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Imperium of Mankind

The Imperium of Man is a galactic empire that unites the vast majority of humanity in the galaxy. Its founder and ruler is the godlike Emperor of Mankind, the most powerful psyker known to humanity. He founded the Imperium over twelve thousand years ago and continues to lead it, albeit nominally. The official emblem of the state is the aquila.

The Imperium is the largest state in the galaxy, comprising over a million star systems located in the Milky Way Galaxy and separated from each other by many light years. The size of the Imperium as an interstellar state is measured not by the extent of its territories, but by the star systems it controls. The capital of the Imperium is the human homeworld of Sacred Terra (Earth).

Numerous xenos and hostile forces constantly attempt to challenge the supremacy of the Imperium: the forces of Chaos, Tyranids, Eldar and their dark brethren, Orks, Tau and Necrons pose a constant threat to humanity. But also from within, the Imperium is threatened by rebels and apostates, mutants, dangerous psykers and malevolent cults.

Without the protection of the Imperium, humanity would undoubtedly have ceased to exist long ago. The Imperium was founded by the Emperor, also known as the Immortal Emperor, the God-Emperor, and the Master of Mankind, at the end of the Age of Strife, a long period of anarchy, war, and destructive regression that brought humanity to the brink of extinction and nearly destroyed the technological advances humans had made during the Dark Age of Technology. During the Unification Wars, the Emperor led his proto-Astartes known as the Thunder Warriors to victory and the unification of Earth for the first time in millennia.

organizations of the Imperium of Man

Adeptus Terra, which includes: The Administratum is the body responsible for administrative functions, the largest of all. It consists of countless scribes and minor clerks. The Administratum administers the Imperium at all levels, including collecting taxes and duties, conducting censuses, planning expenditures and accounting for them. The Administratum, in turn, consists of countless divisions, departments and services. The Departmento Munitorum is the division of the Administratum responsible for the administration and supply of the Astra Militarum. The Adeptus Astra Telepathica are Imperial astropaths responsible for relaying messages between worlds of the Imperium. The Adeptus Astronomica is the division responsible for maintaining the Astronomican, which is used by Navigators to navigate the warp. The Navis Nobilite are the navigators who guide Imperial vessels through the warp. The Adeptus Custodes are the Emperor's bodyguards. The Adeptus Arbites are the galactic police force that enforces the Lex Imperialis, the Imperial code of law. The Officio Assassinorum is a secret unit of elite assassins responsible for the elimination of high-value targets. Imperial Navy The Inquisition is a secret service responsible for finding and investigating any potential threats to humanity. Its agents conduct an endless hunt for heretics, traitors, xenos, and even daemons. This organization is outside the purview of the Adeptus Terra, as one of the Inquisition's roles is to root out corruption and corruption within the Imperium. Inquisitors are accountable for their actions only to themselves and the Emperor. The Adeptus Mechanicus are the technicians and scientists of Mars who build and maintain Imperial vehicles, weapons, ships and implements of war. The Adeptus Ministorum is the Ecclesiarchy, the Imperial church that enforces and upholds the Imperial creed and faith. The military forces of the Imperium are represented by the following organizations:

The Astra Militarum are the regular forces of the Imperium of Man. The Imperial Navy is the primary space navy of the Imperium.

organizations of the Imperium of Man

Imperium. The Adeptus Astartes are the elite shock troops of the Imperium. Imperial Knights are the mighty walkers of the knightly houses. The Skitarii Legions are the main military force of the Adeptus Mechanicus. The Titanic College are mighty imperial titans. The Adepta Sororitas are the main military force of the Ecclesiarchy, female monastic orders. The Planetary Defence Forces are the regular planetary forces of the Imperium. Culture While societies and cultures vary greatly from world to world, there are values ​​and codes of conduct that are universally accepted across the Imperium and upheld by the central government of the Imperium. The worship of the Emperor as a deity and the payment of the Imperial Tithe are firmly enforced by structures such as the Ecclesiarchy, Adeptus Arbites and the Holy Inquisition. In addition to this, xenophobia and the extermination of all non-human species are promoted throughout the Imperium. Mutants and psykers are also ruthlessly persecuted, although some "Unhuman" species such as Ogryns and Ratlings are tolerated. The Imperium's strict xenophobic, anti-mutant and anti-psyker policies are seen as necessary for the survival of the human race in a galaxy inhabited by monstrous aliens and dark gods.

In addition to mutants, xenos, and psykers, most forms of robotics and artificial intelligence are outlawed. This prohibition dates back to the Dark Age of Technology, when humanity was nearly wiped out by the legendary Iron Men. So while some forms of robots and programs, such as servitors and Machine Spirits, are permitted, any form of artificial intelligence is declared a heretical Abominable Intelligence (AI for short).

Religion of the Imperium of Man

The state religion of the Imperium, the Imperial Cult, is the only legal faith under Imperial law. While forms of worship may vary, they all share the belief that the Emperor is the God and patron of Mankind. The state religion is overseen by the Ecclesiarchy, the Imperial Church, which is one of the most influential and powerful organizations in Mankind. Any deviation or apostasy from the Imperial Cult is considered heresy and is punishable by death.

In any case, there are other, illegal religions that some of the Imperium's inhabitants, mostly mutants, secretly believe in. Unfortunately, these are often the worship of dark gods.

Before the Horus Heresy, all religion was forbidden in the Imperium, as the Emperor had banned any form of worship, including the worship of himself, and the concept of the Imperial Truth was adopted in place of religion.

Adeptus Astartes

The Adeptus Astartes (better known as the Space Marines or Angels of Death) are one of the most elite and feared armed forces of the Imperium. The basic organizational unit of the Astartes is the Chapter, an independent army. There are over a thousand Chapters, but this is still too few to consider the Space Marines the main military force of the Imperium. Instead, they act as a highly mobile strike force. They are tasked with the most dangerous missions, such as lightning raids behind enemy lines, infiltration operations and battles in confined spaces. Space Marines undergo the most rigorous selection, training, spiritual and psychic preparation and are ten times superior to other warriors of the Imperium. The first Space Marines were created using the genetic material of the Primarchs after they were taken from the Emperor by the energies of the Chaos Gods. Twenty Space Marine Legions created from the gene material of twenty Primarchs.

The Legions took part in the Great Crusade, during which each of the lost Primarchs was found and returned to command their Legion. The Crusade, which lasted for two hundred years, ended with the betrayal of one of the Primarchs, Horus, who led half the Legions in a rebellion known as the Horus Heresy. In the final battle for control of Mankind, Horus was killed by the Emperor. Following the failure of the rebellion, the Legions that had sided with Horus fled into the Eye of Terror. The Legions that remained loyal were eventually reorganized under the rules of the Codex Astartes during the Second Founding. Each Legion was divided into several independent Chapters, and the Space Marines continue to serve in this form to this day.

organizational structure of the Adeptus Astares

The Adeptus Astartes are organized into autonomous Chapters, each of which is a self-contained army with its own transports, starships, civilian personnel, and a fortress-monastery located on a planet or in space. There are over a thousand Chapters, each led by a Space Marine with the rank of Chapter Master. The standard number of Space Marines in a Chapter is 1,000, divided into ten Companies, each under a separate Captain. Companies are further divided into squads of ten Battle-Brothers each.

The Chapter Master must be loyal to the Emperor. Each Chapter is subject to the orders of the Adeptus Terra's highest leadership, though they generally act on their own.

tactical organization Chapters are monastic in nature, with most Space Marines' Chapters being limited to their entire world, and only interacting with outsiders in battle. Tactical organization Main article: Codex Astartes A traditional Codex Chapter has various types of squads: Tactical, Assault and Devastator squads. Each squad is trained and equipped to perform a specific role on the battlefield, each of the three types of squads complementing each other in combat and together they form a single organism, incredibly powerful and effective. Also, in addition to the basic squad types, veteran warriors can be formed into Veteran or Terminator squads, and new Space Marine recruits can be created into Scout squads.

Terminator Squads are comprised of the Chapter's finest and most skilled warriors, and are issued with unique Terminator Armour. These squads undertake missions that require overwhelming firepower and the highest level of combat skill, and are the most heavily armed and powerful force the Chapter has at its disposal.

space marine weapons

The primary personal weapon of a Space Marine is the bolter and its pistol variant, the bolt pistol. Also, the hallmark of all Space Marines is power armour. Power armour, which they wear into battle. Some members of the First Companies of the Chapters are equipped with heavier Terminator armour. Scouts, on the other hand, wear carapace armour instead of power armour. There is also another type of armour called master armour, which is worn by the most renowned and brave Astartes. Recruitment and Training Recruits are selected from the best human candidates. Naturally, death worlds and feral worlds are excellent sources of recruits, as the hard life on such worlds hardens people, making them strong and fearless. It is also believed that hive worlds are an ideal source of potential recruits, as their lower levels are populated by the most deadly representatives of humanity. Often, entire gangs of underhives are hunted down in search of suitable candidates. Aggression and an innate killer instinct are most prized in such recruits. Recruits are also recruited from civilized worlds, but not nearly as frequently. A potential recruit is first subjected to screening, including tissue suitability tests and psychological scans. Only a few pass the initial screening. Those who do are called "neophytes" and are then subjected to the surgical, mental and physical indoctrination and training that will make them Space Marines. The surgical process takes a long time, during which the recruit receives the implants, as well as undergoes chemical treatment, hypnotherapy, and physical exercise, which are necessary for the implanted organs to work and develop. The implants alter their bodies and minds, giving them superhuman abilities - allowing them to spit poisonous acid, absorb the memories of the dead by eating their flesh, go without sleep for long periods of time, and so on. Once the implantation process is complete, the recruit

daily routine of space marines

Daily routine Main article: Space Marine daily routine A Space Marine's time is strictly scheduled, and includes daily combat training, prayer, psychic training, and little free time. This fits in well with the disciplined and ascetic nature of the Space Marines. Famous Adeptus Astartes Marneus Calgar - Lord of Macragge and Chapter Master of the Ultramarines Cato Sicarius - Captain of the 2nd Company of the Ultramarines Varro Tigurius - Chief Librarian of the Ultramarines Darnath Lysander - Captain of the 1st Company of the Imperial Fists Vulcan Ge'stan - Father of the Salamander Forge Kayvaan Shrike - Master of the Raven Guard Pedro Kantor - Master of the Crimson Fists Kor'sarro Khan - Captain of the 3rd Company of the White Scars Azrael is the Supreme Grand Master of the Dark Angels. Sammael - Master of the Dark Angels Ravenwing Belial - Master of the Dark Angels Deathwing Asmodeus - Master of the Dark Angels Interrogator-Chaplains Ezekiel - Chief Librarian of the Dark Angels Dante is the Chapter Master of the Blood Angels and Regent of the Dark Imperium. Mephiston - Chief Librarian of the Blood Angels Corbulo - High Sanguinary Priest of the Blood Angels Astorath - High Chaplain of the Blood Angels Lemartes - Chaplain of the Blood Angels Erasmus Tycho - Captain of the Blood Angels Logan Grimnar - Master of the Space Wolves Canis Wolfborn - Wolf Guardian of the Space Wolves Njal Stormcaller - Rune Priest of the Space Wolves Ulrik the Slayer - High Wolf Priest of the Space Wolves Ragnar Blackmane - Wolf Lord of the Space Wolves Bjorn Fellhand - Space Wolves Dreadnought Kardan Stronos - Iron Father of the Iron Hands Helbrecht - High Marshal of the Black Templars Merek Grimaldus - Reclusiarch of the Black Templars Gabriel Seth - Master of the Flesh Tearers Kaldor Draigo - Supreme Grand Master of the Grey Knights Arvan Stern - Captain of the Grey Knights Garran Crowe - Castellan of the Grey Knights Gabriel Angelos - Master of the Blood Ravens Almost everyone in the Imperium knows them and many dream of seeing them in real life

Tyranids

The Tyranids are unlike any other race mankind has ever encountered. Any living creature, from the tiniest insect to the most advanced civilisation, is nothing more than prey to these perfect predators. Only now have the inhabitants of the galaxy come to understand the scale of the danger that threatens them: if the Great Devourer cannot be stopped, all will perish. The Tyranids have been likened to a swarm of galactic proportions that consumes everything in its path, scouring entire planets of life. So powerful are these creatures that they can infect an unprotected world and consume all its organic matter in a matter of weeks, without even slowing the advance of a hive fleet. The Tyranids did not originate in the Milky Way, and to get there they have long traversed the unspeakable cold of the intergalactic void - a place where time and space conspire to keep galaxies at an unimaginable distance from each other. And yet the hive fleets crossed this vast nothingness, gliding for countless millennia through darkness and vacuum until they found themselves on the fringes of the Segmentum Majoris. Who knows what would drive an entire race to undertake such a journey? Perhaps the Tyranids had already devoured all that was edible in their home galaxy, and needed new hunting grounds to survive. Perhaps the creatures have been devouring stellar continents since time immemorial, and the Milky Way is but the latest target for their rapacious ambitions. Some even claim that the aliens are fleeing an even greater threat (some cosmic cataclysm, or some other nightmarish race), and that the perilous prospect of extinction has driven them to undertake the perilous intergalactic journey. Whatever the truth, the Tyranids were only able to survive the journey through sheer determination and unimaginable reserves of energy. They had been in hibernation throughout their journey, but now, having crossed the vast space barrier, they had awakened from their icy sleep... and were hungry.

Tyrianid Hive Fleets

The space-dwelling Tyranids, like a number of other aliens, have crept into the domains of humanity like a disease that spreads through a healthy body. They travel in vast armadas of colossal living creatures, each of which, like a transport starship, contains countless smaller creatures. They grow them in bubbling organic cysts located in the reproductive cavities of the vessel. All these creatures are born only to serve a single entity - the ship, and the ship, in turn, is an integral dependent part of the hive fleet.

Upon stumbling upon a prey world, a living armada will launch an invasion that has nothing to do with territorial gain, revenge, or pride. It is doubtful that the Tyranids have such concepts at all; they attack to harvest valuable biomass and sate their insatiable hunger. These xenos are constantly in need of food, both to feed their hive fleets and to create new organisms. Consequently, when their ships attack a world teeming with life, every action of each Tyranid is strictly subordinated to a single goal: the total and rapid consumption of the planet's entire population, ecosystems, and biological resources. To this end, the hive fleet will create an army dedicated solely to defeating the celestial body's defenders and paving the way for an armada that will devour every last scrap of organic matter on the world. Shadow in the Warp The arrival of a Tyranid Hive Fleet is preceded by the emergence of a psionic jammer that affects entire star systems, blocking all possible means of communication and travel in the Empyrean. Planets, engulfed in a cloud of psionic interference, are suddenly enveloped in a deathly silence, through which no news of what is happening on the surface of the world and the horrors that will soon befall it can penetrate. Such is the nature of the "shadow in the warp", and its appearance heralds the nightmares of imminent invasion.

Destroyer of Worlds

Tyranids do not make contact with other races, and why should they? They are as superior to all other life forms, including humans, as humanity is to slaughtered cattle. The Hive Mind cannot be reasoned with or appeased, and it accepts no surrender. Such an enemy will show no mercy. Wars against the Tyranids are a struggle for survival, with a simple truth: kill or be eaten. Vast swathes of the galaxy have already been cleared of life, and with each passing year the Hive Fleets push ever further into the inhabited regions of space. As the prey races marshal their armies to counter these threats, ever more Tyranid armadas emerge from the intergalactic void, awakening from their slumbers that have lasted for eons. The thought processes of the Hive Mind quicken as more creatures awaken to the ancient purpose of their kind: to feed, to grow, to survive. In the final days of the 41st Millennium a cataclysm of cosmic proportions occurred, as the Great Rift ripped through realspace, heralding the coming of a new Age of Darkness. Other Warp Storms followed, ripping across the stellar ocean, spewing ever-increasing amounts of the pure stuff of Chaos into the material world. The ongoing corruption of the galaxy threatens the Hive Mind with catastrophic consequences. Hive fleets require vast reserves of organic matter to wage war in space, and the unstable, ever-changing substance of the Empyrean is of no use to the Tyranids. As the years pass, more and more planets and systems are consumed by the turbulent waves of otherworldly madness, depriving the predatory xenos of precious biomass. However, the defining trait of this race is its ability to adapt to the harshest conditions. The Hive Mind is already using its timeless intelligence to develop new organisms and prey-hunting methods that take this new danger into account. What is still edible must be consumed, and everything else destroyed.

Galactic Pastures

Galactic Pastures The Great Devourer The armadas of the Great Devourer have penetrated deep into the galaxy, but so far the inhabitants have seen only hints of the true strength of their invaders. Hive Fleet Leviathan has arrived at perhaps the worst possible time for the Imperium: the emergence of the Cicatrix Maledictum, a galaxy-spanning Warp Anomaly, has sent shockwaves through the realms of Mankind the likes of which have not been seen since the darkest days of the Horus Heresy. With Chaos warfleets advancing on all fronts, thousands of worlds have already been lost, burned or thrown into an ominous silence. Yet, as the Imperium struggles to repel the onslaught of the Apocalypse closing in on all sides, it cannot turn its back on a foe as powerful as the Hive Mind. Howling Griffons Primaris Space Marines battle Tyranids Roboute Guilliman, Primarch of the Ultramarines, Lord Commander of the Imperium and strategist without peer, seeks to resolve this dilemma. Several Chapters of Primaris Space Marines, created during the Ultima Founding, have already been dispatched to the front lines of the Tyranid invasions with a special mission: to contain and, if possible, destroy Hive Fleet Leviathan. Meanwhile, the unstoppable war machine of the Human Armed Forces ramps up production, throwing fresh infantry regiments and lumbering tank battalions into the macabre meat grinder of campaigns against the predatory aliens. The Imperium of Man will not surrender to the Great Devourer without a fight.

there is no end to the threats

There is no end to the threats Unfortunately for humanity and the rest of the galaxy, it is not only Leviathan that is attacking their territories. Even now, unknown living armadas are slowly awakening from their icy slumber in the intergalactic void. Hive Fleet Hydra is making its way along a winding path towards the centre of the star continent, feeding on Imperial planets and the hulks of slain bio-ships drifting in the void. The unstoppable Moloch is advancing from the galactic north, having gained strength after consuming the Kiltor sector and, in its wake, the Tarellian civilisation. Scylla and Charybdis, which are tearing through the Pacificus and Solar Segmentums in parallel, represent the most obvious threat to Holy Terra. Although the Imperium has little time left to prepare for the dual onslaught of these Tyranid fleets, the situation of the Craftworld of Saim Hann is even more difficult. The Aeldari starship is caught between the armadas, as if in the jaws of a monster, and cannot simply dodge one "jaw" without colliding with the other. No one knows for sure how many more fleets of the Great Devourer slumber in the void, slowly creeping towards the galaxy, only to one day awaken and begin their meal. In addition, the swarms that survived the previous invasions have not yet been dealt with. The shards of the Kraken are regaining their strength, devouring worlds teeming with life, while the inhabitants of the Milky Way focus their attention on theoretically more dangerous enemies. The long-dormant remnants of Hive Fleet Jormungandr are awakening from hibernation and bringing several Imperial worlds to the brink of destruction. The Behemoth, supposedly exterminated two centuries earlier, makes its presence known once again. Its creatures continue to devour the inhabitants of settlements in the Ultima Segmentum; scattered reports of Tyranid raids from Calth to Macragge and many other worlds are emerging. Worse, the ragged wounds in the Materium have swallowed up several splinter fleets and tendrils of larger armadas before regurgitating them back into reality far beyond the Imperium's lines,

Orcs

Orks (also called greenskins or greenfaces) are primitive creatures, but this is their strength, not their weakness. More culturally advanced races of the galaxy have underestimated the greenskins more than once - and almost always it turned out to be a fatal mistake. What others take for stupidity is in fact a complete focus on the goal and an unprejudiced desire to fight and win again and again. On the waves of constantly seething wars and bloodshed, new Ork empires are born and fall. Fortunately, most of them do not last long, quickly disintegrating in a whirlpool of violence, but if the Orks ever truly unite, they will crush everyone. The insatiable thirst for battle always becomes the cause of their defeat: as history shows, Ork tribes spend most of their time fighting among themselves in ferocious conflicts, where only the strongest survive.

But every now and then a leader emerges who is powerful enough to overcome his rivals and unite the warring races. His success attracts others, and soon a Great Waaagh! occurs - part migration, part holy war, in which the populations of entire star systems are exterminated. When the Orks are on the rampage, the galaxy can only tremble, and in these dark times there are more Waaagh! Since the earliest days of galactic exploration, humanity has had to compete with countless alien races for dominion over the stars. Of all the races, the Orks have proven to be the most persistent and persistently aggressive, and that has not changed to this day. Everyone has fought the greenskin menace, from the first settlers on distant worlds before the Imperium was even a concept, to the magnificent Legiones Astartes during the Great Crusade and the inexhaustible Astra Militarum in the final years of the 41st Millennium. The reason for this never-ending struggle is simple and terrible: Orks live for one thing only - to fight.

Orcs

An Ork's entire life is dedicated to one thing and one thing only: war. Every aspect of their society and culture is constantly focused on war. It is no exaggeration to say that Orks enjoy violence of any kind. They have a physical and emotional need for war: whether it's beating another Ork to death over a petty argument or blowing up an entire Forge World, they enjoy a good fight and nothing more. There is only one limitation to this: Orks will, if given the chance, pick a fight with someone who isn't a Greenskin (though they will also bash each other in the head if no one else is around). Fortunately for the Orks, in a galaxy that includes the Imperium of Man, the Eldar, the Tau, and many other races, there is no shortage of rivals. This emphasis on violence has created, or perhaps even inspired, a 'might is right' attitude to life. This is what makes Orks so dangerous. Their society works quite adequately, despite the fact that it is so inadequate. The boss is the one who is the biggest and strongest, and everyone else agrees that the biggest and strongest is the boss, and great, because that is how the world works, and if you disagree, the chieftain will knock your teeth out. Get bigger and stronger and put the boss on his shoulder blades - you yourself become the boss. "The strong is always right" - that is their only law. Orcs do not waste time on more complex philosophy, because, in their opinion, any other way of organizing simply does not make sense. No one in their right mind will even listen to someone who is weaker. Orcs are incredibly strong and tenacious, war does not exhaust them, but rather the opposite - brings prosperity. Orcs are not very upset when they are killed - after all, it is just part of the excitement of battle, and the longer they survive, the more numerous and stronger they become. Being hard as iron and enjoying what you do is in the genes of orcs. There is no such thing as "less is more" in orc culture. For an orc, more is better, and everyone agrees with that.

Orcs

The Orks were born long before the Imperium, and for thousands of years humans have learned that as the galaxy becomes increasingly restless, the amount of Waaagh! energy within it increases. And now, as the 41st Millennium gives way to the end times, this is spoken of more often than ever. Strictly speaking, it is impossible to measure, but it can be seen in the increasing number of Waaagh!s that the Orks consider this a truly good sign, and another step towards the legendary great Waaagh!.

The Imperium is in dire straits. With the Traitor Legions pouring out of the Eye of Terror, ready to storm Terra in a stabbing assault on the Imperium's heart, Tyranid Hive Fleets ravenously eating away at the eastern and southern fringes, and the Necrons awakening, the last thing the Imperium needs is Orks rising to create the greatest Ork empire the world has ever seen. If the greenskins were just brutes, they wouldn't be such a problem. But the Ork race has a genetic code that manifests itself in 'special guys'. These are Orks who innately know how to build something that will baffle the scientists and engineers of other races, and this explains the prevalence and effectiveness of the green slobs. A Mechanic can take a random assortment of mechanical objects—junk, as anyone would say—and create a technical marvel out of it. Take the teleporter, for example. The Orks have managed to create a device for reliable planet-to-planet travel that would solve a lot of different problems in one fell swoop, but they use it to teleport the snot-nosed brats right into the enemy, with explosive and bloody results. Ork healers are no better. These “doctors,” so to speak, combining Ork physiology and strange Ork science, literally “fix” badly wounded soldiers; for example, reattaching severed heads.

simple life of orcs

One of the greatest strengths of the Orcs is their simple approach to life. For an Orc, the universe is a completely understandable and uncomplicated place, free from the mental anguish and anxiety that plague most other races. Orcs do not try to influence their own fate and simply get angry if things do not go as expected. They do not look for someone to blame (well, maybe the nearest Gretchin or a hated rival tribe) and certainly do not burden themselves with thoughts about the shortcomings of their way of life. If something does not work out, the Orcs try again, but in a different way, and most often because they have already forgotten how they did it last time. Thus, through trial and error, regardless of losses, they achieve amazing progress. Meanwhile, the other races with their high philosophy are stepping on the same rake again and again, doomed to stagnation and decline, unless, of course, the Orks overcome them first. As long as the average Ork has someone to fight, someone bigger to tell him who to kill next, and someone smaller to beat up, he will be happy with everything. Orks usually do not experience hunger, since they eat almost everything, even grots and morels or, at worst, each other. Unlike many other races, greenskins do not feel any remorse associated with cannibalism, since for them it is normal for the larger ones to survive at the expense of the weak. Since war and killing are the only real motivating factor for Orks, material wealth and luxury are not particularly interesting to them. The only exception to this is the desire to own a gun and a bigger and louder machine. An Ork will do anything to get a better shot and a faster buggy. And he will burn with desire to get them until the moment when it comes true, after which he will immediately start looking for something bigger... The role of money in the greenskin community is played by teeth, the entire Ork economy is based on them. Teeth, or "teeth", should be large and sharp fangs of ivory color,

orcs

The Orks have two gods: Gork, cruel but cunning, and Mork, cunning but cruel. And from the greenskins' point of view, it was obvious that the Great Rift was in fact the grinning maw of Gork, opening wide to swallow the stars. Yes, from the depths of this vast astronomical phenomenon poured a huge number of renegades, daemons and other creations of Chaos, but the most astute Orks in each tribe quickly found an explanation for this, pointing out that Gork clearly had no desire to swallow any unnatural filth and therefore regurgitated otherworldly fiends so that the Orks could fight them and win. And those Ork tribes whose worlds sank into the widening rift did not resent their god at all. It was obvious: Gork had decided that these tribes had become a little "soft", and so he bit them with planets in order to drive them all out into space and put them on the warpath. Very soon, many enterprising warlords came up with the idea: if Gork swallows and spits out the armies of Chaos, he would happily do the same with his own guys. And so dozens of greenskin armadas rushed headlong into the Great Rift and plunged into the seething warp storms, hoping to be thrown out to places of new galactic conquests. Orks need battles just as humans need food and water. The warlike nature of the Orks constantly forces them to fight among themselves or make pirate raids on nearby enemies. Such conflicts, as a rule, are small and limited to isolated outbreaks of violence and robbery. However, when the Ork population reaches critical mass, or is driven from its location by some monstrous event, or is stirred up by a particularly powerful leader or prophet, a full-scale planetary migration known as a Waaagh! occurs - an extremely aggressive military campaign that sweeps across star systems in an orgy of violence.

orcs

Orks have a single philosophy: might is right. They believe that the weak must endure the rule of the strong. In all the countless thousands of years that the greenskins have waged their wars, not a single Ork has ever doubted this rule. This firm belief is perhaps their most dangerous trait, for the greenskins will never rest until they have drowned the galaxy in an abyss of eternal war.

The Orks are a barbaric civilization ruled with an iron fist. These hideous and ruthless creatures are the dominant life form of a single large species, which also includes the smaller Gretchin and Snotling subspecies. Orks consider themselves to be the toughest creatures in the galaxy, far stronger than humans, Aeldari, or Tau. And to prove their point, they are always ready to kill anyone who gets in their way. The Orkoid body is so tough that it can withstand monstrous damage. An Ork feels surprisingly little pain even when severely injured, allowing it to fight while horribly wounded, or even for a little longer after it has essentially been killed. Those who have studied these beasts, albeit from afar, believe that this, to some extent, explains the greenskins' extremely cruel sense of humor. Orks have little understanding of pain or fear, so the reactions of weaker opponents when they are hacked to pieces, and the shrill cries of terror that contrast so strongly with the low guttural growls of the Orks themselves and the malicious giggles of their lesser brethren, arouse great curiosity and amusement in the greenskins. The regeneration process of Orks is so rapid that a cut-up greenskin can be stitched back together and he will be ready to fight again, albeit a little disoriented. Nothing but the most grievous wounds can put an Ork down for long, and perhaps the only way to get rid of them with absolute certainty is to burn them to ashes.

orc clans

The Bad Moons are the richest clan, largely due to the fact that their teeth grow faster. They are the closest thing the Orcs have to a merchant. They most often become pirates (freebooters). The clan color is yellow, which brings wealth. Blood Axes - They like to use "non-Orcish" tactics, such as camouflage (rather brightly colored), battle plans, retreat, etc., partly adopted from the soldiers of the Imperium, for which they are distrusted by other clans. Sometimes they trade and make deals with people, but most often they turn against their employer as soon as they receive a reward for the work done. Orks of this clan are the most cunning. The Deathskulls are notorious looters and scavengers. They can steal anything; if something is missing, they are the first to be suspected. They are very superstitious and cover themselves and their vehicles in blue paint from head to toe, believing that this color brings good luck. This clan has the smartest and most cunning Gretchin, as well as many thieves. The Evil Suns are the embodiment of the Orcs' love of fast and loud cars, and there are many Speed ​​Freaks and Mechanics among this clan. The clan color is red; Orcs believe that cars painted this color go faster. Goffs are close combat specialists. They prefer primitive tactics of throwing cannon fodder, close combat and the color black. They consider themselves the most canonical orcs, and the rest - dressed up clowns who have picked up all sorts of crap from the lower races. Snakebites are staunch traditionalists who distrust many forms of technology. Hunters who lead enormous squigs called Squiggoths into battle. Even by Orcish standards, some Orcs are so anarchic that they cannot coexist in any clan. Such Orcs usually form loose hordes, notable examples of which include:

The Karsars are pirates who roam the vastness of space, exiles from their original clans and tribes.

Oru clans

race Speed ​​Cult - While most Orks prefer explosions and killing, some enjoy riding fast. These crazy Orks gather together in their own mobs and gangs, with a full complement of bikes and other vehicles. Most of the vehicles are painted red, in keeping with the common Ork superstition that "red rides faster". The maniacs rely on Mechs to repair their vehicles or build new ones, and sometimes such a gang is led by a Big Mechanic rather than a Warchief. The obsession with speed can consume any Ork, so the cult can be found from a variety of factions, though most hail from the Evil Suns. Feral Orcs are primitive Orcs cut off from the rest of Orc society. Notable Orcs Lords of War The most famous and successful leaders are called "lords of war" or "military dictators".

Ghazghkull Mag Uruk Thraka was the great warlord of the Goffs, best known for his three invasions of the Armageddon system. Nazdreg Ug Urdgrub is the military dictator of the Bad Moons. Archdictator of Gatrog Great Despot of Dregruk The Archmaniac of Calverna Great Fiend Octaria is the ruler of the Orcish Empire of Octaria. Urgok the Unstoppable Great Chief of Wacuna The Great Tyrant Jaggi Mighty Slayer Borka Chief of Alsanta The Arch-Arsonist of Karadon Garshul the Destroyer - (possessed by a demon). Gorgutz the Bounty Hunter - Known for declaring Waaagh! 4 times. Other Badrukk is one of the most famous privateers of all time. Grotsnik is a renowned healer who performed surgery on Ghazghkull, after which he began to hear Gork and Mork. Zogrod Vorsnaga is a famous Gretchin driver who turned the cowardly dwarves into fearsome killers. Zogwort is a powerful weirdo. Snikrot is the leader of the Ork commandos. Zagstruk is the boss of the stormtroopers. Wazdakka Gutsmek is a legendary Orc motorcycle rider.

Adeptus Mechanicus

The Adeptus Mechanicus is a technocratic organization, also known as the Priesthood of Mars. They hold a monopoly on technological knowledge in the Imperium. Their forge worlds produce the Imperium's most powerful and advanced weaponry. The adepts of this organization, the Tech-Priests, are vital in maintaining much of the Imperium's most advanced technology, not the least of which is the Emperor's life-sustaining Golden Throne. galaxy The Cult Mechanicus wields immense power. On some client worlds, they are held in higher esteem than the officials of the Adeptus Terra, or even the Inquisition itself. For the Tech-Priests are responsible for unearthing ancient technical archives and blueprints, maintaining millennia-old machines, and capturing and analyzing xenos artefacts. It is their sacred duty to protect humanity from the mortal dangers such technology can pose. After all, it is known that the Age of Strife has come because of soulless machines. However, despite their worship of machines, the Cult Mechanicus does not wish to return to the Dark Age of Technology. Instead, they seek the day when man and machine are completely united, as symbolized by the Omnissiah himself. The Cult Mechanicus looks with disdain on those who seek the opposite, and will crush any fool who dares to insult the Machine God with illicit experimentation, discovery, or invention. Although the lesser Tech-Priests are charged with repairing and building, as an Adept advances and learns more, he will be trusted to study the greatest secrets of the Galaxy. Each in the cult strives to maintain his position in the absolute of knowledge and power. Should a Tech-Priest sense a threat to his prerogatives, he will do anything to maintain power, not shying away from assassination, sabotage or outright war.

Adeptus Mechanicus

While the Adeptus Mechanicus is part of the Imperium, they have evolved separately from it and enjoy a certain degree of independence. Due to the vast power they wield, the Adeptus Mechanicus can be considered more of an allied empire than an organization within the Imperium. The Adeptus Mechanicus also follow a different religion than the rest of the Imperium.

The symbol of the Adeptus Mechanicus is a skull, half bone and half machine, set against a background of black and white gears. Adepts of the Adeptus Mechanicus are known as Tech-Priests. Any member of the Cult Mechanicus above the rank of Servitor is a Tech-Priest, though Magos and other high-ranking Tech-Priests are addressed by their rank.

As befits the religious nature of the Mechanicus, Tech-Priests typically wear robes, most often rust-red or white. Tech-Priests are cybernetically augmented. The level of augmentation a Tech-Priest has varies greatly depending on their rank in the Cult Mechanicus: a novice may have one or two augmented systems, while senior ranks may have only a few biological organs in their all-metal body.

The Tech-Priests of the Adeptus Mechanicus are privy to the arcane lore and mysteries required to maintain the ancient technology of the Imperium. It is the duty of the Tech-Priests to tend to the Imperium's machine-spirits and ensure that the Machine God is properly worshipped. The machines and equipment of the Imperium's vast armies are robust, reliable and, most importantly, easy to manufacture. Industrial worlds churn out tanks and armoured vehicles by the thousands every day. Vast assembly lines, manned by thousands of work crews, move relentlessly to meet production targets. A small number of planets, known as Forge Worlds, are capable of maintaining the Imperium's more advanced weapons: relics of the Dark Age of Technology. The knowledge of how to create them is a long-forgotten art, preserved only in the form of Standard Template Designs, or STCs. And of the science behind the STCs themselves,

Adeptus Mechanicus

Only myths and superstitious rituals remain. These ancient technologies are jealously guarded and revered by the Adeptus Mechanicus, whose mighty instruments of war can easily turn the tide of any battle.

The Adeptus Mechanicus handle all matters of government, industry and religion on a forge world, without regard for the Adeptus Terra. The vast majority of their inhabitants are slave labourers known as Servitors, half-human, half-machine creatures whose minds have been partially reprogrammed for a specific task. The Servitors are subordinate to a ruling class of tech-priests, who form a hierarchy of technicians, scientists and spiritual leaders. The Cult Mechanicus, or Machine Cult, views the Emperor as the Master of Mankind, but does not acknowledge the authority of the official Imperial cult or the Ecclesiarchy, instead following the strict and arcane beliefs of their own religion. In the eyes of the Adeptus Mechanicus, knowledge is the highest form of divinity, and all creatures and objects that embody knowledge are therefore sacred. The Emperor is seen as the Omnissiah, the embodiment of divine power, for he comprehends so much. The devices that store knowledge from ancient times are also sacred, and the machine mind is blessed no less than those made of flesh and blood. The worth of a person is calculated by the sum of all his knowledge, since the body is only an organic machine capable of storing consciousness.

Such was the genius of the Cult Mechanicus' founding fathers that their traditional war hymns contain binary strings of programming and protocol. Each hymn is encoded into sound to infuse the warriors of the Cult Mechanicus with grace. Every servitor, robot and priest has a network of electro-tattoos beneath their skin, humming with the glory of the Machine God and invigorating them as the battle rages around them. The Tech-priests attribute the resulting surge in efficiency to the inspirational effects of faith, forgetting that each syllable contains enough binary language to

Adeptus Mechanicus

Every servitor, robot and priest has a network of electro-tattoos beneath their skin, humming with the glory of the Machine God, giving them strength as the battle rages around them. The Tech-Priests attribute the resulting boost in efficiency to the inspirational power of their faith, forgetting that each syllable contains enough binary language to rouse even the most basic servitor to murderous fury. Indeed, praying to the Machine God literally gives the faithful the power they need to win, and anyone who witnesses the electrical religious ecstasy of a Cult Mechanicus procession in all its glory will be lucky to survive.

Forge Worlds often send out their subjects to serve as specialists in the Imperium's technical needs across a variety of fields. The term 'tech-priest' covers a thousand different roles. Genetors probe the mysteries of life, creating ever more bizarre cyborgs or slaying xenos by the thousands to extract new secrets from them. Artificers create and restore truly wondrous instruments of war, from ornate gamma pistols to mind-bogglingly vast space arks. Magi of all stripes pursue goals known only to them that can end in triumph or disaster in equal measure. Across the galaxy, transmechanics, lexmechanics, enginseers, secutors, trifactors, myrmidons and techno-shamans toil tirelessly alongside the rest of the Imperium to strengthen humanity's war machine. Within the Adeptus Mechanicus, the ranks become even more convoluted. Each Fabricator-Steward can call upon the aid of Magi of Technics, Metallurgy, Alchemy, Cogitatrices, Pedanticums, Tech-Assassins, Hive Watchers and Sacred Extractors, who in turn can command a group of Lesser Fabricators, Fulgurites, Corpuscarii, Overseers, Overseers, Stasis Scribes or Tech-Dervishes. Even just beginning to understand the vast pyramid of the Cult Mechanicus requires such processing power,

felenids

Felinids (Homo Sapiens Hirsutus) are an endemic species of non-humans from the Warhammer 40,000 universe, found only on the world of Carlos McConnell.

Exactly how this subspecies of humanity arose is unknown. But the felinid genome contains traces of ancient Terran DNA - namely, felines.

These non-humans are endowed with feline-like features: soft fur covering their entire bodies, elongated fangs and claws on their fingers, superhuman agility and grace.

Felinids are considered skilled killers with cold-blooded personalities.

The Horus Heresy

The Horus Heresy, also known as the Age of Darkness, was a galactic civil war that ended the Great Crusade and the Emperor's dream of creating a better future for humanity. In many ways, the Horus Heresy was the cause of the Imperium as it is today.

The Horus Heresy took place over 10,000 years ago, an almost unimaginable amount of time, and as a result, to the average Imperial citizen, it is little more than a collection of often distorted or misunderstood legends and mythologies. When you add to this the effects of the deification of the Emperor, the theological exigencies of the Adeptus Ministorum, and the blatant erasures and falsifications of Imperial history carried out by the Inquisition, the truth of the events surrounding the Horus Heresy can prove too shocking for the inhabitants of the Imperium in the 42nd Millennium. It is the story of the Age of Darkness, when Horus turned on the Emperor and shattered the Imperium forever. It is a time of betrayal and heroism that has shaped our own Pale Age in the bloodiest of ways, condemning us to a grim future in which there is only war.

In the clutches of that merciless age, brother turned against brother, and the Emperor's Legions fought one another until the dead outnumbered the living. Countless worlds were laid waste and their populations slaughtered in the name of Horus' ambitions, while the Imperium itself was reduced to desolate ruins of its former glory. Yet we look with envy upon the bitter glory of that era, for though it was a time of immense tragedy and deprivation, those who walked that bloody path walked the path of the gods. In the clutches of that merciless age, brother turned against brother, and the Emperor's Legions fought one another until the dead outnumbered the living.

The Horus Heresy Story

Countless worlds were destroyed and their populations slaughtered in the name of Horus' ambitions, while the Imperium itself was reduced to the desolate ruins of its former glory. Yet we look with envy upon the bitter glory of that era, for though it was a time of immense tragedy and deprivation, those who walked that bloody path walked the path of the gods. No one alive today was able to bear witness to that era. It has passed wholly into legend, and even the greatest libraries of Terra and Ophelia hold only fragments of the truth about it. To those who lived in the shadow of the tragedy of that conflict, it must have seemed as if the Imperium could never recover from such reckless hatred. Yet the wheel of history ever turns, and its attendant disasters and glories are ever repeated in equal measure. Now, in these terrible times, the story of the rise and fall of the human race is as important to us as it was in those dark years.

Everyone knows the bitter end that this story will have, and yet in this narrative there is revealed a strength that was once possessed by the heroes of bygone centuries.

This is the truth of the Imperium.

This is the story of the Horus Heresy. Following a series of glorious victories that marked the climax of the Great Crusade's expansion, the Emperor decided that the time had come for him to return to Terra and set in motion the next stage of his grand plan to save Mankind. He had every confidence that his sons, the Primarchs, would be able to complete the campaign he had begun and bring the Great Crusade to its conclusion. The Emperor proclaimed that the Primarchs and their Legions had proven themselves time and again, and that soon the galaxy would be completely cleansed of xenos and other threats to the human worlds.

The Horus Heresy

During the great triumph on Ullanor, the centre of the last great Ork empire to threaten the Segmentum Solar, the Emperor bestowed upon the Primarch Horus Lupercal the title of Warmaster and gave him command of all the Imperium's armed forces. The remaining Primarchs were subsequently instructed to follow Horus, obey his commands and carry out the tasks he set for them. It is said that there was some dismay among the Primarchs that the Emperor had chosen not to fight alongside them any longer, but the Emperor remained adamant and remained silent on what he intended to do upon his return to Terra, saying only that he would take up a task no less important than the Great Crusade.

Having departed, the Emperor returned to Terra, to his vast Palace, and began his greatest task, cloaked in a veil of secrecy never seen before. He summoned some of his advisors and locked himself in the private dungeons of his fortress city. Horus, meanwhile, embraced his new responsibilities and power with gusto.

He began to negotiate with the other Primarchs and to lay plans for the conclusion of the Great Crusade with almost feverish haste, knowing that while some would welcome his new rank and powers, others would at best be indifferent, at worst resentful. Horus was friends or respected by all the Primarchs, but the Primarchs he felt closest to were Sanguinius, Angron, Mortarion and Fulgrim. Some Primarchs were terrified that the Emperor would no longer fight alongside them, and some whispered that they had been cast aside as tools no longer needed. What sources that survive, unreliable as they are, indicate that Angron was the most vocal and outspoken about this turn of events, not out of any malice towards Horus for his rise, but rather because he felt the Emperor had failed him twice already. Horus spoke to each Primarch in turn, both privately and publicly before the assembled Legions, where the Warmaster promised them victory - he promised them that he would never fail them.

Technology of the Imperium of Man

"Predator". The most common and main tank of the Adeptus Astartes. Created on the basis of the "Rhino", has powerful armor and turret armament. "Rhinoceros". The primary transport for all Astartes and other forces of the Imperium. It is a heavily armoured tracked ground transport. Dreadnought - The essential war machine of any Space Marine Chapter, this massive iron beast is piloted by a crippled Space Marine whose body is unable to function on its own. "Whirlwind". A lightly armored combat unit with search lights, locators and a missile launcher. "Repulsor". An Imperial gravitic armoured transport designed to support the Primaris. It has greater cross-country ability due to the integrated anti-gravity technology, plates and repulsors. "Baneblade". A super-heavy tank with a multi-turret configuration, in service with the Imperial Guard. A versatile multi-role vehicle, capable of effectively engaging infantry, lightly and heavily armoured targets, fortifications and low-flying air targets.

weapons of the Imperium of Man

Bolter weaponry. A type of barreled firearm that fires "bolts" - active-reactive projectiles that explode with enormous force when they hit the target, tearing it apart from the inside. Assault cannon. A weapon with a rotating barrel block, providing a high density of fire. Astartes Combat Shotgun. A rare weapon for the Space Marines, it is almost never used due to its weak armor penetration. Flamethrowers. There are many variations of flamethrowers: heavy, two-handed or one-handed, pistol-sized flamethrowers and single-shot. Hellfrost Cannon: Emits rays of cold that turn the battlefield into a solid field of ice sculptures. Graviton Gun. The gun changes the mass of the target and refracts space in a certain area of ​​destruction, after which the enemy is split into microparticles. Sawsword or chainsword. The main weapon of the Space Marines in close combat. In addition to the main blade, it has sharpened teeth with a mechanical activation mode. Power melee weapon. Space Marine weaponry that has its own energy field that enhances the properties of the combat blade.

Vulpakins

Vulpakins are dog-like humanoids. Physiological features: most of the body is covered in fur, they have keen eyesight and sense of smell, as well as sharp claws and fangs, typical of predators. Due to the peculiarities of the structure of the stomach, Vulpkanins have to give preference to protein foods, mainly meat products.

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