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From Ethra di Sigmar - Lexicanumbattletomes are the books of origin for Warhammer Age of armies sigmar, factions and landscapes that contains basic information, images and rules. With an explosion of lightning and a booming thunderclap, the forces of the Stormcast Eternals manifest in reality and plunge into battle. Please remember that these are rumors. If I get both a good army list will be? Battletomes include fluff, all Warscrolls for the faction, and "Allegiance Abilities" that give you buffs for fielding a force composed solely of that faction, so you're going to buy that too or be at a competitive disadvantage.
Showing 1 - 22 of Get the very latest - news, promotions, hobby tips and more from Games Workshop. This has been updated since July 2nd, , with the release of Battletome: Sylvaneth to include Allegiance Abilities that allow the use of specific command traits, spell lores, prayer lists, allies, and artefacts if videos.
There is a lot of information on many of the different Stormcast factions. Chiropteran horrors. Necron codex 8th edition. Assembling miniatures, painting them and getting them ready for battle is a big part of the hobby. Sherbnado Strain. A bathing ape jp. At his side, Horus and the Luna Wolves fight with great fervour, laying waste to countless foes in his name and helping to create the Imperium of Man.
Fully half of the Legiones Astartes join with him as he attempts to bring the Imperium to its knees and destroy the loyalist Space Marine Legions. In the final battle for Terra, Horus is struck down by the Emperor in mortal combat aboard the Vengeful Spirit.
The Legion War The traitor Astartes fight among themselves within the Eye of Terror in a war for resources and slaves that further fractures the already broken Legions. Swearing to succeed where his forefather failed, Abaddon takes up the mantle of Warmaster and begins the Long War anew.
In a great battle around the worlds of Cadia, the traitors are turned back by newly raised Space Marine Chapters and the Legio Titanicus. He constructs a vast mine to harvest its wealth for the Warmaster. Slaves prove too fragile to work the mine as the ore mutates them uncontrollably, while some mine shafts secrete fluids that dissolve the workers within. Faenroc remedies this problem by binding daemonic entities to his mining machines in a ritual that involves the mass sacrifice of the entire mortal workforce.
The Imperium, focusing on the war in space, musters a naval force to fight back. Entrusting his flagship to his Sorcerers, the Despoiler then teleports to the Inquisitorial stronghold of Nemesis Tessera.
The Inquisition later find that a critical vault cell has been opened and its daemonic prisoner — the legendary nemesis for which the planet is named — is missing. Eventually, the Space Wolves manage to banish Tallomin back to the warp.
Gifted with a profound understanding of the millennia to come, Zaraphiston pledges his loyalty to Abaddon the Despoiler. The Black Legion and their daemonic allies fall upon the Kromarch and his kin, conquering the citadel and extinguishing their ancient line.
Taking the Convent of Alabaster Maidens prisoner, he exposes them to the energies of the warp, triggering their latent psychic gifts. Zagthean then uses warp-tech to fuse the maidens into a single entity, before using the resultant abomination as a living warp portal to unleash a daemonic invasion.
For eight days, the Chosen fight in the gore-spattered holds of the Vengeful Spirit until only one of them remains. Each act of violation shatters the warp-seals that had held psychic mutation stable in that region of space.
The Despoiler singles out the sons of Sanguinius, personally leading a band of Khorne Berzerkers in a charge against their lines. So frenzied is the assault that the surviving Blood Angels are unable to recover the bodies of their fallen.
The Prison of Madness Abaddon conducts experiments on captured loyalist Space Marines, torturing them with repeated visions of a future in which the Imperium falls to Chaos. Despite the psycho-indoctrinated mental resilience of the Adeptus Astartes, such is the ring of truth in these prophecies that those who do not take their own lives are left as soul-blasted husks that eventually swear allegiance to the Despoiler.
The living-metal monoliths beneath the crater-cities of Teekus glow brighter with each ritual slaughter until, at the culmination of the ninth, the structures begin to melt. In the depths of the hulk, they uncover a stasis chamber containing a single casket. Inside is an ancient warrior of the Luna Wolves. In the Warpwind Canyons, the Chaos Space Marines erect a towering steel-framed device with a sail-like membrane of flayed skin. The creatures of the immaterium are drawn to the world to feed on the soul-stuff caught in the nightmarish construction.
When the Cadian nd Expeditionary Force land on Sanisor, they find it crawling with Daemons like flies on a corpse. Black Legionnaires butcher their way through the lower levels of the hive, whilst the Despoiler himself storms its inner sanctums.
As a gesture of contempt, the Black Legion drop a dozen cyclonic warheads onto the ruins of Monarchive. The seventeenyear war that ensues eventually robs both Antecanis and Cancephalus of their most precious resource — manpower. Without the fleets of the naval fortress to stop him, Abaddon is able to ravage the sector at will, and his Sorcerers are free to conduct the rituals required to weaken the walls of reality in that region of space with impunity.
Abaddon travels to the planet located at the coordinates in the message to find his ancient brothers have become a twisted parody of his original Legion, perverting their own gene-seed with primitive rituals and dwelling with the native inhabitants. The Chapter Master of the Savage Swords mistakenly believes the Imperial governor of the planet Hyboras has stolen an ancient relic blade belonging to his Chapter. Caught up in their wrath and righteous retribution, his Space Marines commit a series of atrocities on the world.
When the Black Legion arrive to push the world over the brink of disaster, the Savage Swords have already fallen to the worship of Khorne. It does not take much for Abaddon to persuade them to join him. While the Black Legion assault the capital world, Thracian Primaris, the Iron Warriors focus their attack against the Iron Hands Chapter, seeking to settle an old blood debt.
Amongst its rusting gantries and crumbling manufactorum towers, the Warmaster finds a halfconstructed vessel, vast in scale and terrible in its design. His Warpsmiths examine the ship, marvelling at its dark majesty, and promise that, when complete, it will be the doom of worlds. In the ruins of Relorria, the Black Legion bring the greenskins to battle. After months of fighting, Abaddon orders the Black Legion to leave Relorria to its fate and return to the Eye of Terror — but not before the Warmaster fills the holds of his fleet with captured Ork Weirdboyz.
In conjunction with a coven of his most powerful Sorcerers, he uses the volatile psychic energies of the greenskin abductees in a daemonic hybridisation ritual that weakens the fabric of reality across the Relorrian System. Insatiable in its hunger, the Daemon Prince consumes everything and everyone in its path, swelling to immense proportions with the meat of worm and man.
Eventually, Glutgora bursts in a tide of festering organs and rancid effluvia, and a million Nurglings crawl out from its corpse. The planet is declared perditas and quarantined indefinitely. In the ruins of an ancient wraithbone city littered with skeletons, the Sorcerer leads the Warmaster to a room where a tapestry of flayed skin covers the walls from floor to ceiling. Upon its surface Abaddon reads a prophecy that reveals the secrets of six weapons of immense power.
Eldar reinforcements react swiftly to drive the Despoiler back, but not before he secures his prize. The Pilgrimage of Dark Lament Struck by a vision of Abaddon, millions of pilgrims abandon their worship of the God-Emperor and turn their ships towards the Eye of Terror. After a long and perilous journey in which thousands perish, the pilgrims finally reach worlds held by the Black Legion, where they are immediately enslaved.
Even as they fall beneath the lash of their new masters, the pilgrims give thanks to the Warmaster. Sweeping aside Imperial resistance, Abaddon breaks into the vaults below the world and opens the Damnation Cache, an ancient portal to the warp.
Unbeknownst to the Imperium, however, the Despoiler has already left Pandorax, taking with him a rogue psyker of prodigious strength. The Salamanders fight an urban war against the Black Legion on Heletine. The Order of the Ebon Chalice arrives to reinforce the Space Marines, and together they push forward, but their advance is halted by the Daemon Prince Gralastyx.
Saint Celestine appears suddenly, storming through the Chaos hordes and slaying Gralastyx, before vanishing once more. After a gruelling campaign with a death toll that spirals into the trillions, Abaddon the Despoiler succeeds in tearing down the strange pylons that for thousands of years had held the Cadian Gate as a stable region of space. Cadia falls soon thereafter, and a wave of warp storms roars into being across the length of the galaxy.
The Chaos invaders are driven off, but the damage has been done. Within the year, a nearby warp storm breaks the Daemon cage entirely, plunging the system into warp-haunted mayhem and adding to the empyric tempest raging across the galaxy.
A chain reaction of warp cataclysms rips across the Imperium, plunging its worlds into disaster and awakening the dormant powers of latent psykers across the galaxy.
The Imperium is torn in two along its length, giving rise to the phenomenon known as the Cicatrix Maledictum. Countless civilisations are lost to daemonic incursions as the galaxy burns. The forces of the Dark Gods read like a roll call from epic battles of the ages. Renegade Chapters long thought extinct renew their assaults on the Imperium of Man. Before them run scabrous cultists, deranged mutants and traitorous scum in numbers too great to count.
The sons of Dorn deploy numerous squads of Intercessors, creating a series of heavily defended redoubts across the surface of the agri world. Rather than allowing themselves to become bogged down in a prolonged siege, the Hounds of Abaddon withdraw to wreak destruction elsewhere.
Gods from the Warp After a months-long battle in the Aralest System, the Imperial Navy are all but wiped out by a massive war fleet comprising several Black Legion warbands.
The few remaining Imperial forces retreat to Everwatch Stanchion, the heavily fortified orbital docking platform above Aralest VII, to consolidate their strength. Thousands of Imperial planets lying along the edge of the Great Rift are evacuated as the tapestry of warp storms threatens to consume them. On the forge world Raeddon, the Adeptus Mechanicus Tech-Priests gather their most sacred manufacturing relics in preparation of shipping them off-world.
But before the frigates are loaded and launched, an armada of Black Legion warships emerges from the warp, forming an impenetrable blockade around the planet. These deluded fanatics do not see the Chaos Space Marines as invaders, but rather as saviours who have emerged from the Great Rift that burns across the sky day and night. Indis is forced to expend his troops in bloody fights deep inside the hive cities to prevent the planet from falling to the savage cultists before the Black Legion even arrive.
Before long, hordes of Chaos Space Marine shock troops descend upon the forge world. The bulk of its Skitarii defenders are deployed to guard the basilica logisticum where the Mechanicus have stored their invaluable archeotech. However, the Chaos forces do not even attempt to lay siege to this complex. With Raeddon stripped of its transport capabilities, the Black Legion armada recedes, leaving the Tech-Priests and their precious relics untouched as the warp storms envelop them.
Their prayers are not answered. The explosion created by the colossal impact leaves only a crater where the hive city once stood, and the ensuing quake is felt across the planet. This display of raw power is the final proof the Chaos cults need. Under the critical eye of their twin Primarchs, Alpharius and Omegon, the Legion became renowned for its discipline and strict organisation during the Great Crusade. Though the youngest Legion, the Alpha Legion sought to outshine their brethren in all things, as if to prove their worthiness amidst the older Legions.
The Alpha Legion are devious beyond measure. Where other Legions seek to dominate through raw strength, divine favour or inspirational charisma, the Alpha Legion impose their will through intelligence and skill. The tools of war they value most highly are misdirection, confusion, treachery and duplicity, but when the time comes for them to spring their traps, they are such a focused and well-coordinated force that they can set a world ablaze in a single hour of blitzing assault.
When Horus made his pact with Chaos, the martial pride of the Alpha Legion was their downfall. By comparison, he made the distant Emperor on Terra seem a weak and cowardly individual. So the lies of Horus and his agents were insinuated into the hearts and minds of the Alpha Legion, and if any lie is repeated often enough it begins to be accepted, and once accepted, it ultimately becomes truth.
At last they had found an opponent as tough, as trained and as ferocious as themselves. The brethren of the hydra inflicted stinging defeats on the loyalists at Tallarn, Yarant and dozens of smaller outposts before moving onwards into the Ultima Segmentum. The Alpha Legion became entirely separated from the forces of Horus, but continued to wage war on all they came across.
By the end of the Heresy, they were inventing objectives and missions of their own to fulfil their war-lust without reference to their allies. The last of the Legions to be founded, they were considered by others to be latecomers bereft of any true experience, and hence were keen to prove themselves as capable as any other. With the Ultramarines being held up as the exemplars of what a Legion could be, it was not long before the Alpha Legion sought to match themselves against the standards of Macragge — and in the end, match themselves in battle against those who had dismissed them or looked upon them as pale by comparison.
Even after the Heresy ground to a halt, the Alpha Legion continued to fight a covert war against the Imperium. Raiding parties still sally out from secret bases to catch the defenders of Humanity unaware — sabotaging bases, attacking shipping, terrorising settlements and destroying small outposts with merciless efficiency. The Alpha Legion coordinates and directs the activities of Chaos cultists across entire sectors and they instigate massive insurrections against Imperial rule.
These revolts are often used as a cover for a series of shattering Heretic Astartes raids or as a precursor to a full-scale invasion from the Eye of Terror. The Inquisition holds a special loathing for the Alpha Legion for their role in spreading Daemonworshipping cults and fanning the embers of discontent into the fires of outright rebellion, but for every cult they put down, two more spring up elsewhere. Tactically, the Alpha Legion believes in striking from several directions at once. This requires meticulous planning and skilful infiltration.
Amongst the Traitor Legions, the Alpha Legion makes the most use of cultist troops. As they tend to operate as raiders deep within the Imperium, they require local support to bolster their numbers. Considerable effort is expended to spread propaganda inciting revolt and acts of sabotage. Once the Alpha Legion is committed to action, events move very quickly. The Legion attaches great importance to its field commanders, who use their initiative to outwit the enemy, magnifying the advantages that Traitor Marines have over more conventional troops.
The Legion is prideful of its abilities and welcomes opportunities to demonstrate their skills against loyalist Space Marines. They have even been known to hold back some of their forces to test themselves more thoroughly in such circumstances.
This many-headed, dragon-like creature from ancient myth serves to remind the Alpha Legion of their unity in body and spirit. Those outside the Legion believed this was because the Emperor had already completed his galactic odyssey to reclaim the Primarchs by the time the two met in person, and that his focus had shifted elsewhere. Some legionnaires realised that their relationship was likely more complex, and others whispered that Alpharius was one of two twins who were all but identical.
Many of the Alpha Legion were uncannily similar in appearance and temperament, and their Primarch used this fact to his advantage — the claims that Alpharius was so efficient he could appear in two places at once had their basis in reality. Unusually for a Primarch, Alpharius was not a giant by comparison to the battle-brothers that followed him. He was able to assume the identities of his minions — and vice versa — whenever it would serve him to wrongfoot his enemies. Many was the warrior who claimed to be Alpharius to throw his foes off the scent; indeed, in some ways, every member of the Legion is an echo of his primogenitor in some manner.
This grand misdirection is reflected across the Legion to this day. Alpha Legion warlords are rarely where they appear to be; inside the armour of a famed leader may be a new recruit, whereas a bolter-wielding trooper may in truth be the mastermind behind a sector-wide conquest. Nonetheless, as Chaos Space Marines they strike with terrifying force, and the worlds that they attack are scarred by the violence they unleash for the rest of their days. Five years later, the decapitated heads of all six Vindicare Assassins are found frozen in the food storage halls of the High Lords.
The brotherhood of Chosen known as the Shrouded Hand infiltrates the way station world of Zharastia Jensen, a principal link in the supply chain of the Golgotha System. In their delvings amongst the lower strata of society to recruit more agents to their cause, the Shrouded Hand uncover a hive of Genestealer Cultists. In doing so they trigger an uprising that sees the industrialised populace rise up to seize rulership of the planet.
The sleeper cells placed by the Alpha Legion are awakened by the coded messages of the Shrouded Hand, and the streets run with blood as the hidden cults of Chaos fight a savage guerrilla war against those who bear the mark of the Great Devourer.
Content that Zharastia Jensen is now a broken cog in the Golgotha war machine, the Shrouded Hand disappear without trace. There, the White Scars find no mere warband but a whole planet of traitors and renegades. Such is the grievous threat posed by Voldorius that the two rival loyalist Chapters put aside their differences and join forces, eventually slaying the Daemon Prince in the streets of the planetary capital Mankarra.
Millions die to venomous snake bites before the psykers fall into a fugue state and the rain stops. The Alpha Legion abduct thousands of comatose psykers. The Planetary Heist of Avernia A coven of Alpha Legion Sorcerers, using a combination of psychic hypnosis and double agents seeded within the Administratum, convinces the Imperial authorities that their maps have the system of Avernia in the wrong place.
They make their warp translation in good time, but in entirely the wrong segmentum. Both Avernia and Negligence fall within the year. The Nest of Serpents The long-seeded plans of the Alpha Legion come to fruition when the Great Rift ripples into being across the heavens. Billions of mortal eyes look to the night sky, and in a thousand locations and more, networks of sleepers and hypnoindoctrinated agents blink in confusion as the mental imperatives of the Alpha Legion are triggered.
A wave of anarchy blossoms across every seeded world as newly revealed demagogues decry the Imperium that has failed to protect them, stirring up swathes of Imperial citizenry that have been forbidden from looking at the night sky by heavy-handed and reactionary new laws. Dozens of worlds fall when the Alpha Legion arrive to turn rioting into outright war. Ostentation is rare, giving more of a sense of unity to their armies. The pre-Heresy colours of the Alpha Legion are not markedly different from their latter-day incarnations, an outward testament to the fact the Alpha Legion has — in spirit if not in body — remained much the same since its creation.
Brother Hathmor, Liemaster of the Whispering Forge Legionnaire identified by six different names and titles in Imperial records to date. The Sons of the Hydra have always favoured subterfuge and misdirection over the blunt ferocity employed by many of their fellow Legions.
Their foes, distracted and thrown off balance by feints, betrayals and vicious coordinated strikes, rarely understand the inevitably of their doom until it is far too late. Anonymity is a potent weapon in its own right. The vast majority of Alpha Legionnaires go into battle helmed, conversing in code across baffled voxchannels and with the ancient data-signifiers of their armour and weapons occluded.
Enemies are left with no idea as to the rank, role or physical appearance of the legionnaires they face. Their Primarch, Perturabo, excelled in the planning and execution of siege and trench warfare. However, his stoicism and patience saw his Legion relegated to the shadows of the Great Crusade.
Those shadows were to darken, and corrupt the Legion beyond recovery. The Iron Warriors see themselves as titans of old who are loose in the universe, acting as they please in the knowledge that no natural or man-made law can stop them. They honour the Chaos Gods as a pantheon, but are not truly devout themselves.
Their greatest loyalty is to their Primarch, Perturabo, whom they believe saved them from being sacrificed by the False Emperor. The Iron Warriors are the most heavily armed of the Traitor Legions; as siege specialists, they rely less on close combat and more on withering salvoes of fire.
Even when fighting outside their strongholds their approach remains the same, with great importance being placed on detailed fire plans. They are adept at quickly erecting formidable battlefield fortifications, establishing strongpoints that will tie down the enemy and thereby allow the Iron Warriors reserves to achieve superiority elsewhere.
As with their Primarch these traitors are methodical and thorough, always seeking to grind down their opponents by attrition until the moment comes when they can be swept away in a concerted attack. When they were loyal to the Emperor, the Iron Warriors had a reputation for being fearsomely efficient and capable.
Not for them the grandiose heroism of their brother Legions, nor the quest for glory that would resonate down the ages. Instead the Iron Warriors were pragmatic and cold in the execution of their duty, seeing the pursuance of excellence and the craftsmanship of war as reward in itself. This was an echo of the philosophy held by Perturabo, a Primarch with the mind of a genius but the temperament of a recluse.
A master artisan, Perturabo crafted wars with the same methodical approach and attention to detail with which he crafted the intricate inventions that decorated his sanctums. Content to rule alone, he often spurned the company of his brothers — even in battle he had been known to fight not with his fellow warriors, but with the towering robots known collectively as the Iron Circle.
The pursuance of crafting the perfect war was put aside in the name of duty time and again, for in Perturabo, the Emperor had a commander who would enact any duty without complaint, no matter how gruelling or unsavoury. In quickly and effectively completing every task assigned to them, the Iron Warriors became the recipients of those missions no other Legion wished to undertake. Where the likes of Sanguinius and Fulgrim won glory under the golden rays of alien paradise worlds, Perturabo and his Legion slogged through muddy hinterlands of perpetual gloom.
Spiked oubliettes and labyrinthine dungeons pierce the world to its core, and bastions cover it like fungi. This planetsized stronghold is the domain of the Primarch Perturabo — reincarnated as a mighty Daemon Prince by the Ruinous Powers that guide him, he has become a being of inconceivable destructive power whose warp-infused hammer, Forgebreaker, can shatter the rockcrete walls of a fortress with a single blow.
Countless warbands of the Iron Warriors have used Medrengard as their base of operations for centuries, plotting as to how to crush and imprison their enemies, the Imperial Fists foremost amongst them. Now is the time for those plans to come to fruition. Great Khan refused to split their Legions, Perturabo obediently garrisoned those fortresses his Legion had built as they brought ever more worlds into compliance. Was the Emperor taking Perturabo for a fool?
Instead of offering the hardpressed loyalists respite, the bunkers and bastions proved to be their graveyards, as the Iron Warriors mercilessly gunned down anything that moved within range. With the booming rattle of heavy bolters and the slicing beams of lascannons, the Iron Warriors declared for Horus.
After Isstvan, the Iron Warriors were let loose. On many worlds, their Warsmiths replaced governors and tithes were paid to the new masters under the shadow of fortified battlements. The Iron Warriors split up to fight on a dozen other worlds in the Heresy.
They fought on Vanaheim, reducing its armoured hive cities to twisted ruins one after the other. They battled across Thranx and Avellorn, worlds where every scrap of ground is covered by plasteel and rockcrete.
They struck at loyalist fortresses, temples, keeps and palaces across the galaxy and ground them beneath the tracks of their siege tanks. There the Iron Warriors found a sublime pleasure in tearing down the edifices of the Imperium. Wherever the Iron Warriors fought, they raised great citadels in their wake.
Fields of trenches and forests of razor wire surrounded the strongholds of the Iron Warriors, such that the loyalists began to dread the bloody assaults needed to destroy them. The rest of the Legion defended the small empire they had built centred around their home world of Olympia, but there was no refuge from the retribution of the loyalist Legions.
The Imperial Fists supported the Ultramarines in a decade-long campaign to liberate the subjugated worlds. They discovered the Iron Warriors to be a barbed hook that, once embedded into a victim, could only be removed with great risk of further injury. The Olympia garrison held out for two years, eventually triggering their missile stockpiles when defeat was unavoidable.
They left a blasted wasteland that, like the other Traitor Legion home worlds, was declared perditas. The surviving Iron Warriors were driven into the Eye of Terror, where they took a world for their own: the impossible fortress of Medrengard. The death toll taken by Legions such as the World Eaters or the Black Legion is likely higher, for the Iron Warriors believe in attacks long-planned and painstakingly executed, but when they strike, they do so with such calculated and unremitting savagery that nothing can survive.
Perturabo hears its echo in the warp. Within a week, Cornucopeon is infested by locomotive-sized Daemon Engines that burrow through the planet like maggots gnawing through an apple. They rise up under Steelstone Keep itself, erupting in geysers of magma to disgorge Iron Warriors from their fleshmetal bellies.
When the Iron Warriors leave from the hive spires, the only evidence of the uprising is a metallic mountain filled with cooling igneous rock.
In his cups, he is much given to boast that his home planet is unassailable. Agents of the Alpha Legion relay this claim to their Iron Warriors brothers, and before long Lord Mandrakk has made warp translation in-system at the head of a large fleet. Mandrakk bombards it from orbit whilst launching boarding actions against every craft bound for Inviolus. Within the year the people of Inviolus are crippled by starvation. The planet is seized and repurposed as a Chaos base.
It infects metal construct and mortal body alike, turning one to the other and blending warriors with their weapons and wargear until only sentientmetal machine-things remain. After the resultant conflicts, known as the Wars of Flesh, the nihilistic Cult of Destruction proliferates massively. Obliterators and Mutilators join the ranks of the Iron Warriors in ever greater numbers. The first wave, led by King Dontros, scales one flank of the Spite, only to find its upper reaches infested by Heldrakes.
The Knights fight bravely, but the Daemon Engines attack in such numbers they are toppled into the sea or ripped apart. Temporia Emerges In a feat of engineering only the truly insane could devise, the Dark Mechanicum stronghold world of Temporia is dragged out of the Eye of Terror by an armada of gravitic tugs and possessed haulers. The Grand Siege Begins Having studied the Imperial defences of Segmentum Obscurus in detail via a combination of remote scrying, methodically applied torture of captive loyalists and a network of techno-cultist informants, Perturabo learns much of their capabilities and limitations.
When Cadia finally falls and the Cicatrix Maledictum splits the galaxy from end to end, the Daemon Primarch mobilises a thousand armies and coordinates them in a grand strategy that targets the most heavily defended Imperial worlds in the segmentum. So begins a brutal blockade of the Imperium itself. They care little for trophies and embellishments, instead preferring to prove their strength and prowess through acts of largescale destruction.
Though each warband wears markings of allegiance to their champion, these are scoured off and repainted whenever circumstance dictates that a change of loyalty would be advantageous.
Darnoch Polaid, Veteran of the gruelling Siege of the Loathenhold Beneath their armour, many Iron Warriors have cybernetic limbs and organs, and are often wired directly into their battle gear so as to more closely commune with its twisted machine spirits.
Some join body and soul with their wargear, either because the twisting power of the empyrean shapes them into reflections of their obsessions, or because they have contracted the dreaded Technovirus of the Cults of Destruction. Gornoth the Unbending, Thrice-Forged in the Baleful Furnace Corprax the Wall-breaker The Iron Warriors value the psychological impact that their grotesque wargear and monstrous size has upon their enemies.
Many are the foes whose nerve has broken at the sight of such a daemonic gathering of armoured monstrosities massing around their beleaguered stronghold and baying to get in. Since the Legion followed their Primarch Perturabo into heresy, they have turned this skill towards the destruction of Imperial worlds. With cold-blooded relentlessness and the thunder of heavy artillery, they level the greatest strongholds of Mankind and reduce to ashes those who seek to oppose them.
Their Primarch, Konrad Curze — later known as Night Haunter — grew up on the mining planet of Nostramo, a world shielded from its sun by a huge moon, which consequently rested in almost perpetual darkness. The days on Nostramo were only slightly lighter than the pitch-black nights, giving the inhabitants of the planet a deathly grey pallor. His methods were simple, vicious and direct: if you broke his law, you died. There was no appeal — Night Haunter was judge, jury and executioner.
The Great Crusade finally reached even this dark world, and the Master of Mankind was reunited with Curze. Night Haunter was placed in command of the Night Lords, who quickly gained a reputation for ruthless efficiency and an almost cynical disregard for human life.
Soon, stories began to circulate of large-scale massacres and brutal atrocities being committed by the Night Lords, some under the supervision of the Primarch himself, until finally the Emperor was forced to recall Night Haunter to answer the charges that had been made against him and those under his command.
But the Horus Heresy erupted before Night Haunter could return, and it quickly became apparent that all of the charges against him and the Night Lords were true. Night Haunter had no hesitation in joining Horus against the man he started to see as a weak-willed hypocrite. Operating from a planet deep in the wilderness area of space known as the Eastern Fringe, he led the Night Lords on a campaign of terror and genocide that has rarely, if ever, been equalled.
Even after Horus was defeated, the Night Lords continued to attack, although increasingly without any discernible motivations for their steadily more murderous actions.
The Night Lords fought their way to the Eye of Terror, from where they continue to take part in raids on the worlds of the Imperium. They do not appear to worship any one of the Chaos Gods, but rather fight solely for pleasure and material gain. They look down on their more dedicated brethren, be they fanatical Chaos Space Marines such as Khorne Berzerkers or zealous loyalists like the Dark Angels.
In place of faith and devotion, they respect only strength — that, and the use of terror as a weapon. No Legion is as careful as them in severing enemy communications and making visible examples of those who dare to oppose them. Many planetary governors have capitulated rather than face the wrath of the Night Lords, though none have been spared as a consequence.
Darkness is their ally, and they ruthlessly use their innate abilities to give themselves an advantage over their enemies. Aggressive patrolling and surprise raids are their stock in trade, and they will patiently win a hundred small victories in order to achieve their objectives rather than pin everything on one large-scale conflict.
It is common practice for the Legion to shut down the communications of a target planet and broadcast hideous messages and screams across the airwaves as they begin slaughtering the populace at their leisure. Repeated instances have shown that they will give no quarter, and are entirely bereft of mercy.
Any poor soul offering to surrender will have their pleas answered with mutilation and death. Similarly, they have no martial creed, all concept of honour eroded by their age-old habit of recruiting vicious criminals into their ranks. The Night Lords are masters of stealth and infiltration.
This skill appears to be innate to the Legion, and comes to the fore during the sick games they play to drive their prey into paroxysms of fear. They are extremely versatile in their use of the forces of Chaos, employing the powers of each of the Dark Gods with equal favour in order to further their horrific agendas.
Expecting to have to deal with numerous guards and loyal retainers, she was surprised to find the halls of flesh and bone completely deserted. Sitting in a pool of shadow upon a throne made from the fused bones of his victims, a carpet of screaming faces leading up to bare, gnarled feet, sits Night Haunter himself.
His madness and hate radiate from him, palpable even through such a remote medium as a vid-log.
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