01.01.2021

View Poll Results: The best army in wh40k

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  • The Space Marines

    2 22.22%
  • The Imperial Guard

    0 0%
  • The Orks

    0 0%
  • The Tau

    1 11.11%
  • Chaos

    2 22.22%
  • The Dark Eldar

    1 11.11%
  • The Eldar

    1 11.11%
  • The Necrons

    2 22.22%
  • The Tyranids

    0 0%
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Thread: The Warhammer 40,000 Thread

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    Default The Warhammer 40,000 Thread

    I have created this thread for 1 purpose, to promote the best fantasy/alternative universe of them all, better then lord of the rings, marvel and even star wars....lettin my geek side out in this thread majorly......

    Warhammer 40,000







    For 10,000 years, the galaxy-spanning Imperium of Mankind has endured, surviving disasters, heresies and invasions from alien races intent on the extinction of humanity.
    The largest empire ever known, the Imperium spans the galaxy, boasting a million worlds and billions of soldiers sworn to its cause. From Terra, known as Earth in ancient days, the fate of the Imperium's numberless subjects decided with every decree. There is no peace however, for the stars are awash with the blood of Mankind. The Imperium is beset on all sides: invaded by voracious aliens eager to consume and annihilate, assailed from within by renegades and threatened by traitors who seek nothing less than the utter enslavement and destruction of humanity.

    In the face of such innumerable foes stand the armies of humanity, the courageous soldiers of the Imperial Guard and the super-human Space Marines. The largest organised army in existence, the Imperial Guard are the hammer of the Emperor, a force billions of warriors strong. In contrast the Space Marines are few in number, it is said that there is not even so many as a single Space Marine for each planet in the Imperium and yet they are humanity's greatest champions. Angels of Death, the Space Marines strike fear into the hearts of the Emperor's foes.

    THE ARMIES OF THE 41ST MILLENIUM


    SPACE MARINES
    The Space Marines are the champions of humanity. Forged through a program of intense genetic modification, arduous training and the rigours of strict discipline, the Space Marines are the embodiment of the Emperor's wrath. Armed with roaring boltguns and clad in the finest armour known to man they are the Angels of Death and none can stand before them.

    To witness the Space Marines do battle is to behold death unleashed, for they fight as the heroes of legend. Striking without warning, they swiftly overwhelm their foes with pinpoint attacks. Equally able to attack from orbit in a drop-pod assault, as infiltrate the enemy lines and strike from within, the Space Marines are the masters of battle.





    IMPERIAL GUARD
    Mankind's first line of defence, the Imperial Guard is the largest organised army in the galaxy. Numbering in the billions, the Imperial Guard fight the enemy with overwhelming firepower first, and by attrition second. While the Space Marines find their strength in their superior wargear and superhuman prowess, the Imperial Guard find theirs in their sheer strength of numbers, for there are millions of Guardsmen for every Space Marine. Where the Space Marines can be compared to a surgical blade, striking swiftly and precisely, the onslaught of the Imperial Guard is akin to a sledgehammer, bereft of subtlety but utterly unstoppable.

    Life within the Imperial Guard is tough and gruelling, for the life of an individual soldier is irrelevant compared to overall victory. Attacking in endless waves until victory is secured, the Imperial Guard are an unrelenting foe with staggering resources of both men and firepower at their disposal.





    ORKS
    Orks are the most warlike aliens in the 41 st Millennium, and their number is beyond counting. Utterly barbaric and incredibly brutal, Ork culture centres solely around fighting battles. Should the Orks ever truly unify, they would crush all opposition and drown the civilised races in a tide of gore. But the Orks' unquenchable thirst for violence is their greatest weakness as well as their strength. The Ork tribes spend as much of their strength fighting savage wars against their own kind, as they do against the other races in the galaxy, a fact that brings great joy to the Orks and significant relief to those that watch them with a wary gaze.

    In battle the Orks attack as a roaring green tide screaming belligerent challenges and firing their crude weapons as they charge. An Ork enjoys nothing more than the savage butchery of close combat and it is there that they excel, for their bulky frames are thick with corded muscle and their flesh and bones can easily withstand injuries that would leave weaker creatures broken and bleeding.





    ELDAR
    The Eldar are a race teetering on the brink of destruction, balanced on a precipice even more precarious than Mankind. The remnants of a once great civilisation, they now ply the stars aboard colossal craftworlds, gigantic vessels that have endured the aeons since the catastrophic events that lead to the Fall of the Eldar.

    The Eldar resemble humans at a glance, they are in fact quite different, possessing a grace and dexterity that shames even the most elegant and agile men. Though their civilisation slowly falls ever closer to oblivion, the Eldar are far from weak in battle. Every Eldar citizen serves as a soldier in times of need and their fighting elite are possessed of preternatural abilities. Eldar technology is so advanced that even their militia appear as masters of powerful magics when compared to the lesser races. Thanks to their extraordinary weapons and their advanced tactics, a small Eldar force is able to face a vast foe and destroy them without the loss of a single drop of blood.





    DARK ELDAR
    Sinister and cruel cousins of the Eldar, the Dark Eldar survived the calamitous fall of the Eldar by fleeing into the webway. In that chill realm between the stars the Dark Eldar raised up a great and terrible city known as Commorragh. A haven of nightmares, Commorragh is a place where torture and cruelty abound – a fitting base for the piratical Dark Eldar – and from their concealed city they launch vicious and sadistic attacks across the galaxy.

    Swift and deadly, the Dark Eldar shun the costly and exhausting tactics of other races, preferring to launch pinpoint raids from the webway directly onto the surface of enemy held worlds. Their goal is simply to inflict suffering and misery upon their victims, and those that they attack pray that they will not be taken alive. The horrors that await the slaves of the Dark Eldar in Commorragh are worse than any death upon the battlefield.



    CHAOS SPACE MARINES
    Chaos Space Marines were once the Imperium's greatest defenders, but corrupted by the vile gods of the Warp, they have forsaken their oaths of allegiance and are now deadly warriors bent on anarchy and destruction. They wage their wars for the joy of battle, for worldly glory or for reasons too dark for the faithful to comprehend. Whatever their motivation, the Chaos Space Marines are without mercy or conscience.

    The Chaos Space Marines are highly trained and motivated and many have decades, centuries or even millennia of combat experience, won on countless corpse-riddled battlefields. All are highly skilled in every manner of weapon and war. Against such foes, only the strongest and most faithful will survive. Few places within the Imperium are safe from the touch of the Chaos Space Marines, for they strike out from hidden bases to ravage and destroy before slipping away, leaving devastation in their wake.





    CHAOS DAEMONS
    Chaos Daemons are beings of pure psychic energy, warped embodiments of emotion given ghastly purpose. Vicious creatures spawned from the nightmare dimensions of the Warp, they are the servants of the vile and cruel Chaos Gods and each reflects its patron in appearance, character and ambition. Feeding upon the emotions of mortals, hordes of Daemons mount invasions directed by the whims of the Chaos Gods, annihilating entire star systems in their wake.

    Strange signs and portents presage the coming of a Chaos Daemon army; psykers are plagued by waking nightmares, the skies and stars buckle and shift and a feeling of ever-present dread descends, unnerving even the boldest hearts. From rifts in the fabric of the universe they tear their way into reality, ranks of obscene horrors intent on the enslavement and slaughter of all Mankind.





    TYRANIDS
    From the unspeakable cold of the galactic void come the Tyranids, the Great Devourer, a horror from beyond the stars intent upon consuming all life within the galaxy. Travelling in massive Hive Fleets, the Tyranids resemble enormous migratory swarms, steadily invading and devouring all in their path. With relentless purpose the tendrils of the great Hive Fleets encroach ever closer towards Terra, leaving shattered, lifeless worlds in their wake.

    To face the Tyranids is to do battle against creatures evolved purely to destroy, a nightmarish tide of bio-engineered monsters bristling with razor-sharp claws and armed with living weapons capable of melting armour and dissolving bone. A Tyranid army is utterly devoid of emotion, completely fearless and totally implacable and it will not rest until it has devoured all in its path.





    NECRONS
    The Necrons are ancient beyond measure, malign and powerful alien race that has slept away the aeons in an arcane stasis-sleep. Now they are awakening from their concealed tomb worlds and, fuelled by an ageless malice, they seek to eradicate all in their path. Bitter souls clad in immortal mechanical bodies, the Necrons resemble metallic skeletons, a parody of death as chilling as it is deadly.

    In battle they are a relentless force, advancing in legions of unstoppable automatons, armed with weapons of dazzling power and eldritch technologies. Their necrodermis is so resilient and advanced that it can repair all but the most severe damage suffered, allowing the Necron to rise once more and fight on. Should a Necron be crippled beyond self-repair, it will ?phase out', teleporting both body and conscience to the nearest tomb complex where full repairs can be carried out.





    THE TAU EMPIRE
    The aliens known as the Tau inhabit an area of space near the eastern fringe of the galaxy. Since the Imperium's first contact with the Tau they have become a dynamic and rapidly expanding race. Physically weak and unskilled in close combat, the Tau rely on astonishingly advanced weaponry and equipment to fight their wars, overwhelming the foe with an effective combination of deadly firepower and vigorous, fast-moving battlefield tactics.

    The overreaching philosophy of the Tau Empire is one of striving towards the Greater Good. With this in mind, planets that they discover are invited first to surrender to the will of the Tau Empire and add their skills and resources to their collective. Whilst some alien races have found common cause with the Tau in this way, the Tau have found that, more often than not, they must resort to force of arms to expand their empire.




    IMPORTANT CHARACTERS

    The Emperor Of Mankind


    The Immortal God-Emperor of Mankind is the leader of the Imperium, the largest human organization in the fictional Warhammer 40,000 game universe, created by Games Workshop.


    Within the Warhammer 40,000 game, the Emperor is worshipped as Master, Defender and Father of Mankind by the countless inhabitants of the Imperium. He sits immobile within the Golden Throne on Earth (often referred to as Holy Terra) and has remained there for ten thousand years. Although once a living man, his shattered body can no longer support life and is held intact by his spirit alone, sustained by the soul-sacrifice of countless millions of psychically-capable human beings collected from across the Imperium. The Emperor is the object of worship in the Imperial Cult, maintained by the Adeptus Ministorum, also known as the Ecclesiarchy, whose missionaries spread his worship across the human-settled galaxy. Only three groups within the Imperium do not adhere to the tenets of the Imperial Cult; the Adeptus Mechanicus who sometimes worship him as the Omnissiah, a multi-fold divine force that is united with their Machine God; the Adeptus Astartes, who instead see the Emperor as the creator and father of their Primarchs, who were in turn the progenitors of their chapters' geneseed, rather than as a god in the flesh; and the few surviving Squats.

    The Emperor's mind is no longer whole, for after ten thousand years of constant vigilance and imprisonment inside an immobile carcass it has fractured into many individual minds. The Emperor is in this way omnipotent, simultaneously guiding his race through his Tarot, directing the Astronomican, granting audiences and enduring his living death, (The Inquisition War trilogy). This viewpoint of the Emperor's psychological state is repeatedly conflicted, between the novelizations of the 40k universe and "canonical" game material, and is extensively retconned on an almost continual basis. The opening text of the Inquisitor rulebook describes the mixed feelings that surrounded the Emperor's ascension.


    The Star Child Theory
    The Star Child is the nascent power of the Emperor's soul in the Warp as it ebbs away from his dying body. The Star Child has its own champions (the Sensei), and could bestow powers on these individuals.

    The Star Child theory was introduced during first edition's Realm of Chaos books and referred to later in the 3rd Edition Warhammer 40,000 guide. Like the Thorians, those who believe in the Star Child theory (the Illuminati) hope for the reincarnation of the Emperor[3].

    Central to the belief is that the Emperor's soul is part of the warp.



    Horus


    Horus was one of the twenty Space Marine Primarchs in the fictional Warhammer 40,000 universe. He was the leader of the Luna Wolves Legion, the favoured son of the Emperor of Mankind, and the galaxy's greatest traitor.

    Early life
    Created by the Emperor in the gene-laboratories of Terra, Horus, along with his brothers, the Primarchs, were scattered across the galaxy by an accident of unknown cause. The capsule carrying the infant Horus came to rest on the Hive World of Cthonia, the primary planet of a system within a reasonable slower-than-light distance of Terra.

    As such, he was the first of the Primarchs to be rediscovered by the Emperor, and for many years was the only son of the ruler of Mankind. There was said to be a great affinity between them; the Emperor spent much of his time with Horus, instructing the latter in all aspects of culture and warfare. The Emperor quickly granted command of the Luna Wolves Legion to Horus, and with these warriors at their backs, began to forge the Imperium of Man.

    The Great Crusade
    For thirty years, Horus and the Emperor fought together, saving each other's life on several occasions. However, the discovery of a second Primarch was inevitable, and while the Emperor left to meet another of his sons, Horus was left in command of the Great Crusade. While happy that he would soon meet one of his brothers, Horus swore to himself that he would always remain the Emperor's favoured child.

    As the Great Crusade pushed outward, and more Primarchs were discovered, the Emperor's time became divided, pulled in more and more directions. Horus was often placed in overall strategic command of the Crusade, a position in which he proved his skill time and time again. He quickly won the approval and support of the other Space Marine Legions, along with their leaders.

    One of the skills that made Horus such a great general and leader, above his warrior skills and ability to strategise, was that he possessed an innate understanding of psychology; able to read men so as to promote their strengths or exploit their weaknesses. This allowed him to find a non-military solution to several campaigns, using his skills of negotiation and the threat of unstoppable force to bring world leaders into the Imperium without bloodshed. Horus always ensured that he followed any local customs, believing that he would lessen the hostile reaction of opponents who wished to parley.

    His understanding of the human mind allowed Horus to find the best within his fellow Primarchs, allowing him to deploy the various Legions into battlefield roles that they were best suited to. He quickly learned of the skills belonging to the White Scars and Night Lords for rapid strikes, while the Imperial Fists and Iron Warriors would be at the forefront of sieges. Horus was said to wield the Space Marine Legions, and later the human soldiers of the Imperial Army, as a lesser general would position individual squads to perform to their advantages. He was also responsible for promoting competitive rivalries between certain Legions, rivalries that would overflow into outright hatred when the Great Crusade took a turn for the worse.

    The Corruption
    Shortly after Horus' Legion declared victory in the Ullanor Crusade against the Orks, the Emperor declared that this was the greatest victory yet for his Imperium. Amongst the awards and accolades he promised the Luna Wolves Legion was that they would be renamed the Sons of Horus in honour of their leader, who in turn would be promoted to the rank of Warmaster, Supreme Commander of the Imperium's millions-strong armies.

    Despite the honours bestowed on him and his Legion, it was said that Horus was not content. The wording of the Emperor's declaration, claiming the glory of Horus' victories as entirely his own, chafed. Although this was the usual rhetoric for such announcements, Horus saw that while the Emperor remained comfortable in his palace on Terra, Horus was out in the field of battle, winning the Emperor's Imperium for him. It seemed that a deep-rooted resentment had finally been brought to the surface.

    Before he could return to Terra to officially claim his new title, Horus fell ill on the feral world of Davin. While he recovered, Horus demanded to take part in a warrior lodge initiation on the planet, maintaining his policy of observing native customs where possible. However, this initiation was different, provoking a shift in the character of the Primarch. The warrior lodge had been the front for a Chaos coven, who had converted the second-greatest man in the Imperium.

    Horus began to introduce the concept of the warrior lodge throughout his Legion, and also stretched his influence to bring several other Primarchs onto his side. Horus was now allied in full to Chaos, and envisioned a new empire, with the Warmaster at its head.




    The Primarchs

    The Primarchs were the twenty cloned sons of the Emperor, born leaders of his Space Marine legions. They were bred to be nearly perfect: larger, stronger, faster, and smarter than normal humans. Their genetic material was also used to form the basis of the legions they would command.

    However, the forces of Chaos somehow spirited the children away, scattering them across the galaxy. All but two were discovered on remote worlds, where they had quickly grown to adulthood, and often held leadership of their adoptive worlds. When the Emperor found them, he gave them leadership of the Space Marine legions created from their individual genetic material.

    Following the Great Crusade, Warmaster Horus fell to Chaos, and he convinced eight of his fellow Primarchs to rebel against the Emperor and follow him. In the Horus Heresy, brother fought brother as the Primarchs led their legions against their former comrades; Horus himself fought Sanguinius and the Emperor, killing Sanguinius, but dying at the hand of the Emperor. The Traitor Legions fled to the Eye of Terror.

    [edit] Loss of the Primarchs
    Today, all the Primarchs are either damned, lost or dead. As mentioned before, Sanguinius died at the hands of Horus, who in turn later died at the hands of the Emperor. Ferrus Manus of the Iron Hands died on Istvaan V at the start of the heresy, killed by his most beloved brother Fulgrim using the Sword of the Laer that was corrupting him. He was later possesed by the daemon in the blade.

    Over the next thousand years, the other remaining loyalist primarchs died or disappeared one by one. Lion El'Jonson of the Dark Angels returned to his homeworld to find it in ruins and the Dark Angel marines he had left rebelled to Chaos. He led a strike force of his own Space Marines against the traitors on the surface and he fought with a burning hate for his lost sons. He was lost amongst the inferno as the world was blasted apart by both a warp storm and a bombardment from his ships in orbit. However, The Watchers in the Dark, mysterious Xenos, saved him by taking him deep inside the heart of The Rock. He slumbers there, right under the noses of his chapter.

    Jaghatai Khan of the White Scars disappeared through a Dark Eldar warp portal whilst he was pursuing them after a raid on the White Scar homeworld. Rumours abound that he fights on still, lost in the twisting paths of the Eldar webway, but after nine thousand years it seems unlikely if not impossible.

    Leman Russ of the Space Wovles is the only primarch whose disappearance appears to be voluntary. The Space Wolves hold a legend that say Russ went on a quest to find a means to cure the Emperor but the truth is likely to be far more sinister.

    Rogal Dorn of the Imperial Fists died fighting on a traitor cruiser alongside a company of his sons. He was one of the last Primarchs to die. Today, all that remains of him is a single gauntlet fist that is housed in the holiest shrine of the Imperial Fists chapter.

    Roboute Guilliman of the Ultramarines met his end against his own brother Fulgrim, the second Primarch to die in this way. Today, his body lies at the heart of the temple of correction, maintained in a stasis field to perserve it. He one of the only primarchs have been found by their sons and it is said to be an awe-inspiring experience to see such a holy sight, the bleeding wounds he sustained still vividly visible upon his neck. Legend among the Ultramarines is that his wounds are slowly healing, and one day he will awaken, though this shouldn't be possible in a stasis field.


    It is little known how Vulkan of the Salamanders died. As far as it is known, he vanished into thin air as mysteriously as Leman Russ.

    Corax of the Raven Guard's end was tainted by guilt and shame. In order to rebuild the strength of his sons from the destruction of Istvaan V, Corax accelerated the growth of the geneseed organs, producing more of them but also deteriorating them rapidly, causing many to become hulking monsters. Riddled with guilt over what he had done, Corax locked himself away within his sanctum, the Raven's Tower, for a year. On the anniversary date of his self-imposed exile, he left his tower, haggard and gaunt, and took a small shuttlecraft. It was last monitored as setting a course for the Eye of Terror, the realm of the Chaos gods.

    Of all the Primarchs, only the dammed Primarchs of Chaos live today, although to say that they truly live is a gross misstatement since their bodies, minds and souls now exist exclusively within the power of Chaos.

    Number Primarch Legion Status
    1 Lion El'Jonson Dark Angels Loyal
    2 missing
    3 Fulgrim Emperor's Children Traitor


    4 Perturabo Iron Warriors Traitor
    5 Jaghatai Khan White Scars Loyal
    6 Leman Russ Space Wolves Loyal


    7 Rogal Dorn Imperial Fists Loyal
    8 Night Haunter Night Lords Traitor
    9 Sanguinius Blood Angels Loyal


    10 Ferrus Manus Iron Hands Loyal
    11 missing
    12 Angron World Eaters Traitor
    13 Roboute Guilliman Ultramarines Loyal
    14 Mortarion Death Guard Traitor
    15 Magnus the Red Thousand Sons Traitor
    16 Horus Luna Wolves Traitor
    17 Lorgar Word Bearers Traitor
    18 Vulkan Salamanders Loyal
    19 Corax Raven Guard Loyal
    20 Alpharius Alpha Legion Traitor





    The Chaos Gods


    Khorne
    Khorne is known as the Chaos god of war and battle, depicted as a demon of terrifying power, sitting on a Bronze throne ontop of a mountain of skull, thus: "BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!" The Bloodthirster represents his master in the material realm.

    Slaanesh
    Slaanesh is the god of cruel passions and pain. Slaanesh is the enemy of all Eldar and was once the god of the Dark Eldar. Slaanesh has a beauty that no living mortal can resist.

    Tzeentch
    Tzeentch is the Chaos god of time and control, virtually every event in the galaxy was concoted by Tzeentch himself, He is also the one who brokers most alliances between the four powers.

    Nurgle
    Nurgle is the Chaos god of rot and decay, Nurgle and Tzeentch are mortal enemies, while Tzeentch represents progress, Nurgle represents decay and rot.


    IMPORTANT LOCATIONS:

    The Immaterium

    The Immaterium is an alternate dimension, also called the Warp, Warp Space, the Empyrean, the Ether and the Realm of Chaos. It is used to travel effectively faster than light. This is achieved by the Warp being a domain of pure energy, with spacecraft navigating between streams, as in an ocean. Time also proceeds a great deal slower in the Warp than in the Material universe, creating a form of stasis. While an effective solution to generations-long trips across the galaxy, it is a far from perfect solutions. Long-distance journeys take months or even years, and the timing itself is unpredictable due to the very nature of the Warp.

    The warp is far from being safe place to travel through. Great currents and storms can blow starships into uncharted areas of the galaxy and make travel through certain regions impossible due to warp storms as they could last centuries. Ships could find themselves becalmed in the immaterium, a terrible fate for it's passengers as they become playthings for the dark creatures that inhabit that diabolical realm. Sometimes a ship will emerge from warp space centuries after they left yet only have lived a day onboard, many more just vanish without trace.

    The Warp itself is home to a great many creatures, many of which are hostile to foreign objects from the Material universe. Ships travelling in the Warp are shielded against attacks from these creatures but Psykers risk danger when travelling the Warp. As the Warp gives Psykers their powers by way of channeling its energy, this makes them vulnerable to attack from Warp entities and Daemons.

    The Warp is also home to the four Chaos gods; Khorne, Slaanesh, Tzeentch, and Nurgle.



    Holy Terra (earth)

    Throne world of the Imperium, Terra is the homeworld of the Emperor and of the human race. Before the Great Crusade, Terra was plagued by a long age of war and anarchy known as the Age of Strife. Terra is perhaps the most massive Hive World within the Imperium, with a population of tens of trillions. The bulk of Terra's population is divided into the Adepts (servants of the Emperor and his Imperium, including priests, scribes and workers) and non-Adepts (the far less privileged common citizens.)

    Terra's entire surface, with the exception of the Antarctic region, is covered in labyrinthine edifices of state, including the Imperial Palace, the Ecclesiarchal Palace and many departments of the Imperial government. The base of the Inquisition on Terra is beneath the ice caps of the south polar region. One artificial sea where the Pacific ocean once existed is kept full of beautiful man made islands, and is kept as an area of reward and luxury for the highest ranking officials.

    Billions of pilgrims flock to the planet every day, eager for a glimpse of the Imperial Palace or one of the untold number of gargantuan Imperial cathedrals. Such is the scale of the Imperium that many of these pilgrims' journeys were started by their ancestors and only generations later will a member of the family complete the pilgrimage. Many will set out hopeful and never come close to their goal.

    Terra is the resting place of the Immortal Emperor of Mankind, where he has sat on the life-preserving Golden Throne, neither alive nor dead, for ten thousand years. He and the Palace are guarded by the Adeptus Custodes. Among them is a select inner corps of three hundred who never leave his side, known as the Companions.

    The Astronomican is a psychic beacon beamed from Terra and powered by a "choir" of ten thousand specially-trained psykers, providing a reliable reference point which Navigators can utilize within warp space. These psykers are chosen from among those brought from other parts of the Imperium to Terra aboard the Inquisition's Black Ships. Other psykers, considered powerful enough are recruited into the Adeptus Astra Telepathica, the department forming the network of interstellar communication for the Imperium.

    Luna (Terra's moon) has also been colonized and is home to immense planetary defense lasers charged with protecting Terra from invasion. These defenses inflicted savage losses on the invading rebel fleets of Warmaster Horus, during the latter stages of the Horus Heresy. Luna also gives its name to a class of Imperial Cruiser called the Lunar Class.




    Cadia

    Cadia is a terrestrial fortress world guarding the only navigable route to and from the nebula known as the Eye of Terror. Cadia's natural environment is similar to Terra's, with a large Ocean covering 70 percent of the planet. The land mass that does exist is divided between incredibly thick pine forests and vast glaciers. The planet is slightly cooler then most but not to the point that it adversely effects growing conditions. Cadia was settled sometime in the early 32nd millennium by Humans, who quickly became the dominant species. Cadia's location in comparison to the dangerous Eye of Terror has made it necessary for the people of Cadia to fortify the planet to an extent were almost the entire population live in massive fortresses known as "Kasr's", Thus Cadia has an odd mix of dense urban areas and vast open tundras. It is here that Abaddon the Despoiler, Warmaster of the Chaos Legions, fields his continual assaults or Black Crusades from his hold in the Eye of Terror.

    Military
    Cadia is the home of the Imperial Guard Cadian Shock Trooper regiments, widely regarded as the best soldiers in the Imperium short of the superhuman Space Marines, thanks mainly to their martial culture. Their leader is the indomitable Ursarkar E. Creed, the savior of Cadia and hero of the Battle for Cadia. The Cadian people are naturally tall, taught white skinned, with blonde hair and blue or purple eyes. Since Cadia is the capital of the sector very often raided by various civilizations, the planet has been fortified extremely heavily. All of the citizens of the planet must serve at least a four year term in the military, and the amount of military presence has lead to the population becoming focused on weapons production. 71.75% of the population is under arms (Codex: Eye of Terror p.24). Cadia exports huge amounts of weapons to its neighboring planets, while importing very little. Cadia has a special and honoured place in the history of Mankind. Cadia stands upon the edge of the Eye of Terror within a narrow corridor of stable space called the Cadian Gate. This forms the one and only predictable passage between the Chaos infested daemon worlds of the Eye of Terror and Terra. No battle fleet of any size can rely upon other unstable passages and must pass through the Cadian Gate. Cadia is therefore one of the most strategically important planets of the galaxy.

    On several occasions the forces of Chaos have moved against Cadia and raging battles have been fought in the depths of space. Such huge battles are rare, but the constant intrusion of Chaos raiding craft is commonplace. Chaos Space Marines make frequent forays onto the surface of Cadia and must be hunted down. The bulk of the Cadian army is made up of the Shocktroops, with the remainder made up of the Whiteshields (conscript soldiers recruited at the age of 14 and trained to take place in Shocktroop regiments) and the Elite Kasrkin soldiers.








    IMPORTANT EVENTS


    The most important event in warhammer history: The Horus Heresy

    The Horus Heresy truly began after Horus was wounded by the stolen Anathame on the moon of Davin, a place that was cursed by the foul Chaos God Nurgle. The wound caused by the blade refused to heal, despite Horus' super-enhanced immune system or the efforts of the Sons of Horus' best apothecaries. While ill, Horus was taken for healing by the Davinites.

    During the rituals, Horus' spirit was transferred into the Warp where the corrupted chaplain Erebus, disguised as the Warmaster's closest friend Hastur Sejanus, showed him a terrible vision of the very future which his actions would bring about - the Imperium as a repressive, violent and superstitious regime where the Emperor and some of the Primarchs (but not Horus) were worshiped as divine beings by the fanatical and ignorant masses of humanity. The Chaos Gods portrayed themselves as the victims of the Emperor's psychic might who had no interest themselves in controlling the material world. Horus, already having grown jealous and deeply resentful of his perceived poor treatment at the hands of his father the Emperor, proved all too willing to accept the Ruinous Powers' false visions of an Emperor determined to make himself a god at Horus' expense.

    But there was one thing no one had counted on: Horus's brother Magnus the Red, Primarch of the Thousand Sons, had continued to study the forbidden arts of sorcery, and was not about to let his brother fall to the powers of the Warp. The cyclopean giant appeared within Horus's vision, revealing the chaplain's identity and begging Horus not to give in to the temptations of Chaos. Unfortunately, the Primarch's voice of reason was left unheard. Horus had decided that if anyone deserved to be worshipped as a god it was he, and not the Emperor. He accepted the offer of the Chaos Gods to join their cause and in return they healed his wound and granted him the powers of the Warp. The Chaos Gods' pact with Horus was simple: "Give us the Emperor and we will give you the galaxy".

    Swaying The Legions
    Renouncing his oath to the Emperor, Horus led his Legion into worship of the myriad Chaos Gods. Horus's genius was revealed as he converted half of the Legions, along with many regiments of the Imperial Army and several Titan Legions to his cause, revealing the Emperor to be as Horus saw him - a man undeserving of the praise and recognition of the Human race.

    Angron of the World Eaters, Fulgrim of the Emperor's Children and Mortarion of the Death Guard were to be the first of the primarchs to side with the Warmaster. Horus found it easy exploit the Primarchs' flaws - Angron's frenzied love of violence was a match for Khorne; Fulgrim was corrupted by a daemon weapon of Slaanesh and its promise of unending perfection; Mortarion, already a close friend of his brother's, was too easily persuaded, having been turned long before the Heresy through the efforts of his first captain Calas Typhon. Erebus had already vouched for the support of Lorgar and the Word Bearers, and with these legions at his side Horus's plans began to come together.

    Magnus, however, had yet to be dealt with. The Primarch was aware of his brother's fall, and attempted to forewarn the Emperor of the impending betrayal. However, knowing that he would have to find a means of quickly warning the Emperor, Magnus decided to use his sorcery to deliver the message as an act of both desperation and vindication. The message penetrated the psychic defenses of the Imperial Palace on Terra, shattering all the psychic wards the Emperor had placed on the Palace. Having already outlawed the primarch's use of sorcery and refusing to believe that Horus, his most beloved and trusted son, would betray him, the Emperor instead perceived the traitor to be Magnus and his Legion.

    The Emperor ordered the Primarch Leman Russ to mobilize his Space Wolves Legion and take Magnus into custody; Horus, however, persuaded his brother Russ that Magnus was a threat and should not return to Terra alive. The Wolves of Fenris descended upon Prospero, destroying all in their path. Magnus, defeated and forsaken by his beloved father, retreated into the Warp and pledged himself to Tzeentch. The Thousand Sons had never planned to join Horus, but the trap that the Changer of Ways had laid for the Red Sorcerer's legion led them to the Warmaster's side regardless.

    Of the other eventual traitors, Night Haunter was due to face disciplinary action from the Emperor; Alpharius chose to join Horus after the prophecy of an ancient cabal of aliens was revealed to him that Horus' victory would cause the downfall of the Chaos powers; and Perturabo's cold nature and bitterness towards Rogal Dorn made him an easy target for corruption.

    Even with so many legions on his side, Horus was still aware that some of his brothers would never join him. Three of the most loyal Primarchs, Lion El'Jonson of the Dark Angels, Sanguinius of the Blood Angels, and Roboute Guilliman of the Ultramarines, were sent on missions far from Terra. The Blood Angels were sent to the daemon-infested Signis Cluster and the Ultramarines to Calth, where Kor Phaeron had amassed a large force of Word Bearers and millions of Chaos cultists. Unbeknownst to the Lion, a rebellion was soon to occur on his homeworld of Caliban.

    The Imperial Fists and White Scars were too close to Terra to be contacted without raising suspicion, though Horus believed (mistakenly) that Jaghatai Khan would ultimately take his side. Shortly before the Dropsite Massacre, Horus also ordered Fulgrim to turn Ferrus Manus to their cause, but the Phoenician underestimated the Gorgon's loyalty and barely escaped alive. Fulgrim promised he would deliver Manus's head to Horus in recompense.

    The remaining Legions - the Raven Guard, Salamanders, Iron Hands and Space Wolves - remained staunchly loyal to the Emperor, though all but the Wolves would pay dearly for it in the battles to come. Beyond the Legions, Horus had already swayed Adept Regulus with promises of the STCs recovered during the war with the Auretian Technocracy, delivering Adeptus Mechanicus support to the Warmaster's forces.

    Isstvan III
    The first sign that Horus and his Legion had turned to Chaos was made evident when Horus virus bombed the rebel world of Isstvan III. The Planetary Governor of Isstvan III had declared his independence from the Imperium, and the Council of Terra charged Horus with the retaking of that world. This order merely furthered Horus' plans. Although the four Legions under his direct command had turned Traitor, there were still some Loyalist elements within the Sons of Horus, World Eaters, and Death Guard; many of these were Terran Space Marines who had been recruited before being reunited with their Primarchs. Horus, under the guise of his orders, amassed his troops in the Isstvan System.





    Horus had a plan by which he would destroy all Loyalist elements of the Legions at his command. After a lengthy bombardment, Horus dispatched all Loyalist Marines down to the planet, with the pretense of bringing it back into the Imperium. At the moment of victory, however, these Marines were betrayed when virus bombs began to rain down on the planet. However, some Marines loyal to the Emperor had remained on board their ships, and as Isstvan III died, these soldiers fought desperately to warn their brethren on the surface. Their sacrifice saved many Space Marines, as they were able to take shelter before the virus bombs struck. The population of Isstvan III received no such protection. Twelve billion people died almost immediately. The psychic shock of so many simultaneous deaths shrieked through the Warp. A contingent of Loyalists led by Captain Garro of the Death Guard escaped the fleet orbiting Isstvan III aboard the damaged vessel called Eisenstein, and fled to Terra to warn the Emperor.

    Angron, realizing that the virus bombs had not been fully effective against the Loyalist Marines, flew into a rage and hurled himself at the planet with 50 Companies of Marines. Horus was furious at Angron for delaying his plans, yet reluctantly reinforced him with troops from the Sons of Horus, the Death Guard, and the Emperor's Children. On Isstvan III, the remaining Loyalists, under the command of Saul Tarvitz, fought bravely against their own traitorous battle-brothers. But their cause was doomed. Soon only a few hundred of them remained until, finally, Horus grew unable to tolerate the delay and forced Angron to withdraw his forces, and ordered a systematic orbital bombardment that killed Isstvan III's last brave survivors.

    Flight of the Eisenstein
    The seventy Loyalists led by Captain Garro commandeered the Imperial frigate Eisenstein and evading the forces of Horus, were able to escape from the Isstvan system into the Immaterium. The Eisenstein was badly damaged during its escape from Isstvan III; all its astropaths were dead, and its lone Navigator was mortally wounded. However, Garro managed to attract the attention of passing Loyalist ships by setting the vessel's warp engines to self-destruct and ejecting them from the ship. Rogal Dorn's Imperial Fists Legion had been becalmed in the Warp with its fleet for some time, and his Navigators sensed the detonation of the Eisenstein's Warp drives. Making an immediate course for the location of the ship's beacon, Dorn met with Garro, who explained to him all that had happened with the Traitor Legions.

    The Eisenstein was able to reach Terra, allowing the loyal Marines to report the extent of the atrocities that had occurred in the Isstvan system. It was said in later millennia that without this warning, the Imperium would have faced even greater difficulties in responding to Horus' next moves.

    The fate of these seventy Marines is ultimately unknown. Some believe they continued to fight for the Emperor until death claimed them, while others maintain that they were treated as if they were their traitorous brethren, either imprisoned and left to rot, or executed. Others believe that Captain Garro, shocked by the terrible betrayal, became an Apothecary, vowing never to kill again. Others believe some of these men formed the nucleus of the elite Space Marines Chapter later known as the Grey Knights, for Malcador the Sigillite had presented eight of the survivors to the Emperor before his departure. These men were gifted psykers, came from the ranks of the Legions that had turned Traitor, and yet maintained both an unbreakable faith in the Emperor and talent for resisting the temptations of Chaos.


    Drop Site Massacre
    After ridding himself of all suspected Loyalist members within the three Legions under his direct command, he choose Isstvan V as his command post and prepared a trap for his former brothers and their Legions.

    The Emperor ordered the deployment of seven full Space Marine Legions against him, agonizing over the betrayal of his most beloved son. Unknown to the Emperor of Mankind, four of the deployed Primarchs and their Legions had already turned against him, forming a "fifth column" which would strike against the Loyalists at the most decisive moment.

    The initial naval operations seemed to go well for the Loyalist side. The Imperial Navy managed gain orbit over Isstvan V and the Legions proceeded with their planetary deployment. The first wave was under the overall command of Ferrus Manus and besides his own Legion, the Iron Hands, included the Salamanders lead by Vulkan, and the Raven Guard under Corax. They landed right into a bloodbath. Horus was aware of the chosen drop site and his troops fell upon the surprised Legions. Ferrus Manus engaged Fulgrim, only to die at his hands. The Loyalists retreated towards the apparent safety of their brothers of the second wave.

    The Legions of the second wave were no longer loyal to the Emperor. The Night Lords of Konrad Curze, the Iron Warriors of Perturabo, the Word Bearers of Lorgar, and the Alpha Legion of Alpharius fell upon their unsuspecting brothers and the ensuing slaughter is widely known as the Drop Site Massacre.

    A phrase from the Warmaster himself can easily resume the whole battle: "When the traitor's hand strikes, it strikes with the strength of a Legion."

    After the battle, the head of Ferrus Manus was delivered by Fulgrim to Horus as a trophy.

    Only a few Loyalist Space Marines, bearing the gene-seed of their fallen brothers and carrying the critically wounded Corax, managed to escape. A loyal Primarch had fallen in battle, another was severely wounded, and a third was missing in action. Vulcan was missing, and how he ultimately managed to survive and to escape is quite unclear. It was disastrous news for the Emperor and the Imperium.

    Due the developments at Prospero the rebellion would be further be strengthened by Magnus the Red and his Legion, the Thousand Sons, servants of Tzeentch. Horus had nine Space Marine Legions and had all but destroyed three loyal ones. The way to Terra was wide open, and the Battle of Terra would follow.

    The Siege of Terra and the aftermath of the Heresy
    The Traitor Marines laid waste to their former allies' holdings along the way to Terra. Throughout the Imperium, rebel and loyal forces battled. Horus and his forces destroyed Luna's naval bases, and within 30 days had destroyed the Terran system's defenses. Terra was bombarded and devastated, and eventually, the corrupted Marines landed on Terra, experiencing heavy resistance from the forces defending Terra (among these loyalists were Blood Angels, Imperial Fists and White Scars). The loyalists were outnumbered, and the battle for Terra turned into a siege of the Imperial Palace. By the 55th day the rebels had reached the walls of the Inner Palace. Horus, who had remained in orbit aboard his battle barge, was at that point warned that the rest of the loyalist Legions were returning to Terra and would arrive in hours. The Ultramarines are pushing their way to Terra, along with the Space Wolves and the Dark Angels. If this were to happen, Horus' advantage in numbers would be diminished. He let down the force field protecting his battle barge, to lure the Emperor in a final battle that would decide the war.

    The Emperor saw this opportunity and teleported to the Warmaster's battle barge with two of his Primarchs, Terminator armoured Marines of their Legion as well as members of the Custodes.

    Upon teleporting, the Emperor's forces were scattered through the ship, and were forced to battle their way to find each other. Sanguinius found Horus first. Horus was at the height of his powers, and Sanguinius was slain. Horus stood over the Primarch's body as the Emperor found the Warmaster. The Emperor was successful in defeating Horus, but he himself was mortally wounded. The Emperor survived long enough to be transferred to the Golden Throne - a strange mechanism that would allow him to survive forever in a state of undeath.

    After the death of Horus the heresy broke apart, and the remaining Chaos Space Marines retreated into the Eye of Terror, from which they periodically launch Black Crusades into the Imperium led by Abaddon the Despoiler, who is rumored to be the clone-son of Horus.

    The Emperor of mankind fights his corrupted son Horus






    Eldar History:




    The Eldar are a race of elf-like humanoids, the most ancient and advanced of all races, with the exception of the Old Ones, the Necrons and their C'tan masters. Their armies usually have the advantages of speed and technology.

    In the sense that Warhammer 40,000 races are derived from the earlier Warhammer Fantasy game, Eldar are derived from High Elves, except for Exodites who are the equivalent of the Wood Elves.






    Etymology and Inspiration
    The name comes from J. R. R. Tolkien's elves, who in their own language were called the Eldar. The history of the Eldar in Warhammer 40,000 mimics that of Tolkien's elves, to the point that they are a "dwindling race" in the game universe, as the elves were in Middle-earth's Third Age.

    Some also argue that parallels exist between Eldar culture and that of feudal-era Japan, in particular the Samurai. For example, it is explained that "to the Eldar, war is an art". White Dwarf talks of the "Path of the Eldar", much like the "Way of the Samurai" (i.e. Bushido). The Eldar may also be seen to borrow from ninja to a lesser extent with their appearance, and use of shuriken. It is likely the designers simply had a generally East Asian theme in mind when creating the Eldar.

    "Trust not in their appearance for the Eldar are as utterly alien to good, honest men as the vile Tyranids and savage Orks. They are capricious and fickle, attacking without cause or warning. There is no understanding them for there is nothing to understand - they are a random force in the universe."
    —Imperial Commander Abriel Hum
    Background
    Biology
    Superficially, the Eldar appear very similar to humans, though they are generally taller, faster, lithe of limb, and slim, with sharp features and pointed ears. The Eldar are essentially Elves in their physical attributes. They are long-lived by human standards, and most will live more than a thousand years unless they die from accident or disease. As a race they have a high level of psychic ability, which serves as the foundation of their technology. The Eldar that actively cultivate their psychic potential seem to exhibit a much-extended lifespan as well, one proportional to their prowess. In this way the leaders and Seers of the Eldar may live for several thousand years. One matter of note is that Eldar have sometimes referred to humans as "mammals" typically with a derogatory metaphor such as stupid preceding this term, implying that they evolved from something else, their attributes and physiology have indicated such speculation as far-ranging as aquatic organisms or bird-like creatures, although some type of reptile seems most likely (despite their current human-like appearance, their ancestors may not have had a head with two eyes, or an upright body with two arms and two legs at all!)

    History
    The existing Eldar are essentially a refugee population, the scattered remains of their former strength and power. Even in such straits, however, they are still a powerful force in the galaxy. Once, ten thousand years past, the Eldar were among the most powerful and dominant race of the galaxy, dominating a significant portion of the galaxy and secure in their prosperity. Although there were other races of advanced technology and military power, none were in a position to seriously threaten the state of the Eldar nation. When it came, the disaster was internal. Consumed by arrogance and with no need for substantial work or labour, the Eldar began to pursue any curiousity or desire. Rapidly, cults devoted to exotic knowledge, physical pleasure, and ever-more outrageous entertainment sprang up. It did not take long for many of the Eldar to take a darker path, descending into dark study, instant fulfillment and unbridled violence.

    Many of the Eldar grew uneasy with the actions of their comrades, and the wisest of the Seers warned that the path could lead only to evil. Disgusted, some of the Eldar left the central worlds of the Empire to settle on the outlying regions, while others stayed to try and alter the path their race had taken.

    While this would have been destructive within any society, it was even more damaging for the Eldar. Within the parallel realm of the Warp, the psychic emanations of these activities began to gather, strengthened by the souls of departed followers and cultists. As the Eldar vices grew, this collection did as well, until it eventually came into a life of its own. It finally came to conciousness as Slaanesh, Devourer of Souls and doom to the Eldar, for the psychic scream of its birth tore the souls from all the Eldar within a thousand light years of it. Its awakening was so forceful that it tore a hole between physical space and the Warp, plunging the Eldar homeworlds into a limbo of partial existence. This region is now known as the Eye of Terror, and is now the home of the forces of Chaos.

    Since this time, which is known only as The Fall, the Eldar have been a broken and scattered people, lacking cohesion and purpose. Many of the outlying worlds have slipped to a more primitive level, while the survivors of the home worlds drift through the stars in colossal nomad fleets, each independent of the others. All the Eldar are greatly changed by the Fall and the rise of Slaanesh.



    Technology
    Shuriken weapons -- The standard weapon of the Eldar military forces are Shuriken guns, weapons that use gravitic forces to fire monomolecular-thin discs at the enemy. The Eldar use these weapons in the form of pistols, cannons, and a light carbine known as a Shuriken Catapult.
    Soulstones -- When the Eldar die, their souls are in danger of being devoured by the Chaos god Slaanesh. To prevent this, the Eldar created special Spirit Stones, which capture and contain their souls at the moment of death. These stones are then collected and inserted into the Craftworld's Infinity Circuit, where they may rest along with the spirits of their ancestors. In times of need, the soulstones of the Craftworld's strongest warriors may be taken from the Infinity Circuit and placed inside Wraithbone automatons such as the Wraithguard and Wraithlord, to once again fight for the Craftworld.
    Webway -- The Eldar cannot travel through Warpspace in the same way the Imperium does, because they lack the equivalent of Navigators, making the trip extremely dangerous. Instead they rely on a system of ancient 'tunnels' through the Warp known as the Webway. It is best imagined as a vast and tangled network of doorways between fixed points in real space, by which the Eldar can travel more far more rapidly than most races. However, if there is not a Warpgate near their destination, or the one present is not big enough to permit the necessary forces, they are a disadvantage. Much of the Webway has fallen into obscurity and disrepair, with tunnels and doorways sealed or broken. This often forces the Eldar to make connecting stops on their way to their destination. Finally, it is said that the fabled Black Library resides somewhere within the Webway, though only the Harlequins know where.
    Wraithbone is the main construction material of the Eldar, and the staple of their psycho-technic engineering. It is brought forth from the warp and shaped by Bonesingers through psychic power. It is used to create the craftworlds of the Eldar, their tanks and other vehicles, constructs such as the Wraithguard and Wraithlords, to weapons and armour. It is a psychic conductor and so not only provides the structure for the things built of it, but also power distribution and communications. Wraithbone is a highly resilient material, and capable of limited self-repair. It, and the other building materials of the Eldar, will grow and react more like tissue and plants than the building materials of other races.
    Blackstone Fortress
    The Eldar Nations
    Following the Fall, the Eldar are socially and culturally divided into several broad groups. While there are divisions within each of these, they are the most obvious and clearly defined groups of the existing race (Dark Eldar are excluded here):

    Craftworld Eldar
    In the time leading up to the Fall, not all the Eldar that remained on the homeworlds fell into the lure of Slaanesh. Many remained, struggling to turn their species from its doomed path. Unable to do so, many of the greatest Seers caught glimpses of the darkness to come, and undertook a titantic effort to save their people. For each Eldar homeworld a gigantic ship was created, sung from wraithbone and so massive to be nearly a planetoid itself. The last uncorrupted people from each world were loaded onto these ships, along with works of art, plantlife and animals, all that could be saved. In these Craftworlds (as they came be known) the final Eldar Exodus began, and only barely in time. The psychic shockwave caught some of the Craftworlds and destroyed them, while others were pulled into orbit around the Eye of Terror. The rest drift through the galaxy, their exact number uncertain, as contact can be difficult and intermittent. There are several Craftworlds of particular fame:

    Alaitoc -- Far out on the frontiers of the galaxy, on the edge of explored space, lies the Alaitoc Craftworld. The Alaitoc Eldar are zealous in their guard against the touch of Slaanesh, even more so than other Craftworld Eldar. For these two reasons many of its citizens will at one time or another decide to leave the strict confines of the ship and strike out on their own or in small groups. They will return in times of need, however, and so all Alaitoc armies will have a substantial force of scouts and rangers.
    Altansar -- A small craftworld that had been on the edge of the shockwave, Altansar was long thought to have been lost in the Eye of Terror with the homeworlds of the Eldar. However, there were reports of its sighting and even active involvement in the recently conducted campaign against the Eye of Terror, and doubt now exists as to its fate.
    Biel-tan -- The most martial of the Craftworlds, Beil-tan has made the decision to reforge the Eldar empire. Its armies contain the highest percentages of elite troops of all the Craftworlds, and few of the staple citizen-militia that most worlds call upon in times of war. Their highly-trained forces are known as the Swordwind, and they often come to the aid of Exodite worlds.
    Iyanden -- The Iyanden Craftworld was once one of the largest and most prosperous of all the remaining ships. Its path brought it into the way of the Tyranid invasion, however, and the Craftworld was nearly destroyed in the following battles. Today many of its sections are still in ruins and the population is spread thin. This forces Iyanden to often call upon its fallen, raising more than the typical numbers of Wraithguard and Wraithlords to aid their dwindling warriors in battle.
    Saim-Hann -- One of the more barbaric and wild of the large Craftworlds, the warriors of Saim-Hann favour rapid attacks and moving battles. It regularly organises its forces into ranks of skimmers and jetbikes, known as the Wild Riders, and is famed for the speed and ferocity of its attacks.
    Ulthwé -- One of the largest Craftworlds, Ulthwé was caught in the pull of the Eye of Terror, and now orbits it. As such it faces the constant danger of attack by Chaos marauders and has served as a bastion against the dark powers for thousands of years. The constant war and risk of attack has hardened the Craftworld's citizens, and it maintains a standing militia force known as the Black Guardians. Its proximity to the Eye has also given it an unusual number of psychics.
    The Craftworlds probably compose the majority of the surviving Eldar race, although it is impossible to say just how many this is. They are certainly the seat of the remaining Eldar industry, technology, and culture, as they contain the only vestiges of their original worlds. Most of the Craftworlds contain special biodomes that house plants and wildlife from their original world, and these are carefully tended. Although each Craftworld is essentially indepedent in its actions and governance, they will generally offer and accept aid and advice from one another. Although not common, sometimes Craftworld disagreements will cause two to clash on the field of battle, though this is always a last resort.

    Every Craftworld contains an Inifity Circuit, which is essentially the Wraithbone skeleton of the Craftworld itself. Within this matrix the souls of all the Craftworld's dead reside in a form of group conciousness, providing both a well of psychic power for the ship and a massive ancestral mind to advise and guide the living. With the rise of Slaanesh, the Infinity Circuit is the closest thing that the Eldar have to an afterlife; if their souls are not caught and integrated into it, they will be lost into the Warp and devoured by the Great Enemy. For this reason the Eldar will defend their Craftworlds with a fury and tenacity almost unrivaled; they risk losing not only their home but the souls of their ancestors as well.

    Exodites
    During The Fall, the degeneration of the Eldar did not go wholly without resistance. Some, the more far-sighted, began to openly criticise the laxity of their fellow citizens, and to warn against the effect of Chaos cults. These people were mostly ignored or else treated as narrow-minded fools and fanatics. Soon the general collapse of society convinced even the most resolute amongst them that there would be no end to the reign of death and depravity. Some decided to leave the Eldar worlds, and settle new planets free of the creeping corruption. They were the ones still untainted by the touch of Chaos, and by now they were few. These Eldar are known as the Exodites.




    The Exodite worlds are generally considered backward and rustic compared to the rest of the space-roaming Eldar (and thus are commonly thought to be the equivalent of Wood Elves instead of High Elves), although they still possess a good deal of high technology. One of the pieces of technology they have maintained is the Infinity Circuit, although on the Exodite worlds these are known as World Spirits and exist in the form grids of stone menhirs, obelisks, and stone circles all crafted from psychoactive crystal. Despite the presence of some technology, these worlds are often agricultural, however, and it is not uncommon for groups of Exodites to exist in a nomadic state, living off roaming herds and seasonal harvests. This is the most common image of the Exodite life. Many Outcasts will find a refuge among these Eldar, who are generally more accepting.

    Many regard the Exodites a sort of rural, backwater group that is quaint at best. To others, they are the groundwork of a new Eldar Empire on the edge of the galaxy, composed of the descendents of those far-sighted and strong-willed enough to escape the touch of Slaanesh. Biel-tan is one of the chief proponent of the Exodite potential, and will often mobilise its forces in defense of one of the scattered worlds.

    Harlequins
    The Harlequins are followers of the strange Eldar god, the Great Harlequin (also known as "The Laughing God"), one of the only two Eldar gods to survive the Fall.

    Harlequins are warrior troubadours whose carefully constructed masques and impressive displays of mime and acrobatics tell the many strange stories of Eldar mythology. They wear exotic multi-coloured costumes, brightly patterned to represent figures from the Eldar myth cycles. The groups will wander through the Webway, visiting Craftworlds and other Eldar strongholds in order to re-enact stories from the ancient mythic cycles through song and dance. These strange performances are highly symbolic and are considered an important event for the Eldar. The Harlequins will also appear in times of need and fight alongside other Eldar, aiding them in the interest of some secret goal. They are highly skilled combatants who deal almost entirely in close-quarters combat.

    Harlequins are, like the Inquisition, sworn enemies of Chaos. They guard the Black Library, the place where all the Eldar's knowledge of Chaos lies, and only allow those of the Inquisition and the Illuminati to enter, and even then they are only allowed entrance under guard. The Harlequins are an enigmatic group even among the other Eldar, and they rarely communicate with anyone outside of their troupes at all.

    Outcasts and Pirates
    Unlike the other groups, the Outcasts and Pirates are not very clearly defined. Some Eldar Pirates are actually the long-ranging fleets of Craftworlds, and others are groups of Harlequins or Dark Eldar that are mistakenly identified. Some may even be an enduring fleet that fled from the Fall but lost or lacked a Craftworld to rally around, and have since forged a base on an asteroid or uninhabited world. Many Eldar will leave their regular lives to become Outcasts and Pirates for a time, enjoying the freedom and wealth of experience this offers them before they return to more ordered and strict lives.

    There are also those that have been forced to Piracy and Exile, however, often for their own actions and choices. Some Eldar refuse to obey the strict rules of the Craftworld or commit crimes among their people, and choose to flee rather than face judgement. One of the most famous pirates was Yriel of Iyanden, a former fleet commander who was exiled for leaving the Craftworld underdefended while pursuing an attack on the Eye of Terror. He and his crew formed a band of pirates that worked between various human worlds, often contracting their services out to the various worlds. He eventually assembled a sizeable fleet, and later returned to save Iyanden from the assault of the Tyranids.

    Many pirates are far less noble, however. There are many among them who have taken the same dark road as the Eldar of old, and work as pirates in order to fill their thirst for thrill and combat. In general, all Pirates are quick-tempered and unpredictable, traits in the Eldar that surface rapidly once their are outside the ordered societies they build for themselves.

    Neither pirates nor outcasts are welcome aboard Craftworlds except briefly, for their minds are dangerously unbounded and attract predators from the psychic realms of the warp. Daemons or other warp entities can home in to the mind of an Outcast and lodge in the psycho-supportive environment of the Craftworld's wraithbone core. Outcasts are also disruptive in another sense, for their presence can distract the young and inexperienced from the Eldar path by their romantic tales of travel and freedom.

    The Eldar Paths
    The Eldar are forever wary of falling into the same traps which led them to the Fall. In order to avoid slipping into such debauchery and wanton disregard for life and law, most Eldar take an extremely focused view on life. Rather than dabbling in various skills and occupations, they will choose a single skill and dedicate themselves to mastering it. Their long lives mean that a single Eldar will often master several skills or Paths in the course of their life, pursuing each until they feel they have reached their potential and then choosing a new one. The nature of the Eldar makes it easy for them to become obsessed with their goal, however, and many Eldar become locked into their focus forever.

    The Path of the Warrior
    Eldar are known to pursue any task they set out to do with an intensity that makes human efforts pale in comparison. When an Eldar feels called to the path of the Warrior, he or she will join an Aspect Shrine, a cult of warriors who train themselves to embody an aspect of the Eldar War God Khaine.

    Each Aspect Shrine is led by an Exarch, an Eldar who has found his- or herself unable to leave the path of the warrior. These Exarchs are powerful warriors, doomed to either die on the battlefield, or to eventually be chosen to become the Avatar of Khaine. The first or founder of an Aspect Shrine is called Phoenix Lord. When an Aspect warrior becomes an Exarch, they will don one of the ancient suits of armour that belong to that shrine, and according to legend this suit will bond to their flesh irreversibly. This means that the new warrior merges with all the previous Exarches of the suit, like a tiny version of the Inifinity Circuit. Here are some of the most common Aspects. The list is by no means exhaustive, but these are the ones seen in more than one or two Craftworlds.

    Dire Avengers
    The Dire Avengers are the oldest and most numerous aspect. They are armed with shuriken catapults, an effective if short ranged weapon, and perform as elite troops. The exarch can be equipped to improve the squads' close combat abilities. The Phoenix Lord of the Dire Avengers is Asurmen, the Hand of Asur. He was the first of the Phoenix Lords and the greatest, who instructed all the other founding Phoenix Lords in the skills of combat.

    Dark Reapers
    The Dark Reapers represent Khaine in his aspect as a destroyer, and specialise in long range firepower. Their standard weapon is a reaper launcher which is a powerful, long ranged weapon that fires several small missiles at the target. Their exarch can be equipped with more powerful weapons, such as a Missile Launcher or Shuriken Cannon. The Phoenix Lord of the Dark Reapers is Maugan Ra, the Harvester of Souls.

    Fire Dragons
    The Fire Dragons specialise in short-range firepower and anti-tank warfare. They carry a fusion gun and melta bombs, both excellent weapons for dealing with vehicles. The fusion gun is also very effective against heavy infantry such as Space Marine terminators, but is limited by its short range. The exarch can be given a fire pike, a stronger fusion gun with better range, and skills to make him an excellent tank destroyer, as well as highly dangerous in close combat. The Phoenix Lord of the Fire Dragons is Fuegan, The Burning Lance.

    Howling Banshees
    The Howling Banshees are a close combat aspect made up primarily of female Eldar. The Howling Banshees are equipped with a pistol and power weapon. As the power weapon negates armour, the Banshees are very effective against well armoured opponents. They also wear a Banshee mask, that allows them to strike first in the first round of combat. They can deliver a devastating first strike, but if they get stuck in combat, attrition will work against them. The exarch can be given an executioner which boosts her strength. The Phoenix Lord of the Howling Banshees is Jain Zar, the Storm of Silence.

    Shining Spears
    The Shining Spears are a fast attack aspect. They ride Eldar jetbikes and are armed with a laser lance, giving them high mobility and a strong charge. They are limited by small squad sizes. The exarch can be given a bright lance, providing an accurate but very expensive anti-tank unit. As one of the newer aspects, the Shining Spears have no known Phoenix Lord.

    Striking Scorpions
    The Striking Scorpions are another close combat aspect. They are armed with chainswords, pistols and mandiblasters. They have better armour than other aspects, and are physically stronger. These allow them to work very well against large numbers of weaker opponents. They are also effective against stronger opponents, but their Eldar fragility works against them here. The exarch can be armed with a biting blade which is effective against a few enemies, and a scorpion's claw, which combines a powerfist and a shuriken catapult. The Phoenix Lord of the Striking Scorpions is Karandras, the Shadow Hunter.

    Swooping Hawks
    The Swooping Hawks are a highly mobile aspect. Equipped with a jump pack with stylised wings, they can move rapidly accros the battlefield, dropping grenades upon the enemy before swooping in for the kill. Their weapons are not that powerful, and they work best as a flanking unit. The exarch can be tooled up to be devastating in close combat. The Phoenix Lord of the Swooping Hawks is Baharroth, The Cry of the Wind.

    Warp Spiders
    The Warp Spiders are another highly mobile aspect, equipped with a Warp Spider jump generator which allows them to jump into and out of the warp, avoiding any obstacles in their way. This is considered extremely dangerous, as it might attract the attention of daemons Since they do not have to run all over the battlefield, they have stronger armour than most other aspects. They are armed with death spinners, which fire a net of monomolecular threads which slice into the flesh of the enemy as it entangles them. The exarch can be given the ability to withdraw from combat, enhancing the Warp Spiders' survivability. The Warp Spiders have no known Phoenix Lord.

    The Path of the Seer
    Where the Aspects are responsible for the defense of the Eldar, the Seers are responsible for leading them. Those that start down the path of the Seer are known as Warlocks, and those that become lost upon the path forever are known as the Farseers. A council of the most powerful Seers generally governs a Craftworld or other Eldar group.

    Unsurprisingly, the role of the Seers is to look into the future and try and discern the best path for the Eldar to take. This is done through the casting of Runestones, fragments of Wraithbone and other psychosensitive materials that react to the skeins of time. By reading the throw of these stones, the Seers can often determine what will be the most beneficial course of action, though it is rare that they can discern true results any great distance into the future. On occasion a powerful Seer will receive a portend of some calamitous event, and be able to steer the Eldar away from disaster and doom. With so few Eldar remaining, the Seers attempt to preserve every Eldar life they can, regardless of the cost to other races.

    The Farseers lead in times of war as well as peace. On the battlefield their powers of precognition allow them to foresee the enemies attacks and movements, and warn their comrades against imminent changes on the field of battle. While less capable of foreseeing events in such harried conditions, the Warlocks will often serve as officers in battle, leading units of other Eldar and helping to coordinate the overall battle, as well as lend support through their destructive psychic attacks.

    Other Paths
    While the Seer and the Warrior are two of the most visible Paths, there are hundreds of others. Many Eldar will choose the study of an instrument or art form as their Path, while others mire devote themselves to the development of a science or the refinement of some technology. These Paths, while equally important to the survival of the Eldar, tend to be far more varied and far less consuming than the Seer and the Warrior. Notable among the other Paths is that of the Bonesinger; the title given to those that maintain and repair the psycho-active wraithbone components of the Eldar worlds. Also notable is the Path of the Mariner, the Path followed by those who devote themselves to crewing spacecraft.

    Eldar Gods
    The Pantheon of the Eldar is considered to have been destroyed by the creation of Slaanesh. While the Eldar still revere all the gods and preserve their stories within the mythic cycles, they do not call on them for aid or hope for their intervention any longer.

    There are many similarities between the Eldar pantheon and aspects of the Greek and Norse mythology. It is assumed that the creators drew heavily on these when creating the race and their mythic stories.

    Khaela Mensha Khaine, God of War
    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.

    The Eldar say that when Slaanesh awoke, she consumed each of the other gods in turn. While they were all devoured, Khaine took up his great sword and did battle with her instead. Khaine was not strong enough to destroy Slaanesh, but he was too powerful to be defeated. Instead he was broken, and scattered into pieces. These pieces were driven from the warp where they had done battle and came to rest in heart of each craftworld.

    These pieces became the Avatars of Kaela Mensha Khaine. In times of war the Eldar can awaken him to lead them into war. The Avatars of Khaine are towering monsters with skin of iron and molten cores, hands permanently dripping with blood as Khaine's did.

    Cegorach (or The Laughing God), God of the Harlequins
    The other surviving god of the Pantheon, the Laughing God was the trickster and artist of the pantheon. When all the other gods were destroyed, Cegorach fled before Slaanesh until Khaine rose to do battle with her. The Laughing God took this chance to escape into the realm of the Webway, as only he is said to know all the secrets of its passages. The master of the Harlequins, Cegorach is the only Eldar god that still remains in his original form.

    Asuryan, Greatest of all the Eldar Gods
    Sometimes known as the Phoenix King, Asuryan was the king of the pantheon of Eldar gods. While the mythic cycles seem to indicate that he held sway over all the others, he was nevertheless consumed by Slaanesh. He is often depicted in relation to fire and light, his chief symbols.

    Isha, Goddess of Harvest
    The Mother of the Eldar race, Isha is a fertility goddess in many respects. She was imprisoned by Khaine for a period of time, until Vaul paid her ransom. She is often depicted crying, and her symbol is a teared eye, symbolic of her sorrow in being separated from her mortal children. Her tears are said to have solidified to form the spirit stones which keep the eldar safe from Slaanesh after their death.

    Vaul, God of the Forges
    The artificer, Vaul is one of the central gods of the pantheon, and an enemy to Khaine. In order to purchase the freedom of Kurnous and Isha, Khaine demanded one hundred blades from the smith god. Vaul was unable to finish the last blade in time, and so hid a mortal blade amid the others. This fooled Khaine long enough to get Isha and Kurnous to freedom, but when he realised the trick he cried out for vengeance. Vaul finished the final blade, Anaris the Dawnlight, and took it to do battle with Khaine. Though it was the greatest of swords, Khaine was the better warrior and crippled Vaul. The smith is often shown chained to his anvil, the punishment that Khaine set upon him.

    Y'nnead, God of the Dead
    Y'nnead is a dream, a possability that has yet to be realized. Some Eldar Seers believe that when the last Eldar dies during the Rhana Dandra (Final Battle with Chaos)Y'nnead will be born with the strength of all the souls stored in the infinite circuts of the craft worlds and the world spirits of the Exodites. Y'nnead will then have the power to destroy Slaanesh forever, thus correcting the mistakes which led the Fall
    Bank heist in Kathmandu, it was a slaughter
    The day Buddha was born it rained tea instead of water

  2. #2
    Hello, everybody! DR. NICK RIVIERA's Avatar
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    The Dark Eldar! They are the sexiest!!! GREAT THREAD!!!
    bring back begongo!!

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    haven't played this shit since i was in year 7 in 99 but was all about chaos back then ...
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    Quoting ≠ Agreement.

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    Hello, everybody! DR. NICK RIVIERA's Avatar
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    Quote Originally Posted by Tonearm Terrorwrist View Post
    haven't played this shit since i was in year 7 in 99 but was all about chaos back then ...
    u didn't play the PC game?
    bring back begongo!!

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    Suga Duga
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    chaos

    khorne is the shit.

    I got all the codes of the different races

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    used to have the little mini figures and shit ... my mate had a massive garage and we set up shop in there and every day after school go there and on weekends have epic orgasms and some times go to games workshop and have epic battles with mad geek cunts ... only lasted a few months for me thoug i got over it
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    I see you dawg SID's Avatar
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    I never messed with the minitures to be honest, i always thought that shit was too fuckin hard to paint (they seriously sick doe), iam more into the background story and the games.
    Bank heist in Kathmandu, it was a slaughter
    The day Buddha was born it rained tea instead of water

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    ^^ come back when you're funny

    Quote Originally Posted by sidious_katana View Post
    I never messed with the minitures to be honest, i always thought that shit was too fuckin hard to paint (they seriously sick doe), iam more into the background story and the games.
    ah man the miniatures were dope ... but yeah painting was a bitch especially with those shitty pen like things they had ... atleast i had anyway ... but if you ever went to games workshop when there's a big day on some dudes take that shit sooooooo seriously people getting so into it ... when did the PC game get released ?? are they still releasing updated versions ?
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    I see you dawg SID's Avatar
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    Quote Originally Posted by Tonearm Terrorwrist View Post
    ^^ come back when you're funny



    ah man the miniatures were dope ... but yeah painting was a bitch especially with those shitty pen like things they had ... atleast i had anyway ... but if you ever went to games workshop when there's a big day on some dudes take that shit sooooooo seriously people getting so into it ... when did the PC game get released ?? are they still releasing updated versions ?
    I used to check out games workshop quite a bit still, i just used to watch the fights and read the codexes.

    Play the games dude there dope!!!
    Bank heist in Kathmandu, it was a slaughter
    The day Buddha was born it rained tea instead of water

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    VZA
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    This should be called the Virginity 40,000 thread.

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    http://en.wikipedia.org/wiki/Warhamm...0:_Dawn_of_War

    Warhammer 40,000: Dawn of War is a real-time strategy computer game developed by Relic Entertainment based on Games Workshop's popular tabletop wargame, Warhammer 40,000. It was released by THQ on September 20, 2004 in North America. Since its release, three expansion packs have been released: Winter Assault in 2005, Dark Crusade in 2006 and Soulstorm in 2008, and Warhammer 40,000: Dawn of War II said to be released in 2009.

    The Game of the Year edition was released on September 21, 2005 in the USA and on September 23 in Europe, containing 4 exclusive maps. Later, the Game of the Year edition and Winter Assault were bundled in the Gold Edition in the USA. Recently, Dawn of War and its first two expansions were released together as The Platinum Collection in the USA or as the Dawn of War Anthology in the PAL regions. More recently, all three expansions along with Dawn of War have been released as The Complete Collection.
    bring back begongo!!

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    S.M. - Dark Angels - Deathwing


    (i know its a ultramarines dreadnought just an example of my tattoo)




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    I see you dawg SID's Avatar
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    ^^those are your tats? iam not gonna lie there pretty dope
    Bank heist in Kathmandu, it was a slaughter
    The day Buddha was born it rained tea instead of water

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    This is freaky I just bought warhammer 40,000 Squad Commander for PSP

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    Like 5 minutes ago

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