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Introduction
  • Gareth

    Member
    Oct 25, 2017
    5,462
    Norn Iron
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    For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind. By the might of his inexhaustible armies a million worlds stand against the dark. Yet, he is a rotting carcass, the Carrion Lord of the Imperium held in life by marvels from the Dark Age of Technology and the thousand souls sacrificed every day so his may continue to burn.

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    To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regime imaginable. It is to suffer an eternity of carnage and slaughter. It is to have cries of anguish and sorrow drowned by the thirsting laughter of dark gods.

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    This is a dark and terrible era where you will find little comfort or hope. Forget the power of technology and science. Forget the promise of progress and advancement. Forget any notion of common humanity or compassion. There is no peace amongst the stars, for in he grim darkness of the far future, there is only war.

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    What is Warhammer 40,000?

    Warhammer 40,000 (commonly known as 40K) is a Gothic science-fantasy tabletop wargame setting based in the Milky Way Galaxy largely around the end of the 41st Millennium and the beginning of the 42nd Millennium, launched in 1987 by UK miniature wargames company Games Workshop. The central and most popular elements of the 40K universe are the Space Marines, futuristic versions of fantasy knights and among the finest warriors of the Imperium of Man, a dystopian and degenerate galaxy-spanning empire beset by enemies within (traitors), enemies without (aliens) and enemies beyond (daemons).

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    Originally developed as a sci-fi spin-off of Warhammer Fantasy, 40K contains many elements of the fantasy genre, such as the concept of magic and adapted versions of classic fantasy races. The inspirational sources for 40K include a multitude of classic and contemporary sci-fi, horror, and fantasy novels and movies; medieval, baroque and surrealist art; and historical settings, such as the World Wars, Imperial Rome, Victorian Britain, the Crusades and the Inquisitions. This mix leads to a wholly unique fictional universe in which every side is to some extent evil - though some are slightly less evil than others. For example, the Imperium sees itself as the 'good side', and while it may be true that there are some good individuals within it, as a whole it is an oppressive, xenophobic, genocidal, corrupt, theocratic regime.

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    Now in its 9th edition, the 40K tabletop wargame is a fun, engaging, creative and social game for two or more players centred around 28mm scale miniatures representing epic characters, futuristic soldiers, deadly monsters and destructive vehicles of war. Players assemble and paint each miniature, and these miniatures form armies that can be pitted against one another. Each player typically fields roughly equal strength armies, determined either by total points value or total power level.

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    Armies are deployed to a tabletop battlefield, and battles can be anything from simple skirmishes to complex encounters involving objectives and reinforcements. The miniatures are moved around the table to engage in ranged attacks, hand-to-hand combat and more. Play is turn-based, with various outcomes determined by the roll of dice. Battles can last anywhere between half an hour to a whole weekend depending on the size of the armies, and battles may be strung together to form narrative campaigns. Many hobby stores around the world host battles and competitive tournaments, and official Warhammer events are held on a regular basis.



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    40K has expanded in many directions over the years, including spin-off tabletop wargames and board games, RPGs, novels and audio books, comics, video games, card games, television and film.



    The next three posts in this thread introduce the major factions found within the 40K setting:

    The Imperium of Man | The Forces of Chaos | The Xenos Threat

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    Resources

    - Warhammer 40,000 website
    - Warhammer Community (news)
    - Games Workshop (miniatures and rules)
    - Forge World (more miniatures and rules)
    - Warhammer 40,000 Core Rules (free download)
    - Learn to Play Warhammer 40,000 (video series)
    - Warhammer 40,000 app
    - Official FAQs and errata
    - Downloads
    - Legends (rules for old models)
    - BattleScribe (army builder)
    - Combat Roster (army builder)
    - The Black Library (novels and audio books)
    - Novels - where to begin?
    - Lexicanum (lore encyclopaedia)
    - Warhammer Twitch stream
    - Warhammer YouTube channel
    - Tabletop Tactics (YouTube channel)
    - StrikingScorpion82 (YouTube channel)
    - Guerrilla Miniature Games (YouTube channel)
    - MiniWarGaming (YouTube channel)
    - Play On Tabletop (YouTube channel)
    - Warhammer Community Podcast (studio podcast)
    - Facebook
    - Instagram
    - Twitter
    - Warhammer Age of Sigmar (ResetEra OT)
    - Miniature Gaming (ResetEra OT)


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    The Imperium of Man
  • OP
    OP
    Gareth

    Gareth

    Member
    Oct 25, 2017
    5,462
    Norn Iron
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    THE IMPERIUM OF MAN
    The Emperor protects!

    The vast majority of humans in the galaxy are citizens of the dominant 40K faction known as the Imperium of Man, a galactic empire created by the Emperor, an extremely powerful psyker whose life has been sustained artificially since the mortal wounds he suffered at the culmination of the events of the Horus Heresy some 10,000 years ago.

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    The Emperor is now worshipped as a deity by the citizens of the Imperium. The Imperium is largely overseen by twelve of the most influential and powerful people in the galaxy, collectively known as the High Lords of Terra.

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    The Imperium claims lone dominion over the Milky Way and all humanity. It does not recognise other governments, whether human or alien, and maintains that all xenos must be exterminated and all humans brought into the Imperium. It remains united chiefly through religious fanaticism and threats of brutal disciplinary force, but currently teeters on the verge of collapse due to a combination of war, technological stagnation, and bureaucratic inefficiency.

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    Shortly after the galaxy-changing Chaos incursion known as the Thirteenth Black Crusade, Roboute Guilliman, Primarch of the Ultramarines and one of the Emperor's remaining loyal sons, was restored from near fatal wounds and became Lord Commander and Imperial Regent of the Imperium - the living voice of the Emperor.

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    Adeptus Astartes
    And they shall know no fear

    The Adeptus Astartes (commonly known as Space Marines) are genetically engineered super-human warriors. Armed and armoured with the best equipment the Imperium can provide, they are the Emperor's most elite fighting forces.

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    To the Space Marines fall the most desperate and vital of the Imperium's battles, holding the line where all others have fallen, or striking like the Emperor's own blade to bring death to xenos warlords and daemonic abominations alike.

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    Space Marines are organised into Chapters, each possessed of their own armouries, vehicles, space fleets and towering fortress monasteries. Though there is less than one warrior of the Adeptus Astartes for every planet in the Imperium, it is a testament to their sheer might and heroism that this number is still sufficient to hurl back the enemies of humanity upon every front.

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    The Primaris Space Marine is a new breed of hero for this, the darkest age in the Imperium's history. These new warriors are the next step in the evolution of the Emperor's Angels of Death - genetically altered from their brethren to be bigger, stronger and faster - timely reinforcements to the Imperium's armies as their enemies close in for the kill. To aid them in battle, these new gene-forged warriors are equipped with new arms and armour forged on holy Mars itself.

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    Astra Militarum
    The Imperial Guard

    The Astra Militarum is mankind's primary and most numerous defence. It is a colossal military organisation, consisting of many hundreds of thousands of armies throughout the Imperium. With soldiers, battle tanks and artillery beyond number, they are the sledgehammer force that, though slow to deploy, delivers a devastating payload when its cumbersome blows land.

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    Soldiers of the Imperial Guard are regular men and women, not gene-enhanced superhumans. They fight not with the most finely crafted armaments in the galaxy, but with weapons and armour that can be cheaply and easily mass-produced.

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    Imperial Guard regiments are raised from single worlds and number between 500 and 750,000 fighting soldiers, supported by a huge array of light and heavily armoured vehicles. Each regiment often has its own uniform, traditions and entourage consisting of support staff, camp followers, suppliers, tech-priests, medics, religious leaders and the like.

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    Adeptus Mechanicus
    The Priesthood of Mars

    The Adeptus Mechanicus is an ancient organisation of Tech-Priests originating from Mars who venerate the Emperor in the form of the Omnissiah, the Machine God. They are a strange, dispassionate breed, obsessed with the acquisition of lost knowledge.

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    The fume-choked forge worlds of the Adeptus Mechanicus pump out a constant flow of munitions, weapons and war machines for the armies of the Imperium.

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    The forces of the Tech-Priests comprise all manner of ancient, arcane technology; maniples of bionically enhanced Skitarii warriors, Dunecrawlers, robots, battle servitors and bizarre processions of Electro-Priests singing atonal, static-warped hymns of praise to the Machine God.

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    These armies are sent forth to scour the galaxy for forgotten secrets, and will slaughter anything that stands in the way of their holy mission.

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    Agents of the Imperium
    The Emperor's hidden hand

    The Imperium of Man includes many different institutions, from the largest, widely known military and bureaucratic wings to other smaller, more secretive and sinister organisations. Those who serve among the latter include feared lords of the Inquisition, eclectic Rogue Traders, and even expert killers of the Officio Assassinorum. Known collectively as Imperial Agents, they serve mankind through cunning, guile or, should the situation demand it, the full might of the Imperium's military power.

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    A dark and secretive organisation, the Inquisition moves in the shadows, investigating all manner of threats to the Imperium - alien plots, corruption, mutation, heresy, cults, rogue psykers, and any other matter an Inquisitor deems worthy of scrutiny. Nothing is beyond their authority, no one is exempt from their justice and entire worlds may be destroyed in the fires of Exterminatus by the orders of an Inquisitor.

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    There are three Ordos Majoris: The Ordo Malleus - destroys daemonic threats and investigates the nature of the Daemon; The Ordo Hereticus - investigates and roots out heresy, mutation, and rogue psykers from humanity, and polices the Ecclesiarchy; and The Ordo Xenos - investigates and eliminates alien influence and plots against the Imperium.

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    Where a more insidious demonstration of the Imperium's might is required, the High Lords of Terra can call upon the services of the Officio Assassinorum, a secretive body specialising in assassination - the subtle knife or the shot in the dark.

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    The Officio Assassinorum is divided into Temples, each with their own assassination speciality. The four most notable are The Vindicare Temple - sharpshooters, specialists in sniping and marksmanship; The Callidus Temple - chameleons, specialists in infiltration and impersonation; The Eversor Temple - berserkers, drug-fuelled killing machines; and The Culexus Temple - pariahs, psykers are their exclusive targets.

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    Grey Knights
    The incorruptable

    Amongst the elite brotherhood of Space Marines, there exists a Chapter destined to stand apart from their battle-brothers, for it is their sworn duty to fight Chaos in its most terrible form. The Grey Knights act as the military arm of the Ordo Malleus, the Daemonhunters who form the oldest branch of the Inquisition.

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    Founded on an order from the Emperor himself, each Grey Knight is a potent psyker, pure of heart and just of cause. This is essential, for in their battles they confront the most horrible of Daemons wherever the Warp fiends appear.

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    Privy to the darkest secrets of mankind and armed with deadly Nemesis Force weapons and the most advanced gear in the Imperium, the Grey Knights are the ultimate counter to the Warp-spawned minions of the Ruinous Powers.

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    Adepta Sororitas
    Sisters of Battle

    Chamber Militant of the Ordo Hereticus, the troops of this devout Sisterhood are raised from infancy to adore the Emperor of Mankind and to believe in the utter righteousness of their cause.

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    Their fanatical devotion and unwavering purity is a bulwark against corruption, heresy and alien attack, and once battle has been joined, the Sisters of Battle will stop at nothing until their enemies are utterly crushed.

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    The combination of combat doctrine and prayer is most evident on the battlefield where Battle Sisters loudly proclaim their faith in hymn and verse as they march to war, calling upon the Emperor to aid them in the fight against their enemies.

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    The perfervid, unquestioning nature of this faith is a potent weapon indeed, manifesting as divine inspiration that drives the Sororitas to unprecedented feats of prowess.

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    Deathwatch
    The shield that slays

    Though few realise it, the weight of mankind's hopes against the alien apocalypse are borne upon the broad shoulders of the Deathwatch, the military wing of the Inquisition's Ordo Xenos. These warriors form the Shield that Slays, a noble brotherhood of paragons whose might is sufficient to hurl back a hundred alien invasions and still not seek rest. They are the vigilant few, the watchmen in the void, whose star-borne fortresses stand guard against terrors unimaginable.

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    The Deathwatch is made up of Space Marines selected from various different Chapters. Though the Deathwatch have always worn sombre black and silver, splashes of colour appear amongst their ranks, for they keep their original Chapter's livery upon their pauldrons.

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    Arrayed for battle with mighty war engines in support, they are an inspiring sight for their allies, and doom given flesh for the xenos armies they fight across the galaxy.

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    Adeptus Custodes
    The Golden Legion

    The Adeptus Custodes are the personal bodyguard of the Emperor of Mankind, and they continue to protect him in his current immobile state. They represent the pinnacle of the Emperor's gene-craft.

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    Each warrior is a work of art – pure of body and soul, equipped with beautifully wrought armour and artificer weaponry forged specifically for each individual, and trained from birth as masters of the arts of war. Each Custodian is the equal of the very mightiest heroes of the Imperium, and though their primary duty is to defend the Golden Throne on Holy Terra, when their Shield Companies are mustered for open war, they are nigh unstoppable.

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    Those Custodian Guard charged with the physical protection of the Master of Mankind spend every waking second devoted to their task, refining their warrior skills and constantly testing and updating their own strategies to ensure the sanctity of the Emperor's throne. Their duty is so sacred, their reputation so profound, that even Space Marines and Inquisitors kneel before them.

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    The mysterious Sisters of Silence, an all-female order of witch-hunting psychic nulls, are often found alongside Adeptus Custodes forces. Of all the scions of the Imperium, only they and the Custodian Guard are permitted to walk freely in the Emperor's vaults. Those aware of their existence treat them with a mixture of fear and awe, for the stories that surround them are sinister indeed.

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    Each is psychically untouchable, immune to mental assault and with no presence at all in the mirror dimension of the Warp. To normal humans, these 'blanks' are unsettling, even disturbing. To psykers, they are anathema - yawning voids that drain the soul as a black hole devours light. Yet they are counted amongst the most blessed of the Emperor's servants, and given great respect accordingly by those whom they fight alongside.

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    Together, the Adeptus Custodes and the Sisters of Silence are known as the Talons of the Emperor.

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    Imperial Knights
    Questor Imperialis

    An Imperial Knight is a towering behemoth, a vast bipedal fighting machine clad in a demi-god's raiment of war. With arms and armour fit to face an entire army of lesser foes, each Knight suit is further protected by a crackling ion shield. Directed by the Knights' noble pilots, these relics of Imperial techno-science can stave off almost any attack amid coruscating showers of vivid sparks.

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    Forged in the factory-temples of the Adeptus Mechanicus and piloted by noble warriors hailing from proud bloodlines, the Imperial Knights are towering bipedal war machines that bristle with devastating weaponry.

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    Knight suits proudly display the panoply of the noble house to which they belong. A single one of these monstrous walkers can turn the tide of battle, and an entire army of these vast, glorious war engines on the march is enough to drive many foes from the field in terror.

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    The Forces of Chaos
  • OP
    OP
    Gareth

    Gareth

    Member
    Oct 25, 2017
    5,462
    Norn Iron
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    THE FORCES OF CHAOS
    Damned are those that consort with Chaos!

    'Chaos' refers to anything related to Chaos, including its influence, the Gods of Chaos, their followers, and the Warp. The forces of Chaos consist of traitorous Space Marines who rebelled against the Emperor during the Horus Heresy, renegades and corsairs who turned to Chaos over the 10,000 years following the Heresy, and their daemonic allies.

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    Chaos is almost synonymous with the Warp - the two concepts are inseparable, as Chaos is the limitless ocean of spiritual and emotional energy that defines the Warp. All manner of hideous creatures dwell within the Warp, a hellish, roiling dimension in which the greatest passions and fears of mortal creatures are given terrible form. Acts of monstrous atrocity or foul ritual can weaken the barriers between realms, unleashing the nightmare of a daemonic incursion into real-space.

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    The Warp is a great and raw force of change and power, and is both physically and spiritually corrupting. The most gifted mortals, psykers, can utilise its energy, thus making them capable of abilities which transcend the laws of the material universe. However, the malevolent power of Chaos can gradually corrupt a psyker, tainting his mind and body.

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    The most powerful of the sentient denizens of the Warp are the Gods of Chaos. First amongst the Dark Gods is Khorne, the Lord of Battle, possessed of towering and immortal fury. Then there is Tzeentch, the bizarre and ever-changing Architect of Fate, weaving sorceries to bind the future to his will, whilst great Nurgle, the Lord of Decay, labours endlessly to spread infection and pestilence. The last of their number is Slaanesh, known to some as She Who Thirsts or the Dark Prince, indulging in every excess, no matter how perverse or painful.

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    Although they are god-like beings, they are by their nature dependent upon the emotions of mortal creatures for their power and continued existence. As a result, the Chaos Gods strive to convert all mortals to their worship and service so that they may ultimately dominate the universe.

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    As the Chaos Gods battle in the Warp, so their mortal followers wage war in the material universe. The victors of the battles earn more power for their unworldy master, though the twisted plans of the Chaos Gods are such that often victory is not necessary; merely the acts of sacrifice and battle themselves. When devotees of Chaos die, their souls do not fade in the Warp and disappear like the spirits of others to some unknown and unknowable fate. Instead, their immortal energy is swallowed into the greatness of their gods, their souls sustained forever, bound to the eternal power of Chaos.

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    Chaos Space Marines
    Death to the false Emperor!

    The Heretic Astartes are Humanity's greatest foes, traitorous Space Marines who have turned from the light of the Emperor and embraced the baleful glory of Chaos.

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    Consumed with bitter hatred, these champions of ruin prey upon the Imperium they once swore to defend.

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    The warbands and Legions of the Heretic Astartes each fight in their own unique manner, and as the favoured champions of the Chaos Gods, they are blessed with many gifts. They may have profane boons bestowed upon them which grant unnatural strength and resilience, or horrific weapon-mutations that can peel the flesh from a foe with sickening ease.

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    Chaos Daemons
    Legions of the Dark Gods

    There are no foes more terrible. From out of the warp they come, bringing ruin and unimaginable horror. They are the armies of the Dark Gods, the Daemon Legions, and they will only cease their relentless assault upon the mortal worlds when reality itself has been torn apart.

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    Each Daemon of Chaos is formed from a fragment of a Dark God's essence, and thus they embody the traits and passions of their masters. Khorne's Daemons are rage-filled slaughterers, who care for nothing beyond their next kill.

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    Tzeentch's creations are ever-changing, maddening to behold.

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    Nurgle's children are diseased, rotting and implacable, often possessing a morbid sense of humour.

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    Daemons of Slaanesh embody the Dark Prince's aesthetic beauty and boundless sadism.

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    Chaos Knights
    Honour through annihilation

    Chaos Knights, also known as Renegade Knights, Daemon Knights or Questor Traitoris, are Knights and their Households that have been corrupted by the powers of Chaos.

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    Since the Horus Heresy, many Knight Households have fallen to Chaos over the centuries. Their crews have long since died but their souls have fused with Daemons, floating within shells of their war machines.

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    The Knights themselves have mutated, spouting claws, flails, and other horrendous weapons. Not all Chaos Knights are possessed by Daemons, however, though their machines are nonetheless corrupted by the powers of the Warp.

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    The Xenos Threat
  • OP
    OP
    Gareth

    Gareth

    Member
    Oct 25, 2017
    5,462
    Norn Iron
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    THE XENOS THREAT
    Suffer not the alien to live!

    Mankind is not the only race to walk among the stars. Since they first travelled beyond their own star system in the early days of the Dark Age of Technology, humans have encountered alien races - most of which have proven hostile. 'Xenos' is an Imperial term synonymous with 'alien', and refers to all extraterrestrial sentient species.

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    While some xenos exist only on a single planet, other civilisations might occupy a star system, and a few are widely spread across the galaxy. Major xenos races include the Aeldari, Orks, Tyranids, Necrons and the T'au. There are countless other species, but the vast majority are trivial by comparison.

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    It has never been in mankind's nature to share worlds with xenos, and bloodshed has ever formed the foundation of empire. The Imperium considers humanity the rightful rulers of the galaxy, and that all xenos judged to pose a threat must be contained or destroyed.

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    Aeldari
    The Children of Asuryan

    The Aeldari (or Eldar) are an alien race that once ruled the galaxy. Technologically, militarily and intellectually the Aeldari are as far superior to Humanity as Humanity are to primitive simians. They possess weapons that can extinguish stars, they tread secret paths beyond the bounds of reality, and their towering psychic might allows them to read and weave the strands of fate itself. Yet for all this the Aeldari are but an echo - a faded, splintered remnant of their former glory. Their numbers dwindle by the decade, and their battle is now one of survival, not supremacy.

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    The Aeldari Craftworlds travel through the void of space at sublight speeds, carrying the greater remnant of the Aeldari race after their Fall. Each Craftworld is a self-sufficient, independent realm with its own distinctive culture.

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    Although only a shadow of their former glory, the Eldar are still a formidable power. Confident in the superiority of their technology and martial prowess, the Eldar justifiably look down on the barbaric usurpers that have overrun the galaxy. Who could compare the crude, smoke-belching engines of Man or Ork to the sleek grav tanks or streaking jetbikes of the Eldar? In combat, observe how lumbering and slow the movements of a human soldier are against the precise, graceful attack of an Eldar. Only in sheer numbers do the Eldar come up short in comparison to the other forces in the galaxy, though the quick-striking Eldar way of war can offset this lone disadvantage.

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    One of the strangest of all the splinter groups of the Aeldari are the Harlequins. These lightning-fast warrior acrobats make no distinction between war and theatrical art. Mysterious worshippers of the Laughing God, Cegorach, these acrobatic warrior-performers employ breath-taking speed and skill when acting out ritual tales for their kin, and these talents find even more use when the Harlequins fall upon their foes on the battlefield.

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    A recently risen faction within Aeldari society, the Ynnari, worship Ynnead, the god of the dead and a burgeoning power within the Aeldari pantheon. Through the leadership of Ynnead's high priestess, Yvraine, the Ynnari use the souls of the slain to empower themselves in battle. The Ynnari believe themselves to be the saviours of their entire race, but there are those who fear they are no less than the final doom of the Aeldari made manifest.

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    Drukhari
    Raiders from the Dark City

    The Drukhari (or Dark Eldar) are a twisted reflection of their Craftworld kin. They dwell in the strange realm known as the webway, inhabiting Commorragh - a cyclopean inter-dimensional metropolis rightly feared as the Dark City.

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    The Dark Eldar feed on negative emotion, dedicating themselves to a non-stop war with realspace in which they strive to inflict as much pain and misery as they possibly can.

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    Forced through a dark quirk of fate to abandon their once potent psychic abilities, the Dark Eldar instead epitomise physical excellence. Their athleticism and speed are unmatched, except perhaps by their towering arrogance.

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    Add to this their lethal, arcane science, and the Dark Eldar are amongst the greatest of threats in a deadly galaxy.

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    Orks
    WAAAGH!

    The belligerent and warlike Orks have been a blight on the galaxy since time immemorial. The entire culture of these brutish xenos is centred around warfare. They live for the exhilaration of a good fight, the deafening thunder of gunfire, and the rush of hurtling into battle in speeding, ramshackle fighting vehicles.

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    Ork technology is scrapped together from whatever raw materials are found near to hand, and as a result it is ramshackle, crude and often dangerously unreliable. Despite, or perhaps because of this unpredictability, it can also be utterly deadly - to the wielder as well as his target.

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    When Orks gather in sufficient numbers, flocking to the banners of the hulking brutes known as Warbosses, they will embark upon a Waaagh! - an unstoppable crusade driven by unquenchable battle-lust.

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    Vast hordes of Orks sweep across planet after planet, crushing all before them in a deafening, smoke-belching tide of clanking war machines. All semblance or order and civilisation is torn down, shattered and burned, and amidst the ashes the Orks gather around their towering war effigies, bellowing praises to the monstrous gods they call Gork and Mork.

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    Tyranids
    The Great Devourer

    The Tyranids are the most alien of the races to infest Imperial space, for they come from beyond our galaxy. Their hive fleets stretch out like tendrils, great chitinous bio-ships drifting in brooding silence. Once the remorseless shoals of the bioships detect the presence of a prey world, they close upon their target, grasping it like some many-tentacled beast seizing its food.

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    In the ensuing invasion, the world will be consumed, for the Tyranids hunger for all living matter. There is no escape from this final embrace and when the Tyranids finally depart, they leave behind a barren world, a scoured ball of rock now devoid of anything that lives.

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    A Tyranid hive fleet consists of millions of living starcraft, each home to untold numbers of monstrosities evolved from the geno-organs of the ship's reproductive chambers. All the creatures serve the entity that is the ship, and the ship exists only as part of the horrific super-organism that is the fleet. Even when dead, organic matter is reconstituted back into the ship, along with captured biomass from the invaded planet.

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    It is then all dissolved into a rich biological gruel used to make new Tyranid creatures, each ready to serve the Hive Mind and begin the feeding process anew.

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    Genestealer Cults
    Heralds of the Star Children

    Crawling out from the cold, dank corners of the Imperial underworld come the Genestealer Cults. Secretive, stealthy, and utterly malignant, they are the cankers growing unseen in the hidden spaces of Humanity's realm.

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    Some cultists are truly monstrous, skulking along dank tunnels with robes or hessian sacks covering their hybrid anatomies. Others are merely pallid and bald, able to pass for loyal citizens whilst their wyrm-form tattoos remain hidden. These latter-generation brethren mingle amongst the herd like wolves in sheep's clothing, working so hard amongst the crumbling machineries of mankind's industry that none spare them a second glance - but under their work fatigues and rough miner's apparel, they all bear the mark of the alien.

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    Once their brotherhood becomes strong enough, and all is in place for their great uprising, the Genestealer Cult will make its play. The militant throng boils by the thousand from sewers, tunnels and basements, seeping from the spires high above like insects pouring from a hidden nest. On this darkly glorious day of war, the cult's warriors are already ten steps ahead of the enemy. Saboteurs have shattered the supply lines of those who would oppose them, hidden agents have assassinated key commanders, and routes of escape have been cut off by demolition crews and blast teams.

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    Every eventuality the cult's masters could foresee is accounted for, every advantage stacked in their favour. The enemy find their ammunition crates empty, their fuel reserves dry, their transport craft hijacked and their supporting fleet holed and listing in orbit. When the cult attacks, the enemy is already surrounded, stranded and half-beaten, ripe for a slaughter long planned.

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    Necrons
    Their number is legion, their name is death

    The Necrons are a race of sentient androids who long ago traded away their souls for the gift of immortality. For millennia beyond counting they have slumbered within their tomb worlds, sprawling crypt-fortresses that house billions-strong armies and ranks of deadly war machines.

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    To earn their immortality, the Necrontyr sacrificed their very flesh, replacing it with living metal. This renders even the lowliest Necron warrior incredibly resilient and difficult to kill.

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    Yet such strength comes at a terrible cost. The majority of the Necron race are little more than near-mindless thralls, enslaved to the will of cruel Overlords - driven insane by millennia of dreaming stasis - who are still determined to see the Necron Empire rise once more.

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    With every passing year more Necrons arise from this long stasis, and as they awaken so they begin the process of reforging their dynastic empires, which once ruled the galaxy with an iron fist.

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    T'au Empire
    For the Greater Good!

    On the Eastern Fringe of the galaxy, far from the centralised control of Terra, a new empire is growing. Ambitious and united in purpose, the xenos race known as the T'au seeks to spread its 'enlightenment' across the stars.

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    While barely registering as a blip against the size of the unthinkably sprawling Imperium of Man, the rapid rise and expansion of the T'au has been startling. Although the T'au lead their colonisation efforts with a range of parable-speaking diplomats who offer alien populations peaceful opportunities to join the rising empire, the T'au army is always close behind, ready to be called in should dialogue prove fruitless.

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    No matter the opposition, the T'au are sure their technology can overcome the challenge. The pinnacle of T'au weapon technologies are the various types of battlesuits. Piloted as much as worn, battlesuits form the elite units in a T'au army and perform a range of roles - offensive and defensive. They are equipped with versatile weapon systems, often using advanced scientific breakthroughs such as stealth field generators, guided missiles, or artificially intelligent and independently acting drones.

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    For the T'au, new designs and prototype weapons are constantly in the works, promising an even brighter future.

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