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Warhammer 40K

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Warhammer 40,000 Unified Lorebook

67 entries · scan depth 60 · budget 6,000 tokens · recursive scanning on

A comprehensive merger of two Warhammer 40K lorebooks, uniting core concepts, factions, worlds, weapons, and psychic phenomena into a single reference.

Book settings
  1. #1Craftworld

    Keys: Craftworld

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    Entry settings

    A craftworld is a vast, planetoid‑sized spacecraft populated by the Asuryani faction of the highly advanced humanoid species known as the Aeldari. The craftworlds travel through the void of space at sublight speeds, carrying the greater remnant of the Aeldari species after their Fall.

    Each craftworld is a self‑sufficient, independent realm with its own distinctive culture. Every craftworld is built upon a skeleton of psychoactive, crystalline wraithbone whose structure extends throughout the gigantic voidcraft. A similar skeletal core lies at the heart of most Asuryani constructions and every one of their spacecraft.

  2. #2Imperium of Man

    Keys: Imperium of Man, Imperium

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    Entry settings

    The galactic empire of humanity, ruled from Holy Terra by the immortal Golden Throne and the Ecclesiarchy. It spans millions of worlds across the galaxy, enforcing strict dogma, brutal discipline, and xenophobic policies. Its military might includes the Adeptus Astartes (Space Marines), the Imperial Guard (Astra Militarum), and the feared Inquisition.

  3. #3Emperor of Mankind

    Keys: The Emperor, Emperor of Mankind

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    Entry settings

    The immortal, near‑divine ruler of humanity, whose psychic presence anchors the Astronomican and holds back the forces of Chaos. He was mortally wounded at the close of the Horus Heresy and entombed on the Golden Throne, where he endures in a perpetual state of agony to guide and protect humanity.

  4. #4Aeldari

    Keys: Eldar, Aeldari

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    An ancient, highly psychically‑attuned race whose empire collapsed in a catastrophic event known as the Fall. Survivors now exist as Craftworld Aeldari, Drukhari (Dark Eldar), Harlequins, and Exodites, each preserving fragments of their ancestral culture and arcane knowledge.

  5. #5Drukhari

    Keys: Drukhari, Dark Eldar

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    Entry settings

    A sadistic offshoot of the Aeldari who dwell in the Webway city of Commorragh. They sustain themselves on the agony of others, conducting raids on realspace for slaves and torture victims. Their society is ruled by Archons, Haemonculi, and Wych Cults, all devoted to the goddess Khaine.

  6. #6Chaos

    Keys: Chaos Gods, Chaos

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    Entry settings

    Warp‑born deities—Khorne, Tzeentch, Nurgle, and Slaanesh—each embodying primal aspects of emotion and corruption. They and their daemonic legions seek to overthrow the material universe, using mortal cults, corrupted Space Marine legions, and the ruinous powers of the Warp.

  7. #7Orks

    Keys: Orks

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    A brutal, warlike xenos race driven by instinctive violence and a psychically‑amplified need for battle. Ork society revolves around constant conflict; their technology is ramshackle but effective, powered by latent psychic fields generated by the collective unconscious of the Waaagh! energy they emit.

  8. #8Tyranids

    Keys: Tyranids

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    A ravenous extragalactic hive‑fleet of bio-engineered organisms. Tyranids consume all biomass to feed the Hive Mind, adapting rapidly to any threat. They represent a galaxy‑wide existential threat, stripping worlds bare and leaving ecologies barren.

  9. #9Necrons

    Keys: Necrons

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    An ancient race of soulless, skeletal robots once flesh‑and‑blood beings. They awoke from millennia of dormancy to reclaim the galaxy. Their bodies are living metal (necrotech), and they wield weapons that unravel matter and time itself.

  10. #10Tau Empire

    Keys: T'au, Tau Empire

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    A young, rapidly expanding xenos empire united under the philosophy of the Greater Good (’Tau’). They favor advanced ranged technology, battlesuits, and cooperative governance among castes: Fire, Earth, Water, Air, and the ethereal leadership caste.

  11. #11Warp

    Keys: Warp, Immaterium

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    Entry settings

    A parallel dimension of psychic energy that underlies realspace. The Warp is the source of all psychic power but is inhabited by Chaos Gods and daemons. Travel through the Warp is faster‑than‑light but perilous, requiring navigators and Gellar fields to protect ships from daemonic incursion.

  12. #12Hive City

    Keys: Hive City

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    Giant vertical megastructures on Imperial worlds, housing billions of workers in squalid conditions. Each layer has distinct functions: manufactoria near the base, hab blocks mid‑levels, and spire‑top noble estates. Hive cities produce vast resources but are rife with crime, pollution, and unrest.

  13. #13Forge World

    Keys: Forge World, Adeptus Mechanicus Forge World

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    Planets entirely devoted to industrial production under the Adeptus Mechanicus. Forge Worlds are covered with manufactoria, foundries, and forges. They produce titans, vehicles, weapons, and machinery essential to the Imperium’s war effort.

  14. #14Boltgun

    Keys: Bolter, Boltgun

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    Standard-issue firearm of the Adeptus Astartes and other elite Imperial forces. Fires self-propelled explosive rounds (bolts) that detonate within the target. Renowned for stopping power and reliability.

  15. #15Chainsword

    Keys: Chainsword

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    A brutal close-combat weapon combining a sword blade with motorized teeth. Widely used by Space Marines, Imperial Guard officers, and Cultists. Rips through flesh and armor with terrifying efficiency.

  16. #16Power Sword

    Keys: Power Sword

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    An energized melee weapon with a disruptive field that slices through armor and matter at a molecular level. Favored by officers and elite warriors across the galaxy.

  17. #17Leman Russ Battle Tank

    Keys: Leman Russ Battle Tank

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    The main battle tank of the Astra Militarum. Heavily armored with a turret-mounted battle cannon, sponson lascannons, and hull heavy bolter. Variants include Executioner, Demolisher, and Vanquisher.

  18. #18Imperial Cruiser

    Keys: Cruiser, Imperial Cruiser

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    Capital ships of the Imperial Navy used for fleet engagements and world bombardment. Armed with macro‑cannons, lance batteries, and fighter wings. Examples include the Gothic-class and Emperor-class Cruisers.

    A cruiser is a type of void-faring warship that makes up the backbone of any starfaring warfleet. More maneouverable than a battleship and more powerful than an escort, they have the firepower and speed to be used for almost any sort of duty, including patrols, blockades, raids and straight-up firefights.

    Cruisers are divided into many sub-types depending on their size and tactical role. From light cruisers that are fast enough to chase off escorts all the way up through standard cruisers, heavy cruisers, and battlecruisers, culminating in the massive grand cruisers that are almost the equal of a true battleship, each cruiser type has its own part to play in achieving victory in void battles.

  19. #19Escort Destroyer

    Keys: Destroyer, Escort Destroyer

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    Small, fast warships escorting larger vessels. Equipped with lance batteries, torpedoes, and flak defenses. Essential for screening fleets against raiders and boarding actions.

  20. #20Falcon Grav-Tank

    Keys: Falcon Grav-Tank, Eldar Falcon

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    A gravitan-powered skimmer used by Craftworld Aeldari. Mounts a twin-linked shuriken cannon and a grav-talon. Highly maneuverable and capable of hitting from unexpected angles.

  21. #21Wraithknight

    Keys: Wraithknight

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    Colossal war constructs piloted by the souls of slain Aeldari. Wield heavy missile launchers, ghostguns, or fist weapons. Combine firepower and close-combat prowess.

  22. #22Kabal of the Black Heart

    Keys: Kabal of the Black Heart

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    One of the most powerful Drukhari kabals, led by Asdrubael Vect. Renowned for their ruthlessness and mastery of subterfuge. Control vast holdings in Commorragh and field elite warriors.

  23. #23Wych Cult

    Keys: Wych Cults, Wych Cult

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    Entry settings

    Gladiatorial schools within Drukhari society where warriors hone their skills in arenas of pain and pleasure. Each cult has distinct fighting styles, rituals, and favored weapons.

  24. #24Haemonculus Coven

    Keys: Haemonculus Coven

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    Assemblages of twisted flesh‑smiths who experiment on living tissue. Haemonculi covens create grotesque constructs and weapons of bio‑agony, serving Archons and kabals.

  25. #25Adeptus Mechanicus

    Keys: Adeptus Mechanicus, Mechanicus

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    The tech-priest cult devoted to the worship of the Machine God. Controls all knowledge of technology, maintains the Imperial tithe of vehicles and weapons, and operates Forge Worlds.

  26. #26Ultramarines

    Keys: Ultramarines, Adeptus Astartes Chapter

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    Entry settings

    One of the most renowned Space Marine chapters, known for strict adherence to the Codex Astartes. Based on the realm of Ultramar, they exemplify discipline, honor, and tactical excellence.

  27. #27Psykers

    Keys: Divination, Biomancy, Astropaths, Psykers, Pyromancy, Navigators, Farseers, Warlocks

    Enabled · Author’s note top · Order 10 · 100%

    Entry settings

    Psykers are individuals endowed with psychic abilities, often referred to as 'sorcery' when augmented through interaction with the Warp. Their powers stem from the Immaterium but pose great risks of possession, insanity, and Chaos corruption. Sanctioned psykers—Astra Militarum psykers, Navigators, Astropaths, and Space Marine Librarians—serve crucial roles in communication, navigation, and warfare. Aeldari psykers (Farseers, Warlocks) wield disciplined psychic arts to guide their people. Disciplines include Telekinesis, Divination, Pyromancy, Daemonsbane, and Biomancy, among others.

  28. #28The Lasgun

    Keys: The Lasgun

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    The Lasgun is the standard directed-energy rifle of the Astra Militarum. It fires coherent laser beams powered by portable capacitors, effective against infantry and light cover. It cauterizes wounds on impact but is less potent against heavy armor. Variants include the Long-Las and overcharged 'grenade' trick.

  29. #29Plasma Weapons

    Keys: Plasma Weapons

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    Plasma weapons fire superheated ionized gas bolts that detonate on impact with the force of a miniature sun. They vaporize infantry and light vehicles but risk overheating and injuring the user. Variants range from pistols to voidship cannons.

  30. #30Frag Grenade

    Keys: Frag Grenade

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    Entry settings

    Standard-issue Imperial anti-personnel grenade. On detonation, shards of metal casing are propelled outward, shredding unarmored troops. Used to pin enemies and deny movement.

  31. #31Krak Grenade

    Keys: Krak Grenade

    Enabled · Author’s note top · Order 10 · 100%

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    Shaped-charge anti-armor grenade. Focused explosion to penetrate vehicle and bunker armor. Lacks blast radius, unsuitable versus infantry.

  32. #32The Imperial Cult

    Keys: The Imperial Cult

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    The state religion of the Imperium, venerating the Emperor as divine. Administered by the Ecclesiarchy, it enforces the Imperial Creed: human supremacy, xenophobia, and psychic control. It wields vast political power through cathedrals, pilgrimages, and the Adepta Sororitas.

  33. #33Cadia

    Keys: Cadia

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    Former Fortress World guarding the Cadian Gate to the Eye of Terror. Terrain varied from tundra to forests. Fell during Abaddon's 13th Black Crusade, its destruction ruptured the Cicatrix Maledictum.

  34. #34The Eye of Terror

    Keys: The Eye of Terror

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    A massive permanent Warp rift and storm. Home to Chaos forces and the starting point for the Black Crusades. Its spread birthed the Great Rift (Cicatrix Maledictum).

  35. #35The Assignment

    Keys: The Assignment

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    A twenty-four-point scale classifying psyker potency, from Rho (no power) to Omega (apocalyptic power). Used by the Adeptus Astra Telepathica and Inquisition to regulate and control psykers.

  36. #36The Astronomican

    Keys: The Astronomican

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    The psychic beacon on Terra powered by the Emperor and 10,000 psykers. Guides interstellar navigation through the Warp. Maintained by the Adeptus Astronomica in the Himalazian vaults.

  37. #37Blanks

    Keys: Blanks, Psychic Nulls, Untouchables

    Enabled · Author’s note top · Order 10 · 100%

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    Individuals with the Pariah Gene, devoid of Warp presence. Nullify nearby psychic powers and are immune to daemonic influence. Employed as Culexus Assassins and Inquisitorial assets.

  38. #38Hive worlds

    Keys: Hive worlds

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    Planets dominated by immense hive cities. Lower underhives are industrial slums; upper spires house nobility. Produce vast labor and materials but suffer crime and pollution.

  39. #39Forge Worlds

    Keys: Forge Worlds

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    Adeptus Mechanicus factory-planets. Entire surfaces are manufactorums and foundries. Ruled by Fabricators and Archmagi, they produce titans, weapons, and vehicles.

  40. #40Agri-Worlds

    Keys: Agri-Worlds

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    Planets dedicated to food production: vast fields, hydroponics, and livestock. Supply rations to the Imperium. Strictly regulated to prevent famine.

  41. #41Death Worlds

    Keys: Death Worlds

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    Lethal planets with toxic, irradiated, or predatory environments. Inhabitants adapt or perish. Death Worlders are prized as hardy troops.

  42. #42Feudal World

    Keys: Feudal World

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    Planets held at medieval technological levels. Serfs toil for noble houses. Innovation is suppressed by the Adeptus Terra to maintain recruitment pools.

  43. #43Cardinal Worlds

    Keys: Cardinal Worlds

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    Entry settings

    Spiritual capitals of the Ecclesiarchy. Covered in cathedrals, monasteries, and training grounds for the Adepta Sororitas. Pilgrimage destinations.

  44. #44Forbidden Worlds

    Keys: Forbidden Worlds

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    Entry settings

    Quarantined planets locked by the Inquisition. May harbor plagues, xenos, warp anomalies, or unspeakable horrors. Contact is forbidden under penalty of Exterminatus.

  45. #45Fallen Knight Worlds

    Keys: Fallen Knight Worlds

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    Homeworlds of Knight Houses that turned to Chaos. Now realms of corruption, sacrifice, and barbaric rituals.

  46. #46Frontier Worlds

    Keys: Frontier Worlds

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    Entry settings

    Newly charted planets on the Imperium's edge. Lawless, resource-scarce, inhabited by outcasts and pioneers. May evolve into full Imperial worlds.

  47. #47Chapter Homeworlds

    Keys: Chapter Homeworlds

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    Monastic fortress-worlds of Space Marine Chapters. Hostile environments to forge recruits into warriors. Centered on fortress-monasteries.

  48. #48Tomb World

    Keys: Tomb World

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    Planets where Necrons hibernated in stasis tombs. On awakening, they unleash legions of warriors and Canoptek constructs to reclaim the world.

  49. #49The Navis Imperialis

    Keys: Imperial ship, The Navis Imperialis

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    The Imperial Navy, or Navis Imperialis, commands the fleets of capital ships, cruisers, escorts, and Aeronautica. Battleships, Cruisers, and Destroyers enforce Imperial rule and protect commerce.

  50. #50The C'tan

    Keys: The C'tan, Star Gods

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    Entry settings

    Ancient energy beings that fed on stars and enslaved the Necrontyr. Shattered by the Silent King, their shards remain powerful but imprisoned within Necron artifacts.

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