| Fluff; All things Fluff in the 40k universe | |
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| Topic Started: Mar 20 2008, 07:11 PM (1,964 Views) | |
| snowballrules | Mar 20 2008, 07:11 PM Post #1 |
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Tank Commander
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ello guys i started this thread so people can well ask "Fluff questions" and hopefully help mission makers to keep there mission "Fluffed" and as relistic as possible to the 40k universe well post and get sum fluff in lol (i try sooo hard not to uses puns) oh and please please dont use dawn of war as a point of fluff cause its far from that i prefer novals books and the codexs here is somthing to get ya started its the Structure of the space marines must warn ya its quite a read. The Adeptus Astartes is believed by many in the Imperium to be made up of just over 1,000 Chapters, each with a nominal fighting strength of 1,000 Space Marines. Individual Chapters have their own identity, heritage, fighting style and practice of beliefs. Most of the Chapters follow the organisational regimes and tactics laid down in the Codex Astartes, a treatise on the operations and procedures that should be followed by Space Marines, compiled at the time of the Second Founding by the Ultramarines' Primarch, Roboute Guilliman. A few of the Chapters have been described in detail, especially those that differ significantly from the norm ("non-Codex"). The majority of the rest have been left undescribed and this allows a player to make up their own history and colour scheme for their army. Each "Codex" Chapter is organised into ten Companies (battlegroups) numbered one to ten. In a full strength Chapter each company will consist of one hundred marines,led by a captain, a chaplain and apothecary (medic). Each company has its own Rhino armoured personel carriers to transport it and also has its own banner recording the battlegroups past engagements and awarded honours. The Chapter's veteran marines are organised into the first company where they have access to the finest wargear, weapons and armour, including rare suits of tactical dreadnaught (or 'terminator' to give its common name) armour. The 2nd to 5th "Battle" Companies comprise six ten-man Tactical (multi-role)squads, two ten-man Assault (jump pack or motorbike equipped close combat) squads and two ten-man Devastator (heavy weapon)squads. The 6th - 9th Companies are "Reserve" companies intended to support the "Battle" companies in their operations. The 6th and 7th companies comprise ten ten-man Tactical squads. The 8th "Reserve" company is composed of ten ten-man Assault squads and often crew the chapter's land speeder vehicles. The 9th "Reserve" company fields ten ten-man Devastator squads and are often used to crew the company's armoured fighting vehicles (such as the Predator, Vindicator and Whirlwind) attached to other battle-groups. The Tenth Company is composed entirely of Scouts; the Chapter's new recruits who lack the experience of the rest of the Chapter. "Non Codex" Chapters do not adhere strictly to the structures laid down in the codex and may have more than 1,000 Marines. They are a unique faction within the Imperium in that they are independent of Imperial Law. Like the Adeptus Mechanicus, the Adeptus Astartes are an autonomous entity within the usually totalitarian regime of the Imperium. They have their own space transports, and each Chapter occupies its own homeworld or star fortress (and other equivalents). By comparison the Imperial Guard has to rely upon the Imperial Navy for transportation; a deliberate move to curtail their power. Even Inquisitors, whose power and authority is considered unlimited, use discretion when dealing with Space Marines and generally ask for assistance instead of demanding it; Astartes Chapters are viewed as dangerous though valuable allies. Edited by snowballrules, Mar 20 2008, 07:17 PM.
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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| snowballrules | Mar 21 2008, 05:18 PM Post #2 |
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Tank Commander
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ok part 2 of fluff here is a very long and deataled history of the impeiral fists History Rogal Dorn Little is known about the home and early life of Rogal Dorn. However, it is known that he was the 7th Primarch to rejoin the Emperor. Dorn presented the mobile space fortress Phalanx to the Emperor, to assist in the Great Crusade. Welcoming Dorn, and quickly recognising the man as one of his twenty genetically engineered sons, the Emperor repaid Dorn by granting him command of the Seventh Space Marine Legion and returning the Phalanx to serve as their base. Rogal Dorn was the one to discover the Emperor of Mankind after he was mortally wounded by Horus. "Give me a hundred Space Marines. Or failing that, give me a thousand other troops" - Rogal Dorn, Primarch of the Imperial Fists The Great Crusade The Seventh Legion, which came to bear the name Imperial Fists, was extremely successful in the early days of the Great Crusade, acting as a strategic reserve to the Emperor's forces. Able to deploy quickly and reliably, the Legion struck the decisive blow in many campaigns. The Legion excelled in siege warfare, both in attack and defence and before the Heresy the newly-dubbed Warmaster Horus joked that a war between his legion and the Imperial Fists would last for all eternity, "the best in attack matched by the best in defence". It was this reputation that impressed the Emperor in the later days of the Crusade, and the Legion acted as his Praetorian Guard alongside the Adeptus Custodes. Rogal Dorn, and by extension the Imperial Fists Marines, was regarded as exemplar of the qualities of truth, honour, courage and humility. However, Perturabo of the Iron Warriors saw Dorn and the Fists as arrogant and overly proud. This reached a head during an incident between Dorn and Perturabo, arguing over the honour awarded to the former of supervising the construction of the Emperor's Palace on Terra. This led to a bitter rivalry between the two Legions that would escalate to outright hatred. The Horus Heresy The frigate Eisenstein, commanded by Death Guard loyalist Nathaniel Garro, was discovered adrift in deep space by the Phalanx. Garro and the survivors - who had seen the events of Horus' treachery at Istvaan III for themselves - were brought aboard the Phalanx, which then destroyed the Eisenstein in order to prevent the plague onboard from spreading. When Garro told Dorn what had transpired, the Primarch was furious; he saw Garro's words as a vile slander against Horus, and very nearly killed the Death Guard loyalist after Garro accused him of being blinded by his love for his brother. Only the recorded holo-vid from one of the remembrancers that had escaped with Garro - showing Horus declaring his intention to overthrow the Emperor, the bombing of Istvaan, the flight of the Eisenstein - convinced Dorn that the Warmaster had betrayed the Emperor. After returning to Terra and reporting what he had been shown to the Emperor, Dorn was declared Supreme Commander of the Imperium of Man's forces. The Imperial Fists were one of the three loyal Space Marine Legions involved in the Siege of the Emperor's Palace, putting up a heroic defence that passed into legend. Dorn was the one to discover the bodies of the Emperor and Horus after their titanic duel, and was the one who bore the body of the Emperor back to Terra, so it could be interred within the Golden Throne. Seeing that he had failed the Emperor, Dorn led his Legion on a crusade against the Traitor forces, until the Legion was recalled to Terra. The New Imperium Dorn was initially resistant to the idea for dividing the Space Marine Legions put forward by Roboute Guilliman of the Ultramarines. Three things happened that changed his mind. First was the realisation that although the Imperial Fists could no longer serve the Emperor as they had, they must remain true to the ideals the Emperor had promoted. Second was the Iron Cage incident, an effort to dislodge Perturabo and the Iron Warriors from the stronghold they had fled to, a tragic campaign in which four hundred Imperial Fists Marines died. Third was the incident in which the Strike-cruiser "Terrible Angel" was fired upon by the Imperial Navy. Emerging from the bloodbath of the Iron Cage, the Imperial Fists split into three Chapters, the Imperial Fists, the Black Templars, and the Crimson Fists. (A fourth Chapter, the Soul Drinkers, was supposedly created from the Legion's Space-borne Assault Companies, and for this you should see the Soul Drinkers Contradiction below. In the same novel, the wording seems to suggest that several more Second Founding chapters were created as well.) Because the Imperial Fists' fortress-monastery, Phalanx, was spaceborne, the Imperial Fists Chapter was able to rapidly respond to incidents and calls for help across the Imperium. By building such a store of goodwill amongst many of the organisations of the Imperium, the Chapter was able to influence certain events more effectively than the other Space Marine Chapters. As to Rogal Dorn's fate, it is known that he outlived many of the remaining Loyalist Primarchs. He fell in battle while attempting to head off a Chaos fleet heading towards Cadia, an attempt that proved successful. His hands are the most prized relic of the chapter. According to the book Space Marine, Rogal Dorn's lifeless body was returned and his skeleton encased in amber upon the Phalanx but his fists have been traditionally freed of his body and remain some of the most valuable relics the Imperial Fists have in their possession. It is the privilege of each Chapter Master of the Imperial Fists to inscribe his heraldry, as minutely as possible, on the bones of Rogal Dorn's hands. It is said that even though the signatures are so small a space marine can hardly read them, there is hardly any room left that is unmarked by a Chapter Master's sign. Organisation Originally, the Imperial Fists Legion were an inflexible formation, each Company was identical in organisation, while the Company Commanders were unimaginative. Since the Second Founding, this criticism has applied less to the Chapter, and the Imperial Fists are noted as second only to the Ultramarines when it comes to following the Codex Astartes. The Imperial Fists have outposts on several worlds, but do not set themselves up as rulers or demand tithes from these worlds. The Imperial Fists were always present as esteemed guests, not masters, and Rogal Dorn himself is said to have claimed on the matter "I want recruits, not vassals!" Homeworld The homeworld of Rogal Dorn is unknown, although many place his origin at the Ice Hives of the planet Inwit. In older documentation, the homeworld of the Legion and later chapter was given as Terra itself. (The board game Horus Heresy has one of their Chapter Keeps attached to the western end of the Emperor's massive palace, though the Imperial Fists were fortifying the Imperial Palace at the time.) Current documentation depicts the Imperial Fists as a mobile chapter who recruit from a series of chapter keeps on worlds along Phalanx's patrol route, including Terra, Inwit and Necromunda. Recruitment As a spacefaring Chapter, the Imperial Fists do not rely on one world as a source of recruits, instead operating outposts on several worlds. Inwit, Terra and Necromunda are but a few of the worlds the Imperial Fists draw potential Neophytes from. Gene-seed Most of the genetic modifications common to Space Marines are found in the Imperial Fists, but there are some implants which have, over the millennia, either ceased to function or been lost entirely (sources are unclear on which). Imperial Fists no longer possess a functioning Betcher's Gland (an organ allowing Space Marines to spit venom). In addition, the Sus-An membrane (an organ which allows a Space Marine to suspend his vital processes for a time) is either non-functional or non-existent. Chaplains of the Imperial Fists preach that a Fist should not allow these losses to trouble him. "Do we bemoan such losses? No! We are the Fists! We do not hibernate or spit venom, We crush our enemies." The Gene-seed of Imperial Fists is also subject to a more subtle flaw - an Imperial Fist may become obsessed with conquering pain by force of will. As a consequence of this, Fists may well fight on despite injuries which would debilitate lesser marines, but some Fists are known to act in a way that invites injury. Pain is therefore an important part of many rituals within the Imperial Fists' Fortress-Monastery. During their leisure time, Marines may test themselves with pain meters, to determine the extent of their ability to resist pain. A traditional initiation ceremony of six-month recruits is for them to be forced to negotiate the "Tunnel of Terror" - a large tunnel in which agonising pain, as well as incandescent heat, freezing cold and hard vacuum are simulated by nerve-induction. Using a similar technology, marines convicted of breaches of regulations may be punished by being placed into a "nerve glove" (sometimes also referred to as the "Pain Glove"), an elastoweave body-glove which induces pain in the entire body. Combat Doctrine Throughout the Great Crusade, the Imperial Fists were used as a strategic reserve, waiting while other forces pinned down the enemy and identified weaknesses. The keystone of the enemy's defence would be shattered by the Imperial Fists, who would then serve as an anvil for the hammers that were the other Space Marine Legions. Immediately after the Horus Heresy, the Imperial Fists began to fight with a noticeably fiercer approach, often failing to gather intelligence through reconnaissance prior to engaging, and would fight on even when a tactical withdrawal would be prudent. This behaviour became tempered as the Legion adopted the doctrines of the Codex Astartes, the more fanatical of the battle-brothers volunteering to move into the Black Templars Second Founding Chapter. Throughout their ten thousand year existence, the Imperial Fists have retained their skill as siege warfare masters, but are more than capable of engaging the enemy in any form of combat. But even after a hundred centuries, the Men of Stone are still the best the Imperium can muster to take an enemy's bastion. Battlecry Primarch,Progenitor- To your glory, and the glory of him on Earth Edited by snowballrules, Jun 10 2008, 07:11 PM.
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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| spad | Mar 22 2008, 03:09 PM Post #3 |
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Lord Commassair
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excellent !! |
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| snowballrules | Mar 22 2008, 04:36 PM Post #4 |
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Tank Commander
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thanks i wasent shure if this would be much help but you like it so im kool with thatif there is any requests let me know and ill find and post them for you chaos fans here is a lrge read both the iron warriors the fists rivals History Perturabo When the twenty infant Primarchs were spread across the galaxy by the forces of Chaos, the young child who would become known as Perturabo was discovered on Olympia, climbing the sheer cliffs below the city-state of Lochos. The city guard brought the child before the Tyrant of Lochos, Dammekos. Intrigued by this child, Dammekos adopted him into his family. Perturabo never trusted the Olympians and, although Dammekos took time and trouble to win the trust and affection of the boy, Perturabo never responded with any warmth. Many saw him as a cold youth, dark and melancholy, but with a mind like a razor. The Great Crusade When the Great Crusade reached Olympia, Perturabo pledged his loyalty to the Emperor, and was granted command of the IV Space Marine Legion and suzerainty of the Olympia as the Legion's home. The deposed Tyrant of Lochos spent the last few years of his life trying to marshal support to reclaim Olympia. He failed, but created an undercurrent of unrest that was to be harnessed many years later. With the Great Crusade already in full swing, Perturabo wasted no time in recruiting new Iron Warriors from amongst the Olympians. His first action as leader of the Iron Warriors Legion was a lightning campaign against the nearby heretical world of Justice Rock. The new recruits served well and their triumphant return was celebrated by the people of Olympia. The Iron Warriors, under the leadership and guidance of Perturabo, became renowned as devastating siege troops. Expert engineers with cross-training from the Priesthood of Mars, they quickly built on their already impressive reputation. While the Iron Warriors were determined to serve Mankind and their Emperor, their specialisation was an unfortunate one. The nature of siege warfare is long periods of dull, back-breaking labour broken by the most brutal, merciless combat imaginable. Men, even Space Marines, cannot withstand hell indefinitely and combat fatigue began to brutalise the Iron Warriors. The custom existed that once the siege lines were complete the besieged must either surrender or expect no quarter. With each campaign the Iron Warriors came to prefer the latter. Battle was to these Space Marines a release from the tedium of life in the trenches. As the Crusade moved forward, many Iron Warrior citadels were established on liberated worlds, guaranteeing a safe line of communications and an occupational force for the planet. Tiny numbers of Iron Warriors were garrisoned in these new fortifications, sometimes in ridiculously small numbers. One often-cited example was the Iron Keep on Delgas II, where a single Tactical Squad of ten Iron Warriors was stationed, despite the world having a disgruntled population of almost 130 million. Where other Primarchs, Russ, Vulkan and Magnus refused to split their forces, Perturabo obeyed his orders with increasing bitterness. The Iron Warriors were being turned into a garrison Legion, with tiny deployments all over the Imperium. The Iron Warriors' indisputable success in siege warfare led to them being 'typecast' to the extent that they became an automatic choice for a siege or garrison mission, ignoring the basic needs of all soldiers for rest and reorganisation. Resentment began to build up throughout the Legion, and particularly with Perturabo himself. The Horus Heresy In the midst of the cleansing of the Hrud Warrens on Gugann, matters were brought to a head. It was Warmaster Horus himself who broke the news to Perturabo that Olympia was in rebellion. Dammekos had died and the population had taken up arms. Perturabo was by this time tired of repeatedly having to prove his worth, and the thought of being the only Legion unable to hold its own homeworld appalled him. Horus bade Perturabo to return to his place of discovery. Perturabo and the Iron Warriors suppressed the rebellion on the streets of the city-states. No one was spared. It was the principle of surrender or no quarter, and the Iron Warriors had grown accustomed to granting no quarter. Perturabo watched on as the fortifications in which he had once taken such pride in were overcome. By the time the massacre was over, Olympia had been culled into slavery. Five million civilians had been killed in the process. As the pyres burned through the long Olympian night, the Iron Warriors slowly realised the extent of what they had done. One moment they were humanity's heroes assaulting the Hrud and the next they were committing genocide. Perturabo was overcome by an oppressive feeling of shame. He knew that the Emperor could never forgive him for his crime. It was in this doomed mood that the Iron Warriors received news and orders. The news would have been shattering under normal circumstances, but when heard in ruins that were thick with the stench of the dead, it was apocalyptic. Russ's Space Wolves had attacked Magnus's Thousand Sons on Prospero. Horus had turned renegade along with his own legion. Angron's World Eaters and Mortarion's Death Guard were also with him. Fulgrim and the Emperor's Children had also declared their allegiance to Chaos, and the renegade Primarch had unsuccessfully tried to turn Ferrus Manus of the Iron Hands. The Iron Warriors were ordered to join the Iron Hands and five other Legions; together this task force would crush the nascent rebellion. Between their bitter rivalry with the Imperial Fists (which dated from the time of the Great Crusade) and the butchery on Olympia, in retrospect it was no surprise that Perturabo and his soldiers turned traitor. Though Perturabo had almost certainly sided with Horus beforehand, the Battle of Istvaan V proclaimed the Iron Warriors' betrayal. The Iron Warriors, the Night Lords, Word Bearers and Alpha Legion were held in reserve, while Ferrus Manus led his own Iron Hands, along with the Raven Guard and the Salamanders against the rebel positions. After being heavily engaged with Horus's forces, the surviving Loyalists eagerly sought the shelter of the Iron Warriors' trenches and bunkers, only to be mercilessly gunned down by their erstwhile allies. Henceforth, even unto the present day, the Iron Warriors have been known as the Betrayers of Istvaan. After Istvaan, the Iron Warriors were let loose. Finally freed from tedious and exhausting siege missions, they were possessed with a terrible energy. On a dozen worlds, an Iron Warrior Warsmith replaced the true governor and tithes were paid under the shadow of fortified battlements. Yarant and Vanaheim saw horrific fighting between the Iron Warriors and the Imperium; Tallarn was transformed by virus bombs from a paradise world into the sandy deserts that it is famous for. A strong contingent of the Legion accompanied Perturabo himself to Terra, where he supervised the siege of the Emperor's Palace. The Iron Warriors found a sublime pleasure in tearing the edifices of the Imperium down, especially since the fortifications of the Imperial Place had been undertaken by their bitterest enemies and rivals, the Imperial Fists. The Iron Cage In the end, Horus was defeated by the Emperor, and the bulk of the Traitor Legions retreated into the Eye of Terror. Before his Legion followed suit, Perturabo devised and enacted the one real victory for the Iron Warriors in the aftermath of the Horus Heresy. He crafted a trap on Sebastus IV, designed to ensnare Rogal Dorn and the Imperial Fists, with whom Perturabo and his warriors harboured a bitter rivalry stemming from each claiming their chapters to be the best at laying and defending against sieges. The trap was known as the Eternal Fortress, a keep centred within twenty square miles of bunkers, towers, minefields, trenches, tank traps and redoubts. Upon hearing of this, Rogal Dorn publicly declared that he "would dig Perturabo out of his hole and bring him back to Terra in an iron cage". Rogal Dorn expected an honourable battle, but this was not to be. Beginning by isolating the four Companies of the Imperial Fists from their orbital support, Perturabo began to carefully divide his enemy and destroy them piecemeal. Some Imperial Fists managed to penetrate the defenses and reach the center of the Eternal Fortress, only to find there was no central keep - simply an open space watched by yet more defenses. The fortress was a decoy of no real value. By the sixth day of the siege, Imperial Fists Space Marines were fighting individually, without support, using the bodies of their own battle brothers for cover. The siege of the Eternal Fortress (later referred as the "Iron Cage") lasted for a further three weeks. Relief came in the form of Roboute Guilliman and the Ultramarines, but the siege left Rogal Dorn a broken man, rendered the Imperial Fists Chapter unable to fight for nineteen years, and paved the way for Perturabo's ascension to Daemon Prince, after the sacrifice of over four hundred loyalist Marines' gene-seed. After the Heresy Under the command of their new Daemon Prince, the majority of the Iron Warriors fled to the Eye of Terror and secured the daemonworld of Medrengard, from where they could brood on the turn of events and plot vengeance. The remainder of the Iron Warriors Legion defended their small empire, but there was no refuge from the retribution of the loyalist Legions. The Imperial Fists supported the Ultramarines in a decade-long campaign to liberate the subjugated worlds. They discovered the Iron Warriors to be like a barbed hook that, once embedded into a victim, could only be removed with great risk of injuring the patient further. The Olympia garrison held out for two full years after the defeat of Horus, eventually triggering their missile stockpiles when defeat was unavoidable. They left a blasted wasteland that became quarantined by the Inquisition, and no mention of Olympia has entered Imperial records since. Organisation The Iron Warriors are organised as a number of Grand Companies, each commanded by a Warsmith. Originally each Grand Company would have been similar in size and organisation, totaling approximately a thousand Space Marines, but now they vary in size enormously. The Warsmiths themselves are all extremely gifted in combat engineering, many maintaining a large contingent of slave-mechanicians to perform the more menial work. It is uncertain how many Grand Companies there are at any given time. At the time of the Horus Heresy, the Legion had at least twelve Companies, although with the widespread deployment of many garrison forces at the time, it is impossible to be sure. Like many of the Traitor Legions, their current organisation is completely non-standard. A Grand Company will often be divided into component detachments led by lesser champions. There is a tendency to operate in multiples of three. Suitable recruits are taken (willingly and unwillingly) to Medrengard where they are selected periodically by Warsmiths for their Grand Company and subjected to ordeals until they prove themselves worthy. Homeworld Olympia was, before the time of the Great Crusade, a rugged and mountainous world, its population concentrated within a multitude of city-states. The ready availability of quarried stone and the terrain made the control of strategic passes and high ground the key to military security. Olympia was destroyed shortly after the end of the Horus Heresy, and like the other Traitor Legions, the Iron Warriors seized a planet within the Eye of Terror to make into their new home world. Knowledge of the worlds within the Eye of Terror is scant at best and the realm of Chaos rarely stays the same for long. The Iron Warriors' homeworld, Medrengard is frequently depicted as a world with a black sun and a white sky, its surface turned into a vast fortress, filled with canals of molten metal and the ground covered in iron shavings, all trace of its original form lost under mountains of impossibly high towers, its core penetrated by plunging dungeons. Medrengard has been described as a bleak jail world where slaves toiled and died, while great Chaos warships were tethered to its tallest towers wherein resided the Warriors themselves. Now, their greatest stronghold is Brigannion 4. It has weathered 17 assaults from within and without the Eye of Terror, thus earning the name and reputation of "The Planet of Steel" Combat Doctrine The Iron Warriors follow a simple method. They commence battle with a sustained bombardment, utilising every weapon at their disposal. The basis of this is a complex fire plan in which every weapon is directed with utmost care at the optimum target, for maximum effect. Where possible, the Iron Warriors will coordinate with Traitor Titan Legions to add to their own considerable firepower. This emphasis on artillery and mechanized warfare means that Iron Warrior forces often fare best in siege warfare and armoured advances on enemy territory. Where possible, field fortifications will be used. Iron Warrior doctrine includes extensive use of fortifications to occupy the maximum number of opponents while using the absolute minimum number of troops. This in turn keeps the bulk of the Iron Warriors troops fresh and available for assaults, and allows them to achieve superiority elsewhere. When an Iron Warriors force launches a planetary assault, they begin with an intense orbital bombardment (be it nuclear, plasma, viral or chemical) which could pressure the enemy into surrender without a single Iron Warrior having to land on the surface. However, stronger, well-defended worlds are unlikely to surrender so readily. If the planetary bombardment is indecisive, a landing force will be launched from the Iron Warriors fleet. The first wave of atmospheric fighters, gunships, and bomber craft will saturate landing zones and launch raids on enemy bases and supply lines. All efforts are made to demoralise and weaken the enemy to the point of destruction before any troops are landed. Sometimes however this hammer-blow approach is unsuitable and instead the Iron Warriors will resort to covert insertion of select Iron Warriors on-world to scout and secure a landing zone in a surprise assault, preferably while also eliminating as much of enemy defensive capability as possible. Once the first wave has caused sufficient damage to enemy defences (or secured a suitable landing area), a second wave is launched. This consists of construction craft, heavy transports and bulk freighters, carrying supplies, prefabricated fortifications, heavy machinery and construction personnel to the surface. The heavy craft used in this wave are large, well-armoured and equipped with formidable defensive weaponry, but still require support in the form of escort flyers from the first wave. Upon landing, the second wave will compound the damage caused by the orbital bombardment and bomber attacks with a secondary artillery barrage, scattering any enemy forces trying to mount a defensive effort in the area. The larger transport and freighter ships land first, their crews immediately disembarking and beginning the construction of walled trenches, bunkers, living quarters and artillery positions, the latter of which are then filled by the massive weapons brought in by the artillery ships. Selected Iron Warriors with incredible logistic skills will direct this complex and dangerous operation. By the time the third wave is launched, the landing zones will be a dense midden of fully-stocked fortifications. The third wave is made up entirely of troop transports and orbit-to-ground drop pods. The troops deployed will consist of several hundred Iron Warriors Space Marines backed up by a vastly greater number of lesser troops. Iron Warriors armour will also be deployed at this time. Having occupied the newly-built ground fortifications, the commanders will proceed to plan out the destruction of the remaining enemy forces. Over a period of time ranging from months to mere hours, this formidable Iron Warriors incursion will then engage in a series of lightning-fast strikes, armoured advances and carefully-laid sieges, until no enemy resistance remains. Siege warfare follows a very simple but effective set of general tactics. When a breach has been forced in the enemy defences it will initially be probed by veterans and infiltrated, then the gap will be prised open with firepower until a storming force can be unleashed. These storming forces are based around fast moving heavy armour which can move instantly from relentless barrage to lightning-fast advance. Breaches are then widened until the defences are shattered. For the key moments in battle when a position absolutely must be taken, the Iron Warriors adopt an ice-cold ferocity that is comparable to the Blood Angels or World Eaters, but only when the moment is right and never for longer than necessary. In combat, Iron Warriors are terrifyingly adept at both ballistic warfare and close-range bloodshed, and use a mixture of the two to slaughter opponents in vast numbers. The typical Iron Warrior is armed with a powerful bolter, plasma gun or other such ranged weapon, as well as a close-combat blade or chainsword. The Iron Warriors have a special association with the Obliterator cult. They have extensive access to the hulking combinations of armor, weapons, and marines, more so than any other traitor legion, and the first observance of Obliterators was among the Iron Warriors. The Iron Warriors are expert sappers, engineers and miners and have acquired a formidable siege train of specialist equipment over the centuries. This includes Termite tunnelers, a Leviathan transport, Dreadclaw assault boats adapted for planetary landings and a large assortment of Imperial-built artillery. These are used very sparingly and are maintained and guarded by the 1st Company. Additionally they have a number of Corvus assault pods which allow them to make use of any supporting Titans as siege towers. The Iron Warriors are so frequently supported by Titans that some Imperial experts have asserted that they are part of the same formation. In keeping with Warhammer 40,000's archaic yet science fiction feel, the Iron Warriors' methods of warfare combine popular conceptions of medieval siege warfare with later Vauban-inspired siege strategy and some purely science fiction concepts. Beliefs The Iron Warriors believe that the Emperor used them to fight the bloodiest battles of his Crusade and then let the other, more favoured Primarchs take all the glory. They also believe that Rogal Dorn turned Olympia against them so that they would be disgraced and discarded after they had served their purpose. They will have vengeance on both. They see themselves as titans of old who are loose in the universe, doing whatever they like, knowing that no natural nor man-made law can stop them. They honour the Chaos gods as a pantheon but are not truly devout themselves. Their greatest loyalty is to their daemonic, semi-deified Primarch, Perturabo, who they believe saved them from being sacrificed by the Emperor. Battle-cry "Iron Within, Iron Without!" A monotone chant of "Iron Within, Iron Without" is repeated during the beginning of combat operations. Saying "Iron Within" to elicit the response "Iron Without" is sometimes used by Iron Warriors to identify each other, especially in confused combat, such as that in tunnels or during combined operations with other Chaos forces. Edited by snowballrules, Mar 22 2008, 04:39 PM.
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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| Sanctuary | Mar 24 2008, 11:34 PM Post #5 |
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Ultrawhat ?
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That's good, having more background is helping to create missions situation that are fitting better within the wh40k universe.. |
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| snowballrules | Mar 25 2008, 01:39 PM Post #6 |
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Tank Commander
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ok guys here is um info on the ORKS Orkoid subspecies Gretchin are the Orks' slaves. Small, grasping, green creatures with the overall demeanor of a whipped dog, gretchin are at the wrong end of everything, including the food chain. Gretchin are used to clear minefields, distract the enemy in combat, assist Oddboyz, are often used as meat shields and act as a living carpet for larger Orks to cross difficult ground. In fact, it has been joked by some hobbyists that if Gretchin do anything correctly, they will either be injured, or die. They are overall similar to the Warhammer Fantasy goblins. They originally were used in swarms like in Warhammer Fantasy and could even be fired out of a shokk attack gun, but have, along with the gretchin, become standard-base 'grotz', pulling 40k away from Fantasy more. They are used as a screening unit and are led by the Slaverz. More unusual are the squigs. Squigs are animals that share the same general algae-based biology of the Orks and gretchin, and are used as food, clothing, weapons and even hair, being trained as guard squigs and attack squigs, as well as super-massive squiggoths. In the first and second editions of the game, squigs were the result of Tyranid manipulation of Orkish gene-matter and could be present in either army. Orks were said to have discovered the first squigs aboard a Tyranid bio-ship and recognised them as being "Orky", subsequently taking the little creatures home. Squigs then spread throughout Ork space. However, since this conflicts with the more recent descriptions of the Orkoid ecosystem, this has been dropped. Squigs are now exclusively orky, with ripper swarms replacing them in the Tyranid list. Oddboyz Although a standard Ork's genetically encoded knowledge allows him to survive at a basic level, keep his weapons in working order and fight in battle, there is always a need for specialists who can do things most can't. Some Orks possess knowledge of very specific and often extremely complicated things far beyond a regular Orks mental capacity. These Orks are known as Oddboyz. These inate talents are believed to have been purposely written into the genetic code of the Orks by the Brain boyz to ensure that the race could not only survive without their masters but also flourish and expand across the galaxy. Although there are probably countless different Oddboyz to fill all the necessary roles in Ork society only a mere handful are fully recognised and respected by Orks, probably due to their crucial roles in Ork warfare as well as lifestyle. Mad Doks (also known as 'Painboyz') are responsible for fixing injuries that even the Ork physiology can't repair, such as severed limbs and brain damage. An Ork will only go to the Dok when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures (such as the greatly feared squig brain transplant) on patients while they are under anesthesia (known as "concussion" to other races). Doks are responsible for attaching bioniks, although sometimes they aren't paying attention and replace the wrong part of the patient's body. (For example; Dok Blag's Mk I Exploding Leg.) High-ranking Doks are known as 'painbosses' and are known to be accompanied by cybork bodyguards. Yellerz are Orks which have been naturally gifted with an incredibly loud voice. These Orks' usefulness is nowhere near as important as the majority of the other Oddboyz and they do not make an appearance in the 40K game. They do however appear in the specialist game Epic where they sit on top of Ork titans, known as Gargants. These are huge lumbering constructions built in the image of the Ork gods by Mekboyz. Using an amplifier to further increase their voices' volume, they shout communications to other Orks and Gargants and in return they themselves receive communications and orders from other Yellerz. Off the battlefield Yellerz also act as priests in Ork society, preaching to their brethren with their supernatural voices. Mekboyz (also known as 'Mekaniks' or just 'Meks') are Ork engineers, who build all the gunz, vehicles, and other machines used by Orks. They are especially important to Speed Freeks. Important meks are known as 'Big Meks', who lead groups of lesser meks armed with all variety of kustom equipment and combi-weapons. Their main cause of death would be officially listed as 'eksperiment (sic) gone wrong' if Orks bothered with all that sort of thing. In the current edition of Codex: Orks, Mekboyz can lead mobs of "Burna Boyz" as well as repair vehicles using the wargear option "Mekboy's tools." Using the rules listed in Codex: Armageddon, Big Meks can also be used to lead an Ork Speed Freeks army. Pigdoks are an odd combination of Dok and Mek, although not as skilled as either individually. They are found in feral Ork tribes, tending the boars that are ridden to battle by the primitives. Their main use in battle is to provide 'doping' to increase the ferocity of the various beasts that feral Orks take to war, as well as some of the Orks themselves. skilled pigdoks have been known to "swap" the hind legs with a single track/wheel and a big loud engine. Slavers (also known as 'runtherdz') are the Orks who have the patience to take care of gretchin, squigs and any other slaves or creatures the Orks may have captured. Their trademark weapons are the whip and grabba stikk. Wyrdboyz (also spelled Weirdboyz) are Ork psykers. One major difference between them and the psykers of other races is that, instead of drawing upon the power of The Warp, a dangerous realm full of daemons, wyrdboyz draw on the power of the Waaagh! When drawing on the power of the Waaagh! Ork wyrdboyz are not without danger: if they soak up too much of this power, their heads explode. This is much like a catastrophic mistake for a Warhammer Fantasy greenskin shaman. In addition to the wyrdboy'z head exploding, the powerful psychic backlash that is unleashed can cause other Orks' heads to explode as well. Naturally, wyrdboyz avoid combat as much as possible, but the ability to gout green flame capable of melting armour and shoot bolts of lightning is too great for most warbosses to resist, and they get dragged into combat anyway. Some wyrdboyz actually become addicted to battle as most other Orks and seek out battles; these exceptionally dangerous individuals are known as Warpheads. Wyrdboys have made a comeback in the revised 4th edition Ork codex. Smartboyz The graphic novel Deff Skwadron featured the name Smartboyz several times, most used for the character Gimzod, a co-pilot. Judging by Gimzod's role, Smartboyz seems to be the name for normal fighter type Orks who are oddly intelligent, and who often find themselves used to help bigger Bosses on their missions in several things that the Boss might forget, like reminding them of their actual mission. Gimzod in particular was able to spell many words with an "h" in them, and often had a clear overview on the current situation. It is unclear where exactly a Smartboy stands in the Ork hierarchy. However, Gimzod's Boss once said: "There's a difference between bein' smartboy an' bein' a smart git.", indicating that Gimzod is only useful to him as long as he knows his place. Its also possible that Smartboyz are only tolerated in the Blood Axe clan and would be killed in other Clans because of being too un-Orky ('ez too tellagit!). Other oddboyz include Sumboyz (bankers/accountants), Minderz (Bodyguards for Weirdboyz), Flyboyz (Pilots of aircraft and some spacecraft), Diggerz (Miners and tunnelers), and Brewboyz (alcohol manufacturers), all of which having an important role in ork society (although usually not on the battlefield). There are also many more oddboyz whose role in Ork society is either barely noticed or are of no use in most battles, and are therefore never given much attention. Their talents however are essential to Orks all the same and some dedicated players have been known to invent them to add more character to their Ork armies and Ork background in general. Society Orks gather into various levels of organization. The first is the mob, a squad-level unit of Orks with similar ideas of how to act on the battlefield, generally led by a Nob (a person - Ork, in this case - of wealth or social importance. It is short for "noble," but is pronounced "knob"). A number of mobs will gather together into a warband, which is roughly equivalent to an Imperial Guard company (although with a greater variation in size), led by a warboss. The largest organizational unit is the tribe, a group of numerous warbands all under the command of a warboss. Different tribes can be united by a powerful warlord when he raises a Waaagh!. Language The Orks speak the same language that most humans do, although due to possessing tusks they can't pronounce words in the same way. For example, they seem unable to voice some letters, such as the letter "h", or "er". In written form a ' is often added to show the sudden break in tone as if choking. Therefore, they pronounce words such as "hunter" as " 'Unta ", "head" as " 'Ead ". Shooter becomes shoota, and so forth. Their speech seems largely based on a Cockney or Estuary English accent, although it is important to note that English is only used to represent the Imperial language so we can understand it; humans actually speak Low Gothic and High Gothic which are descended from today's languages but almost certainly unintelligible to us. In the game's 2nd edition (and repeated with additions and modifications in the game Gorkamorka), the orks have a runic/glyphic language, with simple symbols used to carry the meaning of certain words (generally battlefield/mechanical concepts) with glyphs capable of spelling words without a specific symbol. While this has not been carried into the 3rd edition codex, your average ork warband will still be covered in these glyphs, often painted in clan colours. In addition, they do not pluralise in the same fashion as the Imperium, preferring the harsh buzzing of 'z' to the soft hissing of 's.' So, the term for multiple Orks armed with sluggas and choppas is Slugga Boyz, and so on for Mekboyz, Grotz, Mad Dokz, etc. When (and if) an ork spells something in glyphic, it should be done "Fohnetikalee"(phonetically). Religion Orks believe in two gods - Gork and Mork - one of which is the god of brutal cunning (kunnin' but fighty), and the other is the god of cunning brutality (fighty but kunnin'), the subtle distinction being that one hits you when you're not looking at him, and the other hits you hard when you are. There is a different mythology sometimes portrayed in which Gork and Mork are the gods of Defense and Attack. Orks can't agree which god plays which role, and debates about this topic often erupt into fighting (Although generally Gork is considered the more brutal by players, and Mork the more cunning, possibly due to their roles in gorkamorka, in which a Gorker was better at fighting, and a Morker better at driving). The priesthood of these gods has no in-game representation, although the infamous Goff Warlord Ghazghkull Mag Uruk Thraka claims to be receiving visions from both. Also, there has been some mention of Yellerz (the ork version of a priest) although they are not seen ingame. In earlier versions a third god, Bork, appeared, but has since been dropped. Orks generally tend to distinguish between Gork and Mork as one being mean, and the other being meaner. Some divisions lie in determining who is meaner; another factor preventing Orks from being united. It is doubtful if the distinction between Gork and Mork means anything in Ork culture, as long as it allows them to bash something. Perhaps Gork and Mork are actually one god. In the specialist game Gorkamorka the surviving Orks of a space hulk crash on a desert planet desperately try to rebuild a spacecraft from the ruins of their previous one so that they may leave the planet and rejoin the Waaagh! There are many theories about how this new spacecraft would do this, including the notion that it is really an enormous teleportation device which will transport all the Orks on to a passing spacehulk or friendly Ork craft. Another theory is that the monstrosity will simply take off into space with all the Orks aboard. However as the new space craft grew in size it began to gain a similarity to one of the Ork gods just as Ork Gargants do. This of course immediately led to a violent debate erupting between all the Orks present as to which god it looks like. Those that believe it looked more like Gork called themselves Gorkers and those who thought it to be Mork called themselves Morkers and the society was split in two. The rivalry between the two sides became the biggest obstacle to the Orks ever leaving the planet because as soon as they stopped concentrating on finding a way off the planet and started fighting each other, construction on the new space craft slowed to a practical halt and the battle between the two sides practically destroyed it. The Meks then decided to call the figure Gorkamorka to stop any future fighting and allowed any Ork to believe it was either Gork or Mork. This is just another example of how the Orks' built-in animosity has held back their progress severely and how their religion can inspire their violent tendencies. Perhaps this character flaw was purposely built into Ork personality by their ancient creators in order to prevent them from ever growing too powerful. Kurrency Orks use their teeth ("teef") as currency. This is quite a natural solution to inflation and income support, as orks go through teeth in a similar manner to sharks, replacing them quite frequently, and they degrade over time, so it is impossible to hoard them. This keeps prices constant, ensures all orks have access to money, and allows constant values to be placed on commodities. A toof will buy a good squig pie and a tankard of fungus beer, while a bag of teef will buy a cheap buggy. A big flash battlewagon could cost a warboss hundreds of teef (though they need not all be his). In some stories there are references to captured human scientists developing a preservative which slows down teef degradation, and making some warbosses rich and as a consequence fueling inflation. The Bad Moonz are one of the richest clanz (See below) due to their slight genetic difference which makes their teeth grow earlier and quicker, making them richer than the other clanz. The way that they "make" their money has also been joked about many times. It is stated that if one Ork wishes to rob another Ork the former only has to hold down the latter and beat his face until all the teeth have fallen out. Da klanz Ork klanz are not communities but rather philosophical delineations of the different varieties of Ork. Each has its own colours, markings, and ways of waging war. Orks tend to form warbands with others who follow the same clan, but different groups tend to be lumped together after suffering casualties during a Waaagh!. There are six famous clans: Bad Moonz The Bad Moonz are the richest Orks around, because their teeth grow faster than anyone else's (this shows that, at least in one case, the clan affiliation has a physical effect). The other Clanz don't mind this, because they figure that if they want more money, they can always knock a Bad Moon Ork over the head and take his teef. They trade with other Orks to get the biggest guns, the flashiest gear, and the best food, but are not as concerned with close combat as other Orks...perhaps due to their larger girth. They have been noted to have a greater proportion of wyrdboyz than other clans, but they still do not appear past the feral stage. Other notable troops of the Bad Moonz are the Flash Gitz. They are very effective ranged fighters, but are cut down in melee fighting. They are obsessed with their Kustom Shootas,and they give the Orks Waaagh some much needed firepower and are able to mow down enemies at a distance while the other boyz charge in. They spend so much time polishing and upgrading their Shootas that they are so over equipped that they have been ridiculed by the other Orks.. Their marks are the yellow crescent moon and the black flames. Warboss Nazdreg Ug Urdgrub is a member of the Bad Moonz clan. Blood Axez The Blood Axez were the first Ork clan to encounter the forces of the Imperium, and as a result, of all Ork clans, they have the best understanding of human culture. They have picked up many human tactics, such as using camouflage (although it may seem a bit too brightly coloured to a human's eye, as their idea of camouflage is much more vibrant) and retreating when they're losing ("it don't count as losing, cuz we can also come back for anuvver go, see?"). They trade with humans for equipment and vehicles, and have even worked as mercenaries for the Imperium at times (such as the Battle at Big Toof River). All of these things lead followers of other clanz to brand them as dangerously treacherous, cowardly, and, worst of all, "un-Orky" so they are often abused or even targeted for destruction by other Orks. However, other Orks often fail to notice that when Blood Axes retreat, they usually go back 'fer anuvver go' properly reinforced, with more Boyz and bigger gunz. Many Blood Axes are back-stabbing 'kommandos'. Their symbol is a pair of crossed axes. The Blood Axes were once one of the wealthiest clans until most of them were wiped out in a battle with other clans called 'Da Big Party.' Judging by their usage of ranks and the love for medals by their leaders, it can be assumed that the members of the Fly boyz, Deff Squad are actually Blood Axez. Death Skulls The Death Skulls (also known as Deff Skullz) are looters who grab whatever they can from corpses on the battlefield, although they aren't above taking things from other Orks who aren't watching. This has earned them the name of "Thieving gitz who take anyfing dat izn't nailed down" by the other Orks. They collect anything that might be useful, as well as various lucky trinkets and charms. They are superstitious even for Orks, and often paint themselves blue (which Orks feel is a lucky color) to protect themselves from harm. It is not uncommon to find looted vehicles in Death Skull armies, such as Chimeras and Rhinos. Their symbol is the horned skull. Deathskulls have a larger number of gretchin compared to other clanz, as the grots are used to scout around, helping their ork masters to look for gubbinz they can steal. In battles these gretchin will often be fielded right in front of the orks themselves, for obvious reasons. Painters often use the "Braveheart-style" of facepaint when painting Death Skull models. According to older background, the Death Skull clan produced more Mad Docs than other clans and in that vein Mad Dok Grotsnik was a Death Skull before his 'accident.' Evil Sunz The Evil Sunz love going fast, and thus most join the Kult of Speed. Even warbands that haven't given completely over to their love of speed will often have many bikes or vehicles in their force. The clan also contains more Mekboyz than most, and therefore they often field more mechanical creations than other clanz. Their symbol is a red sun with a grimacing face. The Evil Sun symbol is also found in Warhammer Fantasy. Most vehicles of the Evil Sunz are painted red with flames down the side to tie in with their main belief that "Da red wunz go fasta!". In Warhammer 40,000: Dawn of War: Winter Assault and Dark Crusade, Warboss Gorgutz 'Eadhunter is from this clan. His banner matches the Evil Sunz and his army colors also match. In Dark Crusade, wargear is available for Gorgutz called "fasta legs" which increase his movement speed and have the description: "Red ones go fasta!" Goffs The Goffs (pronounced as if an ork was pronouncing 'goth', hence the Goff's distinctive colours) are the toughest and most brutal Orks, roughly equivalent to Warhammer Fantasy Black Orcs. They value close combat above all else, preferring to carry an array of weapons for close-quarters fighting, and look down with disdain on the other clans who hang back to shoot when they could be experiencing the thrill of fighting hand-to-hand. They have a large proportion of veteran Skarboyz and also carry a lot of units called stormboyz, orks with crude 'rokkit packz'. Goffs dress mostly in black, with some white checks for relief, as they see bright colors as being un-Orky. Anyone deviating too much from the Clan colour scheme will at best be given a "right good kicking" or at worst be booted out of Da Clan or even killed by a passing Nob or Warboss as an example. Their symbol is the black or red bull's head, and Nobz almost always wear big horns on their helmets. Great Overlord Ghazghkull Mag Uruk Thraka is the most famous member of the Goff Clan. Snakebites The Snakebites prefer tradition to technology, shunning things like force fields and vehicles in favor of protecting themselves with war paint and riding into battle on huge boars. Depending on how fundamental they are, they may remain as feral Orks even after their civilization can advance to the next stage. Snakebites' symbol is the venomous serpent (or in some cases a boar's head), and they always take some along so they can have initiation rituals where Orks endure being bitten. A feature of the army are the Boarboyz, Orks who ride into battle on giant boars and cyboars (mechanically-enhanced boars), they also feature the largest number of Herdas, Runtherdz and 'active' Wyrdboyz (due to their society remaining in the feral state for longer if not indefinite periods). The Kult of Speed Although most Orks prefer slaughter and explosions, some become addicted to driving very fast. These crazy individuals band together in 'Kults of Speed' (known as Speed Freeks to the Orks), complete with their own mobs and warbands, full of buggies, bikes, and trukks. Most vehicles are painted red as, according to Orky superstition, "Da red wunz go fasta!" They rely on meks to build and maintain their vehicles, and sometimes a warband is even led by a Big Mek instead of a Warboss. The Kult of Speed is not a true Klan as such: many orks from different klans will fall to the addiction of being the fastest. Speed kults can include any of the previously mentioned klans, from looted tank filled deathskull armour warbandz, to regimented bloodaxe armour "krumpanies", to Goff warbandz chock full of trukks and boyz trying to get into combat first. The Evil Sunz are the most common of all Speed kultists, and it is from them the common stereotype originates. Wazdakka Gutzmek is an Evil Sunz Bad Ork Bike Boy member of the Kult of Speed. Flyboyz A subset of the Kult of Speed, some Orks in their desire for speed crave to fly through the air like birds. Their demand and addiction for speed cannot be satisfied on the ground, so they take to the skies in cobbled together aircraft, taking great pleasure in divebombing enemy (and friendly) targets. Flyboyz are considered very mad (even by Ork standards), and will often live in semi-exile, only associating with other Flyboyz, Gretchin slaves, and the Meks responsible for maintaining their 'fighta-bommaz'. A graphic novel called Deff Skwadron covers the lives of Flyboyz and breaks down the use of an Orky airplane. Notable parts are the brakes which are often removed, the gun-sight which is almost never used, the fuel lines wired through the cockpit in case the pilot gets thirsty, the dials that nobody knows what they do and also the 'steery-stick'. Feral Orks Feral Orks are the prestage to the common codex-orks, and is the stage most Orks begin with when the first Orks are born from fungus spore and form a new soceity. Technology Ork technology (or "teknologee") appears ramshackle and slapped-together, but is as potent as any weapons used by the Imperium or other races, except for the ones they make themselves. Ork technology is characterised by a constant stream of poorly thought-out experimentation and constantly trying to outdo the competition to build the biggest gun, the largest gargant (a huge land-based walker), or the fastest buggy. Therefore, Ork technology is not uniform, lending Ork warbands a cobbled together and random appearance. Ork mechanics ("Mekboyz") are specialists in the field of producing powerful force fields that can protect against damage, and at battlefield improvisation of repairs. Traditionally, ork meks are masters of teleportation, force field and tractor cannon technology, all technologies used when hitching onto space hulks (large conglomerations of interstellar wreckage used by the orks as improvised transport ships/battleships). They are superior to even the Eldar in these fields, as the Third War for Armageddon shows. They can salvage almost any burnt-out wreck (including some Imperium vehicles), and many Ork vehicles have been reported destroyed dozens of times, only to be cobbled back together, given a fresh lick of paint (if even that), and sent back into the fray. It can also be done with weapons, producing kombi-skorchas built from looted Imperial heavy flamers, or big shootas made from redesigned heavy bolters. The tough, resilient nature of Orks means they accept crude bionics, transplants, and other medical shenanigans being performed on them with ease. This physiological quirk is necessary for bionics to function, since Ork bio-medical technology is quite crude (as is most surgery performed by axe) but, as always, effective. Quite a lot of Ork technology should not, logically, work at all, but does anyway in the hands of the Orks, due to the latent psychic energy that the Orks project - in other words, if an Ork believes something will work, it might well do. This explains why, though there is no scientific explanation for it, Ork vehicles painted red really do go faster than others. |
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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| Sanctuary | Mar 25 2008, 06:47 PM Post #7 |
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Ultrawhat ?
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Question about the eldars as i began to read things here and there about them. I often read that people think on the eldar deity, khaine, "may be" khorne (as both seems to be bloody murdering nuts ) and so the eldar are in fact manipulated by chaos. But i never read khaine "is" khorne. So according to the latest version of game workshop background, what is true : -khaine "may be" khorne or -khaine "is" khorne or -games workshop always leave this question unanswered on purpose (my personal theory is that khaine is Elvis Presley as i begin to think after listening Jailhouse rock backward and the fact that Elvis Presley is mentionned nowhere else in the WH40K background )
Edited by Sanctuary, Mar 25 2008, 06:48 PM.
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| snowballrules | Mar 25 2008, 10:29 PM Post #8 |
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Tank Commander
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Sanctuary here is the answer to that question (hopefully) A god of the Eldar, Kaela Mensha Khaine, normally abbreviated to Khaine, is associated with murder, violence, destruction and war. Many scholars believe him to be a manifestation of the Eldar's racial passion as manifested in battle and warfare. "Kaela Mensha" is not technically part of Khaine's name, but is a title he bears. It roughly translated to "bloody-handed", a reference to the blood which eternally drips from his hands as a reminder of his murder of the ancient Eldar hero, Eldanesh. The word Khaine signifies the essence of murder. Khaine is one of the two surviving gods of the Eldar. In the old pantheon, he was second only to Asuryan himself in power, and was often shown as the enemy of Vaul. He is also the most violent and reckless of the gods. Asuryan was so appalled by his murder of Eldanesh, a mortal, that he cursed Khaine and made his hands drip eternally with the blood of Eldanesh so that everyone would remember what he had done. Khaine fought Slaanesh, the newly-awakened Chaos god of pleasure and passion sometime after Slaanesh's awakening in the 29th millennium (Imperial Calendar). Khaine being a god of war could not be defeated in battle. But Slaanesh was still much stronger than the Eldar god thus creating a stalemate where neither could win. Khorne the Blood God, patron of war and murder wanted to absorb Khaine for his on purposes and made an offer to Khaine. During the struggle, Khaine realized he couldn't escape from either being and so divided his spiritual essence into the hearts of the craftworlds, the dread Avatars of Khaine are the mere splinters of the ancient war god that can be called upon by a sacrifice of an Exarch who is chosen to be the Young King who are then absorbed by the essence, thus becoming the Avatar of Khaine wielding the might of the War God himself. The Warrior Aspects followed by the Eldar Aspect Warriors embody the different aspects or facets of Khaine - each Aspect Warrior type closely follows a particular aspect through long training and dedication, and each fulfils a distinctive role in combat. The greatest Eldar warriors may, if the need arises, offer their lives as sacrifices to awaken an Avatar of Khaine, one of the most powerful units the Eldar possess. Because the Avatar is technically considered a Daemonic entity in game terms and in background references, it is most likely that Khaine is a warp entity. He does not appear however, to be Chaotic or as malignant as the Gods of Chaos. |
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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| Sanctuary | Mar 25 2008, 11:05 PM Post #9 |
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Ultrawhat ?
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Thanks, but i already read that part on http://wh40k.lexicanum.com/ during the time i was looking for more infos. But the problem is that it is a fan encyclopedia site, and so what they write may be different from the official background (as i understand this background is modified at each version of WH40K) . I was more asking about what is the official stance from Games Workshop about this khaine thing on the current version of their fluff. |
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| snowballrules | Mar 26 2008, 02:25 PM Post #10 |
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Tank Commander
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well from what i can gather kaine isnt the blood god he is the god of war for the elder alot of people confuse him with the blood god but the blood god is basicly the bloodthirster it is an intreastin question tho ill ask at my local games workshop to see what they think |
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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i wasent shure if this would be much help but you like it so im kool with that

3:22 AM Dec 1