch: Rites of Battle (RPG), pg. 137Necromunda: Rulebook, pg. 48Necromunda: Underhive, pg. 38Warhammer 40,000: Rogue Trader (1st Edition), pp. 80, 85Warhammer 40,000: Wargear (2nd Edition), pp. 18, 40
Webway - Webway: The Webway, also known as the Labyrinth Dimension, or the Labyrinthine Dimension in older texts, is an extra-dimensional space partitioned off from the Immaterium millions of Terran years ago by an extremely advanced xenos species known as the Old Ones.Today, it is utilised by the Asuryani Aeldari of the craftworlds and their Drukhari kindred for faster-than-light travel. It serves as the home of the vast Dark City of Commorragh and the hidden craftworld controlled by the Harlequins known as the Black Library.The Webway has been described as an incredibly complex network of arteries and capillaries, a maze of glowing tunnels, and a mystic tapestry of hidden threads that spread across the veil between realspace and the Warp.The Webway is a hyper-dimensional construct that spans the dimensions of Creation, primarily defined by the fact that it sits between the material realm and the roiling tides of the Immaterium, an interstice comparable to the fabric of a veil cast over something foul.As with all of the Aeldari's most prized artefacts, the Webway was brought into being by psychic means, and the substance of its myriad corridors are protected by manner, methods and composition of their construction from incursions from the Warp.
Webway - Fall of the Aeldari: The Webway was created by the Old Ones, an ancient and technologically advanced intelligent species who established an interstellar empire across the galaxy tens of millions of standard years before the development of most of the other self-aware species. They created the Webway as a conduit that allowed its masters to travel at will to countless far-flung worlds without risking the fickle tides of the Warp.The ancient Aeldari were taught about this arcane technology by the Old Ones, and quickly mastered the Labyrinth Dimension of the Webway, expanding their realms into the furthest corners of reality where they learned much about the universe that has since been forgotten. Over the millennia, the core of the Aeldari species began to look inwards, inexorably seeking new ways to explore the full range of emotion and sensation which they felt so powerfully.A sickness of vice overtook the Aeldari, and blood flowed through the streets of the worlds of the Aeldari Empire amidst the bestial roar of the crowd. Their hidden realms within the Webway became sprawling palaces of avarice and sadism, and entire worlds were bent to the pursuit of the darkest of sensations. As the moral corruption of the Aeldari tightened its stranglehold, echoes of ecstasy and agony began to ripple through time and space.In the parallel dimension of the Immaterium, the reflections of these intense experiences began to coalesce, for the shifting psychic tides of the Empyrean can take form around intense emotion felt by large masses of sentient beings. Slowly, silently, a nascent god of excess grew strong in the depths of the Warp.Within the Warp, thoughts and emotions flow together, fed by fellow feelings until they achieve a consciousness of sorts. They become entities of greater or lesser potency depending on the intensity of their origin. Amidst the swirling psychic energy of the Empyrean, the corruption of the decadent Aeldari became manifest on a horrifying scale as the flood of raw emotions coalesced into a gestalt consciousness. Slowly, the Great Enemy stirred towards wakefulness.Too late, the Aeldari realised that they had created a god in their own hideous image, a god grown immense and potent by suckling upon the dark fodder of the collective Aeldari soul. No creature was ever conceived that was as terrible or perverse as the Chaos God Slaanesh.It is a name the Aeldari will not speak, instead whispering Sai'lanthresh, translatable from the Aeldari Lexicon as "She Who Thirsts." In a heartbeat, the shining Aeldari civilisation that had lasted for aeons had its heart ripped out, leaving a pulsing afterbirth of pure Chaos in its place.Since the Fall of the Aeldari in the late 29th and early 30th Millennia of the Imperial Calendar, the Webway has become a realm shattered and dangerous, its splintered reaches infested by strange beings from different realities. Yet the Webway's portals still allow the brave and the bold to strike without warning at millions of locations throughout realspace.The ancient Aeldari discovered millions of Terran years ago the means to move within the threads of the veil between realspace and the Warp. It was they who mastered the original Webway network, though it has changed drastically since the height of the Aeldari Empire, torn open by war and disaster. Moving between the dimensions is a technique fraught with danger, but such is the skill and intellect of the Aeldari that they are still able to utilise it without hesitation.The Asuryani craftworlds float in deep space and move at only sub-light speeds. Their exact locations are not known by other intelligent species, and the Craftworld Aeldari themselves do not consider their physical positions in the galaxy to be important -- a minor detail in an eternal journey. Smaller Aeldari spacecraft, moored in docks upon the craftworld's fringes, travel between the different craftworlds by means of the Webway. The main gateways into the Webway take the form of swirling spheres of light and darkness held in stasis astern of each craftworld.The pathways of the Webway lead to the craftworlds, to the surface of the verdant worlds of the Exodites, to the Drukhari's corrupt city of Commorragh, and to untold thousands of other worlds throughout the galaxy. Cloistered deep within the hidden city-realms of the Webway, those survivors who concealed themselves in their palaces of depravity still revel in the debauched lifestyle that led to the Fall of the Aeldari.In that twilight realm between the material universe and the Warp, the Drukhari mock and jeer those ravaged by the downfall of their species. Even though they would never admit it, they know in their hearts that, try as they might to allay their fate, unless something changes beyond their imagination to conceive, Slaanesh will claim them in the end.
Webway - Present State: Though the Webway still connects many Aeldari worlds and craftworlds to one another, the baleful energies of the Fall of the Aeldari have ruptured its hyperspatial pathways in countless places. Amongst the Webway's shattered and treacherous tendrils there are many byways, dead ends and mazes that can entrap the unwary. Some lead to places long since abandoned or destroyed, or else now inhabited by the Daemons of the Warp.These doors are sealed with runes of psychic power, lest unknown horrors gain access to a craftworld or some unwary traveller unwittingly opens a doorway and is sucked into the Warp. It is claimed that there are many secret paths that lead through time and reality, though only the elegant and deadly Aeldari kindred known as the Harlequin are reputed to know of such routes.Within the furthest reaches of the Webway are mighty Drukhari port-cities and infestations of nests of the wasp-like Warp entities known as the Psychneuein, but the best hidden of all the secrets of the Webway is the hidden craftworld called the Black Library.The exact shape and form of the Webway is not fully understood by even the Aeldari of the present day, let alone the xenographers of the Imperium. Each craftworld's place in the Webway is known only to its Seers, and they guard their knowledge well. It is rumoured that a transdimensional map was made thousands of Terran years ago, a priceless artefact which is now kept in the Black Library. Holding secrets beyond mortal understanding, it shows many hidden ways that have since been lost or forgotten. If this is so, then the guardians of that strange domain have chosen to keep their secrets.While some of the Webway's arterial passageways are large enough to carry spacecraft, most tunnels only allow strike forces of Aeldari on foot or small vehicles to pass. Though most Aeldari spacecraft can travel through the Warp itself, it is a difficult and dangerous process for them -- to risk a craftworld in such a way would be to throw a candle into a storm and hope for its flame to stay alight. As a result, the Asuryani and Drukhari travel infrequently to places that lie more than a few light years from the safety of their Webway portals.Webway journeys are relatively fast, allowing space fleets to move easily between the network's major gateways. This enables the Aeldari to transfer swiftly to places directly connected by the Labyrinth Dimension, but makes it extremely difficult for them to reach worlds that have no gate into the network.
Webway - Era Indomitus: With the arrival of the Dathedian as the Aeldari called it -- known in the Imperium as the Cicatrix Maledictum or Great Rift -- the sudden outpouring of Warp energy into realspace shattered many arterial spars of the Webway.Whole sections were cut off entirely, reduced to isolated islands that were abandoned by their former inhabitants. Many rune-gates were ruptured completely or subsumed by the hungering Realm of Chaos dimension, their passages emptying into howling rents in reality.However, the calamity that befell those outside the Webway was even greater, for the Dathedian had essentially cleaved the galaxy in two. Countless Human worlds that were once part of the wider Imperium of Man floundered in darkness, unable to communicate or travel as they once had, alone amidst the menacing darkness of a hostile galaxy.The Drukhari have plunged headlong into this shrouded hunting ground, sending their raiding parties to harvest worlds once thought to be impregnable fortresses of Humanity. From these worlds they have taken slaves in greater numbers than ever before. Every day the Imperium sends more forces in a desperate attempt to salvage this section of their realm, and every day more and more captives are taken to die in the arenas of Commorragh.Among them are breeds of warriors previously unseen such as the Primaris Space Marines, who sate the spectators' thirst for variety in bloodshed. Though the Dathedian wrought great ruination upon the Webway, those Drukhari who endured its birth spasms are now free to savour the torment it has created across reality.
Webway - The Black Library: The best hidden of all the realms in the Labyrinth Dimension is the mysterious Black Library, the secret craftworld which contains all the knowledge that the Aeldari have collected about the primal force of Chaos across millions of standard years.To reach this fabled realm, one must court madness itself, travelling secret passages through the Webway, evading the gaze of the horrifying entities that stand guard, and unlocking one of the library's cunningly hidden entrances amid veils of riddle and illusion.The Black Library houses all of the Aeldari's most precious knowledge, and is said to resemble a vast, impossible craftworld that exists only within the Labyrinth Dimension. There is lore here regarding every deadly galactic mystery that the Aeldari of any faction or kindred have ever encountered.The exact shape and form of the Webway is not fully understood by the Aeldari of the present day. Known by some as the Labyrinth Dimension, the Webway has been envisioned by mortal minds in myriad ways. Some describe it as a galactic tapestry of shimmering strands, others a maze of glowing tunnels, or the veins of some vast living entity. All such accounts fall short of the truth, for the Webway defies neat categorisation.It is an elegantly crafted realm located between realspace and the Warp, analogous to the surface of a still, dark pool, or a fine silk veil drawn across something foul. The Webway once spanned the galaxy, even stretching out into the empty, extragalactic void beyond. But those days are long gone. Ravaged by war and catastrophe, many of its tunnels have been torn open or amputated entirely, and a great number of its entrances have been sealed by the Aeldari themselves as a desperate measure to deny their foes access.The Aeldari no longer share its secrets with Humans for the knowledge of the myriad secret ways are considered of the utmost importance to the survival of their threatened species. As noted above, is rumoured that a complete map of the Webway was made many thousands of Terran years ago, which is now kept in the Black Library. This is a bulky, ancient Imperial tome known as the Atlas Infernal. It is an organic, adaptable map of the Webway, dating from before the time of the Horus Heresy. A psychically-negative item, its "pages" were created from the stretched pieces of skin of an Untouchable who had once been an Imperial Sister of Silence, attached to lightweight golden frames.The veins, capillaries, and arteries on the "pages" could reconfigure themselves to show the reader their desired destination within the Webway, being constantly fed oxygen by an intricate regulated pump embedded in the book's spine. Although no longer entirely accurate, the Atlas Infernal shows many secret ways through the Labyrinth Dimension that have since been lost or forgotten.It is the Harlequins who watch over the Black Library alongside its dark guardians, and use its secrets to gain the upper hand in their eternal war against Chaos. They utilise their knowledge of the Webway's hidden paths to outmanoeuvre their foes and strike from unexpected quarters. In this way, whole masques of Harlequins can position themselves in ambush, guaranteeing themselves the element of surprise.Of course, such a system is not perfect, for the Webway has become a broken and dangerous realm. Still, this is little help to the general who suddenly discovers their armies overrun from within, slaughtered by a host of Harlequins before they even realise that battle is joined.
Webway - Dark City: As the ancient Aeldari fell into decadence and depravity, amongst the pleasure-seekers and the interminably curious were those whose pursuit of excess became ever more extreme. These included a great proportion of the aristocracy of ancient Aeldari society; those with the wealth and the time to truly explore every aspect of decadence.One by one, the leaders of the hedonistic cults of excess that were taking over Aeldari society became obsessed with their own power. They relocated into the Labyrinth Dimension known as the Webway, taking over hidden ports and setting up strongholds at key nodal points within which to continue their debased pursuits.Almost invariably, these realms were linked via portals to the sprawling and exhilaratingly lawless city of Commorragh. Commorragh was originally the greatest of the Webway port-cities, impossibly vast and able to transport a fleet to any of the most vital planets of the Aeldari Empire by virtue of its many portals.Because of the access it granted to the far-flung corners of realspace, this mighty metropolis was reckoned to be the most important location in the entire Webway. It was too valuable to the Aeldari as a whole to belong to any single aspect of their interstellar empire, so it existed outside the jurisdiction of the great Aeldari councils of that time. Precisely because of its autonomy, the city-port quickly became a magnet for those that wished their deeds to remain hidden from prying eyes.The Aeldari sealed within the Webway had not escaped the Fall of the Aeldari untouched. Rather than having their essence consumed in one great draught, their souls were slowly draining away into the Warp -- consumed over time by "She Who Thirsts." The Aeldari fear Slaanesh above all, for it was given life by their actions, and yet waits hungrily on the other side of the veil to claim each and every one of them.Whereas the Aeldari of the craftworlds learned to deny Slaanesh's hold upon them using the mystical Spirit Stones and Infinity Circuits, the Commorrite Aeldari became expert at ensuring that lesser beings suffered in their stead. Provided they steeped themselves in the most extreme and decadent acts, the Aeldari of the Webway found that the curse of Slaanesh could be abated.The absorbed psychic emanations of agony drawn from other sentient beings nourished their withered souls and kept them vital and strong, filling their frames with unnatural energies. Assuming they could feed regularly enough on the psychic pain of other sentient beings, the Aeldari of the Webway became physically immune to the passage of time. So it was that the Drukhari or "Dark Ones," were born, a race of sadistic parasites who subsist upon the anguish of others in order to prevent the slow death of their immortal souls.To this day the Drukhari raid the galaxy from the canker that is Commorragh, sowing misery and destruction and spiriting away countless captives to their lairs for their own horrible ends. Commorragh appears within the Webway to be a composite urban centre on an impossibly vast scale, a hazy, contradictory realm whose dimensions can overawe the sanity of any who approach it. Thousands of starships dock each day at its spires, for the Drukhari are a far more numerous species than the Imperium of Man, or even their own craftworld Asuryani kin, fully suspect.Yet Commorragh plays host to more than just the Drukhari kindred of the Aeldari. Many diverse species of alien mercenaries, bounty hunters and even Human Renegades all risk their souls to do business in Commorragh, hoping to claim just some of the riches to be had in the Dark City.
Webway - Imperial Webway Project: In the late 30th Millennium, during the Unification Wars on Terra, buried deep under a huge and inhospitable desert on the Terran continent of Asia, the Emperor of Mankind discovered a portal that led to the Webway's vast network of tunnels that had been constructed eons ago by a xenos species more ancient than the Terran sun. This was in the time before the building of the Imperial Palace, although the exact date is also unknown.The Emperor discovered there the core of the psychic amplification device that the Golden Throne would later be constructed around to serve as a portal into the Webway based on Terra.Prior to the outbreak of the Horus Heresy, and over a period of several standard centuries, the Emperor directed tens of thousands of Adeptus Mechanicus Tech-priests to modify the Golden Throne so that it could be put into use as the nexus of His secret Imperial Webway Project, the Emperor's highly classified "Great Work".This greatest of the Emperor's many works was intended to open up the Aeldari Webway to Mankind by establishing a portal into its network from Terra. This would provide a means of instantaneous interstellar travel between the worlds of the newborn Imperium of Man, making navigation through the dangers of the Warp unnecessary and remove the necessity for reliance upon astrotelepathy as the only form of interstellar communication, literally connecting all the branches of Mankind instantaneously.This would create a truly unified Human race as never before in history, similar to the advantages once possessed by the lost Aeldari civilisation before its Fall. The Emperor believed that this level of unity would be necessary if Humanity was truly to thrive and prosper in such a dangerous universe.The Golden Throne's Webway gate, the Imperial conduit and the alien-built Webway-tunnels were all both physical and psychic in nature. Wrapped around the physical component was a psychic sheath or shield. The very substance of the alien tunnels appeared to generate this shielding naturally. But for the Human-built gateway and conduit, the Emperor Himself had to continuously generate the protective psychic sheath. This psy-shield sealed the Webway from the Warp and its Daemonic denizens in some inexplicably arcane fashion.The Emperor's efforts were thwarted as a direct result of the Thousand Sons Primarch Magnus the Red's sorcerous warning, which penetrated the multiple psychic shields the Emperor had erected around the Imperial Palace in order to warn Him of the Warmaster Horus' perfidy in the days just before the Horus Heresy began in the early 31st Millennium. Magnus' psychic sending disrupted the Emperor's psychic shield around the Terran Webway portal, causing great rifts to appear within. It was through these rifts that the creatures of the Warp were able to gain egress into the Terran Webway tunnels.Through the valiant sacrifice of many members of the Legio Custodes and the Sisters of Silence, the Imperials were able to stem the tide of the Daemonic incursions during what became known as the War Within the Webway, preventing them from breaching the Warp and assaulting the sacred soil of Terra itself.Yet the Terran Webway gate only remained sealed for as long as the Emperor was able to power its psychic shield directly from His throne atop the golden portal. Only the strongest of other Human psykers had enough power to temporarily replace the Emperor's efforts, and only the Emperor had the might to keep the gate closed permanently. For Him that effort became harder as the Daemonic forces gathered about Him. As long as the Daemon horde threatened to breach the portal, the Golden Throne proved be the Emperor's prison.During the Siege of Terra, the epic final battle of that lamentable galaxy-spanning civil war known as the Horus Heresy, the Emperor was temporarily relieved from this burden by the valiant sacrifice of Malcador the Sigillite, the oldest and most trusted advisor of the Emperor, and a potent psyker in his own right. But this would merely prove a temporary respite, as the burden of holding the gate closed quickly drained the valiant Malcador of his life force. This provided the Emperor with the opportunity to face His once favoured son Horus aboard his battle barge, the Vengeful Spirit, in Terran orbit.In the end, Horus was utterly destroyed by the Emperor, body, mind and soul. But the Emperor was mortally wounded Himself in the effort and was brought back to Terra where His ravaged body was placed within permanent stasis upon the Golden Throne. The great device was rapidly modified by the adepts of the newborn Adeptus Mechanicus at the direction of Rogal Dorn, the primarch of the Imperial Fists Legion, in order to prevent the Master of Mankind's death.Acting as a complex life support machine, the Golden Throne has held the dessicated and slowly decaying body of the Emperor in stasis for over ten standard millennia, preserving His mind and will, which originates and guides the psychic beacon that is the Astronomican within the Warp. He is also said to constantly struggle to keep the forces of the Dark Gods of Chaos at bay so that Humanity can flourish even to the extent that it has in the galaxy.It is not known whether the Emperor's ability to protect individual Human beings from the powers of Chaos is related to the destroyed Terran portal of the Webway or to the unknown alien device that lies at the heart of the Golden Throne itself.
Webway - Notable Events: The Port Commorragh (ca. M18) - Commorragh establishes itself as the primary nodal port of the Webway, growing larger with every passing solar decade. Built entirely within the Labyrinth Dimension and hence outside the jurisdiction of the ancient Aeldari councils, Commorragh acts as a magnet for those who wish to avoid attention.The Twilight Cults (ca. M18-M20) - Amongst the growing Aeldari cults of pleasure, the worship of the Dark Muses is rife. Those Aeldari leading the new paradigm of total self-indulgence rise in status and power until they can secede entirely from the physical plane. The architects and masters of the new order rise so sharply in influence that they are able to claim vast swathes of the Labyrinth Dimension of the Webway as their personal domains. They take up permanent residence in the Webway, from which they can plumb the depths of decadence undisturbed by puritans and weaklings. Over time, their sovereign estates grow into entire sub-realms, many of which are powered by the energy of stolen suns resuspended within the Webway using advanced space-time alteration technologies that the Adeptus Mechanicus cannot even comprehend. The solar systems plunged into darkness by the ancient Aeldari's star-theft wither and die in the freezing cold of the void, but the Aeldari care not. Commorragh, largest and most lawless of the Webway's port-cities, becomes synonymous with vice and decadence. The forefathers of the Drukhari are born there.Darkness Rising (ca. M25-M30) - The depravity of the Aeldari species plumbs terrible new depths. Cults of pleasure and pain flourish in the hidden reaches of the Webway, and even the core worlds of the Aeldari Empire's society become obsessed with ever-greater acts of excess. As the lines blur between sensation-seeking and outright evil, a new force begins to stir in the Warp.Fall of the Aeldari (ca. M29-M30) - The core of the Aeldari Empire is torn out by the cataclysmic birth-screams of a new god of Chaos. Trillions of sentient beings die as the centre of the galaxy collapses into the Immaterium. A thousand worlds are consumed by the largest Warp rift the galaxy has ever seen; the Eye of Terror. Aeldari civilisation is shattered forever, and the psychic backlash of Slaanesh's ascendance curses the souls of those who survive. All that remains are the Drukhari lurking within the Webway, those Exodites who settled in the furthest reaches of the galaxy, and those few Craftworld Aeldari -- now calling themselves "Eldar" -- who escaped aboard the craftworlds. The long battle against extinction begins.Cegorach's Summons (ca. M32) - In the wake of the Fall of the Aeldari, the surviving worshippers of the Laughing God disappear into the Webway without a word of explanation.The War Begins (641.M33) - After centuries of isolation, Cegorach's followers return in spectacular fashion. The Harlequin Masque of the Midnight Sorrow burst from the Webway at Llayen Nuadh to fall upon a horde of Slaaneshi Daemons, and the newest Aeldari kindred is made known to their brethren.The Breaching (ca. M37) - Asdrubael Vect, Supreme Overlord of Commorragh, causes the hidden portals that link each satellite realm and port-city of the Webway to be revealed, forcing them open and building the Great Gates: huge edifices that are permanently guarded by Vect's elite Incubi and Kabalite Warrior garrisons. Over several Terran millennia of civil war and violent strife, Commorragh expands into these once-autonomous regions until they become integral to the Dark City. Only the realm of Shaadom remains autonomous.Chaos Webway Breach (579.M37) - A coven of Chaos Space Marine sorcerers of the Thousand Sons conduct a great ritual in the Webway, hoping to gain access to Commorragh. At the ritual's climax, hundreds of Drukhari pour from an invisible portal into their ranks, led by vaulting troupes of Harlequins. Battle is joined as the Tzeentchian sorcerers counterattack; the fabric of the Webway is breached in the process and its arterial walls buckle and burst. The backlash strands the combatants in a shattered pocket-reality with no way out. It is rumoured in Commorragh that they fight there still, locked in an endless cycle of war and rebirth for the rest of time.Civil War in the Webway (514.M38) - The Asuryani of Craftworld Ulthwé and the Jade Knife Kabal of Commorragh battle for dominance within the shattered spars of the Webway. With the death toll spiralling into the thousands on either side, an uneasy truce is agreed upon -- despite their mutual loathing, both sides know well that Aeldari lives are too valuable to waste in such numbers.Sanctity Breached (998.M41) - Furious battle erupts in the twilight realm of the Webway as Chaos Space Marines of the Thousand Sons Traitor Legion fight their way to within sight of the Black Library. Their leader, the master Chaos Sorcerer Ahriman, is thwarted by a powerful force of Aeldari Harlequins and Asuryani allies from both Craftworld Ulthwé and Craftworld Lugganath. Several major arteries of the Webway are choked with the dead before the warrior-psykers of the Thousand Sons are driven from the secret paths by a concerted attack. The breach caused by the rampaging Chaos Sorcerers is runically sealed, but as a result, a section of the Webway is lost forever.
Webway - Webway and the Warp: The Webway is used by the Aeldari of all kindreds to ply the galaxy and wage war. The arterial passageways of the hyperdimensional construct are large enough to carry voidcraft, though most tunnels only allow strike forces of Aeldari on foot or small vehicles to pass.Although Aeldari spacecraft can travel through the Warp itself, the Aeldari avoid using Warpspace because they possess a powerful depth and range of emotion which gives them a stronger psychic presence in the Empyrean than other intelligent species. This would inevitably attract a large Daemonic presence during the voyage, making the trip extremely hazardous.As a result, the Aeldari travel infrequently to places in the galaxy that lie more than a few light years from their Webway portals. Webway journeys are relatively fast, enabling Aeldari fleets to move easily between the network's major gateways. This allows the Aeldari to move swiftly to places directly connected to the Labyrinth Dimension, but makes it extremely difficult for them to reach worlds that have no gate in the network or that lie more than a few light years beyond one.It is said that Cegorach, the Aeldari's Laughing God, is the only being in existence who knows every single path through the Webway. This might explain how his disciples, the Harlequins, possess such an intimate knowledge of its twists and turns, for the Harlequins walk the Webway without fear, appearing and disappearing at will. So well versed are they in the Webway's secret routes that many other Aeldari have credited the servants of the Laughing God with supernatural powers.It is the Harlequins who watch over the Black Library alongside its dark guardians, and use its secrets to gain the upper hand in their eternal war against Chaos. They utilise their knowledge of the Webway's hidden paths to outmanoeuvre their foes and strike from unexpected quarters. In this way, whole masques of Harlequins can position themselves in ambush, guaranteeing themselves the element of surprise.
Webway - Webway Structure: The Webway is best imagined as a vast and tangled network of doorways between fixed points in realspace. Through the Webway the Aeldari can travel farther and faster than most other starfaring species.However, if there is no Warp Gate -- the name for the exits and entrances to the Webway -- near their destination, or the one present is not big enough to permit the necessary forces to pass, the Aeldari are at a disadvantage.Much of the Webway has fallen into obscurity and disrepair, with many sections destroyed or found uncharted after the Fall of the Aeldari. This often forces the Aeldari to make connecting stops on their way to their destination because they will discover that they have no direct route. Because the technology to create them has been lost, intact Webway gates are some of the Aeldari's most treasured artefacts.The Warp Gates that allow entry to the Labyrinth Dimension range in size from personal gates intended for foot travel to massive ones that entire craftworlds can use. Because of the Warp Gates' rarity and importance, the Asuryani and Drukhari will stop at nothing to either claim or deny the use of these gates to the enemy.
Webway - Necron Dolmen Gates: Since the ancient species known as the Necrons have awakened from their aeons-long Great Sleep, the C'tan known as Nyadra'zatha, the Burning One, who has long desired to carry his eldritch fires into the Webway and beyond, has finally enabled the Necrons to gain access to the Webway, showing the Necrons how to breach its boundaries.Through a series of living stone portals known as Dolmen Gates, the Necrons have finally been able to turn the Old Ones' greatest weapon against them, vastly accelerating the end of the Necrons' long War in Heaven.As a species bereft of psykers, the Necrons are incapable of Warp travel, and without access to the Webway, they would be forced to rely once more on slow-voyaging stasis-ships, dooming them to isolation within the galaxy.The portals offered by the Dolmen Gates are neither so stable, nor so controllable, as the naturally occurring entrances to the Webway. Indeed, in some curious and unknown fashion, the Webway can detect when its environs have been breached by a Dolmen Gate and the network swiftly attempts to seal off the infected spur until the danger has passed. As such, Necrons entering the Webway must reach their destination quickly, lest the network bring about their destruction.Fortunately, many Dolmen Gates were lost or abandoned during the time of the Great Sleep aeons ago, and many more were destroyed by the Aeldari. Those that remain grant access to but a small portion of the Webway, and much of that portion of the Labyrinth Dimension has already been voluntarily sealed off by the Aeldari to prevent further contamination.Yet the Webway is immeasurably vast, and even these sundered skeins allow the Necrons a mode of travel that far outpaces those of the younger species.
Webway Shunt Generator - Webway Shunt Generator: A Webway Shunt Generator is a highly complex and advanced Craftworld Aeldari technology that is most often equipped aboard a Skathach Wraithknight tasked with defending the labyrinthine corridors of the Webway from all trespassers.It alllows this solitary Ghost Warrior to enter, exit from and maneuver through the Webway at will.
Weeping Legion - Weeping Legion: The Weeping Legion is a warband or vectorium of Heretic Astartes of the Death Guard Traitor Legion's 5th Plague Company. The Weeping Legion is so named because its Plague Marines enter battle covered in the foul gore of their own continuously dripping wounds. With each layer of rancid filth and scabbing black blood that encrusts their armour, these clot-festooned warriors of the Death Guard become even more resistant to damage. Battling as part of the 5th Plague Company, the Weeping Legion are heavily supported by foul Daemon Engines that they daub with gobbets of their polluted vitae.
Weeping Legion - Notable Campaigns: Paradaxian War (Unknown Date.M41) - A hauling barge delivering heavy ores to the Forge World of Paradax opens its ramp only to disgorge Plague Marines and Foetid Bloat-drones led by elements of the Weeping Legion. Bolters roaring, the Heretic Astartes smear diseased gore onto the machineries around them, spreading sanguous flux and corrupting the Forge World's Machine Spirits. Leading a growing army of proto-Daemon Engines and possessed Servitors, the Weeping Legion begins the grinding horror known as the Paradaxian War.
Weeping Legion - Warband Colours: The Weeping Legion's power armour is the same as that of the Death Guard, composed of decayed and cracked plates of ceramite in pale yellow with green trim. The Weeping Legion's Chaos Space Marines, like those of the Death Guard, often wear grotesquely warped suits of antique Mark III Iron Power Armour.
Weeping Legion - Warband Badge: The Weeping Legion's warband badge is usually a modified version of the standard Mark of Nurgle, similar to that used by the rest of the Death Guard.
Weeping Legion - Sources: Codex Heretic Astartes - Death Guard (8th Edition), pp. 16, 21Dark Imperium (Game), Death Guard Booklet, "Death Guard Vectoriums," pg. 13
Weeping Veil - Weeping Veil: Weeping VeilWord BearersTraitor LegionDark ApostleMor JalchekHeretic AstartesChaosForge WorldAgripinaa13th Black CrusadeThe Weeping Veil next allied with the Death Guard warband called the Lords of Silence to conquer Sabatine, the Chapter planet of the White Consuls after the formation of the Great Rift.
Weeping Veil - Warband History: 13th Black Crusade (ca. 999.M41) - During the 13th Black Crusade, the Forge World of Agripinaa near the Cadian Gate came under assault by an enormous World Eaters army under the command of Kossolax the Foresworn, who sacrificed millions of its citizens over forty solar hours to summon a horde of Khornate daemons, including a Bloodthirster. Eventually, however, thanks to the efforts of four companies of the Blood Angels, the World Eaters and their daemonic allies were defeated and pushed off the devastated world. After Cadia fell to Abaddon the Despoiler, the Chaos forces launched another assault on Agripinaa, of which the Weeping Veil were one small part aboard their flagship and base of operations the Styx-class Heavy Cruiser Ayamandar. Daemon Engines led by many Warpsmiths invaded the Forge World, and diseases and maladies brought by the forces of Nurgle ravaged its surface, after the world was infected by Space Hulks that emerged from the Eye of Terror. Hordes of shambling Plague Zombies crawled from the vents and cog clusters of its forge cities. Later, the battle was joined by the fleets of the World Eaters, Night Lords, the Black Legion, the Thousand Sons and the Death Guard Traitor Legions under the command of the World Eaters Chaos Lord Kossolax once more. The Astra Militarum troops of the Cadian Diaspora -- those who had survived the fall of that world or had been elsewhere at the time of its destruction -- proved decisive in the world's defence, and the forces of Chaos once again were repulsed.Fall of Sabatine (Unknown Date.M42) - After the Great Rift opened, the Chaos Gods charged the Weeping Veil's Dark Apostle Mor Jalchek with the conquest of Sabatine, the homeworld of the White Consuls Space Marines. The Ayamandar and the Weeping Veil then left Agripinaa and the battles of the Cadian Gate behind to carry out the Ruinous Powers' latest sacred task. However, with the onset of the Noctis Aeterna, the Weeping Veil proved unable to determine Sabatine's exact location in the Warp, no matter what instruments of technology or sorcery they employed. Their difficulties ended when they were approached aboard the Ayamandar by the Death Guard Repulsive-class Grand Cruiser Solace and the warband that commanded it which was known as the Lords of Silence. The Lords of Silence also desired to conquer Sabatine and their Chaos Lord Vorx explained that he knew its location and promised to lead the Weeping Veil to the White Consuls world if the Word Bearers Chapter agreed to join with them in carrying out the planetary assault. After some consideration, Jalchek agreed to Vorx's proposal, but also secretly planned to betray the servants of Nurgle and allow the Word Bearers' daemonic allies to claim the world for their own once it was conquered. With their combined forces, the Weeping Veil and the Lords of Silence easily overwhelmed the skeleton garrison force the White Consuls had left behind to defend Sabatine and the forces of Chaos claimed the planet for their own. But when the Weeping Veil moved to betray their allies by sacrificing much of Sabatine's captured population to summon three Greater Daemons and their daemonic legions to the captured world and remove the Nurglites, the Lords of Silence struck first. Vorx had been prepared for the Weeping Veil's betrayal from the start and he had ordered his warband to poison Sabatine's mortal population with a pathogen prepared by his Biologus Putrifier Slert during the invasion. Before the Word Bearers could initiate their sacrificial ritual, all the people of Sabatine were transformed into Plague Zombies and Poxwalkers who quickly joined with the Lords of Silence to overwhelm the Weeping Veil. Jalchek was forced to lead his Chapter in a retreat from the world back to the Ayamandar which successfully fled into the Warp. Sabatine was soon transformed into a Daemon World dedicated to the Plague God and became a remarkable facsimile of the Death Guard's Plague Planet within the Eye of Terror.
Weeping Veil - Notable Members of the Weeping Veil: Dark Apostle Mor Jalchek - Mor Jalchek was the Chaos Lord and Word Bearers Dark Apostle who commanded the Weeping Veil Chapter and commanded its base of operations, the Chaos Heavy Cruiser Ayamandar.
Weeping Veil - Warband Fleet: Ayamandar (Styx-class Heavy Cruiser) - This Heavy Cruiser served the Weeping Veil well as its mobile base of operations when they were away from the Word Bearers homeworld of Sicarus in the Eye of Terror.
Weeping Veil - Warband Colours: The Weeping Veil's Power Armour, like all Word Bearers, was painted the colour of spilt blood, a colour often called "Traitor's Red" or "Betrayer's Red," sometimes worn with black or silver trim. Heretical prayers are inscribed directly into the surface of the battle-plate.
Weeping Veil - Warband Badge: The Weeping Veil Chapter's badge was the same as that of theWord Bearers Legion of which they were a part, the Latros Sacrum. It was a stylised representation of a roaring, horned daemon's head wreathed in flames which represented all that the XVII Legion stood for, all that they believed in so deeply and all that they were willing to kill for.
Weirdboy - Weirdboy: A Weirdboy (pl. Weirdboyz), also known as a Wyrdboy among Feral Orks, is one of the Orks' psykers, unique in that he acts as a psychic sponge, absorbing and channeling the natural gestalt psychic energies constantly emanated by other Orks.Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. Weirdboyz unconsciously channel the background mental emissions of nearby Greenskins.Even a close-run Squig-eating contest between two rowdy Boyz will cause waves of energy to pulse through any Weirdboy that strays near. Unless the Weirdboy finds some way to release this pent-up psychic energy his head will explode, detonating the heads of nearby Orks into the bargain.This can prove highly inconvenient. Any Weirdboy lucky enough to reach maturity will have learned how to release his powers in a searing energy blast or destructive wave. Though this makes the Weirdboy feel fantastic, it can result in a messy death for anyone in his vicinity.Some Weirdboyz, known as "Warpheads," become addicted to the thrill of spewing WAAAGH! energy, actively seeking out the deadly rush of battle. For whatever reason, unlike normal Weirdboyz, Warpheads have survived enough battles for their minds to become saturated with the power of the Warp, and actually revel in and enjoy the use of their powers.However, for most Weirdboyz the battlefield remains a miserable and dangerous place. They must normally be dragged there by burly minders, pointed unceremoniously at the foe, and forced to spew mighty bolts of ectoplasmic energy in their general direction. This affords the Weirdboy a few moments of blissful relief before the whole process begins again.
Weirdboy - Role: Anyone who has seen the living tide of greenskins that is an Ork horde in battle knows, without question, that there is a power to such a force. Any large force of fighting warriors or xenos has power, but not in the same way that Orks do. While Humans have strength of arms and ordnance, Orks possess a strength of purpose.Each and every Ork on a battlefield is unified into one singular purpose: war. As Humans gather in war, there is dissension, personal interest, and honour, which tug at each warrior individually. When Orks gather into a WAAAGH!, the very air thrums with the power of their excitement, their enthusiasm, and their sheer lust for battle. The more Orks, the greater the psychic power they generate.The Orks themselves seem almost unaware of the existence of this phenomenon, all the while swept along by the tide of it. However, a few rare Orks are keenly aware of this energy.The Orks are an innately psychic species and they unconsciously generate a considerable amount of psychic "background noise," an energy field known simply as "Da WAAAGH!"This field of gestalt psychic energy grows more potent and more intense when the Orks themselves are excited, particularly during battle, creating an almost palpable tension that accompanies Ork hordes.Those Orks who can sense this energy, known as "Weirdboyz," seem to act as lightning rods for the power of the WAAAGH!, drawing it to themselves unconsciously, and unleashing it with devastating effect. Hurling bolts of crackling green energy, impelling their allies along with the force of the WAAAGH!, or crushing their foes bodily with their telekinetic might, a Weirdboy is a terrifying display of Orkish power.These rare Orks do not relish their power, rather they fear it. It is an uncontrollable and dangerous thing, and most are driven mad by it long before they learn to channel it with any measure of safety. Yet, still, not even the most capable Weirdboy can ever truly hope to control the power of a WAAAGH! in full force.In such instances, the Weirdboyz are simply incapable of containing the overwhelming mass of coruscating energy produced by their fellows. Most are able to hurl a bolt or two of green lightning towards their enemies before they are overcome, their heads bursting in a ball of green flame, or vanishing altogether with a clap of otherworldly thunder.When such a great WAAAGH! gathers, most Weirdboyz either flee altogether or get caught up in the mob enthusiasm of it all and are driven into a suicidal frenzy, becoming terrifying figures with the destructive power of a battle tank. The more cunnin' Ork Warbosses have been known to enslave Weirdboyz and to force them onto the battlefield against their will, knowing full well the danger they represent.Weirdboyz have little control over their abilities, and as the potency of this energy increases with the number and enthusiasm of the Ork Boyz around them, so does the power that a Weirdboy must endeavour to control. Even when they manage to contain this violent and erratic force, bizarre phenomena commonly accompany Weirdboyz, ranging from flashing lights and strange noises to psychokinetic tremors and random fires.Should they fail to dispense, direct or emit this energy in some controlled manner, a Weirdboy may cause even more dramatic phenomena, such as the explosion of nearby Ork heads. This is known as a 'Eadbang if this power cannot be discharged safely.For this reason, and the fact that Weirdboyz dislike the company of other Orks, these psykers remain apart from the rest of their greenskinned kind, dwelling in tall towers at the edge of Ork encampments. These large structures are built on copper stilts to help channel their latent psychic power into the ground.These "Weirdhouses" are guarded at all times and Weirdboyz are not allowed to wander the camp without an escort of a couple of guards, or "Minderz." Indeed, those Weirdboyz who have gone truly mad are often garbed in luridly-coloured clothing and wear large, belled hats that signal their presence and nature to other Orks. They commonly carry tall copper rods to ground the psychic power they naturally gather -- this can hardly disperse the energy produced by an Ork warband in the midst of battle, but it is usually sufficient to keep them safe day-to-day.His erratic nature makes an Ork Weirdboy a particularly difficult foe to handle. Strategies that apply to dealing with psykers of other intelligent races do not necessarily work when confronting an Ork.The inherently unpredictable nature of their powers, combined with the potent physical capabilities of a greenskin, means that an enemy would need to react to events as they unfolded, countering assaults that work on both psychic and physical levels at the same time.During combat, a Weirdboy can build up immense amounts of psychic power, causing him a lot of pain. His psychic outburst, however, is highly effective at frying handfuls of the enemy at once. Weirdboyz often find themselves dragged onto the battlefield by their Minderz and used as living weapons, usually involuntarily.The Minderz drag the poor Weirdboy towards the enemy's lines and when they see sparks in his eyes they snatch away his copper stick and try to bodily aim him in the direction of the enemy. The results can be devastating, both for and against the Orks.If given the chance, Weirdboyz will flee the battlefield in order to escape the pain produced by such a large gathering of Orks.
Weirdboy - Minderz: Weirdboyz are regarded with uncertainty by most Orks, both for their unusual powers and for their decidedly un-Orky dislike of noise and clamour.Minderz are Ork-bodyguards, chaperones, and jailers in equal measure, ensuring that their Weirdboy does not mingle with other Orks until needed, and marching him to the frontlines when necessary.
Weirdboy - Warphead: A Warphead is the name reserved for the most psychically potent -- and long-lived -- of Ork Weirdboyz.Orks are reckless creatures by nature, and Weirdboyz are "gifted" with the capacity to detonate themselves in many new and interesting ways unavailable to their more mundane brethren. As such, few Weirdboyz would survive long enough to gain any real control over their powers, even if this was something that they desired.However, Orks are not constrained by any perverse wish to "control" their power. "Restraint" is a form of subtlety reserved for "sneaky gitz, like grotz, 'umies, and 'dem prancin' gitz wif' da' big fancy hatz."As such, if a Weirdboy does happen to survive the development of his powers, he is unlikely to gain any wisdom or sense of responsibility to accompany them. Instead, it is much more likely that he will go on to push himself to impressive (and undeniably insane) heights of psychic prowess, becoming more and more puissant and unhinged over time.Weirdboyz often learn and invent increasingly bizarre and terrifying powers, mastering techniques that allow them to rend holes in the Warp through which they can travel or pulp enemies through cover with waves of psychic energy.Those rare Ork Weirdboyz that manage to avoid a messy death and reach the height of their psychic potential are called "Warpheads". Though Warpheads are obviously rare among most Ork mobs given their "profession" and proclivities, a single Warphead can make for a terrifying and unpredictable foe.
Weirdboy - Weirdboy Powers: Neither Orks nor psykers are known for their predictability, and Ork Weirdboyz combine the most volatile traits of both Greenskins and those gifted with the power of the Warp.The psychic WAAAGH! energy that flows through all Orks makes itself manifest through Weirdboyz, granting them psychic powers that stand in stark contrast to the rigid discipline of the techniques employed by astropaths and other Imperial Sanctioned Psykers.Instead of focusing on total mastery over certain aspects of their power, Weirdboyz often simply allow their abilities to manifest, guided only by the strength of their will and the fortune they are granted by their gods Gork and Mork.Of course, Weirdboyz are not exempt from the consequence of using psychic powers unrestrained; though their abilities do not attract Warp predators like Daemons in the same manner as those of Human or Aeldari psykers, Ork Weirdboyz have been known to combust spontaneously, explode, or even become disconnected from space and time itself while using their powers.These risks do little to discourage them from channelling the WAAAGH! recklessly, however, and some Weirdboyz have even been seen using their abilities in the hopes of triggering bizarre new effects. These abilities include many of the following.Deff Wave - The Ork philosophy of warfare typically ascribes to a simple maxim: more is better and you can never have enough. A roiling shockwave of manifest emotion, the Deff Wave churns through the Materium as a testament to this belief, scourging all organic matter in its path. The Deff Wave that is unleashed is like a cone of fire, ignoring cover and even solid objects such as walls between the Weirdboy and his targeted enemies.Dis is Takin' Too Long! - The Weirdboy calls upon the WAAAGH!, channelling his impatience to accelerate whatever mode of transportation he happens to be using (be that his feet or a mighty voidship) in a swell of brilliant, crackling energy.'Ead to 'Ead - Orks resolve almost all problems and quandaries through violence, especially questions of leadership and succession. As such, a display of brute savagery against a notable foe can help to rally the entire mob, inspiring each Ork in the mob. The Weirdboy pits the raw might of the WAAAGH! against a single foe, attempting to psychically bludgeon him into submission and thus instill new fervour in other, nearby Orks, making them even more lethal in combat.'Ere We Go - The Weirdboy opens a temporary rift through the Warp, helping his allies get to battle more quickly in a flash of green luminescence and an instant of screaming terror.Frazzle - With a thunderous roar, the Weirdboy unleashes a blast of psychic energy that courses through his target and leaps to those unfortunate enough to be standing near it.I'z Gunna Squig Ya! - Of all the many powers available to a Weirdboy, this is undoubtedly one of the strangest. Called the "Zogwurt Speshul" by some Orks, the Weirdboy summons up the bizarre and incomprehensible energies of the WAAAGH! and attempts to transform one of his enemies into a Squig.Krump 'Em All - The Weirdboy unleashes the fury of the WAAAGH! upon his enemies (along with anyone else with the poor luck to be standing nearby) calling upon the primordial gods of the Orks to "Krump all' dese gitz good!"Powa' Burst - Torrents of unstable energy periodically erupt from a Weirdboy's mind, surging forth to smash nearby obstacles, reinvigorate the psyker, or allow him to achieve feats that would otherwise be impossible for him. While veteran Weirdboyz who have survived their own abilities for a time can choose the power they use (sometimes), new Ork psykers simply unleash the WAAAGH! and hope for the best.Smash da Gitz - The Weirdboy energises his weapon (or just his fist) with a voracious green charge that shreds through metal and flesh alike when he strikes.Up an' at 'Em! - The Weirdboy leads by insane example, psychically (and psychotically) inspiring his comrades to charge along with him even as he rushes towards a certain, grisly end.Warpath - Crackling green energy surges out from the Weirdboy, striking the nearby Orks and stoking the fire of their battle frenzy to devastating new heights.We'z Gotta be Lucky - The Weirdboy appeals to the primal force of the WAAAGH! for good fortune, an unearthly glow filling his eyes and those of his allies as they rush forward, heedless of risk.Zzap - The Weirdboy unleashes a burst of ravening green Warp electricity that surges forward, turning organic tissue to ash and the hardest alloys to molten slag.
Weirdboy - Notable Ork Weirdboyz: Big Redd Da Warphead - The mysterious Warphead known only as Big Redd is held in awe amongst the Madboyz of WAAAGH! Grukk (also known as the Red WAAAGH!). Taller than a full-grown Goffs Nob, and forever muttering to himself, Big Redd vomits green lightning at any who challenge him, burning them to a crisp. Though none of the other Orks liked them, the Weirdboyz, like Big Redd, did their bit for the WAAAGH!, blowing up heads with their raw psychic power. In battle, the Weirdboyz would vomit forth raw Warp-energies, overcome with the might of the WAAAGH!. This could have all manner of unforeseen consequences as their psychic powers ran amok; heads would burst like over-ripe fruit, limbs would snap like twigs and organs rupture as pulsing shockwaves of power rolled out from the Weirdboyz. Big Redd was the worst of them, and other Orks didn't like to hang around the odd-looking Weirdboy, even when he was not thrashing about and babbling like a brain-damaged Grot. Strange things followed Big Redd around like a lingering stench, mumbling and gnashing. Big Redd himself did not seem to mind, as he was always muttering under his breath and talking to things only he could see anyway.Greeneyes - For many Terran years, Greeneyes was the personal Weirdboy to Warlord Gratzdakka of  WAAAGH! Gratzdakka. More cunning than most of his counterparts, Greeneyes had something most Weirdboyz lacked: ambition. As a member of the Blood Axes klan that had extensive dealings with the Imperium of Man, Greeneyes convinced his Warlord to attack the Industrial World of Kalidar, unleashing the Kalidar War. Unique amongst the Imperium's dominion, Kalidar produces Lorelei, a psycho-reactive crystal that is used to enhance the powers of Imperial psykers. Greeneyes reasoned that what worked for humans should also work for Orks and began enhancing his own powers with the Lorelei. This allowed Greeneyes to reach a level of power and psychic mastery greater than that of the most powerful Warphead ever encountered before by the Imperium. With his new-found powers, Greeneyes was not only able to read his opponents' minds and gather important military intelligence without the Imperials ever suspecting it, but he was also able to overwhelm another psyker's mind from a distance and kill him, a feat never before realized by an Ork mind. Furthermore, at the command of his own Psy-Gargant, Greeneyes generated enough psychic power to generate both a powerful psychic shield and unleash the might of a powerful Warp Cannon. With the destruction of his Gargant during the Battle of Hive Meradon, Greeneyes faked his death and used his powers to hide from Imperial Sanctioned Psykers and Primaris Psykers alike. He still lives on Kalidar, waiting to take control of the Feral Orks gestating in Kalidar's sands in the wake of WAAAGH! Gratzdakka's demise. He dreams of one day leading his own WAAAGH! amongst the stars and unifying the Ork race beneath his rule.Gur'kall the Wanderer - Gur'Kall, like all of his kind, was once regarded as nothing more than another bizarre Ork Weirdboy. His Warboss tolerated his presence because he brought something to the battlefield that dakka alone could not, but as time and battles went by, Gur’Kall’s powers shifted further and further away from wanton destruction. He seemed distracted, always looking to space, seeking something ineffable and just beyond his reach. When his Warboss led his Waaagh! to the stars, it was Gur’Kall who was charged with finding the path to the best fights and shiniest loot. The journey could have taken decades, or could have been stopped altogether by supplies running out or bored Ork crew tearing themselves apart, but remarkably, Gur’Kall managed to guide it to the Koronus Expanse. They located remote Ork settlements eager to join the trek and replace lost warriors. Time after time, Gur’Kall called out to the Warp and received perfect answers. The Warboss pushed harder and harder for Gur’Kall to seek new challenges. Gur’Kall, for his part, was eager to comply. It was as if he had a destiny, a purpose beyond that of other Warpheads. He felt touched by Gork, or maybe Mork. He was certain he was being guided by an unseen hand. Then it all came crashing down. When Gur’Kall’s ship drew close to the Rifts of Hecaton for the first time, he knew immediately that he was drawing closer to his unseen destination. His excitement was more than he could contain. With a shout that was so powerful that it blew up the heads of all his remaining Minderz and even a few Orks outside of his copper corridors, Gur’Kall spewed raw, destructive Waaagh! energy from every part of his being. The resultant explosion blew a hole through his chamber and straight through the decks of the ship. Navigation and propulsion systems failed. Thousands of Orks were sucked into space; thousands more burned up as the ship was pulled to the surface of a nearby planet. The Warboss was crushed under a falling fighta-bommer. By some twist of fate, Gur’Kall lived through the impact. When he woke, he was alone. His ship was shattered. His clan was destroyed. Not knowing what else to do, he raised his face to the sky and shouted. There was no response. He shouted again, louder. Still nothing. He was alone on a planet with no other Orks. For months, Gur’Kall wandered the planet, shouting at the sky and hoping that he would hear an answer. Then it struck him that perhaps his purpose was not gone after all. There had to have been a reason he was drawn so directly to this system. His ability to shout had to be useful still. He decided to spend his days searching the planet for his purpose, doing the only thing he knew. He returned to the wreckage of his ship, gathered up a few instruments from his navigation chamber, and headed out in search of something he could not express, shouting to the sky and listening for an answer. Gur’Kall has since escaped this lonely rock, but he continues his search nonetheless, ever seeking something just out of his grasp. Though most who know of him seek to avoid Gur’Kall and the wake of destruction he leaves, there are those who say that he is being drawn to something awesome and terrible, and a few choose to trail him across the stars, hoping to get a piece of the prize at the end of his winding destiny.Zagdakka, the Prophet of Mork - Unique amongst what passes as history amongst the Orks, Zagdakka was the first Warphead to lead his own WAAAGH!, gaining control over an existing WAAAGH! by slaying its previous Warlord. One of the most intelligent individuals of his race, Zagdakka understood notions of patience and discipline and used his growing influence to gather more Weirdboyz to his banner. Proclaimed as the Prophet of Mork, Zagdakka's horde soon numbered so many Warp-gifted Orks that it became known as the WeirdWAAAGH!. Zagdakka's mastery of his psychic powers was such that he could form actual constructs such as fists and foots of green WAAAGH!-energy and powerful lightning bolts capable of vaporising entire stretches of heavily armoured curtain wall. Most importantly, Zagdakka was able to suppress the Ork's innate urge to wage war amongst themselves, ensuring a cohesion and discipline among his forces never encountered before within the Ork race. In 249.M41, Zagdakka lead his WAAAGH! in conquest of the mighty Forge World of Columnus in the Segmentum Solar and totally overwhelmed its defences by outmatching every prediction of the Imperial strategists, using his psychically-shielded Roks as improvised battering rams to destroy Columnus' many orbital battle stations and star forts. On the ground, too, Zagdakka and his horde wreaked havoc but were eventually defeated by the ruthless calculation and precise application of force deployed by the Iron Hands Space Marines of Clan Raukaan under the command of Iron Father Kristos.Old Zogwort - Born during a total eclipse amid a nest of bloodvipers, the young Zogwort fought his way to safety, suffering dozens of venomous bites yet biting back in return. He survived, and from that day on was revered by his tribe. Vipers infested Zogwort's clothes, and his bite was soon as venomous as theirs. Yet Zogwort's most potent power was his infamous curse that would engulf foes in a blinding green light before transforming them into puzzled-looking Squigs. Eventually, Zogwort became so powerful that a vast retinue gathered around him, a WAAAGH! that the maddened Warphead still leads on a wild rampage through the stars.
Weirdboy - Ork Weirdboyz Wargear: Copper Channeling Rod - Ork Weirdboyz often carry long copper rods. The shiny charms and jangling bells that bedeck a Weirdboy staff belie the horrific damage they can wreak in battle. The copper pole at their core allows their wielder to earth the rampant WAAAGH! energy that riddles them, and these weapons discharge crackling green blasts with every blow the Weirdboy lands.Tusk Squigknife - These odd double-sided blades, made from the teeth of wayward Squigs from the Ork-held world of Tusk in the 'Undred-'Undred Teef, are said by Weirdboyz to possess mystical properties that enhance their powers and jinx their foes. Whether or not this is actually true might be up to debate if any Imperial scholars cared to discuss such matters, but regardless, these daggers are valuable and unpleasantly sharp. These blades can also be used as a psy focus for a Weirdboy to channel his powers.
Weirdboy - Sources: Codex: Orks (4th Edition), pp. 36-37Codex: Orks (7th Edition), pp. 24, 26, 60, 70, 88, 120-121, 204, 221-222Chapter Approved 2003: Feral Orks, pp. 4-10'Ere We Go: Orks in Warhammer 40,000 (1st Edition), pp. 50-55Only War: Core Rulebook (RPG), pp. 368-369Rogue Trader: The Navis Primer (RPG), pp. 3, 48-63, 104-107, 130, 132, 143The Red WAAAGH! Campaign Supplement (7th Edition), pp. 64, 167WAAAGH! Ghazghkull: A Codex Orks Supplement (7th Edition), pp. 22, 75-76Clan Raukaan - A Codex: Space Marines Supplement (Digital Edition) (6th Edition), pp. 41-51Waaargh! Da Orkz (1st Edition), pp. 30-31White Dwarf 123 (US), "Ork Army List: `Ere We Go! Preview," pp. 26-69White Dwarf 124 (US), "`Ere We Go! Preview - Weirdboyz," pp. 46-58White Dwarf 134 (US), "Ork Warbands in Advanced Space Crusade - Weirdboyz," pp. 66-75Baneblade (Novel) by Guy HaleyHeroes of the Space Marines (Anthology) edited by Nick Kyme and Lindsey Priestley, "Headhunted" by Steve Parker
Well of Night - Well of Night: The Well of Night is a stellar dead zone surrounding the Jericho-Maw Warp Gate within the Jericho Reach, named by the first Imperial probe ships that passed through the aperture of the Warp Gate.The Well of Night represents the point at which Imperial military forces reentered the region from the Calixis Sector half a galaxy away.Since the start of the Achilus Crusade, the Well of Night and the Warp Gatehave been surrounded and guarded by the ring of Imperial outposts, void defence stations and Fortress Worlds known as the Iron Collar.
Well of Night - History: An immense swathe of chill nothingness devoid of stars or worlds, the Well of Night is empty wastes broken only by drifting invisible dust clouds of particulates that can shred hull armour as surely as a missile salvo and deadly null-energy reefs that can leave a starship floundering and powerless before the merciless cold void. At the heart of this killing darkness, seemingly static and unmoving, stands a terminus of the Jericho-Maw Warp Gate.Since the Warp Gate's discovery, several attempts have been made by the Imperium to fashion a permanent base in proximity to the Jericho aperture. This has met with repeated failure, both due to the transitory perils of the Well of Night itself and the infrequent but deadly gravitic distortions and energy waves periodically emitted by the gate.As a compromise, the Adeptus Mechanicus maintains a warship, usually of no less than cruiser tonnage, on station near the gate aperture to monitor it and serve as a relay point for voidships transiting through. Although the nominal tenure for these monitoring ships is ten solar months, it is rumoured in Imperial Navy circles that no single vessel during the last Terran decade has lasted more than seven months before having to send for relief and quit its post thanks to hull degradation and mounting damage.In fact, an orbital dock above the Forge World of Lathe-Het in the Calixis Sector is now set aside permanently to attend to this ongoing need for repair.Suffice it to say, once they have passed through the Warp Gate, voidships seldom tarry long in the Well of Night before engaging their Warp-Drives and travelling on to their selected destination in the Reach.
Weregeld (Novella) - Weregeld (Novella): Weregeld is a novella in The Horus Heresy series of novels, released as part of the Corax anthology. The cover used is that of Corax as Weregeld has yet to be released separately.
Weregeld (Novella) - Synopsis: Following the existence of the Raptors coming to light, Corax leads his forces to the aid of the Space Wolves on Yarant III, where Leman Russ lies comatose while his men fight a last stand against the forces of the Sons of Horus, Thousand Sons and the Alpha Legion.
Weregeld (Novella) - Raven Guard Series: The following is the chronological order of the Raven Guard Series story arc set within the Horus Heresy:Corax: SoulforgeThe ShadowmastersRavenlordThe Value of FearRaptorWeregeldThe Raven Guard series begins shortly after book eighteen, Deliverance Lost. The entirety of the Raven Guard series is included in the anthology Corax.
What Lies Beneath - What Lies Beneath: "What Lies Beneath" is an exceptionally large Trygon of Hive Fleet Dagon. Confirmed reports of this specimen were first obtained during the early stages of the Hive World of Castobel's invasion by the Achilus Crusade in the Jericho Reach.Just solar days after the first wave of Mycetic Spores descended upon the planet, one of the world's massive hive cities was fatally crippled by Tyranid invaders.
What Lies Beneath - History: Recovered security recordings from the ruins of Hive Trimalov indicate that this Trygon burst through the hive's lower levels. Within solar hours of its arrival, there was a major explosion within the hive's central plasma core, irrevocably collapsing the city's power supply and slaying all of the xenos attackers.Without power to maintain internal ventilation, lighting and water systems, let alone defensive weapons, the hive city's doom at the claws of the oncoming swarm was assured.A low ranking Tech-priest who worked within the plasma core maintenance system was among the few survivors of the explosion. Mech-Wright Tolber endured extensive debriefings with Inquisitorial agents recounting the fine details of the event.Through these interviews, Inquisitorial agents discovered that the plasma core was in the process of a long overdue retrofit when the attack struck.As the Trygon burrowed beneath the imperial hive, creating a tunnel for its attack, its passage severed the massive pipes that carried the energy core's coolant fluid. The sacred fluids drained into a deep underground chasm in short order.Without any coolant, the nuclear fusion reaction soon escalated beyond the capacity of its containment vessels, leading to the explosion.The presence of Tyranids within the hive city, far from the known battlefronts, was terrifying to the population. However, the damage to the plasma core was directly responsible for the Imperial loss. It seems extremely unlikely that a Tyranid monster could comprehend the complexities of the plasma reactor.Further, as the creature was unquestionably slain in the resultant blast, there was no reason to expect a recurrence of this tactic. Consequently, the loss was explained as a tragic coincidence.But during the battles upon Credos, a similar Trygon attack took place deep behind lines that were believed secure.In this instance, the monstrous Tyranid creature led an assault upon a supply depot, where Imperial assets were stored and refitted. The base commander had violated standard Imperial deployment regulations and established the temporary promethium storage tanks far too close to the facility's field munitorium.Again, this may have been a tragic coincidence. The foul xenos just happened to strike shortly after the depot had undergone a full resupply. An orbital resupply run had just topped off the promethium tanks. The munitorium had also recently completed a manufacturing cycle devoted to artillery units.Hundreds of thousands of potent explosive shells were awaiting transfer to an overdue transport shuttle. In combination with the thousands of kilolitres of promethium, the depot was a lethal combination. The consequence of this timing was predictably disastrous.When the Trygon made its attack, a massive bioelectric pulse ignited the fields of promethium storage tanks. In short order, the intense fire spread to the munitorium. Then, the artillery shells detonated in a cataclysmic fashion. Between the detonations and the walls of flames, the depot was a near total loss.Hundreds of Imperial tanks and crews, thousands of trained support staff, and a crucial resupply facility were all lost in a few moments. The only positive to be gleaned from the incident was that the Tyranid creature responsible was surely slain in the explosion as well.After that incident, several Imperial analysts noticed the similarities between the events upon Credos and Castobel. Since that time, several similar instances have been recorded. In all cases, an unusually large Trygon emerged amidst a seemingly secure location.In an instant, the monstrosity would trigger a disastrous explosion that vaporised substantial Imperial assets as well as the Tyranid responsible. Solar weeks or months later, a similar incident would occur on another world, often systems away.Between pictographic records and sketches compiled from survivor interviews, additional elements began to crystallise a complete story. The Trygon, which has been dubbed "What Lies Beneath," by the forces of the Achilus Crusade, was somehow capable of targeting Imperial stores of volatile substances.Once this information was deduced, further investigation linked the creature to additional attacks upon Imperial fortifications. In all instances, the facilities had received substantial chemical stores or had altered the mechanism by which its volatile chemicals were contained.Further analysis revealed that the creature was consistently accompanied by several Hormagaunt broods during the attacks. None of the confirmed incidents included any other Tyranid strains as part of the assault. Another point of interest was that many of these attacks occurred during the earliest stages of the Tyranid invasion.These events were identified as anomalous, because they preceded the usual time point at which Trygons would appear as a part of the Tyranids' ecological invasion.Analysts have suggested that this particular variant of the Trygon is either capable of travelling within a Mycetic Spore or that it has an altered genetic prioritisation so that it appears at a time point earlier than the norm. Additional evidence must be acquired before either mechanism may be confirmed.Almost as debilitating as its attacks have been upon Imperial supplies, they have also been devastating to Imperial morale. Survivors of the horror's previous attacks have spread word of the nightmares it incurred.The Achilus Crusade command has attempted to stifle these rumours, but as necessary procedural changes have been made to counter its actions, the stories have circulated ever faster.Because some recount stories of seeing "What Lies Beneath" slain in a massive fireball, later confirmed sightings have also added legends of immortality to the creature's reputation.Some commanders have taken extreme reactions to the horror's presence. These include cutting fuel and ammunition reserves to extremely minimal levels, keeping supplies within transports, and repurposing armour for tank repairs as additional plating beneath structures.Several have even requested their Adeptus Mechanicus allies install seismographic equipment, so that they might be aware of any unusual motions beneath them at all times. These reactions are, of course, frowned upon as their expense limits crusade capabilities even further.Analysis of compiled imagery and witness reports has met with limited success to identify specific characteristics of this specimen. While it appears that "What Lies Beneath" is larger than other representatives of the Trygon strain, a very limited number of additional identifying traits have been found.In the majority of instances, the creature bore a distinctive ventral stripe, but this trait was not confirmed in all attacks. This specimen has also never been confirmed as active on a battlefront within a more traditional engagement.However, it remains possible that field units were unable to distinguish "What Lies Beneath" from a typical Trygon during the course of a battlefield encounter.
Where Dere's Da Warp Dere's A Way (Short Story) - Where Dere's Da Warp Dere's A Way (Short Story): Where Dere's Da Warp Dere's A Way by Mike Brooks is a Warhammer 40,000 short story published in 2020 and collected in the anthologies Nexus & Other Stories, Inferno! Vol.4, and Inferno! A Warhammer 40,000 Collection.
Where Dere's Da Warp Dere's A Way (Short Story) - Synopsis: Countless bestial Ork empires rise and fall amidst the seething tides of war and bloodshed, destroying themselves in their unending thirst for battle. But when a leader emerges mighty enough to unify the warring masses of Orks, the galaxy trembles.Ufthak Blackhawk joins the mob storming a stalled ship laden with treasures, intent on tearing the defenders apart to claim the prize for his warboss.
Whirlwind - Whirlwind: The Whirlwind is an Imperial artillery support vehicle based upon the Standard Template Construct (STC) Rhino armoured personnel carrier (APC) chassis that is now primarily used by the Space Marine Chapters of the Adeptus Astartes.The Whirlwind, whose standard pattern is known as the Whirlwind Helios, plays the role of artillery support, providing support fire on enemy formations from the relative safety of geographical cover, such as behind hills, forests or other line-of-sight obstructions. It is intended to be used primarily for softening up a heavily-fortified static position or other well-defended target prior to the start of a major Space Marine assault.The launcher's normal payload consists of solid fuel, high explosive missiles, but it is also capable of firing incendiary warheads to burn the enemy out of entrenched positions. The Whirlwind is available exclusively to Space Marine forces and is typically deployed in squadrons of three units, though in smaller actions individual vehicles may be observed operating just as effectively.The Whirlwind design is not used by the Chaos Space Marine Traitor Legions, although the reasons behind this are unclear as the Whirlwind was used extensively by all the Space Marine Legions during the Great Crusade and Horus Heresy eras. The Whirlwind is armed with a Whirlwind Multiple Missile Launcher that is placed on a rotating turret on the vehicle's dorsal surface that is capable of firing a number of different types of missile ordinance.Unlike the Astra Militarum, Space Marine Chapters do not rely on heavy artillery bombardments and rarely deploy artillery unless it is truly needed. Many times when Whirlwinds are deployed to the battlefield they will only ever deliver a brief yet highly effective barrage against enemy targets, after which the Space Marines will engage any enemy forces that remain. When compared to the artillery tanks of the Imperial Guard, such as the Basilisk and the Medusa, the Whirlwind's range is much shorter, but it can unleash its weapon's payload with a much faster reaction time.The Whirlwind is one of only a handful of Space Marine vehicles that are capable of firing at their targets indirectly. This capability, combined with the vehicle's great mobility allow it to fire upon an enemy and then quickly relocate to avoid enemy return fire.Typically, squadrons of Whirlwinds are used to provide artillery fire in support of Space Marine tactical deployments and advances. Though a Whirlwind's missiles lack the capability to penetrate heavy vehicle armour, they can be highly effective against large formations of lightly-armoured infantry or light vehicles.The flexibility of the indirect fire of a Whirlwind should also not be overlooked. Given a pragmatic initial deployment, it can provide fire support to friendly units almost anywhere on the battlefield.The Whirlwind can fire barrage after barrage of missiles into enemy formations or static defences, softening them up before the front-line units arrive and then the Whirlwind can provide tactical support as the Astartes forces require it.Space Marine battle tanks are not permanently attached to any one company. Instead they form a vehicle pool, and individual tanks are available for deployment to Space Marine commanders as required. Upon its creation, a Space Marine battle tank is assigned a name that reflects its role as a protector of the Chapter's brethren.From that point onwards, the vehicle is as much a part of the Chapter as the Space Marines themselves, and over the years itsmany deeds and victories will be celebrated as greatly as the Chapter's flesh and blood heroes.
Whirlwind - Armament: The Whirlwind is equipped with a dorsal-mounted Whirlwind Multiple Missile Launcher that is placed on a rotating turret on the vehicle's top that is capable of firing a number of different types of missile ordinance. The most common variant of the Whirlwind in use by the Adeptus Astartes during the late 41st Millennium is the Helios Pattern.The Whirlwind Helios originated on the Forge World of Helios, and the Whirlwind Multiple Missile Launcher on this pattern is capable of carrying 60 missiles, while the Hyperios anti-aircraft variant is capable of carrying 40 surface-to-air missiles to fire upon enemy aircraft. The Whirlwind, like all other Rhino variants, can also be outfitted with Dozer Blades, Extra Armour Plating, a Hunter-Killer Missile Launcher, improved communications equipment, a Pintle-mounted Storm Bolter, a Searchlight, and Smoke Launchers.During the Great Crusade and Horus Heresy in the late 30th and early 31st Millennia, the Whirlwind was capable of being outfitted with weapons and technologies no longer known or used by the Imperium in the late 41st Millennium, such as twin-linked Bolters (Deimos Pattern Rhino chassis only), Pintle-mounted twin-linked Bolters, and an auxiliary drive system.The Whirlwind was also able to replace its standard missiles for Hyperios air-defence missiles in order to engage enemy aircraft. During these ancient times a Whirlwind could also be used as a command vehicle for Legion artillery formations.
Whirlwind - Ammunition: The Whirlwind Missile Launcher is capable of firing multiple types of missiles, many of which are arcane and can only be found within the quantum-sealed stasis chambers of the Deathwatch and other secretive bodies within the upper echelons of the Imperial war machine. The following is a list of known types, including:Vengeance Missiles - Vengeance Missiles represent the standard high-explosive missile warhead used by the Astartes.Castellan Missiles - Castellan Missiles are tipped with a special warhead that can be set to explode at specific times and altitudes to scatter small, mine-like bomblets across a designated target area. Castellan Missiles can establish makeshift mine fields quickly and without exposing Imperial forces to unnecessary dangers by laying mines.Incendiary Castellan Missiles - An Incendiary Castellan Missile's warhead had been further modified to scatter burning Promethium over a designated target area rather than bomblets. These horrific weapons are used to literally burn to death lightly-armoured enemy infantry and light vehicle formations.Hyperios Air-Defence Missiles - The Whirlwind is capable of firing Hyperios Anti-Air Missiles that are guided to strike enemy aircraft. The Whirlwind Hyperios uses similar missiles, although the anti-air weapons used by the Whirlwind Hyperios and Hunter Patterns of the Whirlwind are much more effective at the anti-aircraft role. Whirlwinds armed with Hyperios Anti-Air Missiles are rarely deployed on the battlefield, due to the existence of the aforementioned more effective alternatives.Frag Missile - Frag Missiles are designed to explode on impact with any surface, raking the immediate area with lethal shrapnel composed of aerodynamic metallic shards. Though Frag Missiles are primarily intended to be used as anti-infantry weapons, they can also be deployed effectively against light vehicles. Frag Missiles are often ineffective against heavily armoured infantry.Krak Missile - Krak Missiles are primarily intended to serve as anti-vehicle weapons, and contain a high-strength shaped charge with a relatively small blast radius, but causes massive damage to anything it hits with minimal collateral damage. Krak Missiles are also very effective against heavily armoured infantry, bunkers and other armoured or fortified static targets where their concentrated explosives will often punch holes straight through armour. However, a Krak Missile's small blast radius makes them impractical for use against most infantry and moving targets.Plasma Missiles - A very rare type of missile used by the Whirlwind, Plasma Missiles are mentioned within various archives, but are hardly ever used in combat in the present day.Super-Krak Missiles - A very rare type of missile used by the Whirlwind, Super-Krak Missiles are mentioned within various archives, but are hardly ever used in combat in the present-day.Vortex Missiles - An incredibly rare type of missile that used smaller versions of the Vortex Warhead.Special Missiles - A wide variety of uncommon missile types including those with gas, Anti-plant, Heywire, and Tanglefoot warheads.
Whirlwind - Known Formations: The following is a list of known Adeptus Astartes formations that include the Whirlwind:The Hammer of Caliban - The Hammer of Caliban formation is a formation used by the Dark Angels Chapter and consists of one Techmarine, one Land Raider Phobos, Land Raider Crusader or Land Raider Redeemer and one Predator, Whirlwind or Vindicator tank squadron. Only the mightiest of foes are worthy of the death dealt by the Hammer of Caliban formation. Named for the beast-slaying weapons once wielded by the knights of The Order, this formation concentrates the fury of The Rock's Armoury into a single, mighty hammerblow. Comprising multiple squadrons of heavily armoured battle tanks under the auspices of the Chapter's finest Techmarines, the Hammer of Caliban is most often deployed when the enemy have multiple monstrous beasts or war engines in the field. Like the knights of their ancient homeworld, the tank-crews of the Hammer of Caliban ride their armoured steeds to war, charging down their massive prey and blasting them apart with the fire of their heavy weapons.
Whirlwind - Unit Composition: 1-3 Whirlwind Artillery Tanks
Whirlwind - Wargear: A standard Whirlwind is armed and equipped with:Whirlwind Multiple Missile LauncherSearchlightSmoke LaunchersA Whirlwind may take one of the following pintle-mounted weapons:Storm BolterWhirlwinds may also have a variety of vehicle equipment such as:Dozer BladeExtra Armour PlatingHunter-Killer Missile LauncherArmoured Ceramite PlatingA Whirlwind's Whirlwind Multiple Missile Launcher may also have a variety warheads such as:Vengeance Missiles (Standard Loadout, High-Explosive)Castellan Missiles (Cluster-type Explosives)
Whirlwind - Formations: The following is all known formations that make use of the Whirlwind:Whirlwind Suppression Force - When an Astartes ground force is in need of orbital fire support but none is available, they may make use of a formation known as the Whirlwind Suppression Force. All available Whirlwind artillery tanks are pooled together and placed under command of a single field officer mounted in a sensor-equipped Land Speeder. Using this tactic, a commander is capable of quickly assembling a large concentration of long-range suppressive firepower. This is most often done in flat desert-like environments, where the Lands Speeder can quickly maneuver itself far ahead of the Whirlwinds, calling in targets to be destroyed by the collective fire of the Whirlwinds. If any foe survives, the Land Speeder calls in the new coordinates and the Whirlwinds open fire again, and this tactic is repeated until all of the enemy forces are annihilated.
Whirlwind - Whirlwind Marks and Patterns: The following are all of the known different marks, patterns, and variants of the Whirlwind Artillery Tank:
Whirlwind - Mark I Mars Pattern: Originally deployed as part of most Space Marine armies, the Mark I Mars Pattern Whirlwind was an earlier variant of the standard Astartes artillery support vehicle and shares many features and aesthetics found on the Deimos Pattern of Rhino-based vehicles. It possesses a distinctive shape with its functional-looking, boxy Whirlwind Multiple Missile Launcher.This older Whirlwind is still to be found as a part of many military forces in use across the Imperium of Man. It is armed with linked barrages of Vengeance Missiles and, like its Rhino cousin, a Pintle-mounted Storm Bolter and Smoke Grenade launchers for defensive purposes. Its crew complement includes a driver, a co-driver/gunner and a two-man missile weapons team.
Whirlwind - Mark IIb Mars Pattern: The Mark IIb Mars Pattern Whirlwind has left and right-side segregated Whirlwind Multiple Missile Launcher batteries, a discrete Auspex radar system and revised engine stacks that distinguish it from the Mark I. Some additional equipment has also been relocated to the outside of the vehicle.It is armed with linked barrages of Vengeance or Incendiary Castellan Missiles. However the Mark IIb no longer possesses the Mark I's defensive weaponry, including the original Rhino's Pintle-mounted Storm Bolter and Smoke Grenade launchers.The Mark IIb Whirlwind's crew complement includes a driver, a co-driver/gunner and a two-man missile weapons team.
Whirlwind - Whirlwind Hunter: The Whirlwind Hunter, more commonly known simply as the Hunter, is the first known dedicated anti-aircraft platform used by the Adeptus Astartes. Many years before the discovery of the Standard Template Construct (STC) designs for the Hunter variant, the Space Marine forces had attempted many times to retrofit their Whirlwinds to fire accurately at enemy aircraft, with largely negative results.The Hunter variant is armed with a Skyspear Missile Launcher in place of the Whirlwind's standard Whirlwind Multiple Missile Launcher. The Skyspear Missile Launcher fires pre-blessed savant warheads, each housing the entombed remains of a distinguished Chapter Serf.Despite the newer Whirlwind Hyperios being an effective anti-air variant of the Whirlwind, the Hunter is still widely used by many Space Marine Chapters.
Whirlwind - Whirlwind Stalker: The Whirlwind Stalker, more commonly known simply as the Stalker, is a variant of the Hunter anti-air tank. The Stalker is based on the Hunter Standard Template Construct (STC) data, and was rediscovered only several millennia ago.The Whirlwind Stalker replaces the Hunter's Skyspear Missile Launcher with an Icarus Stormcannon Array. The Icarus Stormcannon Array features twin sets of multi-barrelled ballistic cannons that are capable of firing upon multiple targets at the same time.
Whirlwind - Whirlwind Hyperios: The Whirlwind Hyperios is the newest variant of the Whirlwind designed sometime after the Horus Heresy to replace the Hunter variant as the Astartes' only anti-air vehicle. This variant uses a redesigned launcher system that allows it to carry more of the Hyperios air-defence missiles that were developed shortly before the outbreak of the Horus Heresy.The Hyperios is rarer than the standard pattern Whirlwind, and its missile turret has been replaced with a battery of anti-aircraft surface-to-air missiles (SAMs) and a linked fire-control targeting Cogitator that is intended to lock on approaching enemy aircraft and bring them down. Whirlwinds Hyperios are most commonly deployed by Space Marine forces when their Thunderhawk gunships are not available to provide close air support.The Whirlwind Hyperios' missiles are able to target enemy ground targets during emergencies, and although they are not effective against heavy armour, they can still cause heavy damage to enemy light and medium vehicles.
Whirlwind - Deimos Pattern Whirlwind: The Deimos Whirlwind was the most common pattern of Whirlwind used by the Space Marine Legions during the Great Crusade and Horus Heresy in the late 30th and early 31st Millennia.The Deimos Whirlwind was simply a Whirlwind Multiple Missile Launcher that had been mounted upon a Deimos Rhino chassis. The Deimos Pattern Whirlwind had its own variants during these times.It is unknown if any Deimos Whirlwinds still exist in the late 41st Millennium in the armouries of the Adeptus Astartes or the Traitor Legions.
Whirlwind - Deimos Pattern Whirlwind Scorpius: The Deimos Whirlwind Scorpius, also known as the Whirlwind Scorpius, is a rare variant of the ancient Deimos Pattern Whirlwind that was widely used by the Space Marine Legions during the Emperor's Great Crusade and the Horus Heresy in the 30th and 31st Millennia.The Deimos Whirlwind Scorpius mounts a specialised anti-infantry rocket launcher, known as the Scorpius Multi-Launcher, in place of the vehicle's original Whirlwind Multiple Missile Launcher. This weapon system is believed to have only been used with the Deimos Pattern Whirlwind.
Whirlwind - Notable Users of the Whirlwind: The Whirlwind artillery tank and its variants are used exclusively by the Adeptus Astartes, and aside from a small number that have either been captured by the Traitor Legions, or were part of a Chapter that turned to the service of the Ruinous Powers, there are no Whirlwinds in service to the Chaos Space Marines.Ultramarines - The Ultramarines Chapter used Whirlwinds during the Joran IV Campaign.Raptors - The Raptors  Chapter used Whirlwinds during the Taros Campaign against the Tau.Space Wolves - The Space Wolves Chapter used Whirlwinds during the defence of Betalis III against the Eldar of Craftworld Mymeara.Blood Ravens - The Blood Ravens Chapter used Whirlwinds during the Dark Crusade and the Kaurava Conflict.War Bearers - The War Bearers Chapter has made extensive use of Whirlwinds.Eagle Warriors - The Eagle Warriors Chapter has made extensive use of Whirlwinds.Space Marine Legions - The Whirlwind was used by the Space Marine Legions during the Great Crusade and Horus Heresy. It is known that Whirlwinds were used by the Iron Warriors, World Eaters, Word Bearers, Emperor's Children and many of the other Legions. It is unknown as to why the Whirlwind is no longer deployed by the Traitor Legions in the late 41st Millennium.