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Shas'O
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I figured I'd move all the fluff and rules guidelines to here so I can keep it all in one thread. The other two threads can be locked if that makes it easier.
As I said, this is a write-up of a parallel universe to our WH40K universe. Every race shall be represented, but with one or more fundamental differences to present a mirror of the race we know. They will have 99% legal rules, rather than me changing huge amounts: for example, using another Codex with some unit limitations or, as in the case of the High Eldar (to come), using a Codex and adding a unit from another Codex (In that example, Codex: Dark Eldar with the addition of the Eldar Farseer as an HQ choice). These lists won't be tournament legal of course but they will all run with GW official rules, so if you are looking for a pick-up game with an army from this setting (if I inspire anyone to make one =P) there shouldn't be too much hassle if you can just say "My army's Dark Eldar rules with a Farseer." Note: I am aware of the potential imbalance in allowing the Dark Eldar to take a Farseer. This whole project isn't about rules, it's about fluff, so that's more important. I don't think it will be too horrific anyway... [hr] Part I: First Contact Action rarely took place in deep space, in the expanse between the stars, but an anomaly such as this warranted an investigation. A single Imperial Lunar class cruiser outfitted with additional surveillance capabilities was waiting by the spatial disturbance, waiting for it to inevitably flare up. It hung in the silence of the void, touching the beyond. Then came what they were waiting for. There was no warp space disturbance, the astropaths were quiet. Whatever was causing this was not breaking the warp to do so, and this unnerved the crew of the Divine Guidance. You almost knew where you stood with warp technology, but this was something altogether and all life fears the unknown. It was as though the very walls of space rippled, as if a stone had been dropped into still water, and breaking the surface came the unmistakeable hull of an Imperial escort, though not one like any Captain Cursk has seen before in his time in the Navy. It bore the general appearance of the Firestorm class, but was longer towards the aft to accomodate a huge gyroscopic array that seemed to be winding down. Even more peculiarly, rather than the colours of the Imperial Navy it was a bright blue all over, including the heavily armoured prow, with the exception of a gigantic Ultramarine “U” in white on the starboard side of the ram. Cursk ordered a diagnostic, but according to all the Navy’s records the mystery vessel did not exist. He hesitated. For a simple human such as himself to step in against the mighty Space Marines, the Lords of Macragge no less, would be a slippery slope indeed. Nevertheless, he had his orders to investigate the disturbance and if this frigate was the source then contact need be established. “Open a channel,” he commanded. “This is Captain Cursk of the Divine Guidance. We are unfamiliar with your vessel. Please state your name and identification or we will be forced to obliterate you in the Emperor’s Holy name.” There was some crackles of static, and Cursk wondered whether they would answer. The silence unnerved him. “Ready the-” he began, but he was cut off by the tones of a new voice on the channel. It was unmistakeable Gothic, but he had never heard the accent before in all his years. “We hear you, Captain Cursk. I am Commodore Apicus, and my ship is the Intrepid. Long live the Emperor.” Cursk was thrown. The Emperor was divine, immortal in his transcendence, but he had never heard that phrase before. He also felt more than slightly belittled at the Commodore pulling rank on him. “Commodore, I’ve been ordered to investigate your arrival in this area of space. It utilises a mode of space travel we have not yet seen and I am sure the Adeptus Mechanicus would want to inspect your drive for purity.” There were murmurings on the other side of the channel, and Cursk thought perhaps he heard someone say “Adeptus Mechanicus?” in a shocked voice. He waited patiently, nevertheless. “We have no explanation for you, Captain.” The Commodore stated. “Take us to Emperor Calgar forthwith, and we shall spare your vessel.” Calgar? The Ultramarines’ Chapter Master? That made no sense... nor did the aggressive threat of the smaller vessel. The Lunar was better armed and armoured than the Firestorm, they could not hope to pose a threat. Cursk almost laughed. “Lord Calgar is not and never has been Emperor, Commodore...” the Captain said slowly, choosing his words carefully. He could almost hear the satisfaction on the other end. “And if our destruction is your aim then please,” he smirked, “be our guest.” “Very well.” The channel shut off. Cursk smiled. “Bring up the shields. We’ll take a few shots before we take them down, and then call in the Adeptus Mechanicus so they can explore the wreck. I expect they shall want to.” “Captain!” a voice from towards the back of the bridge called. “They are powering their prow cannon!” Yes, Firestorms did have a prow cannon. They were deadly in large amounts, but one of them against a cruiser? That would be folly. “What’s your point, man?” “I’m getting power levels off the scale. It’s outstripping even the Mars class’ nova cannon!” “What? But that’s impossi-” In a halo of white fire the Divine Guidance was consigned to the next world. [hr] On the bridge of the Intrepid, it was Apicus’ turn to smile. “Open a channel to High Terra.” He ordered. “Tell them we are here, and they are weak. Send the rest of the Legion when they are ready.” “Aye, sir.” This plane was in for a big surprise... [hr] Clinging to their hull, however, was a tiny vessel by comparison – to all intents and purposes it appeared a Thunderhawk of the Space Marines, but it must have been wrapped in some kind of cloak for the crew of the Intrepid not to notice it. It was broadcasting its own message. “Logan? This is Ragnar. All’s working so far. We have to get word to Abaddon and Magnus right away. They’re planning to send through the rest of the Legions. We have to stop them.”
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#2 (permalink) | |
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Shas'O
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Part II: History, but not as we know it...
[hr] Genesis of the Human Empire, the Space Marines and the Horus Separation Ten thousand years ago, one man united the divided humans on Earth. This man forged a superior race of genetically engineered humans and set out to push into the stars, reclaiming forgotten worlds and technology from a brighter age, and setting about creating the Human Empire. Using his technology he created twenty sons designed to be pure, charismatic soldiers who would lead his armies to battle on the surface of thousands of worlds across the galaxy. These were the Primarchs. But after their creation, they were stolen by some unknown force – perhaps the High Eldar, sensing their future with their prodigious scrying abilities and fearing it – and reassigned to planets all amongst the galaxy. The man, the self-styled Emperor of Mankind, launched his Great Crusade into space to reclaim his sons. He found all but one, and together with the Primarchs leading their Space Marine Legions he set out to purge the galaxy to create a human galactic state with himself as its figurehead. Their wars were relentless, no mercy was shown in the Emperor’s war to reforge the galaxy in a crucible of conquest. Those who stood in his way were destroyed, unable to stand against the wrath of the Space Marines. But this Empire that he fought so brutally to create would be almost torn apart in a coming civil war. It began with his son Lorgar, Primarch of the Word Bearers Legion. Lorgar venerated his father as a God, a holy light that would cleanse the stars and restore humanity as supreme rulers. This adoration was totally unwanted by the Emperor. He wanted servants, not worshippers, and Lorgar and his Legion’s desire for prayer was hindering the crusade. Nothing could stand in the way of the march of the Empire, not even the Emperor’s own sons, so he ordered his other progeny to obliterate Lorgar and his Legion, as if they had never existed, to keep the conquest surging forth until none but the humans remained. Any other form was heretical, with xenos and mutants alike burnt in the holy flame. Ten of the remaining eighteen Primarchs and their Legions complied with the Emperor’s order to slaughter the Word Bearers, but eight could not stand this blatant treachery against their brother. They valued loyalty to each other more than the commanding light of their father, and under the leadership of Horus, Primarch of the Luna Wolves (who had long felt that his father’s methods were flawed and sought a peaceful coexistence with the other races of the galaxy), a great separation began between the brothers. In swift retribution the Sons of Sigmar, Imperial Fists and World Eaters tore apart Lorgar and his unsuspecting Legion and almost simultaneously Horus, Magnus, Leman Russ, Sanguinius, Corax, Mortarion, Perturabo and Lion’El Johnson took their Legions away from the bulk of the crusade, heading to the galactic North-West under the false mission of annihilating an alliance of Orks. The Emperor allowed them to go to carry out this perceived genocide. In reality Horus held council with his brothers as to what could be done about the Emperor and his lust for power. The head of the Empire had retreated along with Rogal Dorn to fortify Earth, now called High Terra, in case of a High Eldar or Ork attack on the Empire’s capital. Horus proposed a lightning strike to take out the Empire’s leader, and hope that with him gone the Empire itself could be turned into an accepting Republic where none would fear persecution. The Separatist Primarchs regretted the necessary use of violence, but knew it was the only way. As one the eight Separatist Legions moved against High Terra, accompanied by several regiments of Empire Guard and even some Warmachine Legions, in a great civil war known as the Horus Separation. The Emperor recalled his loyal legions to the planet to hold it in defence, but the Sons of Sigmar, Ultramarines and Iron Hands were far from the world and to begin with it looked as though the Separatists could break through. When the loyalists began to push back, Horus knew that he would have to lure the Emperor to his battle barge, slay his father there and hope the Empire crumbled. In a gambit he lowered the shields. This invitation was too much for the proud Emperor to pass up, and along with Rogal Dorn and a team of heavily armed Space Marines teleported aboard to assassinate the Separatist leader, also hoping that his cause would be shattered. The Emperor and Dorn found Sanguinius first, however, who had come to Horus’ barge on the lowering of the shields, knowing that his brother would need his help as the Emperor would doubtless not be alone. The mighty angel was no match for his father and brother, and fell to their weapons after a protracted combat. The Emperor and Dorn split up to locate Horus. Unsurprisingly the Emperor found his erstwhile son first, his psychic senses guiding him to the traitor. On hearing of the death of his brother, Horus flew into a rage and the two generals fought a bitter battle of bodies and souls to the point of stalemate, for Horus was a strong match to his father. Both were heavily wounded but fighting on when Rogal Dorn arrived on the scene, cleaving his unsuspecting former brother from the groin through the skull in one smooth stroke. Seeing his father heavily wounded, Dorn, ever the opportunist, launched a fresh attack and beheaded the Emperor as well. With his father slain, he could take up the mantle of Emperor and be the one with the power! Sadly, things went against the Separatists and with Horus gone the survivors had no choice but to retreat, as the three remaining Legions were looming on the planet. Russ and Magnus the Red were hastily elected to lead the retreat which took them to a troubled area in the Galactic West, an area that had been relatively untouched by the Crusade but afforded them comparable safety. The Space Wolves, Thousand Sons, Iron Warriors, Raven Guard, Dark Angels, Death Guard and the leaderless Blood Angels and Luna Wolves would continue an extensive war against the enduring Empire in the millennia to come. See Warhammer: Paradigm Shift Part V: The Free Marines. The remaining Primarchs convened on Terra to discuss the status of Emperor, and Dorn claimed that it was his by right of conquest. Interestingly enough, Angron, he who would be most expected to start a quarrel, accepted this straight away – the World Eater Primarch had great respect for might of arms, and knew he could always attempt a takeover later. Sigmar on the other hand was outraged that Dorn thought he had any right to the throne, and lashed out with his mighty hammer to send his brother sprawling across the floor. Fulgrim too rose to the challenge, claiming that as his legion had been granted a name explicitly referring to the Emperor he should take the position. A fight broke out with no fatalities but the emergent victor was none other than Roboute Guilliman. A dark state was established in the Empire’s wake, and the ten remaining Legions fought even harder and more viciously than they had before the Separation. The New Empire hierarchy however was plagued by infighting, and unless someone above you was slain in battle assassination was the order of promotion. An Emperor needed to be strong to weed out the opposition and eliminate any threats from without or within. The Emperor always knows that they exist to make war, so unlike the original Emperor they rarely stay on High Terra, instead fighting at the forefront of their crusade and showing their enemies and allies alike not only that they rule, but also why they rule. Now, however, almost all of the Primarchs have fallen in battle or disappeared from the face of the galaxy. Only Magnus the Red is known to be certainly still alive, although the condition of some of the Primarchs (notably Alpharius and Corax) remains in dispute. The current Emperor of the Human Empire is Marneus Calgar, Legion Master of the Ultramarines. He is a brutal leader, ruthless and cunning, and he fights like an animal. He, like all good Emperors, leads from the front, but disturbingly to those free races who would oppose the Emperor he shows incredible resilience and absolutely no signs of dying. [hr] To use the Human Empire Space Marines in games of Warhammer 40,000, use the rules presented in Codex: Space Marines with no modifications. [hr] [hr]
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Shas'O
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Part III: Vehicles and War Engines of the Human Empire
Since the time of the first Emperor, the majority of the vehicles operated by both the Space Marines and the more numerous Empire Guard have been powered by super intelligent AI. There had been some fears about placing the most powerful engines in the control of a computer, but obedience is key to programming and they revel in destruction so as long as there are wars to fight (which there always are) they stay "happy." Battle Tanks The most common battle tanks in the armies of the Empire are the Space Marine Predator and the Guard Rogal Dorn. Both of these tanks walk on two legs; the Predator is equipped with two arms ending in secondary weapons (such as lascannons or heavy bolters) with the primary weapon (usually twin lascannons or an autocannon) located in the chest area, while the Dorn has one weaker arm ending in a secondary weapon and a second arm consisting of a battle cannon (although in some patterns this primary weapon alters, or extra secondary weapons are fitted to the chest area). The name of the Rogal Dorn battle tank is a source of slight shame to the Imperial Fists Legion. Before the Separation the tank had been named after the Space Wolf Primarch Leman Russ, but following the power struggle immediately after the Separation Guilliman renamed the class of tank to Rogal Dorn, as a special compensation to his brother who had been so keen on becoming Emperor. This is a humiliation, as the existence of the Rogal Dorn battle tank serves as a constant reminder that their Primarch failed in his ambition. That the tank is an extremely effective machine of war is little comfort. Other Guard tanks include the Basilisk, featuring a gargantuan cannon on the back, or the Hellhound, equipped with large flamethrowers. The Space Marines employ the Whirlwind, with huge rocket launchers on the back, and the Vindicator, with a battle cannon mounted in the chest. For transportation the Guard and Marines use the Chimera and Rhino respectively, small, tracked vehicles lacking the terrain capability of the battle tanks but allowing for easier embark and disembarkation. The Land Raider The most powerful tank in the Space Marine arsenal is the Land Raider, and it resembles a centaur with four legs and two arms ending each in twin lascannons with a heavy bolter mounted in the chest. The main body of the tank is a transport area for Space Marines or Terminators who frequently leap out in a frenzy onto the enemy, directly into close combat. The Land Raider is heavily armoured, and a single one can turn the tide of a skirmish when the factors of its armour, weaponry and deadly cargo are combined. The Baneblade This is the largest class of tank employed by the Empire, and its many limbs all end in a weapon. There are variants on the chassis, but all are fielded by the Guard almost exclusively. It walks on only two legs, but has four arms featuring lascannons and heavy bolters and a giant battlecannon mounted in the chest. Baneblades are slow though, and even the prodigious range of their armaments is not always enough to cover a whole battlefield. War Machine Legions Also called Titans, these gargantuan creations are the epitome of the Empire's sledgehammer approach to war. They are tracked behemoths often many many metres tall and bristling with huge amounts of weaponry, and are operated by a separate division of the Empire's military to the Marines and Guard, called the War Machine Legions. The immense size of these legends of war means they take a long time to create but they are often covered with shields in addition to armour and are incredibly difficult to destroy. They often come in geometric shapes, such as the cube or cuboid, but the smaller ones (roughly 80 feet tall) tend to be spherical, rolling around and bringing weapons to bear at speed unexpected of a war engine so large. All these weapons of war are designed and mainted by the scientists and engineers of the Empire to fulfill a tactical role, and with the exception of the War Machine Legions are deployed for almost every threat. If one falls it matters little, because more can always be built in its wake... [hr] The tank-walkers can be fielded in games of Warhammer 40,000 using the unmodified vehicle rules presented in Codexes: Space Marines, Chaos Space Marines and Imperial Guard as well as the Imperial Armour series. The Rogal Dorn battle tank features the same variants as the Leman Russ, and the Baneblade chassis has just as many configurations in this universe. The War Machines use the same rules as the Warhound and Warlord titans presented in Imperial Armour and Warhammer 40,000: Apocalypse. [hr] [hr]
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Shas'Ui
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AWESOME BEYOND BELIEF!!!!
I love parallel universes, especially with the alternate tanks. The tracked Titans made me lol especially.
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Shas'O
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Thank you very much, Wissam, I hope to please =)
Here's a story, following on from the first one, to provide a bit of a taster to the High Eldar. Part V shall be the Free Marines and Part VI the Ork Alliance. I'll be pursuing this storyline as it is a good excuse for the fluff in general and the rules are of course 100% compatible with 40k, and it makes it more interesting to anchor it to the universe we know. [hr] Part IV: A Crisis Council Deep within the High Eldar webway city of Commorragh, the greatest retreat of a fallen race, the respected leaders of society held an emergency meeting to discuss the new interdimensional aspirations of the Empire. “Something must be done,” Asdrubael Vect commented, casting his gaze over the assembled elders. “They cannot be allowed to soil another dimension as they have soiled this one. Our brethren on the other side could be in need of our help. We must follow.” “But we are few,” another said in response. “The Legions of humans are many, and we cannot hope to take down their gates before they send through more warriors. To follow to the other side is a foolish decision also.” “And why is that?” Vect asked calmly, taking a sip from his glass of nectar. “We have no idea what we will meet there. The Empire could align itself with another version of themselves, perhaps even darker and more brutal. We might find that our equivalent race is just as warmongering and evil as the Empire. They might not even exist. It is not our business.” “The Harlequins often have stories about other Eldar through the gates between worlds. Why should they not be here? I agree that it is not our business, but the Empire started this when they unearthed the technology from the Slann temples in their systems. Surely we have a duty? What say you, Eldrad?” Another Eldar who had remained silent for the majority of the discourse looked up at Vect. “It is hard to say, Asdrubael.” He began doubtfully. “I fear we may not be able to do much good on our own. We would have to use all our power to direct the Union against the Empire to occupy them on one front. This is a possibility I have foreseen. It would also be wise to extend once more the hand of friendship to Lord Thraka, and have our races take up a new version of our ancient duty to protect outside dimensions from the excursions of the rampant humans in our own dimensions. With regard to the Free, my senses are as always, regrettably, clouded. They are hard to see.” Vect nodded and opened his mouth to speak, but a newcomer in brightly coloured garb appeared at the entrance to the chamber. Vect inclined his head in the being’s direction, for he knew that if the Great Harlequin were here then there would be news. “Magnus and Abaddon have already set things in motion, Eldrad Ulthran.” He smiled, and the Seer looked relieved. “A small strike team of the Space Wolves has followed the human insurgents to provide a handle on the other side. They plan to hinder them in every way they can, but the message is grave. The Empire will soon be sending the other legions.” “Then we have no time to waste!” a new speaker shouted, slamming his fist on the table. This was one of the High Eldar’s warlike generals, known for his brash nature but also his cutting tactical mind. “We must take council with the Ork Alliance and the Free Marines and launch an attack on the Empire’s interdimensional gateways. If we can direct the attentions of the Union onto the humans then so much the better. War calls!” Asdrubael and Eldrad, leaders of the High Eldar parliament, exchanged glances. It seemed the only way. The machinations of the Empire had to be stopped here.
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#6 (permalink) |
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Shas'O
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Sounds pretty awesome so far! Keep up the good work!
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Shas'O
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[b]Part V: History, but not as we know it (continued...)
[hr] The Free Marines After the Separation, those free Legions that broke away from the Empire knew they would no longer be welcome in Empire space so they fled to the unchartered territories in the galactic west, forging bases on worlds as yet unreached by the Empire and continuing as a force for good, liberating human and alien colonies alike from oppressors equally varied. It was following the example of Magnus the Red, Primarch of the Thousand Sons, that all eight Legions began to follow and place their trust in powers not from this plane of existence. The cyclopean Primarch taught first his Legion, then the Space Wolves and then others to tap into their own innate power, an energy that in prehistoric times on ancient Earth was called qi. They used this power to counteract the fact that they did not have access to many of the material resources enjoyed by the Empire’s Legions, to supplement their own strength even as their numbers dwindled. Even without the heavy casualties inflicted upon them by the Ultramarines, Sons of Sigmar and Iron Hands as they fled High Terra they were still a full two Legions less than the loyalists, but this newfound power and the exemplary tactics presented by Leman Russ and Corax enabled them to still make a difference in their lightning raids and protracted guerrilla war against the Empire. Diplomatic relations were opened with the High Eldar and Ork Alliance, and while the three factions did not see eye to eye all the time they were of much the same mindset with regard to the Empire. Gradually, the Separatist Marines began to think of themselves as the Free Marines, protecting their right to choose and that right in those in their territories. Different Legions, under the tutelage of their respective Primarchs, utilised the primal energy discovered by Magnus the Red in different ways. Mortarion and his Death Guard became incredibly resilient in battle, taking shots that would fell even a Space Marine and marching onward still. The Raven Guard, imitating the calls of their raptor namesake, developed sonic attacks of devastating power. Leman Russ, already a powerful warrior, led his Legion in pursuit of close combat excellence, become faster, stronger and possessing heightened senses to their brethren. Magnus’ own Legion, the Thousand Sons, came to develop an affinity with their weaponry to the point of increasing the power of the humble boltgun to the point of rending power armour with ease and the squad leaders became imbued with the power to hurl bolts of light with their hands. The Iron Warriors, Dark Angels and Luna Wolves were also adept in the manipulation of their own innate power, most notably Perturabo’s Legion able to merge their bodies with their heavy weaponry and back again to use different guns for different situations, though all Legions had some degree of to their powers. The Blood Angels, on the other hand, developed in an entirely different fashion derived from the Red Thirst they had been cursed with since their inception and the ultimate end of their heroic Primarch Sanguinius. Before a battle some members of the Legion are struck with visions of Sanguinius fighting against his brother and father and their Terminator bodyguard and are driven into a furious rage at the Empire. This is known as the Black Rage. The Chaplains of the Blood Angels chapter group those suffering from the Rage into a squad dubbed the “Death Company,” who are chillingly effective in close combat. All eight Legions continued their recruitment from the human population in the areas they had settled, taking those disillusioned with the Empire and training them in the combat methods of the Free Legions. Every so often dissenters come from the powerhouse Legions of the Empire, but they are often distrusted and it takes many decades before a potential turncoat is truly accepted into the Free, as they must keep their leaders and bases hidden from the Empire. Apart from Magnus, the Primarchs have all lost their lives in combat against the Empire or other unavoidable conflicts. The Legion Masters convene every few years to discuss plans of action, or more often in the event of a crisis. Magnus the Red is the unofficial figurehead of the revolution, and his wise council is valued by all. The main combat leaders of the Free though are Abaddon and Logan Grimnar, Legion Masters of the Luna and Space Wolves, and though both are well respected Grimnar is more well liked as Abaddon can often seem distant. He viewed Horus as a father and sees the Separatist legacy as his to continue; that he continue the Primarch’s work and liberate the galaxy from the grip of the Empire. The Dark Angels Legion are slightly mistrusted by the other Free Marines, for though the Lion himself was fully behind Horus the entire Legion did not break away to the cause. The current Legion Master, a man named Cypher, is bent on showing all the Free that they are true in their motives. However, they often operate separately to the other Legions of the Free which is probably conducive to continued mistrust. It is noteworthy that unlike the loyalist Legions, who nearly always work solely with others of their Legion, the Free Marines band together under charismatic individuals and aside from the home worlds and recruitment it matters little what Legion a member comes from as they all stand for the same ideals and are fighting for the same thing. [hr] To use an army of the Free Marines in games of Warhammer 40,000 use the rules presented in Codex: Chaos Space Marines. Here are some unit clarifications: 1) Khorne Berserkers are from the Space Wolves Legion. 2) Noise Marines are from the Raven Guard Legion. 3) Plague Marines are from the Death Guard Legion. 4) Thousand Sons are (surprise!) from the Thousand Sons Legion. Note that in 40K: Paradigm Shift the Chaos Gods do not exist (at least, not in a form to be worshipped) so Plague Marines or Khorne Berserkers, rather than taking those names, are simply Death Guard and Space Wolves. Raven Guard are occasionally[i] called Noise Marines, though only rarely. 5) Obliterators are from the Iron Warriors Legion. 6) Possessed are those from any Legion who are able to increase their power via mystical means not covered by the Cult Marines. 7) Chaos Spawn may not be taken. 8) Lesser and Greater Daemons may not be taken. 9) The Icons of Chaos may be taken, they do not necessarily directly correspond to the Space Wolves, Raven Guard, Death Guard and Thousand Sons but it is often the case. 10) Defilers may be taken, as they are simply battle tanks (see Part III: Vehicles and War Machines). [hr] [i]To use an army entirely composed of Blood Angels in games of Warhammer 40,000 use the rules presented in Codex: Blood Angels. Special characters may be taken, they have the same names and (roughly) backgrounds. To include units from the Blood Angels Legion in an army of Free Marines simply use the Chaos Space Marine Codex, there are several ways of portraying them accurately (such as Khorne Berserkers, Chosen or Possessed for Death Company). [hr] To use an army entirely composed of Dark Angels in games of Warhammer 40,000 use the rules presented in Codex: Dark Angels. This universe still contains the Deathwing and Ravenwing. All special characters may be taken, but Azrael’s rules instead represent Cypher. To include units from the Dark Angels Legion in an army of Free Marines simply use the Chaos Space Marine Codex, as with the Blood Angels there are ways of portraying them accurately. Note: There are some Dark Angels left on the loyalist side, so a loyal Dark Angels army may be fielded. However, if this is done though the rules from Codex: Dark Angels are used no special characters at all (including of course the Masters of the Wings) may be selected. [hr] [hr] Important Note on Colour Schemes: All eighteen Legions, Loyal and Free, are in their pre-Heresy colour schemes as in our WH40K universe. The only exception to this is Loyalist Dark Angels, whose armour is repainted in deep green (Dark Angels Green, no less ).[hr] [hr] I hope all those clarifications in the "rules" section at the bottom are clear... if they aren't, then they aren't really clarifications! Please say if not.
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Shas'O
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Part VI: A Noble Race
Long ago, before the rise of the humans and the fall of the Eldar, the galaxy was safeguarded by a joint alliance of two of the most noble races in the galaxy: the Eldar and the Ork. Despite their almost savage appearance, the Ork race possess technology, art and refinement to the highest degree. Through communication and trade with the Eldar the two races prospered acting as a force for good. The main purpose of the Alliance was to defend from extra-galactic threats, most prominently the voracious Tyranids. Whenever a new Hive Fleet attacked the galaxy, which was regrettably often in the pre-Empire times, the Orks and Eldar would meet it and drive it off out of their stars. Since the fall of the Eldar this alliance has been unsteady. The “true” Eldar retreated to the webway and regular communication between the races became difficult, and the bestial Eldarin left behind in the corporeal world were not open to negotiation. So it was that the Ork/Eldar Alliance became solely the Ork Alliance, a conglomeration of several Ork organisations dedicated mainly to holding peace in problematic areas of the galaxy. As their numbers dwindled, however, this fight became one of survival and often the Alliance keeps out of the affairs of the men that have spread like locusts throughout the galaxy and fight their bloody wars with each other and everything that stands in their way. The most brutal Ork/Man campaign was at the world the humans call Armageddon, ancestral home of Ork Lord Ghaghzkull Thraka. Ghaghzkull was and still is a brilliant tactician. He stands taller than most other Orks and his skin has darkened to show a position of power, and he inspires all his followers to great feats of courage and valour. The humans threw the entire Alpha Legion at the planet, backed up by thousands upon thousands of Empire Guard soldiers and armour. Despite the presence of the Space Marines it was one simple man of the Guard who proved most troublesome; his flaming oratory sparking his troops up into a sledgehammer rampage that the refined form of warfare the Orks utilised could barely stand up to. This Commissar Yarrick eventually met Lord Thraka in single combat and succeeded in wresting the noble Ork’s bright lance from him, searing a scar across the chest of the creature and fleeing before Thraka could mount a counter-offensive. In the end, Thraka and his followers had to leave Armageddon and are now almost entirely space-borne in a colossal space hulk simply called “Home.” The Empire Guard relentlessly pursue this space fortress in the hope of extinguishing the strongest and most respected Ork leader, but his connections are good and the Orks thwart the Guard at every turn. So far. Ork technology is advanced, featuring reinforced mesh and powered armour and high strength laser weapons. Some Orks specialise in close combat, while others take up ranged weapons and use their prodigious eyesight and dexterity to deal death from afar. The Orks acknowledge that their time in the universe is dwindling with the rampant forces of the Empire and the Union, but they will do their best to see that their galaxy is not totally subsumed by war. That they must go to war to ensure this is the paradox. [hr] To field an army of the Ork Alliance in games of Warhammer 40,000, use the units and rules presented in Codex Eldar. Avatars, Farseers, Guardians and Warlocks may not be taken. Wraithlords (or rather, their Orkish equivalent) may be taken as HQ choices, but there may only be a maximum of three in an army. See the forthcoming unit guide for an idea of how the Ork Alliance units match up to things in the Eldar book, and there will be artwork following to show the Orks in their noble form. [hr] [hr]
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#9 (permalink) |
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Shas'El
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Dude, that is epic in the way that only something based on 40k can be.
Keep the intenceness up man!
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Man, this origami dream is beautiful, but those wings will never leave the ground without a feather and a lottery ticket. |
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#10 (permalink) |
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Shas'Vre
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Posts: 1,933
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wow
, this is extremely interesting, and very well done, can't wait for more
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