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Posted: Wed Dec 23, 2009 10:29 pm
the story
In the Far off future, in a galaxy much like our own there is a sector in which the inhabitants are at constant war with one another. One such is The Imperium of Mankind, humans who are on a quest to find The God Emperor and The Holy Terra. Another well known faction is the T'au Empire, an extraordinarily advanced raced that is equally extraordinarily young, about 2,000 years old. Another faction of interest is the Necrons, this ancient and powerful race foresoke their mortal bodies and succumbed to the influence of their dark gods. Now they are no more then mindless killing machines powered by a strange unreadable green energy. Also there is the Eldar a race of pointed ear humanoid beings that were nearly wiped out by an unknown space anomaly. At the last we see the Orks, every bit as brutal, savage, and warmongering as their distant ancestors. Their Numbers are many and their strength is great, but their technology is primitive they often go as far as to steal from others to get the technology the cannot themselves make. Some of these factions fight for supremacy other for survival, and others still fight simply for the thrill of ending life. Choose a race and fight hard for in this galaxy, There is no time for peace, No respite, No forgiveness, There is only WAR.
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Posted: Wed Dec 23, 2009 10:36 pm
RULES
1. Please follow all Gaian ToS.
2. No godmoding please..
3. No Flaming.
4. Romance is allowed.
5. You may kill other characters, but you must have their consent. Then please inform me of the agreement. Thank you.
6. rules ae subject to change whenever i see fit
7. Please do not post until AFTER you have been accepted.
8. Try not to post one liners. I know sometimes it can't be helped, just try to keep them to a minimum. Thank you.
9. PM your profiles. If you post them, you will be denied.
10. Title your PM: There is only WAR
11. Make your own Char.
12. You may do some cursing. If you abuse this rule it will be taken out. Thank you.
13. If you read and agree to these rules and plan to follow them- with your PM please add a smile. Thank you. Rules are subject to change at any time
14. the three strikes rule is in play breacking a rule will result in a strike
Strike one....Warning
Strike two....Black listed
Strike three.... Termination
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Posted: Wed Dec 23, 2009 10:59 pm
The Imperium of Man is divided into two groups The Inqesition and The Space Marines.
The Inquesition is your normal Army, Navy, Airforce blah blah blah. They the front line men of the Imperium and make up thousands of regimants but here are the main ones that have more fame.
Moridian Iron Gaurd: Superbly drilled and accounted soldiers from a world bathed in perpetual darkness. In Battle, the Iron Gaurd present a solid wall of brightly uniformed, flawlessly formated troops, cutting down foe after foe with precisly timed volleys.
Valhallan Ice Warriors: Raised on the Ice world of Valhala they have a formidable reputation for unwavering courage when in the defencesive. the only way to capture held ground by this regiment is to wipe them out to the last man, When on the attack they combine massed artillery strikes with endless wave of infantry assaults.
The Death Korps of Krieg: The Korps seek to make amends for their earlier Heresy by martyring themselves to the Imperial cause. The Korps fight without fear of death, grinding their enemies down in battles of attrition, disdaining retreat or surrender.
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Posted: Mon Jan 04, 2010 8:29 pm
Both Space Marines and the Sisters of Battle share the same advanced weapons and armour and at time it is difficult to tell which from who. Unlike the Inquesition The Marines and the Sisters are geneticaly enhanced to fight longer and harder, they are also able to take on the iron case shell of a Drednought walker, a giant armoured suit with built in life support, should their wounds prove fatal, thus they can continue to fight. their are only a few sub-groups, or Chapters, of Marines and Sisters.
Imperial Fists: The Imperial Fists haved earned honours against many major alien races and been instrumental in holding the Imperium together throught the bleackest of times. During the end of the Great Crusade, the Imperial Fists were appointed as the Emperor's personal Praetorians. As a Legion which excelled at fortification, fortifying the Imperial Palace, whose improved defences were tested during the Siege of Terra. They are masters of defense and relentless attackers who would rather die than retreat. Their current Gene-seed suffers from a few minor mutations. The novel Space Marine describes their culture as being based upon the German Junker system, with Honour Duelling a regular feature of daily life.
Dark Angles: The Dark Angles stand first amongst the Space Marines and Sisters of Battle, as they have done sence their very inception. Theirs is a proud Chapter with traditions and rituals that date back to the Earliest days of The Imperium
Salamanders: Born out of fire and darkness, those in the Salamander Chapter are tenacius in the extreme, refusing to yeild in anything even when others would fall back. The Salamanders are technically-adept warriors with a preference for short-ranged combat; particularly with flame and heat-based weaponry. The Salamanders have coal-black skin and red eyes due to the high levels of radiation on Nocturne. Scarification is a common practice among the warriors of the chapter.
Silver Skulls: They are a chapter who believe that the Emporer quides their purpose. They take to the battlefield only when portents demand it, fighting with Valour that has won them great renown across the Imperium.
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Posted: Mon Jan 04, 2010 8:34 pm
The Eldar
Before The Fall the Eldar were a technologically advanced race, generally considered one of the most powerful races in the entire Galaxy. Their technology had advanced so far that little or no work was required by individual Eldar, and as a result, at some point around the 24th or 25th millennia, groups of Eldar began forming cults dedicated to the pursuit of experiencing everything that life had to offer.
The Eldar mind is capable of a far deeper level of emotion and imagination than that of a human; therefore although they are capable of experiencing the greatest joys and creating the most beautiful pieces of art and music they are also capable of experiencing the deepest hate and ugliest depravities. These pursuits became more extreme and depraved as time went on. Torture and murder came to be seen as artforms every bit as worthy as music and drama. The Eldar were extremely long-lived, never suffered from senility or disease, and their superior intellect allowed them to perfect their skills to a degree far beyond that of even the most talented humans. The Eldar were able to devise cunning new ways of torturing and killing their fellows at rates never imagined.
Despite the prediction of the reclusive Eldar Seers that warned of impending doom if the Eldar did not change their ways, government within the Eldar Empire soon collapsed and the moral degeneration of their homeworlds and colonies continued unimpeded. As the pursuit of ever more extreme experiences reached its height, death reigned in the streets of Eldar cities, hunter and hunted each being part of a twisted ritual of destruction which consumed thousands. Some Eldar were able to see that their now-corrupt society was destroying itself, and fled in disgust; these refugees would settle in the distant colonies of their Empire, and would later be known as the Exodites.
Upon dying, the soul of the deceased traverse the bounds of the physical realm and go to rest within the warp. As more and more Eldar died, the souls began to somehow coalesce into a larger entity, a living representation of the corruption that had taken their lives. This collection of souls gained sentience sometime in the early 30th millennium, creating the being known as the Chaos god Slaanesh. When Slaanesh came to be, an ethereal explosion occurred, with the epicentre being the Eldar homeworld. All Eldar caught in the immense blast were instantly killed, their souls consumed by Slaanesh. Most of the remaining Eldar gods were destroyed by Slaanesh. Kaela Mensha Khaine attempted to combat the new being, but Khaine's form was shattered and exiled to the mortal realm in the form of great statues called "Avatars", which rest in the hearts of the various Craftworlds. The other Eldar gods to survive the Fall were the trickster god Cegorach (also called the Laughing God), who hid himself within the Webway, and Isha, whom was ripped from the jaws of Slaanesh by Nurgle, who now keeps her as a slave (though she does spread knowledge of cures for Nurgle's poxes to mortals). The Eldar are also believed to be using their Infinity Circuits to create a Death God, one that will only come into being after the last Eldar has died and been absorbed into it. This Death God's purpose is to destroy Slaanesh.
The Fall destroyed the Eldar Empire, leaving scattered bands of Eldar fighting for survival. Before the Fall, vast space-borne vessels called Craftworlds were constructed, enabling those wishing to escape the degeneration to flee. When the Fall occurred, the various Craftworlds rode out the ethereal shockwave, some being destroyed in the process. The Exodite worlds, far from the epicentre of the catastrophe, were largely untouched. In order to prevent the events of The Fall from ever recurring, the Eldar devised the Path system.
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Posted: Mon Jan 04, 2010 8:42 pm
The Tau
The Tau's physiology is closely tied to their phisiology, with the Tau of each caste effectively being a subspecies of the tau race. This was initially a result of adaptation to suit the environment each group of the sub-Tau species found themselves in, although interbreeding between castes was later forbidden by the Ethereals.
The Tau are humanoid in shape, although they have hooved feet and four-digit hands (three fingers and one thumb). Their skin is grey-blue (although this can vary in pigmentation between worlds), rough in texture, leathery, and exudes almost no moisture. This grey-blue coloration is due to the cobalt-based blood of their physiology, as mentioned in "For the Emperor". Their faces are flat, wide around the eyes, with an "I"-shaped indentation running from the centre of the forehead to where a human's nose would be. Tau vision is considered slightly superior to humans - their visual spectrum extends a little more into the ultraviolet and infrared wavelengths. However their pupils do not dilate giving poorer depth perception and slower focusing reflexes than Humans. The olfactory organs are inside the mouth. Physical strength and size varies between castes, with the Fire Caste being among the physically largest of the Tau.
Only two identifiably female Tau have ever been illustrated. The first, Commander Shadowsun, appeared to have a more human face than male Tau; being smoother and sleeker with larger eyes, a nose-like facial feature and a "Y" shaped facial slit. It is not known, however, whether Shadowsun is representative of all female Tau. The second, the subject of an imperial dissection, had the facial characteristics of a male Tau.
The Tau do not possess psykers (indeed, their minds barely register in the warp at all) and as a result have little knowledge of the Immaterium beyond its existence. This gives them some level of resistance to warp-based powers affecting the mind, but it offers little, if any, protection against physically-manifested offensive powers. They are largely unaware of the perils of the Immaterium and for this reason the Tau have conducted research into the Warp on Medusa V, however, the conclusion was reached that further research was unfeasible, and that "the Warp is no place for the Greater Good and is best left to those foolhardy races who cannot pull back from that terrible realm." Also with no other knowledge of the warp none of their starships are fitted with true "Warp Drives" meaning that all worlds the Tau have colonized are relatively close to one another. The lack of psykers means that the Tau are safe from the influence of Chaos, preventing any corruption from their philosophy of the Greater Good. This also makes them deadly enemies of Chaos, as the forces of Chaos cannot corrupt the Tau and must fight them head-on.
Ethereal Caste members also have a diamond shaped bony ridge on their head. It is believed by Imperial scholars that they exert a pheromone-based control over the other castes, a theory supported by Ordo Xenos examinations of dead Tau Ethereals in the Games Workshop book Xenology.[2]
The first contact the Imperium of Man had with the Tau occurred late in the 35th millennium, when an Adeptus Mechanicus Explorator fleet came across an inhabited star system in the Damocles Gulf. Studies of the life-supporting planet of this system, which would later come to be known as T'au, revealed an arid world with abundant xenodiversity. One species of savannah-dwellers had mastered the use of tools and fire, but the Adeptus Mechanicus teams decided that there was no worth in their continued existence, and T'au was marked for cleansing and colonisation. A colonisation fleet was dispatched, but freak warp storms destroyed the starships, and isolated the system for some time.
While the Age of Apostasy troubled the Imperium and its army, the primitive tool users that would one day become the Tau began to spread out from the plains as hunting grounds grew scarce. Each tribe adapted to their new environments with significant speed; while those that migrated to the river deltas developed their metalworking and agricultural skills, the groups that remained on the plains became skillful and aggressive hunters.
Along with the rapid adaptation came an equally rapid level of technological development. The Tau quickly came to use black powder weapons and stone fortifications. Soon, the tribes that inhabited the plains and the mountains fell into conflict with the groups dedicated to agriculture and trade. Vast inter-tribal wars were fought across the main continent, lasting for years at a time. Thousands died on each side of the conflict, while squalid conditions and lack of access to fresh food and water created a plague that killed more Tau than were dying in the wars.
By the end of the 37th millennium, the Tau were on the verge of wiping themselves out. At the same time as war and disease reached their most deadly levels, strange events began to occur. Flickering lights in the night sky and half-glimpsed figures seen in the mountains were interpreted as portents, pointing towards the end of their race. On the plateau of Fio'taun, an alliance of mountain Tau and plains Tau laid siege to the greatest fortress-city of the builder Tau. The siege had lasted five seasons, but supplies had begun to run low, disease ran rampant within the city, and the plains Tau would accept no other resolution than victory through conflict.
One night, a Tau of unusual appearance entered the attacker's camp and asked to see the army's commander. Despite being softly spoken, the sentries found themselves unable to resist the stranger, and escorted him to their leader. At the same time, another mysterious Tau presented himself to those guarding the walls of Fio'taun, asking to speak to the castellan. Again, this mysterious individual was obeyed, and within the hour he led the castellan and the other leaders of the fortress-city outside the gates. Outside, the party from the fortress were met by the first mysterious Tau, himself leading a group from the besiegers' camp. Commanding the two groups to sit, the pair of mysterious Tau, calling themselves Ethereals, began to explain how the talents of the different tribes could be harnessed. They spoke of a "Greater Good" that could be achieved through unification of the tribes, and by sunrise, the two forces had declared a truce. Over the next year, more of the Ethereals appeared, preaching the messages of peace and the Greater Good across the planet, and by the end of the year, the wars were over and the Tau began to flourish like never before. Having saved their race from extinction, the Ethereals were revered with the utmost devotion by the other Tau, who readily adapted to the new caste system established by the Ethereals.
The Tau Empire rapidly developed over the next thousand years, both scientifically and in size. Within a short period of time, the Tau developed rocket technology and quickly established colonies on the moons of T'au. Access to space allowed them to develop larger vessels, which in turn allowed the Tau to travel to nearby planets. Air caste stellar cartographers discovered that the Tau homeworld resided in a dense cluster of stars, and a supernova could wipe out their entire race, prompting further expansion. The Tau discovered the existence of the Immaterium and warp technology from an alien space vessel found on one of the moons of T'au, but as their race had no psykers, they were unable to tap into the full potential of warp travel. They were able to develop limited faster-than-light technology by modifying their gravitic propulsion system to allow a starship to 'dive' towards the Immaterium, the resulting expulsion throwing the starship a significant distance. With this new technology, the Tau began to expand into interstellar space, claiming new systems and discovering alien species. In most cases, these species were incorporated into the Tau Empire, although some, such as the Orks, resisted.
The Tau Empire came into contact with the Imperium in the middle of the 41st millennium. A Tau colony ship entered an Imperial system, and was promptly destroyed by the Imperial Navy. When the bodies from the Tau ship were analyzed, it was discovered they were the same species the Explorator fleet had encountered 6000 years before. At the same time, Rogue Traders made contact with several outlying Tau sept worlds, and began trade between these worlds and Imperial settlements on the Eastern Fringe. It was at this stage that the Tau began to realise the enormous size of the Imperium of Man. Rather than be daunted by the presence of such a huge, powerful, (and warlike) stellar neighbour, however, the Ethereals instead sent Water caste envoys to several outlying Imperial worlds where they managed to insert themselves into the Imperial commander's group of advisors. Such is the Water caste's diplomatic skill that multiple outlying Imperial worlds openly committed themselves to the Tau Empire and their quest for the Greater Good simultaneously. Alarmed by the rapid development of this xenos race and the threat of alien contamination, the Administratum declared war on the Tau, launching the Damocles Gulf Crusade. The Crusade advanced quickly, crushing any and all opposition. The Tau were subjected to horrific losses among their perimeter outposts due to the presence of Imperial Titans and Space Marines of the Iron Hands and White Scars chapters. This continued until the Imperial forces reached the Sept world of Dal'yth, where the Crusade ground to a stalemate that lasted for several months. With any hope of reinforcement cut off by pressure from the Tyranid Hive Fleet Behemoth's advance on Ultramar, the Imperial commanders accepted the Water caste's offers of peace, and were allowed to withdraw from Tau space.
In the final quarter of the 41st millennium, the Tau Empire has been assaulted by the remnants of Hive Fleet Kraken. The weakening of Imperial space by the need to defend the Cadian sector against Abaddon the Despoiler has also made open the way towards a new period of Tau colonial expansion. The Third Expansion has resulted in the establishment of several new colony worlds with minimal encroachment upon Imperial space.
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Posted: Mon Jan 04, 2010 8:44 pm
Orks are green-skinned, a side effect of their blending on a genetic level with fungi (explained in more detail below). Orks are genetically engineered for combat, and quite efficiently so. They are extremely strong, and their squat bodies can withstand immense punishment. This is fortunate since the Painboyz operate on a generally nineteenth-century level of "surjikul" knowledge; unlike humans, though, Orks are quite capable of having limbs (or even heads) freely chopped and swapped onto a different body, and surviving the experience to fight again.
They eat fungi of all kinds as well as meat. A particularly favoured ingredient in their diet are Squigs, short for 'Squiggly beasts' — a variety of symbiotic races about the size of a cat but only possessing a set of lower legs or no legs at all. In earlier editions, Squigs were said to be a form of Tyranid with Ork genes. These include the "Eatin' Squig", a limbless blob which feeds on fungus, the "Growler Squig", a legged variety used as a sheepdog for Gretchin (in third and fourth editions referred to as a "Squighound" and available as an item of wargear), the "Attack Squig" a powerfully voracious little beast available as an item of wargear, and the "Face-eater Squig", a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.) There is also a larger sub-species of Squig, called a Squiggoth, that ranges in size from about that of an elephant to a 60-plus-foot monstrosity capable of stomping buildings into rubble. Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses. Another species of Squig is the "Hair-Squig" which the Orks do not eat, but wear on their heads as a form of decoration, as Orks are naturally hairless. Orks are known for pitying Humans (humies) for their lack of proper Hair squigs of varying colors.
Orks grow all through their lives, though the average Ork stands around the same height as the average man. The Ork would be far taller if he were only to stand up straight. In their normal walking and standing pose Orks hide about a foot in height; when standing normally in their pose they look similar to a gorilla. Orks growth rates can vary, however. The effect is notable in extremely aggressive Orks. As the Ork survives combat and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: he puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a Nob (short for "noble," but pronounced "knob"), a leader of Orks, noticeably larger, tougher, and of a darker green than the average. Once he begins to grow, an Ork will generally keep getting bigger, stronger, and greener until he is beaten by a bigger or more cunning Ork. Warbosses and Warlords, the rulers of continents and empires, are very large Orks indeed, often standing over three meters (10') tall or higher. Ghazghkull himself is a towering 6 meters (19'6") in height.
Assuming they aren't killed in combat, a buggy accident or by a rival, an Ork will live indefinitely. Orks seem to live longer the more powerful they are, such as with Ghazghkull possibly being hundreds of years old. It seems Ork warbosses live a similarly long time unless a rival or enemy does them in first. The process causing this is unknown, but most likely another legacy of the Old Ones' genetic manipulation, designed to create a more permanent leadership base for the Orks.
Orks' brutish behavior and choice to always use a direct approach in combat stems from their lack of a fear of death. [edit] The Waaagh!
Ork behavior is dominated by the Waaagh!, a gestalt psychic field they generate that affects the Ork psyche, as it allows Orks to instinctively recognize who is 'bigga' and therefore in charge. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting. The Waaagh! helps give momentum (and the name) to the Orks' planet-crushing Waaagh!s. These Waaagh!s are a cross between a mass migration, holy war, looting party and pub brawl, with a bit of genocide thrown in for good measure. Millions of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss, who is larger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight - any enemy. Ork Waaagh!s will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again. In some cases, Warlords eventually forge their Waaagh! into an empire, although very different to the Imperium. The most famous is Charadon, which has been ruled for centuries by successive emperors called 'Arch Arsonist,' while the Octarius empire is run by the Overfiend ("Overfiend" being a title used as a nickname for Andy Chambers, a former high-level Games Workshop Games Developer). Apparently no non-Ork can accurately produce this battle-cry as it has be described that humans can not shout 'WAAAGH!' with anywere near enough volume or phelgm to recreate it.
The Waaagh! is also used to refer to an Ork Warboss' army.
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Posted: Mon Jan 04, 2010 8:49 pm
Necron
In the universe of Warhammer 40,000, little is known about the origins of the ancient race known as the Necrons. What little is known (so far) is from the Imperial viewpoint and as such may not be entirely accurate, as the few remaining fragments of the Necron(tyr) language are poorly understood, even by so-called experts. They were one of the early races to appear in the galaxy (the exact time frame is not known). Their world was scourged by the radiation of the massive, violent star it closely orbited, cursing them to experience drastically short lifespans. The Necrontyr spent eons expanding their technology in an attempt to extend their lives. Their technology developed Necrodermis, a "living metal", for constructing their ships with which they were able to leave their planet and endure the "age long voyages between the stars". In their explorations they encountered the Old Ones, who were already well established throughout the galaxy, believing themselves to be the first species to achieve sentience in the galaxy (although this would later prove false), as well the various species which they had nurtured. The Necrontyr were unable to understand why one species could be so long-lived (virtually immortal) while they themselves had such short lifespans. In time this jealousy turned to hatred, and the Necrontyr declared war on the Old Ones. However, while their technology was superior to the Old Ones, they were vastly outnumbered, due to the Old One's ability to use their magic to bring servant species from other worlds to combat the Necrontyr (this may be the origin of the Eldar Webway). The Necrontyr were eventually driven back to a few systems on the galactic fringe, where their hatred grew, until their investigation of the stars in an attempt to understand why their lives were so short yielded unexpected results.
In the oldest dying stars they discovered anomalies that were eventually revealed to be living creatures "spread over areas larger than planets". These C'tan, as the Necrontyr would come to call them, were truly ancient, having evolved in the first few million years of time, "when the galaxy was young and ruled by the incomprehensible power of billions of young suns." As the minds of the C'tan were too diffuse to understand the physical universe, the Necrontyr forged living metal bodies for them to contain their vast power. As the C'tan slowly compressed themselves into their new bodies, their power over the physical world increased, and the Necrontyr came to see them as gods. Due to their alternate view of the physical properties of the universe, the C'tan were able to vastly improve the Necrontyr technologies, giving them weapons of unimaginable destructive power, and "ships capable of crossing the galaxy in the blink of an eye". Now ready to resume their war with the Old Ones, the C'tan had one more "gift" for the Necrontyr. In exchange for their total obedience, they would have their consciousnesses transferred into living metal bodies in imitation of their gods, which lead to their race being transformed into the Necrons.
The Old One's mastery of warp-craft was now countered with the C'tan's utter supremacy in the material realm, and the Old Ones were driven into a few areas while their children became delicacies for the C'tan to feast on(they preferred the deliciously focused trickles of energy of sentient beings, to the nourishing but tastless energies of the stars). While the C'tan "sported" amongst themselves, the numbers of sentients in the galaxy decreased, and eventually began devouring each other until only four remained. As life continued to vanish due to the C'tan, even the Old Ones legendary patience deserted them and they became desperate. They began creating species with ever deeper connections to the warp, which include the earliest Eldar, and the Krork(Orks), among others. When the Old Ones retaliated the C'tan's "empire of destruction was sent reeling," as the C'tan's forces were slowly pushed back, they decided to cut the Old Ones off from their source of power, and "sever the connection between the Warp and the material universe forever." However, before their plan was completed, the massive amount of suffering and death in the material universe was reflected in the Immaterium and triggered a fundamental shift in its nature. Formerly harmless warp creatures were transfigured into vicious predators, and what few predators there were before became truly terrifying (there is speculation that these may have become one or more of the Chaos gods). The vulnerable minds of the young races allowed these creatures to enter the galaxy in ever increasing numbers, the most proficient of these were the Enslavers (not to be confused with true Daemons). The Old Ones brought forth newer species in an attempt to stem the tide, but eventually their entire species was wiped out (although some of their "children" survived). While these plagues could not harm the C'tan or the Necrons, their preferred food source was rapidly disappearing. Their solution was to go into slumber and let the enslavers take what was left, and when new lifeforms evolved in the galaxy the C'tan would be there to consume them. There are currently only two C'tan (the Nightbringer and the Deceiver) currently active in the galaxy, with the Deceiver pursuing goals apparently intended to cause as much mischief as possible, and the Nightbringer currently recovering its strength as a result of spending its time in stasis with an insufficient amount of energy to sustain it.
At present, the Necrons are more of a shadowy presence than a full-fledged force. They strike from nowhere and without warning, slaughtering their enemies and departing before reinforcements can arrive. The origins of these attacks and their motives are unknown, though it is clear that the Necron forces in the galaxy are but the first glimpses of the full might of the Necron war machine. The first recorded encouter between the Necrons and the Imperium took place at an Adepta Sororitas convent designated Sanctuary 101. When Imperial authorities finally arrived there was no sign of the attackers, aside from the mutilated bodies of the sisters that had been "eviscerated in a hideous surgical manner". The only clues to the identity of the sister's murderers were the few remaining vid logs of the incident, which recorded a fierce battle between the valiant sisters and their assailants. However, due to some form of external interference, the enemy were "little more than half-glimpsed gleaming shadows". The Eldar are currently held to be the only species with any real knowledge of the Necron's capabilities, and most of it is contained in the form of myths and legends from the War in Heaven.
Other than direct battle, the Necrons have infiltrated the Imperium to an unknown extent. Their elite anti-psyker troops, the Pariahs, are a cross-breed with human genes and it is as yet unknown if the Necrons are acquiring individuals with the Pariah gene by themselves or with the help of Imperial traitors (or possibly even Adeptus Mechanicus).
Little is known of the goals and objectives of the Necrons. Given that their masters, the C'tan, are interested primarily in consuming the life-energy of living creatures, their goal may simply be to weaken any resistance, and develop an understanding of the strengths, weaknesses, and motivations of the various species which are active in the galaxy.
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Posted: Mon Jan 04, 2010 8:57 pm
Profile Skeleton
Appearance: (No Avi. picture please) Gaian Name: Character Name: Race and or Chapter/Regiment: Age: Height: Weight: Weapon(s): Personality: Background: Extra:
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Posted: Mon Jan 04, 2010 8:59 pm
IT IS TIME...LOAD YOUR WEAPONS, MARK YOUR TARGET, AND OPEN FIRE!!!
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