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		<id>http://2d4chan.org/mediawiki/index.php?title=Gorkamorka&amp;diff=235510</id>
		<title>Gorkamorka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gorkamorka&amp;diff=235510"/>
		<updated>2019-09-23T06:11:53Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:ACD1:D7B0:742E:D807:957F:F8C2: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gorkamorka is one of the [[Specialist Games]] set in the [[Warhammer 40000]] universe. It is functionally identical to [[Necromunda]], and its [[Warhammer Fantasy]] cousin [[Mordheim]], in that it is a narrative skirmish-level wargame, revolving around two or more players and their personalized band of fighters in a story-like campaign setting. Its selling point is that it was themed as the story of mobs of [[Orks]] fighting for survival, entertainment and riches upon the desert world of Angelis. This makes it the only [[Specialist Game]] where the focus was on playing &#039;&#039;nonhumans&#039;&#039;, an approach that has only recently been looked towards in the form of [[Fantasy Flight Games]]&#039; Chaos-focused [[Black Crusade (RPG)|Black Crusade]] and now as of January 2017 Gangs of Commorragh.&lt;br /&gt;
&lt;br /&gt;
Only three books for Gorkamorka were ever released; Da Roolz (rulebook), Da Uvver Book (background fluff, scenarios, and campaign running), Digganob (expanded fluff, new factions, special characters and new missions), alongside a short run of a magazine called &amp;quot;Gubbinz&amp;quot; (added scenarios, weapons, gubbbinz for vehicles, tips to build terrain, a new faction, and a scenario to use Necrons).&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The backstory of Gorkamorka is a simple one. A [[Space Hulk]] full of Orks crashed upon the desert world of Angelis, and miraculously managed to not kill themselves in the process. Since Angelis is a barren wasteland empty of life, the ticked off Orks are dedicated to gathering up all the technological scrap they can from the wastes and building themselves a new machine in order to get them off of the planet and get back to the Waaagh! Due to certain little incidents, like the orkish inclination towards factionalism and a civil war that destroyed the miracle machine once (they couldn&#039;t decide whether it looked like Gork or Mork), the Orks of Angelis are ruled by their Mekboyz, who are busy working on Gorkamorka - the aforementioned miracle machine - and keep the other Orks distracted by making them fight to gather the most scrap. Doing so is essential to get &amp;quot;tags&amp;quot;, which will assure the bearer of a place on Gorkamorka when it&#039;s finally finished.&lt;br /&gt;
&lt;br /&gt;
== Gameplay==&lt;br /&gt;
For the most part, Gorkamorka played a lot like [[Necromunda]] and [[Mordheim]]. The primary difference was the use of vehicles. Instead of having rules for the number of occupant in a trukk, one simply had to have enough space on the actual model to place the miniatures on. While this means that vehicles could be huge and hold a whole mob this generally resulted in crashing into everything and being immediately crippled by template weapons. As well, consider the risk of relying on one or two large vehicles: your shit will get countered hard by the other players in the campaign and one bad roll that leaves your vehicle broken at the onset means being gimped or losing a match before it even begins. Its best to have as many specialized vehicles as possible, with back-ups and spares as needed. It should noted that the base of Gorkamorka model are different. Rather than using a standard circle base seen in standard Warhammer 40k, Gorkamorka used these strange egg shaped bases. The idea was that the bases would be small enough so that the players could jam as many models onto a truck. You can&#039;t get these bases anymore but custom-cut plasticard bases work just as well.&lt;br /&gt;
&lt;br /&gt;
As in Necromunda, a warband consists of a mandatory leader and some troops, with options to further pad out the warband with rookie fighters and some specialists, though what those specialists are depends on the mob in question; Ork warbands include Spannerboyz (rookie Mekboyz) and Slaverz, plus Gretchin as cannon fodder, whilst Diggas only have Shamans and Rebel Grots only have Banna Wavers. Muties are an entirely different breed; they have no rookie fighters, instead having two different kinds of fighter (the tough Unk and the fast Snaga) and a mandatory specialist in the Keeper (a mutie [[tech-priest]]). All warbands start with a pool of 100 [[Teef|teef]], the proper orkish currency. For the warband that doesn&#039;t use teef (Muties) &amp;quot;teef&amp;quot; are instead representing renown, fame, or favors regarding their efforts. These teef/favors are used to buy all of the warband&#039;s fighters, and their equipment, and any upgrades - so, needless to say, it&#039;s very important to consider your options.&lt;br /&gt;
&lt;br /&gt;
Campaign play mostly revolves around fighting scenarios in which you duke it out with other warbands over valuable resources. Victory and the favor of the Random Number God in your post-battle explorations is essential to survival, as a certain amount of &amp;quot;currency points&amp;quot; is spent after each scenario to represent your warband taking care of all the stuff it needs in order to survive; getting fuel, ammo, food, spare parts, medicine, etc. In this, Gorkamorka is more forgiving than Necromunda, as there&#039;s no official rules about members deserting if your income is too low; it just means you got no extra currency to spend on anything like upgrading weapons, getting damage repaired, or buying new warband members.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
[[Orks]]- Orks are the primary faction of Gorkamorka. Divided on religious lines (Gorkers vs. Morkers), Orks dedicate themselves to fighting and gathering scrap for fun and to secure the tags they need to be assured of being taken off to the Waaagh! when Gorkamorka is finally built.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diggas&#039;&#039;&#039;- When the Orks crashed on Angelis there was a human ship, implied to be an Adeptus Mechanicus exploration and research vessel in orbit having already landed a mission on the planet. The cataclysm of the space hulk&#039;s impact separated the humans into two factions, based on where they were at the time. Diggas are descended from those humans who were exploring the pyramids and the caverns below; taking shelter under the planet&#039;s surface, they survived the holocaust above, but descended into primitivism. Diggas have forgotten all about their ancestral connections to the Imperium and have come to revere Orks as the most awesome and impressive creatures they have ever seen. Therefore they try to emulate the Ork lifestyle as much as possible. Orks tolerate this with almost paternalistic disdain; it is, ultimately, much simpler than trying to wipe the Diggas out, especially since they have the protection of &amp;quot;dem fings under da pyramids&amp;quot;. The home of the Diggas is referred to as &amp;quot;Morgarg-Durlurk-Gulskar-Dregsnikslag&amp;quot;. &amp;quot;Fortress of ancient, terrifying power. Land of waiting death, pain and destruction&amp;quot;. This shows just how much dread the Orks have of the place. Besides, the Diggas happily trade technological gear dug out from under the pyramids and scrap they have gathered for good Orky stuff and it&#039;s funny to watch them try and be Orks, so it&#039;s not so bad.&lt;br /&gt;
&lt;br /&gt;
[[Gretchin Revolutionary Committee]] - Gretchin who have risen up in protest against the fact that they can&#039;t earn tags for Gorkamorka, even though they work and slave for their Ork masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muties&#039;&#039;&#039; - When the Orks crashed on Angelis, there was a human ship, implied to be an Adeptus Mechanicus exploration and research vessel, already landed on the planet on a mission. The cataclysm of the space hulk&#039;s impact separated the humans into two factions, based on where they were at the time. Those who remained within their own ship, the now-crashed Eternal Vigilance (or &amp;quot;Etervigila&amp;quot;, as the muties call it), mutated into horrifically deformed beings. Ironically, they retain more of their Imperial culture than the Diggas do, and as a result, they are dedicated to wiping out all other life on Angelis in hopes of being restored to the power and glory of their ancestors.&lt;br /&gt;
&lt;br /&gt;
[[Necrons]] - Known only as &amp;quot;dem fings under da pyramids&amp;quot;. For whatever reason, they are oddly protective of the Diggas who live under their pyramids and destroyed the Orks when they first tried to enslave the humans. While not normally playable in regular gameplay, there is a fan scenario in Gubbinz that brings Necrons to field.&lt;br /&gt;
&lt;br /&gt;
Outside of the official factions, there are a few homemade factions. Here are just a few&lt;br /&gt;
&lt;br /&gt;
[[Freebooterz]] - Added to the game by an article in the Citadel Journal (reprinted in Gubbinz), basically outlaw Orks with a pirate theme. Slightly different from regular Orks due to some special skills and how they get income.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlaw Motorcycle Club&#039;&#039;&#039; - Another outlaw Ork gang. As the name suggests, this mob uses a lot of motorcycles. More mobile than regular Orks, but still relies on spanner units to take care of bikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Feral Orks&#039;&#039;&#039;- Fantasyesque Orks that use a lot of squigs and squiggoths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dust Rats&#039;&#039;&#039; - The survivors from Imperial outpost, Base Station Angelis, established by the Adeptus Mechanicus expedition. Somewhere between a Diggas and Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039; - Raiders that are looking for slaves.&lt;br /&gt;
&lt;br /&gt;
== Special Characters ==&lt;br /&gt;
As with its relatives, [[Necromunda]] and [[Mordheim]], Gorkamorka has a couple of different characters of particularly notorious repute roaming the wasteland, and sometimes they might even join a warband. Aside from deliberately seeking them out, there&#039;s also the option to make a single roll before a battle starts to see if a given special character will show up for that fight; the lower your mob rating compared to your opponents, the better the chance that this will happen. The latter option does give you their aid in a fight for free, but if you want to make them stick around, then you gotta pay for the privilege, just as if you deliberately hired them in the first place; a &amp;quot;finder&#039;s fee&amp;quot; of 2d6 currency points, and then they count as two models for determining expenses, due to their particular needs and tastes.&lt;br /&gt;
&lt;br /&gt;
Only Orks and Diggas can use most of these character, except for the Red Gobbo, who is obviously restricted to parties of the Gretchin Revolutionary Committee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wurrzag|Nazgrub Wurrzag]]:&#039;&#039;&#039; - A crotchety hermit of a scrap prospector, and also an unrecognized Weirdboy.&lt;br /&gt;
Though the ork mobs battling over scrap piles are certainly numerous, they aren&#039;t the only orks out there in the desert looking for scrap. Some orks want the teef for scrap, but don&#039;t really want to hang out with other orks to get it. What makes an ork take up the lonely, hermit-like life of the scrap prospector varies a lot. Maybe they&#039;re just not right in the head, or perhaps they&#039;re so greedy that they just can&#039;t stand to share in the profit. Nazgrub kind of fits both categories. See, Nazgrub is something that the primitive tekno-barbarian orks of Angelis have no idea how to handle: an unrecognized [[Weirdboy]]. Being too close to other orks, especially when they&#039;re fighting, makes Nazgrub&#039;s head hurt, which only tends to alleviate itself in a random but spectacular flare of telekinetic energy. Needless to say, as fun as this could be to watch, few orks wanted him around, and so he struck off into the desert. Being a particularly greedy soul by ork standards, this suits Nazgrub just fine, as it meant he could focus on the most important thing; finding &amp;quot;Da Big Wun&amp;quot; out there in the desert and becoming the richest damn ork on all of Angelis. In fact, he&#039;s so greedy, he actually has two special rules based on it; &#039;&#039;Scrap Fever&#039;&#039; means he gains the benefit of &#039;&#039;Hatred&#039;&#039; against any enemy model either carrying scrap or on a vehicle carrying scrap, whilst &#039;&#039;Thievin&#039; Git!&#039;&#039; means there&#039;s a 1 in 6 chance for each scrap counter you retrieve in the fight that Nazgrub will nick it for himself, meaning you get zilch for it! On the plus side, his psychic powers manifest as both precognition, giving you a chance a dictating which scenario you fight against a rival ork or digga mob, and telekinesis, meaning he may randomly fire bolts of powerful destructive energy at people if he gets too close to fighting orks.&lt;br /&gt;
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&#039;&#039;&#039;Bad Dok Dreggutz:&#039;&#039;&#039;&lt;br /&gt;
No ork really likes the Painboyz, as they combine an already irritating tendency to get distracted and bodge up the work with a tendency to charge what orks feel is far too many teef for the actual quality of the work they do. But it is those painboyz who allow their experimental urges to get too far who acquire the dubious and deadly moniker of &amp;quot;Bad Dok&amp;quot;. Whilst most of these end up under their own knives when they piss off the wrong ork, a small few retain enough sense to scarper for the desert after they get the branding but before the lynch mob comes for them. Dreggutz is one of the more successful of such characters, deemed a Bad Dok after infamously being unable to resist the urge to see what would happen if he &amp;quot;fixed&amp;quot; the head-wound of the Gorker Nob Snakrat with a kustom booster jet. Being crazy but by no means stupid, Dreggutz decided to leg it whilst Snakrat&#039;s boyz were busy scraping their boss&#039; remains off of the side of Gorkamorka, lest he get a first-hand demonstration of why they&#039;d named themselves &amp;quot;da Twisted Nex&amp;quot;. Aside from his super-lethal Bone Saw making him dead choppy in a fight, Dreggutz has the added bonus that the mob can use him to try and patch up their injured orks for free. Of course, since he&#039;s working only with salvaged parts and is a bit of a loony, that&#039;s risky, imposing a -1 penalty to the roll on The Big Day table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dregmek Blitzkart:&#039;&#039;&#039;&lt;br /&gt;
Working on Gorkamorka is a sacred responsibility that all mekboyz are supposed to undertake -- after all, whether the thing turns out to be a new [[Space Hulk]], or a boarding platform to attract a new hulk, or something else entirely, no ork is getting off of this worthless dustbowl without it! But, like all orks, mekboyz have an independent streak, and more importantly, work on Gorkamorka is done pro bono, and so there&#039;s a thriving &amp;quot;side-line&amp;quot; of mekaniks working on their own projects. More devout mekboyz are, of course, irritated by this lack of devotion - and the fact the upstarts are getting rich. So, many ork inventors have issues getting their own &amp;quot;dream machines&amp;quot; built, especially if those projects are likely to consume a large amount of the precious scrap needed for Gorkamorka. Dregmek Blitzkart is one such mek; possibly cursed with the [[Speed Freek]] gene, Dregmek was always obsessed with the idea of getting orks into the air. When he couldn&#039;t get any funding, he took matters into his own hands; stealing an assload of valuable parts, he created the first, and only, [[Deffkoptas|Deffkopta]] on Angelis. He now wanders the desert, hiring out his ded killy flyin&#039; masheen to any orks willing to put up with his need for extensive amounts of fuel and parts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Da Krusher:&#039;&#039;&#039; - A mysterious Ork warrior who has had almost the entirety of his body replaced by cybernetics.&lt;br /&gt;
Many mysteries surround the heavily modified cybork known only as &amp;quot;Da Krusher&amp;quot;. Who was he before &amp;quot;Da Accident&amp;quot; that required him to be rebuilt into his monstrous new form? Why did the Bossmeks of Gorkamorka feel obligated to save his life by rebuilding him as Da Six &#039;Undred Teef Ork after &amp;quot;Da Accident&amp;quot;? Come to think about it, what the zog &#039;&#039;was&#039;&#039; &amp;quot;Da Accident&amp;quot; anyway?! No ork knows. All that is known is that Da Krusher roams the wasteland, occasionally fighting alongside other mobs and intimidating or awestriking new mekboyz into patching up his temperamental, ever-complaining cybernetics. As it stands, although he is incredibly klunky, impossible to hide, and prone to erratic fits (his Temperamental rule gives him the Head Wound and Old Battle Wound serious injuries), he is still an impossibly deadly killing machine, with a great mess of cybernetic upgrades.&lt;br /&gt;
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&#039;&#039;&#039;The Red Gobbo:&#039;&#039;&#039;&lt;br /&gt;
The mysterious leader of the Gretchin Revolutionary Committee, and thusly the only special character open to Rebel Grot mobs, the Red Gobbo is a figurehead for Da Kommittee and the revolution as a whole, even if the actual gobbo wielding the sacred club and wearing the trademark outfit changes from time to time. This makes his abilities and statline generated randomly each time he appears, although certain aspects are set in stone. As the Revolutionary Leader, he takes over the role of Head Honcho whilst present, and likewise he forces the mob to use Honest Dealin&#039;s, preventing them from lying to Da Kommittee after the battle. However, he&#039;s so Inspiring that he offers his Leadership and a chance to recover from pinning to any friendlies within 6&amp;quot;, and he&#039;s a Die-hard who can always try to shake off being pinned, even without any buddies to support him.&lt;br /&gt;
&lt;br /&gt;
== Mob Analysis==&lt;br /&gt;
Though only Orks, Diggas, Rebel Grots and Muties can be played, each has its own strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orks:&#039;&#039;&#039;&lt;br /&gt;
Orks are the mainstream mob in Gorkamorka, and thusly they are the &amp;quot;average&amp;quot; by which other mobs are checked. Decently priced and with good, strong stats, possessing a resistance to Pinning that no other mob shares, they are the simplest of the mobs to use, as they require nothing more than the basic rules. If Orks have a weakness at all, it can be said to be their dependence on &amp;quot;oddboyz&amp;quot; to run their mob at full strength; Spannaz keep the vehicles working, Slaverz keep the Grots (who give orks a small but vital boost in income generation) in line, so if either of these go down, your mob suffers a serious blow. Addtionally, the faction mechanic actually plays a game role, as it affects what skills you can get. Gorkers are dedicated to combat, so all of their mob members can learn Muscle skills, only Spannerz can&#039;t learn Ferocity skills, and all of them bar Yoofs can learn Dakka skills. Morkers are more tech-focused, so they&#039;re smarter but not as killy: only Nobs and Slaverz can learn Muscle and Dakka skills, and only Boyz and Slaverz can learn Ferocity skills, but all Morkers can learn Driving and Cunning skills, and Morker Nobs can learn the Odd skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diggas:&#039;&#039;&#039;&lt;br /&gt;
Diggas can be summarized as &amp;quot;hard mode Orks&amp;quot;, essentially. Of the three &amp;quot;oddmobs&amp;quot; they are the simplest to use, but they suffer a number of penalties in comparison to their Orky counterparts. Inferior stats, a special rule that means vehicles will eventually break down, the fact that a Diggamob cannot visit Mektown (and thusly get injuries treated at the Dok&#039;s Serjery or have their vehicles tended to) until they have won a battle or survived two fights, greater problems getting gubbins (vehicle upgrades) fitted, and increased risk when visiting the Dok all make life as a Digga much tougher than life as an Ork. On the upside, their Shamans grant them access to a number of useful tricks and skills, their troops are all cheaper than Orks, and they can also pick up a number of powerful &amp;quot;ancient tech&amp;quot; devices. Unfortunately, these devices are extremely unpredictable, and put you at the mercy of the random number god.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel Grots:&#039;&#039;&#039;&lt;br /&gt;
The [[Gretchin Revolutionary Committee]] is a classic &amp;quot;horde type&amp;quot; mob, using its cheap troops to swamp the battlefield in bodies; if it weren&#039;t for the very sensible rules dictating that a mob must have enough vehicles to transport them all, and weapons for each mob member, a Rebel Grot mob could number &#039;&#039;48 models strong&#039;&#039;, right at the beginning of the campaign. Unfortunately, the Rebel Grots need that kind of numerical superiority to stand a chance; they have the weakest stats of all the mobs, they have to use their own vehicle types (very flimsy and with very complicated movement rules), their guns are weak, they can&#039;t visit the Dok&#039;s to get injuries treated, they have double the chance to run out of bullets in the middle of a fight, and it&#039;s harder for them to earn teef to buy stuff with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muties:&#039;&#039;&#039;&lt;br /&gt;
Muties are the opposite of Rebel Grots; a small band of elite forces. They have the best gear in the game, great stats, and are far less at the mercy of the random number god than other mobs, but they are also the most &#039;&#039;expensive&#039;&#039; mob - the basic trooper of a Mutie band is twice the price of his Orky counterpart. The fact that they ride on mutant steeds instead of driving vehicles also gives them a number of other weaknesses, compared to the other mobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outlaw Motocycle Clubs:&#039;&#039;&#039;&lt;br /&gt;
(Fanmade)&lt;br /&gt;
If you ever dreamed of ork speed freaks stylised after hell angels this is a mob for you.&lt;br /&gt;
This is by design ork mob that is solely concentrated on using bikes. Unlike normal orks they can actually dismout their vechicles so some additional modelling is needed to either duplicate some model features or have warbike a with removable riders (or both). They can have one bigger vechicle but that is it. All other vechicles have to be bikes. To sweeten this deal their bikes and gear are cheaper and thair bad men’s (spanner equivalent) can take care of one additional warbike. They also have their own additional skill table which is were weird and thematic (so very orky). Saying that with so much emphasis on bike their vechicles are very fast but very fragile and have very limited access to a lot of fun (read very destructive) gear. They also can’t have runthered so no grots either. They can have one Vice President which is something between boss and a boy tho. They are typically screwed in scenarios where they cannot field their bikes en mass.  Their lore is that those are orks that are rebelling against ork society standards (such as they are) and big meks of Mektown. They are outcast and kind of shady undergraound of Gorkamorka ork society, dealing with stuff that other orks avoid and doing it kind of mobster way. Such as offering “da protectshun”. This makes them somewhat similar to Freeboterz when income is concerned however that can still have fort and play Da siege.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dust Rats:&#039;&#039;&#039;&lt;br /&gt;
(Fanmade)&lt;br /&gt;
This mob is attempt to introduce Imperial Guard models and players to the game (misguided ya git whoz needs doze umies!?). Their lore is that they were a detachment of IG sent to protect archaeologists on the planet of Angelis and when space hulk fell they simply locked down their base (that was conveniently not located near impact site) and survived fallout vault style through the worst of it. Now they resurfaces looking for scrap to rebuild their communication equipment and contact rest of the Imperium (with no astropath that should take only additional few hundred years ;P). They are humans and share some characteristics with diggas (like susceptibility to being pinned and T3) they are highly specialised for ranged combat and while with their decent gear this can be devastating if they ever land in cc they are in trouble. Even single boy can be an issue if he manages to board one of their vechicles. On the topic of vehicles. Dust rats have their own wariants. They have bikes, which are equivalent of ork bikes but much weaker (7 armor), buggies, that can carry small squads and tracked reclamation vechicles that are mix between bulldozer and chimera apparently. Either way Dust Rats vechicles are overall less durable than their ork counterparts. As for modelling with genestealer cults bikes and buggies it is simple task of replacing driver or his parts with IG parts and voila. Reclamation vehicle is typically chimera or some conversion of it (one possibility is to install crane from terrain set instead of torrent for example).&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
== Continued Support==&lt;br /&gt;
Although Gorkamorka is one of the lesser known Specialist games (seriously, even when Specialist Games was still on GW&#039;s website, it wasn&#039;t even listed) there is still a good bit of online support for the game. Support ranges from an FAQ and house rules, to the inclusion of new factions such as Dark Eldar.&lt;br /&gt;
&lt;br /&gt;
For one of the bigger Gorkamorka fansites, check out this link here: http://gorkamorka.co.uk/&lt;br /&gt;
&lt;br /&gt;
== Video Game==&lt;br /&gt;
Long ago in the decade known as the &#039;90s, there was plans to make a Gorkamorka video game for the Dreamcast. The game was never released, most likely due to the Dreamcast losing support early in its life. (A tragedy, really.) There was also plans to port the game to Windows, but that also never happened. An early demo of the Windows version is available online. Youtube video trailer is available, just google it. Or just play Crash Tag Team Racing, it’s as close as you’re going to get to the game.&lt;br /&gt;
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{{Specialist-Games}}&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2600:1700:ACD1:D7B0:742E:D807:957F:F8C2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Xenos&amp;diff=570703</id>
		<title>Xenos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Xenos&amp;diff=570703"/>
		<updated>2019-09-23T00:43:38Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:ACD1:D7B0:742E:D807:957F:F8C2: /* Xenos Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Beware the [[xenos|alien]], the [[heretic]], and the [[mutant]].|Thought for the Day}}&lt;br /&gt;
{{topquote|Collective fear stimulates herd instinct, and tends to produce ferocity toward those who are not regarded as members of the herd.|Bertrand Russell, Unpopular Essays}}&lt;br /&gt;
{{topquote|Aside from the occasional genocide, oppression, evil and torture, etc., it is inarguable that public policy could be implemented more rapidly in an autocracy.|David Harsanyi}}&lt;br /&gt;
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&#039;&#039;&#039;Xenos&#039;&#039;&#039; is a Greek word which means &amp;quot;stranger&amp;quot; or &amp;quot;alien.&amp;quot;  &amp;quot;Xenophobia,&amp;quot; or &amp;quot;fear of the strange,&amp;quot; comes from this root.  [[4chan]]&#039;s &amp;quot;Paranormal&amp;quot; board is named [[Board-tans/x|/x/]] after it.&lt;br /&gt;
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==&#039;&#039;Warhammer 40,000&#039;&#039;==&lt;br /&gt;
In &#039;&#039;[[Warhammer 40,000]]&#039;&#039;, the [[Imperium of Man]] uses &amp;quot;xenos&amp;quot; as a catch-all derogatory term for any non-human life forms.  For example, the [[Ordo Xenos]] is the branch of the  [[Inquisition]] which deals with aliens, and they have whole litanies about what happens to Xenos they get their hands on, like &amp;quot;Mark of the Xenos&amp;quot; (also the name of a [[Deathwatch]] [[Monster Manual|supplement]]).&lt;br /&gt;
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Please note that &amp;quot;Xenos&amp;quot; is the plural AND singular spelling of the noun and adjective.  This practise of using the unified form of this term for both singular and plural is inconsistent with the actual declension of &#039;xenos&#039;, which takes Greek inflections to reflect case and number as a noun, and case, number, and gender as an adjective.  The technical plural form of &#039;xenos&#039; in the nominative is &#039;xenoi&#039; and accusative as &#039;xenon.&#039; &amp;quot;xeno-&amp;quot; is a prefix used to denote the xenos origin of something, and Xeno is a character from [[Tau Quest]] whose name derives from &amp;quot;xeno-abomination&amp;quot;.&lt;br /&gt;
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If a scenario like that of &#039;&#039;Alien Nation&#039;&#039; or &#039;&#039;Men in Black&#039;&#039; happened in which extraterrestrials come to [[Earth]] in search of citizenship, the word Xenos would quickly become listed as Hate Speech due to the actions of [[/tg/]].&lt;br /&gt;
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==Xenos in the Galaxy==&lt;br /&gt;
The setting of 40k is full of Xenos that are [[Original character, do not steal|completely original and in no way inspired by any other source]] (quietly kicks a copy of Lord of the Rings discreetly under the table). Despite being &#039;full&#039; of them, though, the vast majority of these will never appear as anything more than a briefly mentioned group of corpses and are largely inferior to humans. &lt;br /&gt;
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Each Xenos faction comes with its own rich and engaging history, play style and unique aesthetics that set them apart from their foes. They also bring a nice change of pace from the constant presence of the Adeptus Astartes. [[Your Dudes|Do you play the brutish ramshackle Orks, the elegantly swift Eldar or the never ending chittering swarms of the Tyranids? The choice is yours.]]&lt;br /&gt;
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Each faction presents a threat that could, maybe, possible, perhaps eventually prove to be the Imperium’s doom should the forces of the Emperor falter in their duty or waver in their devotion. To be a human in the armies of the 41st Millennium is to face numerous threats, to stand against such nightmarish enemies, that even now move to bring doom upon the domains of man, is to stare into the very face of madness and despair. &lt;br /&gt;
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Although playing a support role within the setting, with the Imperium taking up the primary protagonist’s role and the main antagonist (now that the story advanced a little bit even more than ever before) being the forces of Chaos, Xenos do still have a role to play, predominantly as sidekicks or weaker enemies. Which is really a shame, as their are plenty of interesting Xenos with little information, like [[Kroot]] or [[Hrud]]. &lt;br /&gt;
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Prior to the dawning of the Imperium there existed numerous Xenos species throughout the galaxy with their own hegemons, existing in the wake of the [[Old Ones]] war with the [[Necron]]. Of these Xenos hegemons the greatest was that of the [[Eldar]] Empire, which endured for an insanely long period of time with its only serious rival for power and ability being the nascent and much younger human dominions, which ended when the Eldar decided to have one too many orgies and create Slaanesh.&lt;br /&gt;
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==Xenos and the Great Crusade== &lt;br /&gt;
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However, with the Fall of the Eldar and the calming of the Warp storms that had up until then isolated the many human colonies that were spread across the galaxy, the Emperor took advantage of the newly created galactic power vacuum to launch his [[Great Crusade]]. During the Great Crusade the Emperor announced that Humanity had a [https://en.wikipedia.org/wiki/Manifest_Destiny preordained destiny] to rule the stars and was the one to pen the phrase &amp;quot;Suffer not the alien to live&amp;quot;, giving orders for the extermination of all sapient Xenos. So stringent were his orders that when [[Primarchs]] like [[Horus]] and [[Fulgrim]] did seek to interact with Xenos, their men protested that it was against the standing orders of the Emperor to do so. &lt;br /&gt;
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The armies of the Emperor of Man spread across the width and breadth of the galaxy [[Rip and Tear|butchering]] all that stood in their way, including many human civilizations that had survived the horrors of Old Night and refused to bend the knee in submission to this man that claimed the title of Master of Mankind. The resulting genocides led to the extinction of hundreds of species, including many of the older races that had existed since before humanity had first looked up at the stars. Hundreds of alien races were wiped out, although barring Orks the majority of the Great Crusade seems to have been spent fighting against other human empires, as Xenos forces were comparatively rarer, indicating that they had perhaps fared even worse during the Age of Strife. Even groups such as the Diasporex, a combination of humans and Xenos living in harmony, were exterminated simply for their pluralistic ideologies, their human members slain as well for refusing to consign their Xenos compatriots to extermination. &lt;br /&gt;
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By the end of the Great Crusade all major non-human powers and Empires had been broken, with only small and insignificant states, or weaker polities outside the Imperium&#039;s borders remaining.&lt;br /&gt;
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==Xenos in the 41st Millenium==&lt;br /&gt;
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Since the Great Crusade the threat of Xenos has mostly remained a frontier matter, or a matter of small raids, with most [[Tau Empire|noticeable concentrations of Xenos restricted solely to the outer reaches of the Galaxy]], or contained in sectors where they posed little threat to the Imperium. In effect the Great Crusade had succeeded in scouring most Xenos life from the Milky Way Galaxy, leaving them mostly clinging to the frontiers and outer zones in small numbers, with the noticeable exception of the Orks. Excluding the Orks, most Xenos have been eradicated or reduced to such small numbers that they present no significant threat to the Imperium, with the Xenos population of the Galaxy combined being inferior to that of the Orks or Humanity. Between the end of the [[Horus Heresy]] and the beginning of the 41st Millenium the only major Xenos threat to emerge was that of the [[War of the Beast|Beast Waaagh!]], a potent combination of powerful Ork Warlords and their armies, who assailed the Imperium briefly, before being slain and their forces totally destroyed in short order. &lt;br /&gt;
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Aside from consistent and largely ineffectual attacks by Orks the differing subgroups of Eldar, many xenos are simply too weak to make any noticeable impact on the Imperium and have never succeeded in any actual effort against the Imperium at all. Which makes you wonder why have xenos at all, really. &lt;br /&gt;
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The beginning of the 41st Millenium did, however, see three new Xenos threats rise to actually endanger some parts of the Imperium; the extragalactic threat of the [[Tyranid]] Hive Fleets, the rising of the [[Necron]] Tomb Worlds, and the new Tau Empire. All of these pose a more considerable threat than any Xenos before them did, the scope of the Tyranid attack being impossible to know, the Necrons representing a species possibly as numerous, but far more technologically advanced then the Imperium itself, and act significantly less retarded in combat. Finally, the Tau, &amp;lt;s&amp;gt;not really because they could ever conquer the Imperium (though they have had their fair share of victories), but because they risk the possibility of repeating the same mistakes as humanity and feeding Chaos even more.&amp;lt;/s&amp;gt;{{BLAM|The Tau&#039;va does not support this propoganda. Through unity, we shall conquer the savage Imperium and make a way for our inevitable conquest of the stars.}} Just as soon as you manage to get out of that childs pool about to be raped by Tyranids, I will take you seriously blueskin.&lt;br /&gt;
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==Xenos Factions==&lt;br /&gt;
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[[Image:Ork Enclaves.jpg|thumb|right|150px|&#039;&#039;&#039;Ork map&#039;&#039;&#039;]]&lt;br /&gt;
[[Orks]] -The Orks are the endless green tide of homicidal space fungus ready to sweep across the galaxy in an unstoppable WAAAGH! should they ever one day unite. It is the saving grace of the other inhabitants of the galaxy that they are terribly prone to infighting and factionalism, and will gladly beat the shit out of each other if no other enemy presents itself. It is said that if a Warboss was ever able to unite the many Ork klans under one banner, then the very heavens would tremble in fear. This is debateable though, as when the Ork Warlords known as the Beasts did this, they (barely) failed to defeat even a greatly weakened Imperium. They are the most numerous Xenos species native to the galaxy, or at least most numerous until such a time as the Necron are all awakened as some [[fluff]] has implied the Necrons are just as numerous if all are awakened. Orks are actually a bio-engineered warrior race, or at the very least a degraded version of a bio-engineered warrior race, known as the Krork. Orks live for conflict and battle, their entire society and civilization revolving around it, and as a result are perpetually in conflict or, otherwise, seeking a conflict. This behaviour has also left the Orks disunited as a species, with Orks being prone to hitting each other with axes just as much as any other species. Orks primarily cling to the frontiers and fringes of the Galaxy, having long ago been purged from within the heart of the Imperium&#039;s territories by their many successful wars against the Orks. Due to the haphazard nature of Orkish Warp Travel, however, Ork Armies can appear anywhere and, quite literally, at any time as well, meaning that they often [[Deep Strike|strike deep]] behind the borders of the Imperium despite their relative military weakness. Outside the borders of the Imperium several Ork Empires, such as Charadon, Bork and Octarius do exist, and some are older even than the Imperium itself. It also helps that the orks robust biology enables the greenskin menace to live in places that no other species could survive in; there have been reports of small tribes of orks living on the bombed out husks of planets which have been subjected to [[Exterminatus]]&lt;br /&gt;
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[[Image:Eldar map.jpg|thumb|right|150px|&#039;&#039;&#039;Eldar map&#039;&#039;&#039;]]&lt;br /&gt;
[[Eldar]] -The Eldar are an old species which, following the collapse of their empire, has splintered into a number of subfactions:&lt;br /&gt;
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*[[Craftworld Eldar]] -The Eldar are the perpetually dying light in an ever darkening galaxy but even as their flame flickers they refuse to allow themselves to be extinguished, though their numbers dwindle constantly. Which has been going on for over 15. Thousand. Years. Honestly, for a dying race, coupled with their persistent [[FAIL|defeats]], it really makes you wonder how they are still around. Many among their kind seek to rebuild their empire, and to transform their weak flame into a burning light to bring about a new dawn for their race; but if this is to be their end then they will face the growing darkness standing with blades ready in hand. Come 8th Edition and, with the obsession for trademarked names, the Craftworld Eldar are known as the Asuryani. Craftworld Eldar live, predominantly, within enormous ships known as [[Craftworlds]] that at one time served as vast trading vessels for the Empire of old. Within the Craftworlds the Eldar try to preserve what remains of their Pre-Fall history and culture as best they can but even they cannot stop the slow and inevitable degradation of time as older generations are lost and the memories of their glories pass into myth and legend. Like all Eldar, they are survivors of the calamitous event known as The Fall, which destroyed the old Eldar Empire. Those who live on the Craftworlds attempt to control and direct their emotions and psychic power in order to prevent it corrupting them like it did their ancestors, and thus have a highly regimented social system known as the Paths, founded by the first of the Phoenix Lords; Asurmen.  &lt;br /&gt;
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*[[Dark Eldar]] – The Dark kin are the very incarnation of cruelty in all its many forms. Ironically, they torture people for pleasure, and you would think that they like Slaanesh, but nope. They fear it just as much as normal Eldar. From their shadowy nightmare realm/BDSM porn studio of Commorragh, they strike out to bring misery, horror, and boners([[Wyches]] only) upon an unsuspecting galaxy. Those who know of them know that it is better to die then be taken by these sadistic bastards. Pray they do not take you alive. Dark Eldar represent the portion of the population which has refused to give up on the cruel and barbaric lifestyle which caused The Fall in the first place. Instead, they have moved into the alternate dimension known as the [[Webway]] and mostly exist within the aforementioned &amp;lt;s&amp;gt;porn studio&amp;lt;/s&amp;gt; City of [[Commorragh]]. Dark Eldar must feed on the pain and suffering of others to stave off their souls being consumed by [[Slaanesh|She Who Thirsts]], and as a result have developed a society and culture predicated on the capture and torture of others in [[/d/|increasingly inventive manners]]. Dark Eldar are among the most notorious corsairs and raiders of the Galaxy and are the bane of many an Imperial admiral. &lt;br /&gt;
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*[[Exodites]] - The original Eldar exiles, the first to notice the decay of their old Empire and leave it, were the Exodites, effectively Eldar Hippies/Amish of a sort who decided to renounce advanced technology in the belief that it had fostered decadence and spiritual corruption. Instead, they live lives in tune with the nature of their Worlds, attempting to eke out peaceful existences there. They live an almost nomadic existence following the great herds of “dragons” and although they may appear highly vulnerable to attack they are still capable of defending themselves with their Dragon Knights and their reptilian dragon mounts. They also in time of great need have their own guardian equivalents of the [[Wraithknight]]s known as the Fire Gale’s, Bright Stallion’s and Towering Destroyer’s. Against greater threats such as a large Ork waaagh however they are still heavily dependent upon the Craftworld Eldar to defend them from harm. &lt;br /&gt;
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*[[Harlequins]] - One of the smallest but also the most elite the of the Eldar groups, the Harlequins are Eldar who worship the sole intact and surviving Eldar God: [[Cegorach]]. Masters of comedy and moving through the [[Webway]], Harlequins are mostly devoted to attempting to find ways to defeat the Chaos Gods. Pretty funny &amp;lt;s&amp;gt;people&amp;lt;/s&amp;gt; elves too. They serve as negotiators between the different branches of the Eldar society, helping to forge alliances between the different groups in the name of a greater cause at times. Harlequins are also the Eldar with the greatest knowledge and mastery of the mysterious Webway, allowing them even more rapid movement than other Eldar possess. &lt;br /&gt;
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*[[Ynnari]] - The smallest of all the Eldar&#039;s numerous subfactions, not even able to rival a minor Craftworld per their own leader, the Ynnari are Eldar dedicated to the worship of Ynnead, the newly born Eldar God of Death. The Ynnari have only recently emerged and follow what is known as the Seventh Way, a prophecy which supposedly reveals a way through which their god [[Ynnead]] can be fully roused without exterminating all living Eldar. The Ynnari are dedicated to the hunt for the fifth and final Crone Sword, with which they believe they can bring about the premature maturation of Ynnead to defeat Slaanesh whilst mortal Eldar still exist within the Galaxy. They have close ties with the Craftworld of Altansar, but most other Craftworlds, or their Seer Councils at least, are suspicious of the Ynnari. Many notable Eldar figures, such as [[Lelith Hesperax]], [[Jain Zar]], and that [[Eldrad|dick]], have joined their ranks.&lt;br /&gt;
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[[Image:Necron-galaxy-map-1.jpg.jpg|thumb|right|150px|&#039;&#039;&#039;Necron map&#039;&#039;&#039;]]&lt;br /&gt;
[[Necron]] Dynasties -They are the terror from a forgotten age that intends to reclaim the Galaxy from the weak parasitic races that now claim ownership of what was and always will be theirs. To the Necrons, there is not war in the future, only pest control. Among the oldest species of Xenos in the galaxy, Necron are a largely mechanical species who are beginning to awaken throughout the Galaxy. Due to a process in the distant past most Necron have become little more than mindless robots, with only their leaders displaying true self-awareness or intelligence. The Necron are an ancient and powerful species, who&#039;s numbers are bolstered by the constantly increasing number of their worlds which are reactivating. &lt;br /&gt;
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[[Image:Tyranid Hive Fleets Galaxy Map (1).jpg|thumb|right|150px|&#039;&#039;&#039;Tyranid map&#039;&#039;&#039;]]&lt;br /&gt;
[[Tyranid]] -Fear the shadow in the Warp for they are coming to consume all and when they are finished, nothing will remain. A Xenos race not native to the Milky Way Galaxy, the Tyranid are a voracious species of Xenos linked through a gestalt intelligence known as the [[Hive Mind]] which directs the species. The Tyranid are largely a predatory species, seeking to OMNOM as much biological matter as possible in order to make use of it for themselves. Thus far their forays into the galaxy have usually been blunted before they made significant headway, but due to the nature of their existence as a species outside the Milky Way Galaxy, it is difficult to know the extent of the Tyranid at current.&lt;br /&gt;
*[[Genestealer Cult]]s - One of the most nefarious weapons deployed by the Tyranid are the Genestealer Cults. These cults, born from the intermingling of Genestealers with other beings, can emerge on numerous worlds and work to undermine the defenses of said planet due to a mistaken worship of the Tyranids as saviours, in turn making it far easier for the Tyranid swarm to consume. &lt;br /&gt;
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[[Image:Tau-map.jpg|thumb|right|150px|&#039;&#039;&#039;Tau map&#039;&#039;&#039;]]&lt;br /&gt;
[[Tau Empire]] - A recently emerging faction within the Galaxy, the Tau Empire is an expansionist weeaboo state which seeks to incorporate other Xenos into it where possible. Adept at technological advancement and well-known for their ideological commitment to the [[Greater Good]], or Tau&#039;va, the Empire is at current still very naive regarding [[Chaos|what]] is waiting for them beyond their borders. Within the confines and safety of their borders the Tau confidently look towards the future but they are blissfully unaware that although they may be the big fish in a small pond at the moment, within the deeper waters there are leviathans waiting to be discovered. Now in 8th Edition they are the T&#039;au, cause &amp;quot;Tau&amp;quot; was apparently not good enough for trademarking. &lt;br /&gt;
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&amp;quot;And All the Rest&amp;quot; - There are millions of habitable worlds in the galaxy, as well as pockets of space or unreality capable of supporting life.  The number of xenos species in the galaxy beyond those that have star-bound armies (and therefore codices) is staggering. [[Q&#039;Orl]], Scythians, [[Hrud]], Ambul, Vampyres, Lacrymoles, and a thousand others are out there.  Some act as traders, others pirates, others parasites.  Some have never been offworld.  Some have destroyed entire star systems.  Most of these are too minor to matter individually, as even a single Company of Space Marines could wipe them out... [[Barabas Dantioch|usually.]] While the power struggles of the big players play out, a million lesser empires lay in wait for their moment to rise.&lt;br /&gt;
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==Xenos Roles==&lt;br /&gt;
Within the galaxy of Warhammer 40,000 Xenos are the least important and influential of the three main factions, rarely managing anything of note on their own other than catastrophic defeats at the hands of Space Marines. Whilst the Imperium are the Protagonists of the setting and Chaos the primary Antagonists, Xenos tend to fill a spectrum of lesser roles in between these two poles, usually only being important in the way they assist or impede these two larger factions. Part of this is also due to the fact that Xenos inhabit less of the Galaxy than anyone else, with the vast majority of the material galaxy being controlled by the Imperium and the majority of the [[Warp]] being controlled by the forces of Chaos, leaving Xenos as distinctly the weakest of the three factions. Overall it also means that the Human race, comprising both the majority of the Imperium and Chaos, is far stronger than all other Xenos, as even the combined Xenos races don&#039;t compare favourably to either human-dominated faction. Which is dumb, because the whole universe shouldn&#039;t focus exclusively on the Imperium, but we digress. Broadly speaking Xenos can be divided into three broad categories concerning their Role in the narrative of 40k;&lt;br /&gt;
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===The Chaff===&lt;br /&gt;
These are the Xenos who tend to exist as a largely faceless horde of mooks who are gunned or chopped down in droves, usually with little dramatic tension, and more as a way to demonstrate how badass or awesome the protagonist is. These Xenos tend to play the role of a lesser antagonist, not as dangerous as Chaos, and having little true power, but an antagonist nonetheless. These are the antagonists against whom it is most common for the protagonist to win bloodless victories or overwhelming victories, to demonstrate the difference in strength between the protagonist and these lesser antagonists. Similarly the Chaff Xenos also often play the role of demonstrating how powerful Chaos is, without allowing Chaos to actually beat the Imperium, by either losing or being supplanted by Chaos at a point in a story line, to make clear the true threat was Chaos all along. Orks in particular are adept at this tactic of being an initial, and rather minor threat, who is then replaced by a more severe Chaos threat later. &lt;br /&gt;
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Chaff are characterised by the fact that, no matter what, they will almost always lose the war in the end, regardless of all circumstances, and there will rarely be any long term negative consequences of battles with them. They will also usually be vastly inferior to the protagonists, being killed in one-on-one duels and such to showcase the superior fighting abilities of their foes. Ork Warbosses and Eldar Avatars of Khaine are two of the most commonly used examples of this, often dying to establish some or other protagonist as a [[badass]].&lt;br /&gt;
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Although Orks and Tyranid tend to be the most commonly used Chaff, as of late the Craftworld Eldar have seemingly become quite prone to being Chaff too, with battles such as the attack on Yme-Loc, the Battle of Orar&#039;s Sepulchre and more usually having the ancient and elitist soldiery of these factions gunned down in enormous numbers and absolutely powerless to do anything. &lt;br /&gt;
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&#039;&#039;&#039;Examples incude:&#039;&#039;&#039;&lt;br /&gt;
* [[Orks]] &lt;br /&gt;
* [[Tyranids]]&lt;br /&gt;
* [[Craftworld Eldar]]&lt;br /&gt;
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===The Ally===&lt;br /&gt;
This type of Xenos usually poses little to no actual threat to the protagonist, although expect the story to usually start with the protagonist battling them to showcase the protagonist&#039;s superiority. The Ally is almost always in possession of some critical knowledge or device, usually relating to a Chaos Threat, which the Ally will prove impotent to handle on its own, instead resorting usually to giving the protagonist the role of actually ending the threat, often after trying and failing themselves. Although a betrayal is not always necessary, and more than enough of these alliances will not have a betrayal occur, expect at times a final twist in which the protagonist also kills the Ally before they can backstab them.&lt;br /&gt;
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Although in general these alliances tend to be momentary and not have longer lasting ramifications, it should be noted that the recent plot development of the [[Ynnari]] subfaction of Eldar seems to  have seen the Imperium gain a possible permanent vassal Xenos faction.&lt;br /&gt;
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&#039;&#039;&#039;Examples include:&#039;&#039;&#039;&lt;br /&gt;
* [[Tau Empire]]&lt;br /&gt;
* [[Craftworld Eldar]]&lt;br /&gt;
* [[Harlequins]]&lt;br /&gt;
* [[Ynnari]]&lt;br /&gt;
* [[Necron]]&lt;br /&gt;
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===Once-offs===&lt;br /&gt;
These are Xenos who fall into the same category as the oft-mentioned &#039;there was a Cult Uprising&#039; fluff extracts in 40k. These are characterised by tending to be nothing more than a mention of their existence, before a quick mention that they are now all dead, usually due to some Space Marine force attacking. These Xenos tend to not even have an illusion of threat, such as Chaff Xenos, and are very much just hand-waved away the same way Cult Uprisings tend to be, being very quickly destroyed and without any significant impact. &lt;br /&gt;
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Due to the very nature of their existence there are few examples of these types of Xenos, seeing as they tend to simply exist as a single name mentioned to have already been destroyed. Two common examples which are frequently reused, however, are the Genestealer Cults and [[Exodites]]. Exodites, in particular, are usually only brought up in a story to describe how they die awfully. &lt;br /&gt;
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&#039;&#039;&#039;Examples incude:&#039;&#039;&#039;&lt;br /&gt;
* [[Genestealer Cult]] &lt;br /&gt;
* [[Exodites]]&lt;br /&gt;
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Separate to these well-defined roles, all Xenos play the part of the &#039;Worf Effect&#039; role, dying or losing so as to establish their opponent&#039;s power. Whether it is to Chaos or the Imperium, Xenos will frequently only appear to be bested in some or other manner, usually to solidfy how powerful a particular character or faction of the Imperium or Chaos is. This category is very much often occupied by specific Xenos characters too, and tied to certain events, and can be found most frequently in Black Library novels, in which almost any Xenos antagonist introduced will be built up as a threat but, almost, inevitably be either dead or running by the end of the story.&lt;br /&gt;
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==Xenos and Chaos==&lt;br /&gt;
As a whole, the Chaos Gods seem to have little interest in Xenos compared to humanity, as humanity on its own provides them with such an abundance of easily manipulated and corruptible beings that they have quickly become the Ruinous Powers primary playthings. Indeed it is worth noting that literally all the known favoured servants of Chaos are humans exclusively. With the sole exception of [[Slaanesh&#039;s]] desire to devour the Eldar, there is rarely much attempt by the forces of Chaos to corrupt any Xenos species. During the [[Great Crusade]] there were a number of Xenos who worshipped Chaos, but these have since been exterminated by the Imperium; but not before they had spread their teachings to those within the Imperium itself who proved to be far too easily swayed. By the 41st Millenium there are no known large or significant concentrations or factions of Xenos serving Chaos, mostly due to the ones that escape Imperial notice being as small and disorganized as any other Chaos cult. That being said, chaos worship is a fickle thing, and there are mighty civilizations who do worship chaos still at large in the galaxy in one form or another, some of whom, such as the Yu&#039;Vath, have become so intertwined with chaos that even death cannot stop them. The Saruthi are also of note, while supposedly corrupted by a human chaos grimoire, the Saruthi have met with success following their corruption, and make use of tetrascapes that allow them to hide outside of the material universe even more effectively than the Eldar with their Webway. &lt;br /&gt;
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*Eldar- Despite having souls and egos that burn brighter and stronger within the Warp, they are typically not taken by the other gods as they are the &amp;quot;sole property&amp;quot;/sex toys of Slaanesh who claims and devours their souls upon their deaths, unless precautions have been taken to avoid such a fate. Sporadic hints of Eldar who willingly gave themselves up to Slaanesh have been made, but are considered to be mere speculation both in-universe and out-of-universe. Even the Dark Eldar, who would otherwise be amazingly good slaves of Slaanesh, fear and despise it (if only for purely selfish reasons). One case of Nurgle-corrupted Eldar has been mentioned in the Death Guard&#039;s codex, so it might be possible for another Chaos Good to claim their souls under the right circumstances. &lt;br /&gt;
*Necrons – They are what you could describe as being the very opposite of what the Chaos gods are looking for due to not having souls. Without souls, they&#039;re absolutely worthless even as slaves, and their innate anti-Warp attributes make them a threat rather than a potential tool. Although they are not beyond corruption themselves, as seen with Lucius&#039; capacity to possess them. Additionally, Chaos has been known to frequently possess advanced machines including their own Tomb Worlds, so it is possible they could be corrupted indirectly. &lt;br /&gt;
*Tyranids – Their minds are too alien for Chaos to corrupt them; an individual Tyranid can no more be turned against the collective than an individual cell can voluntarily rebel against the organism it belongs to (&#039;voluntarily&#039; being the keyword - cancer, anyone?), and without a true consciousness the Chaos Gods have nothing to tempt them with. When the two sides come into conflict, it’s like watching a battle between an immovable object and unstoppable force; the daemons are weakened by the presence of the Shadow, and the Tyranids gain nothing from victory other than continued survival. They hate each other so much that they both try to avoid each other whenever possible.      &lt;br /&gt;
*Tau Empire – The Tau have a very weak presence in the Warp and possess a small fraction of territory compared to the other races of the galaxy; however, their disbelief in Chaos means that should the Ruinous Powers choose to move against them they will be as blindsided as the Imperium was during the Horus Heresy. However, it should be noted that due to the strict regimentation of their lives and space communism, it is extremely difficult for Tau to serve Chaos. The Kroot, on the other hand, have a much more robust warp presence, and actually have a clue that the warp is dangerous, unlike their Tau allies. All this aside, the events of the Fourth Sphere Expansion (and its rediscovery as the Fifth Sphere Expansion) have proven that they can still be corrupted in spite of their weak Warp presence and at least a few Tau have figured out that Chaos is strengthened by psychically active species. &lt;br /&gt;
*Orks - While there are sporadic examples of Orks turning to Khorne, Gork and Mork have been proven to be real gods and are highly unlikely to allow any sort of poaching in this manner. The other three Ruinous Powers simply have little appeal for Orks, as they lack any real ambition for Tzeentch to exploit (except the biggest baddest Warbosses, who are so steeped in WAAAGH energy they are fully immune) and do not fear death enough to turn to Nurgle&#039;s protection (they only fear not being able to fight anymore and [[Flesh Tearers|getting eaten alive]]), and Slaanesh (excuse me, flash gitz), I mean really? That being said, being resistant does not mean immune, and corrupted orks do show up from time to time bearing the plagues of Nurgle and some of Khorne&#039;s demons are green instead of red.&lt;br /&gt;
&lt;br /&gt;
Despite this there are still a tiny few examples of Chaos affiliated Xenos in recent Fluff; a Genestealer Cult corrupted by Nurgle, a commune of Eldar worshipping Slaanesh, but these are never large or substantial groups, usually being very small and inconsequential incidents. It does, however, indicate the possibility of corruption. Most likely the lack of corrupted Xenos can be put down to either their resistance to Daemonic corruption, although it could also be that like the Imperium, who have their holy symbols that hold the Ruinous Powers at bay, that some xenos like the Eldar with their Runes and the Orks that create effigies to “scare” away the creatures of the warp, may be in possession of their own effective counter-measures against Daemons. (It is, however, equally possible that they simply have not been described by the fluff due to the preferred focus on humanity over the xenos races in general. )&lt;br /&gt;
&lt;br /&gt;
Overall, however, the Chaos Gods seem to hold little interest in Xenos and tend to ignore them in favor of humans. Almost all, if not all, the greatest and most powerful servants of the Chaos Gods are themselves human, or were once human, with almost no Xenos counted among the ranks of Daemon Princes. The only possible exception to this is the Daemon Prince [[Be&#039;lakor]] whose origin has never been explicitly confirmed but, considering his age, is presumably a Xenos of some sort. He is, though, the sole exception and other than this possibility all the greatest, most powerful and favoured of all the Chaos Gods Servants are purely human. Furthermore even the most powerful Daemons, such as Drach&#039;nyen, despite being magnitudes younger than an enormous amount of Daemons, seem stronger than all others by simple stint of being born from human emotions; it&#039;s actually directly linked to the Emperor himself and was born from &amp;quot;the first murder&amp;quot;. None of this changes the clear conclusion that, again, humans simply provide more power than all other beings.&lt;br /&gt;
&lt;br /&gt;
{|align=center border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;*Inquisitor log 17548.68&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;*After careful study of such heretical materials I have come to the conclusion that the Chaos Gods&#039; lack of interest stems from the fact that humans, in particular, Space Marines, are simply far more malleable and powerful compared to any other lesser forms of life in the galaxy. Compounding this, humans have so effectively conquered the majority of the Milky Way that they provide the largest body of servants for the Chaos Gods to use, making the near-exclusive focus on them somewhat pragmatic. The poor deluded Xenos think to arrogantly &amp;quot;warn&amp;quot; us of the dangers of the Warp, little understanding that humanity is protected by the light of the Emperor. It can only be their jealousy of the lack of influence that the almighty Emperor has over them that they think to teach us, what breathtaking arrogance, but what can you expect from such filthy heathens.&lt;br /&gt;
&#039;&#039;&#039;*In sum humanity&#039;s natural superiority over all other races means that the Chaos Gods have chosen to rather exclusively focus on them and them alone, seeing Xenos for the most part as pointless and useless compared to humanity. Furthermore humanity is the only species that threatens the Chaos Gods, with no Xenos faction capable of in anyway challenging them, and thus humanity is also focused on as the only danger to their power. Basically the Chaos Gods focus on humans cause they&#039;re the only race that matters. (Spoken like a true son of the Emperor, you will go far in the Inquisition).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*Remember that the weak and foolish Xenos may look vaguely human in form but they are but mere imperfect imitations of the genetically perfect masterpiece that is the human form. Humanity is the ultimate life form, perfect in every way, and blessed by the God Emperor himself. The Galaxy is ours by right and we will purify the Xeno taint until only holy humanity remains. This truth is so absolute that even unspeakable horrors accept it and happily ignore the alien weaklings, barring certain exceptions like the Eldar&#039;s collective folly.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Other Side==&lt;br /&gt;
The irony of the setting is that, from the perspective of most of the Xenos species in the galaxy, the Imperium of Man is as dangerous and constant a danger to their existence as the Orks or Tyranid. From the Great Crusade onwards Xenos species such as the Tarellians, Demiurg and Eldar have been powerless to do anything as the Imperium constantly expanded its borders, genociding more and more Xenos every century, pushing them further and further out as all resistance in the face of the Imperium proved utterly futile.&lt;br /&gt;
&lt;br /&gt;
Thus to the Tarellians, Hrenians, Tau, Galg and many more the Galaxy is a terrifying place since most of it is the Imperium, an all-powerful empire devoted to the relentless expansion of its domain and extermination of all other forms of life. For over 10,000 years, some of these species have watched Imperium has steamrolled everything in its path, and it has simply grown from strength to strength, [[Plot armor|overcoming all enemies and expanding its borders continuously]], dooming to extinction untold numbers of sapient species and creating a galaxy where Xenos mostly live in hiding or cling to the frontiers, with the exception of the Orks (who are having the time of their lives), the Necrons (who are a superpower on their own right, albeit highly divided) and the Eldar to a certain extent (both Imperium and Craftworlds are pragmatic enough to know that they don&#039;t need to destroy each other when greater dangers exist). &lt;br /&gt;
&lt;br /&gt;
Not for nothing are the zones which contain the most Xenos limited to areas which the Imperium considers outside their control, the [[Ghouls Stars]] and [[Eastern Frontier]] for example. In the galaxy of the 41st Millenium to be born a [[Grimdark|Xenos is to be born within a Galaxy where the most brutal and vicious empire in history is determined to kill you, your family and everyone you&#039;ve ever known]].  &lt;br /&gt;
&lt;br /&gt;
To compound this fear for the Xenos there is also the fact that, as a species, humans always seem to outcompete all other species at everything. Due to their &#039;&#039;&#039;MASSIVE&#039;&#039;&#039; numbers(surpassed only by [[Orks]], [[Tyranids]] and ALL [[Necrons]]) vaunted position within the setting and [[Plot armor|general favouritism]] directed towards the Imperium, and more importantly the Space Marines, they are unfortunately burdened with the dubious honour of always being the best at everything. No matter how stealthy a Xenos might be there is always a human stealthier than them, no matter how skilled a commander, there will be a [[Creed|human]] more skilled than them, no matter how strong a Psyker, the human psyker within the story will always prove to be the stronger.&lt;br /&gt;
&lt;br /&gt;
The 41st Millenium is a dark and foreboding existence for the Xenos, one where the most bloodthirsty and xenophobic species in the galaxy is set on conquering the galaxy, eradicating all other life in it and, worst of all, looks set to achieve this no matter how stiff the resistance, the only delay being a ten thousand year long civil war on whether they worship the greatest tyrant in history or eldritch horrors that eat souls. Considering this it is hardly surprising that Xenos would rather side with the [[Tau]], who offer surprisingly lenient membership into their Empire, or the [[Sautekh Dynasty]] who, though making subjugated nations vassals, still permit them to exist. Of course one could also just be Orks and not care about it at all and have a bloody good larf out of all the figthing. Or be a Tyranid drone where all you really care about is the next all you can eat buffet.&lt;br /&gt;
&lt;br /&gt;
==How do they compare==&lt;br /&gt;
&lt;br /&gt;
Thanks to &amp;quot;Wrath and Glory&amp;quot; we now have a better look at how GW views the different species. &lt;br /&gt;
The list below shows the attribute Maximums for:&lt;br /&gt;
&lt;br /&gt;
*Human- Adeptus Ministorum, Adepta Sororitas, Astra Militarum, Agents of the Imperium, Adeptus Mechanicus, Scum and renegades (the maximum stats apply to those who have been gifted with the very best genetic and cybernetic enhancements that the Imperim can provide, short of becoming a Space Marine)&lt;br /&gt;
*Eldar- Corsairs, Rangers, Warlocks&lt;br /&gt;
*Orks- Ork Boy, Kommando, Ork Nob  &lt;br /&gt;
*Astartes/Primaris- Mini-Marines, Chad-Marines, Chaos Space Marine&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! ||Strength||Agility||Toughness||Intellect||Willpower||Fellowship||Initiative||Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Humans]]&#039;&#039;&#039; || 8 || 8 || 8 || 8 || 8 || 8 || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Orks]]&#039;&#039;&#039; || 12 || 7 || 12 || 7 || 8 || 7 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Eldar]]&#039;&#039;&#039; || 7 || 12 || 7 || 10 || 12 || 8 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Space Marines|Astartes]]&#039;&#039;&#039; || 10 || 9 || 10 || 10 || 10 || 8 || 9 || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Primaris Marines|Primaris]]&#039;&#039;&#039; || 12 || 9 || 12 || 10 || 10 || 8 || 9 || 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Necrons]]&#039;&#039;&#039; || 9 || 6 || 13 || 13 || 5 || 6 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Tau]]&#039;&#039;&#039; ||  ||  || ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Strength: Raw physical power. Strength is a measurement of the sheer physical force a character is capable of and how much they can lift and carry. Also determines how strong their attacks are. &lt;br /&gt;
*Agility: Dexterity and coordination. Agility measures a character’s manual dexterity and whole body coordination, it also governs their accuracy with ranged weapons and stealth abilities.&lt;br /&gt;
*Toughness: Endurance and ability to shrug off damage. Toughness provides a measure of the body’s ability to resist injury, toxin, and disease.&lt;br /&gt;
*Intellect: Ability to process and interpret information. Intellect measures a character’s ability to process, retain, access and creatively interpret information. Also determines their skill with tech and Medicare. &lt;br /&gt;
*Willpower: Determination and strength of will. Willpower gauges a character’s mental fortitude and determination. Also demonstrates their Psychic Mastery.&lt;br /&gt;
*Fellowship: Force of personality. Fellowship determines a character’s empathy and social awareness, as well as the ability to manipulate social situations to their benefit.&lt;br /&gt;
*Initiative: Reflexes and reaction speed. Initiative is a measure of how quickly a character can react too dramatically changing situations; it is also a demonstration of their skill with weapons. &lt;br /&gt;
*Speed: Movement speed. Speed determines how fast a character is able to move over a distance and also governs how fast they are able to attack or dodge an opponent.   &lt;br /&gt;
&lt;br /&gt;
It should be noted that these stats represent the &amp;quot;base&amp;quot; for each species and will not likely represent many of the named characters, who tend to be exceptional examples of their kind. This list does not show the effects of either psychic enhancements, sorcery or any other type of Warp based shenanigans, as these tend too last for only short periods of time. &lt;br /&gt;
&lt;br /&gt;
These numbers should not be treated as law, but more as guidelines that show a rough idea of how GW thinks they should be represented. When interpreting how these species stack up to each other it would be a good idea to use the humans as a base. &lt;br /&gt;
:*Strength: Humans can achieve a Strength max of 8; England&#039;s Eddie Hall currently holds the deadlift record of 500kg, which we will use to show the max strength level that a human in 40k can achieve (you can increase this if you want). Using the numbers provided we can roughly estimate that an Eldar Ranger can potentially deadlift up to 437kg, a Space Marine can deadlift 625kg, but an Ork Nob and Primaris can deadlift up to 750kg. It is likely the number is higher due to DAoT gene engineering done to the entire species and natural evolution. &lt;br /&gt;
:*Intellect: Humans can achieve an Intellect max of 8; Terence Tao was recorded to have an IQ of 230 (increase as you see fit). A Kommando could potentially have an IQ of around 201, whilst an Eldar Corsair or Chad-Marine could have an IQ of 288. While most Necrons are basically mindless machines, the ones who can think are shown to be some of the smartest things in the Galaxy, bar almost none.&lt;br /&gt;
:*Speed: Humans can achieve a Speed max of 8; Usain Bolt has been recorded at 28mph (it has been theorized that the human body has the potential to reach speeds of up to 40mph). Using the current recorded speed Orks Boyz could come in at about 25mph, with Mini-Marine at 31mph and a Warlock reaching speeds up to 35mph.&lt;br /&gt;
:(None of these numbers are hard facts)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alienhunters]]&lt;br /&gt;
* [[Dark Eldar]]&lt;br /&gt;
* [[Eldar]]&lt;br /&gt;
* [[Hrud]]&lt;br /&gt;
* [[Kroot]]&lt;br /&gt;
* [[Monstergirls]], which is what happens when xenos meet [[Rule 34]].&lt;br /&gt;
* [[Necron]]&lt;br /&gt;
* [[Nicassar]]&lt;br /&gt;
* [[Old Ones (Warhammer)|Old Ones]]&lt;br /&gt;
* [[Orks]]&lt;br /&gt;
* [[Q&#039;Orl]]&lt;br /&gt;
* [[Rak&#039;gol]]&lt;br /&gt;
* [[Saharduin]]&lt;br /&gt;
* [[Slaugth]]&lt;br /&gt;
* [[Tau]]&lt;br /&gt;
* [[Tyranids]]&lt;br /&gt;
* [[Vespid]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.lounge.belloflostsouls.net/showthread.php?t=11125  Ultimate Lesser Xenos List]&lt;br /&gt;
&lt;br /&gt;
{{Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]]&lt;/div&gt;</summary>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Titan_(Warhammer_40,000)&amp;diff=499884</id>
		<title>Titan (Warhammer 40,000)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Titan_(Warhammer_40,000)&amp;diff=499884"/>
		<updated>2019-09-22T23:03:40Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:ACD1:D7B0:742E:D807:957F:F8C2: /* External Links */&lt;/p&gt;
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&lt;div&gt;[[File:Castigator_class_concept_by_hammk-dapfxdo.jpg|500px|right|thumb|A fan&#039;s idea of a Castigator leading an army of Emperor Titans like a walking cathedral leading other walking cathedrals. The Collegia Titanica in a nutshell, or more accurately our dreams.]]&lt;br /&gt;
{{Topquote|Day of wrath, day of anger&amp;lt;br&amp;gt;will dissolve the world in ashes,&amp;lt;br&amp;gt;as foretold by David and the Sibyl.&amp;lt;br&amp;gt;Great trembling there will be&amp;lt;br&amp;gt;when the Judge descends from heaven&amp;lt;br&amp;gt;to examine all things closely...|Dies Irae}}&lt;br /&gt;
{{Topquote|There&#039;s always a bigger fish|Ancient Terran Proverb}}&lt;br /&gt;
&lt;br /&gt;
A Titan is a general term used by the Imperium for all things that are [[Rape|ridiculously MASSIVE]] [[Slaanesh|and carry HUGE FUCKING RAPE]] [[Dakka|GUNS that can blow the fuck out of the]] [[Xenos|opposing]] [[Chaos|side]]. The bigger ones are humanoid Giant Robots.  &amp;lt;s&amp;gt;And they say the Tau are the only mecha-using weeaboos in the setting. Hypocrites.&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|Heresy!}}&lt;br /&gt;
&lt;br /&gt;
Most races own a titan of some sort. Each race&#039;s Titans reflect the design philosophy behind the rest of their armies. So Imperial Titans are walking Cathedrals with Gothic architecture with guns poking out of every crevice, [[Chaos]] Titans look like a doom metal rock concert made of spikes and evil, [[Ork]] Titans are cartoony and cobbled together out of odds and ends also with guns poking out of every crevice, [[Tyranid]] Bio-Titans are essentially (even) more toothy and (even) more tentacly forms of [[Monsterpocalypse|kaiju]], [[Eldar]] Titans are sleek [[wraithbone]] slendermen...that incidentally move like him too.&lt;br /&gt;
&lt;br /&gt;
None of the fluff writers seem to have a consistent idea of how big a Titan is (other than that it&#039;s big); [[Graham McNeil]] says an Imperator is 43 metres tall, [[Dan Abnett]] says an Imperator is over 140 metres tall, and the cover of the graphic novel &#039;&#039;Titan II: Vivaporius&#039;&#039; shows a smaller Warlord with access ladders on its guns suggesting each barrel is the size of a house, meaning the Titan itself would be over half a kilometre tall.  However, as Titans have to be shipped to where they are going to be used, they can&#039;t be a (very) substantial size relative to Battleships (the largest ship available to carry them); we can&#039;t be certain of Battleship sizes *either*, but best guesses place them at 8-12k long.  Combined with the fundamental scaling issue that Titans can&#039;t fly but Attack Craft (commonly 70-100 meters) can, so Titans would simply never be fielded if they were substantially larger, and 43 meters becomes far and away the most reasonable of those three guesses.  Though some source says the Imperator/Warmonger is 80 meters tall, matching a common pattern of Fury interceptor&#039;s length.  Given how Titans are transported, this is also a reasonable size.  That, by the way, is taller than a Boeing 747-8 if it were stood on its nose.  Thanks to Adeptus Titanicus, we now have official heights for the Warhound (17.08m), the Reaver (25.21m) and the Warlord (32.76m).  These heights do not include any carapace weapons. &lt;br /&gt;
&lt;br /&gt;
==Imperial Titans==&lt;br /&gt;
&#039;&#039;Imagine a city that hates you. Now give it legs to walk on and weapons that could level another city, then fill it with more things that hate you. You now have a rough idea of a Titan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Imperium]] has quite a variety of titans under the control of [[Adeptus Titanicus]], each has a name and no two are the same. &lt;br /&gt;
&lt;br /&gt;
They are quite often referred to as god-machines due to their ability to blow the fucking shit out of anything in their way.  They are so fucking huge that infantry can&#039;t do anything to them with their tiny ass guns.  These titans can unleash unlimited amounts of [[rape|RAPE]] via their &#039;&#039;&#039;MASSIVE FUCKING GUNS&#039;&#039;&#039; that are mounted on their arms and sometimes on their shoulders.  Well, actually there are guns fucking &#039;&#039;&#039;EVERYWHERE&#039;&#039;&#039; on a titan, so when you see one you are quite fucked.  They also have [[void shields]] which makes them pretty much invulnerable to whatever shit you can throw at it. Although the way Epic rules work, anything, even infantry, can shoot at it enough to overload the Void Shields and bring them down, letting other Warmachines pummel the actual Titan. In 4th-7th ed 40k, Void Shields are each AV12, requiring anti-vehicle weapons to bring down each shield. And in 8th, they&#039;re simply a special Invulnerable Save that can even block Mortal Wounds, although the Save degrades depending on how badly damaged the Titan is.&lt;br /&gt;
&lt;br /&gt;
Like all machines made by the [[Adeptus Mechanicus]] more complex than a toaster, Titans have [[machine-spirit]]s that reflect their nature. Meaning Titans have machine spirits full of [[RAGE]] that want to [[Rip and tear]] everything it sees. To combat this, Titans are controlled by individuals called &#039;&#039;Principes&#039;&#039; (singular &#039;&#039;Princeps&#039;&#039;) who possess extremely strong wills which can override the machine-spirit&#039;s bloodthirsty nature. However, if the Princeps is not careful in synchronization, then he goes insane and his mind is instead consumed by the Titan&#039;s machine spirit which then goes berserk and destroys fucking everything it doesn&#039;t like, ala Evangelion.&lt;br /&gt;
&lt;br /&gt;
Imperial Titans are old.  As a rule.  No exceptions.  These things are so old that they make some Eldar Titans look young by comparison.  &#039;&#039;That&#039;&#039; old.  The main reason that these titans are so bloody ancient is that the Imperium often lacks the knowledge, skill, or resources to build them anywhere but [[Forge World|Mars, Ryza, and apparently Lucius.]] In the good old days, every other Forge World had a Titan Legion. The second reason they are so god-dang geriatric is that when Titans get killed, they are usually so big they don&#039;t get killed &#039;&#039;dead&#039;&#039;.  This means that the Mechanicus can haul the thing back to the Titan&#039;s home world and fix it up again. (Not wholly true; there is a small number of highly highly-censured tech-priests that make, and even design, new Titans. However, the work is so nearly outright heresy that people don&#039;t talk about it much.) Regardless, there may be newly built Titans (as we see on Forge World Graia in the Space Marine game), but they each take at least centuries to build, and even then, only at the largest Forge Worlds with specialized Manufactorums to build them.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, we forgot.  Imperial Titans have home worlds that run the upkeep for a whole Legion of titans of various sizes and classes.  A single titan can be deployed by itself, though small &#039;&#039;detachments&#039;&#039; of titans are more common, typically the &#039;&#039;&#039;&#039;&#039;whole legion&#039;&#039;&#039;&#039;&#039; will &amp;quot;walk&amp;quot; together to end a threat.  Because, for the Imperium, if we need to send one titan, we might as well send thirty-plus titans just to be sure that &#039;&#039;that severe&#039;&#039; of a threat gets taken care of. Like every other branch of the Imperium, Titan Legions all have their own internal cultures and practices ; some have a clan like social structure, some are ruthlessly meritocratic, some operate only one class of titan, others are crewed only by women, some are crewed by gene-engineered clones of crew from before the Heresy. The Mechanicus is apparently fine with all divergence, so long as the titans are cared for properly and the legions remain loyal to Mars. Titan Legions, especially Princeps, are also notable exceptions from traditional Martian sensibilities regarding augmentation. Whilst crew members will, in the line of duty, end up getting augmentations or enhancements (either due to injury or to aid in their duties), they are not expected to completely cyberise themselves, as the Mechanicus holds that the union of Human mind and Titan machine spirit is pretty damn close to the Holy Synthesis they seek. Mechanicus techtheologians even beleive that the link with Titans works precisely because the pilots are not heavily augmented.&lt;br /&gt;
&lt;br /&gt;
A big part of Titans are their Machine Spirit. They are amongst some of the oldest and most sophisticated in the Imperium, sometimes verging close to sentient at times. The link between Princeps and Machine Spirit also acts as a storage buffer, keeping a part of each Princeps onboard the link. If a princeps dies whilst plugged in, their spirit can sometimes be absorbed into the Titan itself - much better than being daemon chow in the warp.    &lt;br /&gt;
&lt;br /&gt;
Speaking of daemons, during the Horus Heresy, several of the Titan Legions defected to Horus, giving [[Chaos]] its very own supply of Titans. Most of them are relatively similar to their loyalist counterparts but some enterprising members of the Dark Mechanicum and the Word Bearers experimented with creating actual Chaos Titans, either by having the princeps be possessed or infecting the Titan&#039;s sentience with a warp entity. A very small number were created during the Heresy but more were created after.&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Knight]]===&lt;br /&gt;
[[Image:Knight paladin.jpg|thumb|right|Nice crotch-banner.]]&lt;br /&gt;
This unique walker is small enough (at &amp;quot;only&amp;quot; 9 meters) to be piloted by a single person, but is still staggeringly deadly. They were originally designed during the  Dark Age of Technology to help with colonization, but had been repurposed for war by the Age of Strife when several members of the AdMech discovered feudal worlds whose leaders were willing to provide military assistance in exchange for the Mechanicus&#039; aid in maintaining them. Although they are sometimes overshadowed by the full-size Titans, the Adeptus Mechanicus still deploys them as skirmishers and flankers for their Titans, and as they can be fielded in higher numbers, Knight Houses are potent forces in their own right.&lt;br /&gt;
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There are a bunch of different types of Knights, detailed on their page. All of them have a reasonable points cost (by Titan standards, anyway) and also wield Strength 14 chainswords or giant power fists that can pick up and throw the wrecks or corpses of any vehicles or monstrous creatures that they kill. [[Cheese|Have fun.]]&lt;br /&gt;
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[[Image:Warhound9.jpg|thumb|right|&#039;&#039;&#039;Where are your Dark Gods now?&#039;&#039;&#039;]]&lt;br /&gt;
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===[[Warhound Scout Titan]]===&lt;br /&gt;
The smallest traditional Titan class the Imperium has but it&#039;s still massive. To put things into perspective, the Warhound is around 17 meters at rest. [http://metalgear.wikia.com/wiki/Metal_Gear_REX Metal Gear REX] from the MGS series is around 13 meters high, just 4m (12 feet) short of a standard warhound. It looks like a dinosaur with no tail. It carries smaller weapons such as a massive megabolter which is like a minigun that fires off tank shells, or a Huge ass [[meme|LAZAR]] that rips your tanks a new one like they were made of cardboard. Or maybe throw a really big flamethrower on it. Can also be used to scout behind enemy lines and reveal itself behind a bush-[[Creed|CREEEEEEEEEEEEEEED!]]&lt;br /&gt;
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The Legio Audax were known for fielding nothing but Warhounds, using pack tactics to take down much larger opponents.&lt;br /&gt;
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===[[Reaver Battle Titan]]===&lt;br /&gt;
Bigger than the Warhound (just over 25m at rest), so therefore causes more RAPE, this titan can wield an absolutely HUGE powerfist for fucking Wraithlords, Defilers, etc. It can also carry a massive hellfire missile launcher for triple lehzar cannons and even a fucking Gatling Blaster.&lt;br /&gt;
They don&#039;t tend to get depicted or given much time in fluff compared to the other 3, possibly as the pack tactics of the warhounds and supersized death machine vibe of Warlord and Imperators tend to seem more impressive.&lt;br /&gt;
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It&#039;s worth nothing that in the Great Crusade, the Iron Hands took down an empire which favoured what were basically AT-ATs, which were described as equal in size to Reaver Titans. Let that sink in: the Star Wars universe&#039;s longtime definition of a Huge War Machine is on par with the second out of four tiers in the 40K universe... and the machine which finally one-upped it still doesn&#039;t match the Imperator.&lt;br /&gt;
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===[[Warlord Battle Titan]]=== &lt;br /&gt;
It&#039;s really REALLY fucking big, almost 33m tall without its carapace weapons and one of the more common huge fucking titans that carry all the weapons you can imagine from megabolters to huge lazer and devastator cannons that should&#039;ve been mounted on some kind of battleship. The Imperium seems to have almost as many of these as it has Reavers. Modified or custom built titans are known to exist such as the [[ANGRY MARINE]] TITAN with its HUGE chain fist, even moar massive Chain fist, oh and it launches Angry Marines and [[Land Raider]]s, fucking [[awesome]] rite? Now has an awesome new model which costs more than some used cars.&lt;br /&gt;
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===[[Warbringer Nemesis Titan|Nemesis Warbringer]]===&lt;br /&gt;
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The first all-new Titan Model that is not either a Warlord, Reaver or Warhound, the Warbringer is a medium Battle Titan halfway between a Warlord and a Reaver. The Nemesis configuration refers to it mounting a Warlord-class Quake Cannon as its primary weapon, allowing it to be used as a dedicated siege platform and Anti-Titan weapon. Expect a non-Nemesis Warbringer sometime in the future.&lt;br /&gt;
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===[[Imperator Battle Titan]]=== &lt;br /&gt;
HOLY SHIT IT WEARS CASTLES!!! [[Meme|Over 9000]] times bigger and heavier than a Warlord Titan and too many massive fucking guns to count. It needs a whole ship for itself to get around. Unfortunately the Imperium doesn&#039;t have a lot of &#039;em anymore since those [[chaos]] assholes stole the majority of &#039;em.. They said that it&#039;s the largest thing to walk on land, because anything larger would produce its own gravity well. Oddly enough, it mounts a Ryza-pattern Plasma Annihilator, yet most of these things were supposedly made on Mars.  Then again, they might predate differing planetary patterns of weapon. More likely, since all data from all Forge Worlds is put on Mars, the Martians simply used what they were given by Ryza.&lt;br /&gt;
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TL;DR  They&#039;re what would happen if Cherno Alpha was made by Mormons&lt;br /&gt;
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If you feel compelled to represent one of these monsters in a game, the best way to do so is to make the entire 6x4 (or whatever that translates to in metric units) board into the titan&#039;s back, load it up with massive fortifications, and fight a cityfight/planetary assault on it.&lt;br /&gt;
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===Other Imperial Titan Classes===&lt;br /&gt;
While the Warhound, Reaver and Warlord are the most common Titan classes seen in the Imperium, at the time of the Great Crusade and Horus Heresy there were others. Some, such as the Eclipse and Nightgaunt were once just Warlord variants that FW decided to make new types. Others like the Carnivore and Komodo are entirely unique designs never before seen in fluff. A few are particularly noteworthy:&lt;br /&gt;
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First is the Apocalypse Class, which is to the Imperator what the Imperator is to the Warlord and is the biggest Titan of all. Though there are no images of it, it would most likely be a skyscraper-sized monster that would make anything that saw it shit their pants. Eisenhorn once described seeing one at a triumph on a hive world, saying that it looked like whole sections of the hive moving. The second is the three-legged Punisher-class Titan, which was used during the War of the Beast.  Third is the Warlord Sinister Class, of which only 25 were made during the Great Crusade.  While the Eldar make &#039;&#039;exclusive&#039;&#039; use of psychic Titans, this is the only known &#039;&#039;Imperial&#039;&#039; giant psychic death machine. The Rapier class Scout Titan was even smaller and faster than a warhound, mounting only one weapon and comparitively minimal armour and shielding. They were already a rarity in the closing days of the Heresy and the design seems to have been discontinued. &lt;br /&gt;
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The Legio Fureans came up with the Reviler class, somewhere between a Warhounds and Reaver.&lt;br /&gt;
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===Castigator Titan===&lt;br /&gt;
{{Topquote|By the Fell Gods and the destiny of warp, by the death of the False Emperor and the dying of the stars, we bring to you, Warmaster Abaddon, Beloved of Chaos, Despised of Man, this tribute. For now these last days are the final fires burning, the black flames that consume a galaxy, the storms of the warp that drown out life, the End Times and the dawn of a galaxy of Chaos. We swear fealty to the Gods of Chaos and their herald, Abaddon the Despoiler, with this tribute that it might strike fear into the followers of the Corpse-Emperor and that through it they may see the true face of death...|The Castigator Titan, on itself}}&lt;br /&gt;
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The &#039;&#039;&#039;Castigator-Class Autonomous Bipedal Weapons Platform&#039;&#039;&#039; is an [[Standard Template Construct|STC]] Titan believed to be the design all Imperial Titans are derived from (a claim supported by the Titan itself, which referred to all other Imperial Titans derisively as &amp;quot;pale imitations made by ignorant children&amp;quot;), and like everything else made during of the [[Dark Age of Technology]], it is to all other Titans what the [[God-Emperor of Mankind]] is to a [[Space Marine]] by comparison (the Father of all human Titans). It was a towering giant of white and silver, with a faceless head except for its gleaming red eyes. Despite being far larger than any other Titan in existence (save the [[Gargant#Temple_Gargant|Temple Gargant]]) it proved to be far faster and more agile (standing completely upright instead of hunched over like 40k titans) than its bulk would suggest thanks to its unique locomotion system, which featured synthetic muscles supplemented by an automatic repair system. Its weapons were no less advanced, consisting of a Titan Power Fist and a heavily modified rotary cannon of uncertain origin (it fired [[Daemons]]). (Some theorize that this was what inspired the Angry Marines to equip their Titans with Angry Marine Launchers and Land Raider Launchers, but nobody has the courage to confirm if this is the case.) Unlike any of the other Titans, it has no crew and is instead operated solely through the action of an [[Machine Spirit|artificial intelligence]].&lt;br /&gt;
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- SPOILER -&lt;br /&gt;
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This turned out to be a very big problem for the Imperium, as the AI in question was advanced enough to fall to Chaos and went so far as to make a pact with the Ruinous Powers, although the book is a bit ambiguous about that too as [[Grey Knights|Justicar Alaric]] claimed that it was a daemon that had found itself trapped inside the STC during the time the planet it was buried in was lost in the warp, and that it was in there so long it actually started to believe it was the AI. Only the efforts of an expeditionary force of Tech Guard and a single squad of Grey Knights were enough to destroy it, though fragments of its STC database was collected and stored by the Mechanicus shortly afterward to be reviewed at a later time.&lt;br /&gt;
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No matter how much you may to see this metal beast side with the Big E, it&#039;s most likely not gonna happen. &#039;Cause you know, Chaos.&lt;br /&gt;
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==Orky Titans==&lt;br /&gt;
The [[Ork]]s use titans called Gargants, made out of scrap metal, wood, stolen stuff, and SHEER ORKINESS.  They are supposedly effigies of the ork gods, but we all know the mek that built the first Gargant just wanted a bigger, killier thing than [[that guy|that other ork over there]].&lt;br /&gt;
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Obviously, the Orks have no standard pattern of build, but Gargants are almost always &amp;lt;strike&amp;gt;humanoid&amp;lt;/strike&amp;gt; Orkoid, wield over-sized guns, have a huge close combat weapon, and are insanely hard to take down (even compared to the other races&#039; Titans!).  The bigger ones usually move on treads, the smaller ones usually waddle.  Either way, these things are slow.  But who cares, because they have enough guns to blast the enemy apart, and enough other Gargants to box them in as well!&lt;br /&gt;
They have Power Fields, which are so finicky that they can&#039;t be repaired in battle, which sucks, but at least they have them.&lt;br /&gt;
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Ironically, these are the most realistic titans in 40k. Unlike the rest of the titans, these either have massively proportioned feet or use treads to deal with the problem of sinking into the ground, and are very bottom heavy in order to avoid concentrating the weight of the machine on the thinnest part of the structure. If anything, the Orks should have the most impractical titan designs, not the least. Not really though, just the most low-tech solution.&lt;br /&gt;
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[[Stompa|&#039;&#039;&#039;Stompa&#039;&#039;&#039;:]]  &lt;br /&gt;
The smallest Gargant type. While [[Games Workshop]] would like you to think otherwise, the Stompa is bigger than a Mega-Dred but smaller than the current &amp;quot;Stompa&amp;quot; model, which is presently a small Gargant (don&#039;t get all smart and technical, we know the irony there).  They come in bunches, and have no shields whatsoever.  Their main armament is usually a gatling gun or stolen tank cannon, and then a giant close combat weapon.  They eat infantry, buildings, smaller Titans, and tanks for breakfast, but only in close combat.&lt;br /&gt;
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[[Gargant|&#039;&#039;&#039;Gargant&#039;&#039;&#039;:]]&lt;br /&gt;
Orky Titans roit an&#039; proppa.  They are more in line with the &amp;quot;Stompa&amp;quot; rules GW and Imperial Armor put out, plus a little extra.  Lots of armor, lots of staying power, lots of [[dakka]] (but not enough).  Usually has a better close-combat statline than any other Titan counterpart except the &#039;nids.  Due to the utter lack of design consistency, the weaponry varies &#039;&#039;roughly&#039;&#039; from stolen Earthshaker cannons to giant gatling guns or massive [[meme|friggin&#039; laser beams]], plus a gazillion other little guns so the Gargant can fire at everything at once.  One configuration has so many guns on it that the &#039;&#039;entire crew&#039;&#039; cannot fire them at once.  And they somehow generate Supa-rokkits out of thin air.&lt;br /&gt;
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[[Gargant#Great Gargant|&#039;&#039;&#039;Great Gargant&#039;&#039;&#039;:]] The Great Gargant in &#039;&#039;Space Marine: Epic&#039;&#039; was what is today simply called a Gargant, and was armed with a Mega-Kannon, a Super Lifta-Droppa and a ridiculous &amp;lt;s&amp;gt;trouser cannon&amp;lt;/s&amp;gt; Belly Gun. The latter fired a giant iron ball which wrecked the hell out of anything short of another Titan and had rules allowing it to roll through multiple targets!&lt;br /&gt;
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[[Gargant#Mega Gargant|&#039;&#039;&#039;Mega Gargant&#039;&#039;&#039;:]]&lt;br /&gt;
Here the line between giant robot and moving fortress blur.  Where the Great Gargant is like a skyscraper, this thing &#039;&#039;actually is&#039;&#039; a fortress on treads.  With a population in excess of a small city, these machines are always moved on huge treads which can literally crush [[Baneblade]]s beneath them.  Slab-sided and covered with gun nests and extra armor patches, this large block-like fortress is home to thousands upon thousands of grot riggers, running to and fro.  Powered by salvaged space ship reactors or dangerous Ork-made engines of questionable physical legality, these gods of destruction have more guns and bigger guns than any other race will mount on a thing of equivalent size.  And this is a &#039;&#039;small mountain.&#039;&#039;  Bristling with turrets, artillery cannons, rocket bays, launch hangers for aerial craft, high-caliber gatling guns, flak turrets, lightning lasers, autocannons, and ONE GIANT MEGA-CANNON, each Mega Gargant is not just as tough as a block of titanium, it can evaporate you through sheer volume of shot.  Also, it has the obligatory close combat weapon, which is something easy to move around (like a hammer, axe, or buzzsaw) because it will be so large that the Gargant just may not be able to move it much.&lt;br /&gt;
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Like the Imperator, the Mega Gargant originated in &#039;&#039;Titan Legions&#039;&#039; where it had the dubious honour of having the most complicated rules of any model in the game, requiring the player keep track of dozens of &#039;&#039;&#039;Hit Locations&#039;&#039;&#039; (which could each be destroyed or the subject of a fire that could spread), the &#039;&#039;&#039;Krew&#039;&#039;&#039; (and there were different types of Krew), the &#039;&#039;&#039;Steam Counters&#039;&#039;&#039;, the commander&#039;s &#039;&#039;&#039;Shoutin&#039; Counters&#039;&#039;&#039; to actually make the Gargant do anything... &#039;&#039;and after all that,&#039;&#039; one was destroyed in a battle report where a Space Marine side with only a basic Warlord Titan won by 105 VPs to 5.  This appears to have been about the time [[White Dwarf]] decided to switch to narrative, rather than blow-by-blow, battle reports to make bullshitting the results easier.&lt;br /&gt;
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&#039;&#039;&#039;Not all Gargants are created equal!  For other Gargant Variants, see the [[Gargant]]s page!&#039;&#039;&#039;&lt;br /&gt;
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== Eldar Titans ==&lt;br /&gt;
[[Revenant Scout Titan|&#039;&#039;&#039;Revenant Titan&#039;&#039;&#039;]]:&lt;br /&gt;
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Well, yeah back to the Titan: It&#039;s the smallest Eldar Titan, and it&#039;s also the most useful Titan, as it&#039;s both fast and agile, unlike some I could mention. &lt;br /&gt;
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The Eldar field these war machines in pairs - they are piloted by Eldar twins with a strong psychic bond to enable a greater level of awareness and cohesion to the fighting unit. For a race who are dying out and don&#039;t breed much you&#039;d think they&#039;d figure out how to just network two titans together or just use the radio rather than building their doctrine around psychic twins but frankly the Eldar titans could only be more anime if they were powered by magic and could only be piloted by angsty teenagers.&lt;br /&gt;
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These agile monsters are considered as scout Titans due to their speed and agility.&lt;br /&gt;
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It&#039;s armed with [[Eldar_Laser_Weapons|a Pulsar]], which is pretty much made to tackle enemy Titans, like this [[Reaver_Battle_Titan|bitch]] here. It also has an Eldar Missile Launcher, a rapid firing missile launcher. And FINALLY, it has Sonic Lance, and it&#039;s a large flame template infantry killer, which even makes space marines look like pussies.&lt;br /&gt;
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It also gets Titan Holofields, which works like reverse 4++ against hits (basically forcing your opponent to roll D6 for each hit and completely negating it on 1-3), which, mind you, stacks with cover saves your titan can get (by, say, hiding behind the building quarter its size, bonus points if it&#039;s a 3+ cover fortification), and in case you really want to make it even tougher your farseer may cast a Fortune on it - now you may wish your opponent good luck going through three successive 4+ saves to just touch this thing.&lt;br /&gt;
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Well, short story, pretty much your basic, Eldar killing machine, and it&#039;s the SMALLEST of the Eldar Titans.&lt;br /&gt;
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[[Phantom Battle Titan|&#039;&#039;&#039;Phantom Titan&#039;&#039;&#039;]]:&lt;br /&gt;
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The other titan available to the Eldar in IA11. Loaded up with all kinds of fun customizable toys. From the Phantom Pulsar which doubles the standard number of pulsar shots, the Heat Lance which turns titans to molten slag without too much difficulty, the Phantom D-Cannon which throws out an SD 10&amp;quot; pie plate at AP2 and does D3 STRUCTURE POINTS of damage, a power glaive which allows the phantom to take down pretty much any other titan in CC. And it&#039;s protected by the same bullshit holofields Revenant does, backed by AV13 and insane amount of hull points.&lt;br /&gt;
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[[Warlock Titan|&#039;&#039;&#039;Warlock Titan&#039;&#039;&#039;]]:&lt;br /&gt;
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Old &#039;&#039;Epic&#039;&#039; rules included a Psyker version of the Phantom, armed with a big powerfist and a giant Psycannon. It has not been seen since then.&lt;br /&gt;
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== Necron Titans ==&lt;br /&gt;
[[File:Tomb Stalker.jpg.jpg|800px|right|thumb|Only in 40k do centipedes eat Rhinos.]]&lt;br /&gt;
While no record of Titan-scale war machines exist in Imperial Archives, it should be duly noted that it is well within the reach of [[Necron]] technology to create them, and they most likely do exist.  The only other race with knowledge on this matter would be the [[Eldar]], who we are sure have already purged the memories of such constructs from their minds to rid themselves of the PTSD.&lt;br /&gt;
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While many fans speculate over what a Necron Titan would look like, most agree it would be a Necron version of the Iron Giant; i.e. an up-sized, unkillable Necron Lord with guns aplenty.  Necrons have an advantage that Titans (or similar units) from other races doesn&#039;t have: they&#039;re more resistant to [[Graviton weapon]]ry due to their hyper-advanced technology. Their ships and weapons routinely ignore other laws of physics, why not ignore the Square Cube Law?&lt;br /&gt;
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A machine suspected to be the Necron Titan looked like a worm. (Well, what would you expect from race that most time spends under the surface?)  They are called Tomb Stalkers, and are strange beasties that walk and talk like monstrous creatures, but supposedly can take down Warhounds.  This doesn&#039;t make them Titan-class vehicles in the strictest sense, but it&#039;s certainly up there in terms of vehicular homicide (ba-dum-tssh).&lt;br /&gt;
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There are also the [[Æonic Orb]]s and the [[Tesseract Vault]]s.  They&#039;re not titans per se, but they are REALLY HUGE battle vehicles.&lt;br /&gt;
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Something that could perhaps be a true &amp;quot;Necron Titan&amp;quot; (or at least the closest that have been seen to have so far, it&#039;s more the size of a [[Wraithknight]] really) appeared in the old [[Necromunda]] comic &#039;&#039;Kal Jerico: Above &amp;amp; Beyond&#039;&#039;. It begins with Kal&#039;s mother [[Jena Orechiel]] basically abducting him from Necromunda&#039;s underhive and whisking him away from his life of gun-slinging bounty-hunter shenanigans. She took him on a mission to the [[Space Hulk]] Kronos which had recently re-emerged from the Warp and where there supposedly rested a powerful alien weapon she wanted destroyed which, after a [[Grimdark|fun]] journey through the Space Hulk, turned out to be a giant Necron called The Setekh. Obviously the thing wakes up cranky and starts killing the shit out of Orechiel&#039;s retinue as well as the numerous [[Deathwatch]] Space Marines some asshole rival Inquisitor named Malva brought with him while taking zero damage from their attempts to fight back (at this point Orechiel comments that defeating it wouldn&#039;t be possible even with an entire Space Marine chapter behind them). The only ones to barely escape the hulk alive were Kal, his half-sister and his mother (oh, and her pet Kroot) who commandeered the Deathwatch ship and ordered it to perform [[Exterminatus]] on the Space Hulk which was heavily damaged by the ensuing barrage of cyclonic torpedoes and thrown back into the Warp. It&#039;s important to note this was before the changes to the Necron fluff so it&#039;s likely it [[Retcon|never even happened]]. A shame because fielding this thing in one&#039;s Necron army would probably be hilarious.&lt;br /&gt;
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Another possibility of a Necron Titan happened during the Medusa V campaign where the Necrons tried to awaken a huge Tomb Spyder like construction called a Crypt Stalker. Unfortunately it got its ass handed to it by a bunch of Chaos Titans. However, since this was from a time where the Necrons were actually cool silent Terminator-death-machines and the C&#039;tan weren&#039;t reduced to overgrown Pokemon, it has likely been shelved alongside the Setekh.&lt;br /&gt;
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==  Bio-Titans ==&lt;br /&gt;
The tyranids&#039; equivalent of titans are predictably giant versions of other tyranids, following the style of the army in the same way the others do. As in they&#039;re giant monstrosities that will either run at you and eat your face off or wield guns that shoot things that do. Obviously, they fall under the Gargantuan Creature rules, rather than any superheavy rules. There are three kinds that currently have models, the relatively small [[Hierodule]], the flying [[Harridan]], and the FUCKHUEG [[Hierophant]]. Another exists, in the fluff, a couple more, one called the [[Dominatrix]], which has an Epic-scale model but [[What|no rules for it]]. There&#039;s also the even less tangible Hydraphant, which is either a misidentified Epic Hierophant, an altogether new titan or a Dominatrix without the synapse organism, depending on whom you ask.  Either way, the Hydraphant is the largest of the Tyranid bio-Titans. They are also, naturally, utterly impossible due to supporting huge heavy bodies on very thin spindly legs(who gives a shit?! I want one!).&lt;br /&gt;
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== Tau Titans ==&lt;br /&gt;
For much of the Tau&#039;s history, they never had Titans or any equivalent to them. This is worth mentioning here because they thought that the idea of any civilization that had the resources and technology to build something like a Titan would surely not be so absurd as to actually waste them in such an impractical manner by building one when creating numerous smaller war machines would be much more efficient. They laughed at the first humans to tell them of Titans, assuming that it was only Imperial propaganda to intimidate their enemies. Then the [[Damocles Crusade]] made them turn their blue skin several shades paler as they realized that [[Humanity Fuck Yeah|the gue&#039;la were crazy enough to actually build them]].  &lt;br /&gt;
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They suffered horribly at the hands of Imperial titans, but for some time they still considered titans too impractical to be worth building. The Tau utterly failed to understand the kind of wars the Imperium gets into. When you&#039;re up against a [[Vraks|defensive line 12 miles deep]], or an Ork horde large enough to make Soviet Russia blush, what you need is not 20,000 of something cost effective, but something that can just destroy large swaths of the enemy as fast as possible. In this kind of, admittedly uncommon (which is why Titans are not commonly deployed) situations, winning tactical victories is far more important that the most efficient strategic production practices. Building many smaller machines is useless if only one huge machine can wade though the fight to win the important battles. Besides, the Imperium of Man has such a powerful industrial base that they can (or at least could until they forget how) afford the cost of building multiple Titan sized units without even putting a dent in their more cost effective weapon production. To put another way, modern destroyers may be more cost effective in many situations then battleships, but [[Exterminatus|sometimes]] you really need a battleship.&lt;br /&gt;
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So when the Tau faced off against the Titans they needed some ways to counter them. [[Manta]]s were in the same mass class as Titans, and had big enough railguns to threaten them, and while almost invulnerable to most Titan class weapons (since they aren&#039;t designed against flying targets, even ones big enough to be mistaken for real estate) they were too vulnerable to massed anti-tank weaponry (like Lascannons) in turn, and a bit too valuable to lose cavalierly.  So they ended up manufacturing a version of the [[Tiger Shark]] bomber equipped with Manta-scale railguns.  For a time, it seemed to work at forcing the Imperium to be more careful about deploying Titans against the Tau, since a single flight-wing of these Tiger Shark attackers can rip up a formation of Titans and replacements for those bombers can be (relatively) easy to manufacture compared to the Titans it threatens.&lt;br /&gt;
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&#039;&#039;Adside:&#039;&#039; Unfortunately this does not make a lot of sense, since if you think about it, the Titan&#039;s void shields and ship-level thickness of armor, plus the escorting massed anti-air support from the Mechanicus and Imperial Guard forces, pretty much made them impervious to anything. But GW has a massive hard-on for making things difficult for the Imperium, so it&#039;s hard to imagine a situations where attackers alone can drive back a Titan, unless one of two things, or both, are true. A: the armor on a Titan is like a tank, and thinner on the top, which is possible; or B: The Tau are using WWII-era &amp;quot;let&#039;s make that city disappear&amp;quot;-size bomber flights and assorted fighter support, swapping the carpet bombing for the more-accurate heavy ground-attack aircraft. Funnily enough, this is what actually happened in the real world, only replace &amp;quot;titan&amp;quot; with &amp;quot;battleship&amp;quot; and you have a perfect example for the air-dominance of modern naval combat. [[/k/|Although with the introduction of anti-ship ballistic missiles such as the DF-21d, and the high cost and maintenance, the relevancy and practicality of Aircraft Carriers are really stretching in the 21st century.]]&lt;br /&gt;
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Back to the story at hand: due to the increasing number of Imperial Knights equipped with anti-aircraft weapons and Tyranid gargantuan creatures the Tau have been facing during their expansions, it has become clear that the tried-and-true method of spamming Tiger Shark attackers and Mantas is no longer sufficient to properly take down these new threats: Mantas were already too valuable to risk 1:1 casualty ratios, and the attacker wings cannot be mobilized or deployed fast enough for rapid deployment against unexpected war machines and themselves are vulnerable to lower-altitude anti-aircraft weaponry. In order to have a chance against these opponents, the Tau needed something that could go toe-to-toe with these towering monstrosities, or at least bombard them from long range while still being tough enough to withstand being a massive bullet magnet itself.  In a move that would have previously seemed foolhardy and wasteful to try, the Tau just said &amp;quot;Fuck it!&amp;quot; and decided to take a page from Pacific Rim, building their own Titan in order to fight everyone else&#039;s.&lt;br /&gt;
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The result was the &#039;&#039;&#039;[[Battlesuit#KX139_Ta.27Unar_Supremacy_Armour|KX-139 Ta&#039;Unar Supremacy Armour]]:&#039;&#039;&#039; the first Titan-class Battlesuit ever made. Designed specifically to counter other races attempts to reclaim territory lost to the Tau expansion campaigns, this machine was designed around being a mobile Titan-hunter, heavily armed but under-armored.  For its secondary arm weapons it can equip either a slightly-gimped-Multimelta-esque Fusion Eradicator (which more than overcompensates by being Heavy 5) for popping vehicles, TEQs, and monstrous creatures, or an Ion Cannon that can fire 6 normal shots, or 3 super-shots per turn, both of which are superb for massacring heavy infantry. But the &#039;&#039;real&#039;&#039; party is in the back, as the core weapons systems are mounted from an extended backpack/carapace/shoulder mounting point. The back-mounted Pulse Ordnance Multi-Driver is a 3-barreled naval gun system that slams naval-grade ordinance downrange at naval distances, and can be configured to fire all three guns at one point for [[meme|massive damage]], or in a spread-out pattern with explosive payloads. It can also strap one singular fuckoff gun in the form of the Heavy Rail Cannon Array, instead of three smaller fuckoff guns, or forgo direct fire entirely by mounting a Nexus Meteor Missile System to spam rockets like it&#039;s little brother (more on that later).  Defensively, it has Knight-class armor that stands alongside the likes of other races&#039; smaller Titans, and a powerful Barrier Shield that, while most effective against ranged weapons, can protect against close combat attacks. In consideration for the kind of threats the Ta&#039;Unar will be facing, the Barrier Shield can focus all of it&#039;s energy toward one area, intentionally sacrificing all other defensive power to intercept a perceived &amp;quot;Deathblow&amp;quot; and greatly reduce the inevitable impact. This gamble will blow out the shield for a short while, but it allows the Ta&#039;Unar to withstand (once) as much damage as it can dish out, especially since it&#039;s not as structurally fortified as other Titans, even for its weight class. As you may have noticed, something that uses an angry fusion cannon as an arm weapon is far from being a true Titan. The Ta&#039;Unar Battlesuit sits around the Knight Titan classification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Battlesuit#KV128_Stormsurge_Ballistic_Suit|KV-128 Stormsurge]]:&#039;&#039;&#039;  After the Ta&#039;Unar was deemed successful enough as a proof-of-concept, the Tau would used their newfound experience with Titan-building to create the Stormsurge, a physically lighter class of the newly-dubbed Ballistic Suits, the Tau name for Battlesuits that are too big to be even jokingly considered &amp;quot;suits of armor&amp;quot;, and thus the official name for all Tau Titans.  Fio&#039;o Bork&#039;an Ishu&#039;ron, the mad Earth-caste genius behind the Stormsurge, designed the suit to be a really big XV88 Broadside, capable of taking on specifically Imperial heavy armor so long as it is &#039;&#039;not a Titan&#039;&#039;.  It&#039;s main weapon is one of two variants of &amp;lt;s&amp;gt;Compensation&amp;lt;/s&amp;gt; &#039;&#039;Pulse&#039;&#039; Cannon: the Pulse Blastcannon is a goddamn tank-sized plasma shotgun (what for killing lots of little things dead), and the Pulse Driver Cannon which is probably ripped off of a direct-fire artillery emplacement (what for killing one big thing dead).  The Stormsurge [[Abaddon#The_.22No_Arms.22_meme|does not have arms]], instead having two &#039;&#039;&#039;WALLS OF MISSLES&#039;&#039;&#039; which it uses to ruin your day, and the days of all of your infantry.  It even has stabilizers, all the better to shoot you with, just like the Broadside does!  The odd thing about the Stormsurge is that it probably &#039;&#039;wasn&#039;t&#039;&#039; made with the engineering experience gained from the Ta&#039;Unar, because Fu&#039;Rious Bork&#039;ed Iso&#039;hedron [[wat|forgot to add a roof to his mech]].  Seriously, the thing is open-topped, showing off both of the two pilots to the sky.  Maybe he thought that they would want to eyeball their shots from way up on top of their moving building of a suit.  This compounds the matter of the Stormsurge&#039;s physical weakness, which is not as impressive as it&#039;s size would suggest.  The Stormsurge, while as big as an Imperial Knight, can&#039;t really take one on at close range, so it is commonly deployed when the Tau need overwhelming firepower to face a larger force of conventional armor than they can handle with Hammerheads and Broadsides alone.  Apparently the design philosophy of a walking tank didn&#039;t extend to its armor, still proving that even if the Tau can make a wall of guns, a wall of guns is not a structurally sound building practice.&lt;br /&gt;
&lt;br /&gt;
== Fielding Titans ==&lt;br /&gt;
Unfortunately fielding a titan in a tabletop game will cause lots of [[RAGE]] and presents itself as a huge fire-magnet, so every fucking thing on the other side will try to shoot at it.  Luckily it&#039;s got shields, so it can soak up a lot of damage.  Should said titan &#039;get killed&#039; it may take out the whole field (if its a small one), and all those units around it, enhancing its awesomeness.  Too bad that, since you are forced to buy one from [[Forge World]], everyone who sees you with one will call you a rich noob who buys his way to victory. &amp;lt;s&amp;gt;(Anything larger than a Reaver has to be built from scratch.&amp;lt;/s&amp;gt; NOT ANY MORE!! For the price of a mere £1240 you can now buy a warlord titan model from Forge World, sure it&#039;s a rip-off but who cares. It&#039;s an awesome model. If you want to make an accurately scaled miniature of an Imperator, it&#039;s actually easier to stand on the table while wearing a sign saying &amp;quot;Imperator Titan&amp;quot;- it&#039;s that big.) &amp;lt;s&amp;gt; AND, you have to play [[Apocalypse]] (or Escalation)[http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod2330053a] which [[rage|&#039;&#039;SUCKS&#039;&#039;]]&amp;lt;/s&amp;gt; Lord of Wars permitted in normal games from 7th edition. But who cares?  YOU HAVE A GIANT RAPE MACHINE OF DEATH!!!!! (If you really want to field a Titan and you are smart enough to realise that &amp;lt;s&amp;gt;apocalypse sucks&amp;lt;/s&amp;gt;, you could always organize a game where it&#039;s 1 Titan vs an equal points number of normal stuff. Would be a weird, probably unbalanced but fluffy and fun game (Having witnessed a single Ork Gargant with crew take out an entire Imperial Guard regiment on table top, it&#039;s not as unbalanced as you think). Or just a titan showdown, possibly 1v1.)&lt;br /&gt;
DISREGARD EVERYTHING. FORGE WORLD JUST RELEASED A FULL BUNDLE OF LIKE 5 TITANS FOR THE COST OF ONE WARLORD TITANS. RIP APOCALYPSE. ALSO TITAN LEGION GAMES ARE NOW POSSIBLE WITHOUT BEING A DRUG LORD.&lt;br /&gt;
&lt;br /&gt;
== EMERGENCY WARNING ==&lt;br /&gt;
Lukas the Trickster WAS able to troll Titans so hard that their owners and their dogs would rage quit instantly but, thanks to the 7th edition codex, he can&#039;t do that crazy shit anymore! His &amp;quot;The Last Laugh&amp;quot; special rule used to remove any model in base contact with him when he died, including Titans, but now functions only in a challenge, thankfully, meaning he can only threaten characters. His reign of terror is over (at least for Titans)!&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Titan_Space_Marines.jpg‎| Chaos is fucked.&lt;br /&gt;
Image:Warhamer-titan.jpg| In Soviet Russia, Titan remembers you!&lt;br /&gt;
Image:1258887158852.jpg|In times like these, one does not need Dakka to radiate awesomeness.&lt;br /&gt;
Image:Apocalypse.jpg|&#039;&#039;Dakka&#039;&#039; still helps though...&lt;br /&gt;
Image:Emperortitan.jpg| Who&#039;s fucked NOW, Imperial fags? SUCK IIIIIIIIT!&lt;br /&gt;
Image:Imperator datacard.jpg|Jesus Christ. *BLAM* HERESY&lt;br /&gt;
Image:Stompa_Anatomy.jpg|The inner workings of an Ork Stompa. I kinda want one.&lt;br /&gt;
Image:20180101232417_1.jpg|All 4 main imperial titans in the Ultimate Apocalypse mod for Dawn of War. [[Awesome|Tactical marines included for scale]]. The model for the Warlord is kinda shitty but the imperator is amazing.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://gargant-owners-club.tripod.com/  The Gargant Ownerz Klub forums caters specifically to orky Titan scratch-builders] [Link is Dead]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2600:1700:ACD1:D7B0:742E:D807:957F:F8C2</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Creed&amp;diff=153652</id>
		<title>Creed</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Creed&amp;diff=153652"/>
		<updated>2019-09-22T19:28:27Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:ACD1:D7B0:742E:D807:957F:F8C2: /* See Also */&lt;/p&gt;
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&lt;div&gt;{{awesome}}&lt;br /&gt;
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[[Image:Creed.jpg|350px|thumb|right|And you thought [[Vance Motherfucking Stubbs]] was manly.]]&lt;br /&gt;
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{{Topquote|‘Life in the Guard has taught me three things,’ Creed said. ‘Endurance, grit and the understanding that with faith and courage and good leadership, anything is possible.’|The man himself, to Colonel Bendikt, before the muster at Tyrok Fields}}&lt;br /&gt;
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&#039;&#039;&#039;Ursarkar E. Creed&#039;&#039;&#039; was a Lord General of the [[Imperial Guard]], and was the last man to hold the position of Lord Castellan of [[Cadia]] before it fell to the forces of [[Abbadon the Despoiler]] during the 13th [[Black Crusade]].  &lt;br /&gt;
&lt;br /&gt;
Although in-universe his tenure as Lord Castellan [[What|only lasted barely a year]], among the fandom (due the timeline being frozen at 999.M41 for the give-or-take two decades and several editions in the real world) he had become THE representative of TACTICAL GENIUS, thanks to his in-game rules, which allowed him to somehow infiltrate ANY unit onto a battlefield (as if it were using the Scouts special rule). &lt;br /&gt;
&lt;br /&gt;
Even vehicles. [[Awesome|Even &#039;&#039;&#039;SQUADRONS&#039;&#039;&#039; of vehicles]]. &lt;br /&gt;
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Apparently even [[Titan]]s, and [[Living Saint]]s. [[What|The only thing his genius can&#039;t handle is cavalry, since it wouldn&#039;t make sense for them to be scouts.]]&lt;br /&gt;
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==In-Universe Biography==&lt;br /&gt;
&lt;br /&gt;
The man who would grow up to become Ursakar &#039;&#039;&#039;E.&#039;&#039;&#039; Creed was born to a family of an ex-Cadian Shock Trooper living in Kasr Gallan.  When he was eight years old, however, [[Chaos]] cultists attacked the Kasr, killing both his parents and his sister in the process.  &lt;br /&gt;
&lt;br /&gt;
As young Ursarkar hid from the attackers (alongside [[Grimdark|his now very-dead sister]]), a [[Space Marine]] [[Fallen|wearing gleaming black power armor and monk-like robes]] found him.  With [[Cypher|a deep voice, laden with years long-lived and loneliness]], the mysterious figure gave the frightened boy an ancient laspistol, and bade him to survive.&lt;br /&gt;
&lt;br /&gt;
What happened next Creed himself would not speak of, but survive he did.  Eventually the &#039;&#039;&#039;Cadian 8th&#039;&#039;&#039;, then led by &#039;&#039;&#039;Orsani Rudvald&#039;&#039;&#039;, found the young Creed, the only survivor of that benighted place, with one hand clutching that same ancient laspistol, while the other holding a bedraggled copy of &#039;&#039;De Gloria Macharius&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Impressed by the boy&#039;s grit, he was officially adopted by the regiment.  When he came of age, he joined its ranks as a Whiteshield. It was during this period he would meet his lifelong BFF [[Colour_Sergeant_Jarran_Kell|Jarran Kell]].&lt;br /&gt;
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Due to a combination of innate talent at warfare and strategy, a natural charisma, and a respect for the men and women under his command , Creed gradually got promoted up the ranks, always with his buddy Kell by his side.  By the time he was forty Terran-standard years, he was a General, something that was near-unheard of even in the [[Imperial Guard|Astra Militarum]].  It was said that it was only his lowly upbringing that prevented him from reaching a higher position.&lt;br /&gt;
&lt;br /&gt;
Then the betrayal at Tyrok Fields happened.  As the &#039;&#039;&#039;Volscani Cataphracts&#039;&#039;&#039; revealed their allegience to [[Chaos]] and destroyed the assembled Cadian High Command there, Creed rallied  the confused and battered forces there to victory.  He was named &#039;&#039;&#039;Lord Castellan&#039;&#039;&#039; in the aftermath, but this really just meant that he now had the unenviable job of leading the defenders of Cadia against [[Black Legion|Abaddon&#039;s incoming mob of groupies]].  &lt;br /&gt;
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And come it did, like a battering ram the forces of the [[Black Crusade]] plowed through the defenders of the Cadian system without slowing down.  Even with the return of most Cadian regiments on top of various Astartes and Imperial Navy allies, the attack was only blunted at extreme cost.  Millions were dead, but the Despoiler was foiled, right?&lt;br /&gt;
&lt;br /&gt;
Wrong. It turns out the initial invasion was just just the tip of Abaddon&#039;s forces.  The real attack was to come, and it was to include both Horus&#039; old flagship the &#039;&#039;&#039;Vengeful Spirit&#039;&#039;&#039; as well as a [[Blackstone Fortress]] that Abaddon had captured back during the Gothic War.&lt;br /&gt;
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Despite the lopsided chances in the Despoiler&#039;s favor, Creed and Cadia&#039;s defenders still gave as good as it got.  For months the defenders held the invaders at bay.  At the ruined ramparts of Kasr Kraf and the trenches of the Elysion Pylon Fields, Guardsman, Sororitas, and Astartes alike made Abaddon&#039;s forces pay for every bloody piece of earth they took. &lt;br /&gt;
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This culminated in Abaddon himself taking to the field, teleporting with his bodyguards almost directly unto Creed&#039;s command post.  There the Lord Castellan nearly fell, if not for his friend Kell&#039;s ultimate sacrifice.  The battle soon spread into the catacombs below, where Achmagos [[Belisarius Cawl]] was desperately trying to coax the Pylons to do something, anything.&lt;br /&gt;
&lt;br /&gt;
It almost worked. When the Pylons roared into life, Abaddon was forced to withdraw.  What followed however was not a hard-won victory, but the Despoiler&#039;s final &amp;quot;Screw You!&amp;quot; to the Imperial defenders: the remains of the ruined Blackstone Fortress were thrown at the planet.  &lt;br /&gt;
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Cadia burned, the Pylons toppled, and baleful energies of the Eye of Terror washed over the planet.  Creed despaired at what happened to his world, but seeing that there were still those living that could be evacuated, personally led the remaining Cadian 8th in the defense of an evacuation zone.&lt;br /&gt;
&lt;br /&gt;
That was the last anyone saw of the Lord Castellan, but Creed would leave a lasting legacy to the Cadians who escape their world&#039;s end, as the defiant battlecry of his regiment became that of the Cadian Diaspora:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CADIA STANDS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Creed &amp;amp; 4chan==&lt;br /&gt;
Creed has woven his very essence into /tg/ through the tactical skills he possesses. /tg/ is now clearly known to stand for Tactical Genius, and not Traditional Games as many have previously thought. Only a tactical genius could accomplish this. Likewise, only a tactical genius could have hidden the entire Cadian 8th in 4chan&#039;s interwebz server boxes to surprise ambush the maintenance shift and bring 4chan down.&lt;br /&gt;
&lt;br /&gt;
In fact, it&#039;s probably the best meme /tg/ has created for some time now. Seriously, sometimes one might believe that it could have only been started by some kind of tactical geniu-&lt;br /&gt;
&lt;br /&gt;
CREEEEEEEEEEEEEEEEEEEEEEEEED!&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right; font-style:italic;&amp;quot;&amp;gt;...Tactical genius hrrrrr...&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Genius through the Editions==&lt;br /&gt;
===5th Edition===&lt;br /&gt;
{{MattWard}}&lt;br /&gt;
Due to [[Matt Ward|this douche]], Creed lost his uniqueness as Tactical Genius extraordinaire, as his ability has been co-opted by the Fifth-Edition [[Grey Knights]], who can Scout up to three units. God &#039;&#039;damn&#039;&#039; it, [[Games Workshop]]. &lt;br /&gt;
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In Creed&#039;s defense, this is at least fluff-inconsistent; the [[Grey Knights]] are highly brainwashed troops, who obey every single command to the letter, without showing personal initiative. Creed, on the other hand, gets to work with Imperial Guardsmen, who, unlike Grey Knights, actually have an in-game mechanic for following orders, they do it so much.  Also, Creed isn&#039;t using bullshit tricks like being psychic or [[Khornate Knights|killing off a ton of friendly Adeptae Kitchenates to fight demons]].&lt;br /&gt;
&lt;br /&gt;
Besides which, the [[Grey Knights]] can&#039;t scout vehicles, so Creed is still the only source of Titans hiding behind waist-high fences.&lt;br /&gt;
&lt;br /&gt;
Also, who do you think taught them their Tactical Genius to begin with?&lt;br /&gt;
&lt;br /&gt;
===6th Edition===&lt;br /&gt;
And then Sixth Edition happened. Creed&#039;s power became a IG exclusive Warlord Trait. Now any Guard Commander &amp;lt;s&amp;gt; who rolls right &amp;lt;/s&amp;gt; who was, in fact, Creed all along is a Tactical Genius. Also, Creed gets to roll for two Warlord Traits now, so he gets double chance to Outflank shit compared to everyone else. It should be noted that the Warlord Trait in question works on D3 units from the same primary detachment! Slap that Imperator in you LoW slot, and you are good to go!&lt;br /&gt;
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===8th Edition===&lt;br /&gt;
In 8th Creed has lost the ability to scout units, but instead of hiding [[Baneblade]]s behind fences, he can now hide a hit inside your miss, or hide a lascannon shot inside the enemy&#039;s vehicles, or even hide extra guardsmen in your guardsmen squad!! Not as cool as scouting Titans, sadly... &amp;lt;s&amp;gt;but arguably more useful&amp;lt;/s&amp;gt;{{BLAM}} NO ARGUING.&lt;br /&gt;
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He also now gives two extra command points which is pretty nice to surprise opponents with, and the release of the IG Codex saw his trademark ability returned... as a Tallarn exclusive strategem. Since it only works for things with the Tallarn Keyword, you can&#039;t sneak warhound titans behind enemy lines. You can still sneak Baneblades in though. &lt;br /&gt;
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==In Fantasy/Age of Sigmar==&lt;br /&gt;
Vlad von Carstein in [[Total War: WARHAMMER]] has the special ability to treat any unit in his army as if were scouting units. While this wasn&#039;t present in the tabletop (especially since Vlad&#039;s been squatted), it does allow for some hilarious shenanigans. Especially since it makes getting his unique weapon a breeze as a lot of quest battles are balanced around enemy reinforcements or having to quickly take and hold some point on the battlefield. Letting you gank the reinforcements are they march slowly into the battlefield or make yourself king of the hill the second the battle starts. All only possible through being some kind of unparalleled practitioner of the dark a-VLAAAAAAAAAAAAAAAAAAAAAD!&lt;br /&gt;
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In Total War Warhammer II, Tretch Craventail apparently also joins the ranks of Creed-level deploying your entire army in vanguard mode.  &lt;br /&gt;
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However moving on to Age of Sigmar, the Slann Kuoteq seems to be the Creed of the new setting. In his debut story &amp;quot;The Temple of Dead Gods&amp;quot;, he cleverly snuck a battalion of Saurus Knights, Stegadons, Bastilladons and Carnosaurs onto a Slaaneshi army&#039;s flank by [[Wat|hiding them in an inch deep reflecting pool]]. TWICE. &amp;lt;strike&amp;gt;Later upon the release of the General&#039;s Handbook 2017 Kuoteq received stats, including an ability that allows him to summon any Saurus unit without having to make a roll. As many times as he likes regardless of his usual 3 spells per turn limit. In fact these spells do not count, meaning you can summon an army and still have enough spells to blast the enemy and shield your forces. The only restrictions are that he can&#039;t use the same spell twice in one turn, and that they have to be Saurus units. (No summoning Dread Saurians without a roll sadly.) &amp;lt;/strike&amp;gt;. Welcome to 2nd edition bitches! With the changes to summoning rules, Kuoteq&#039;s ability has been changed to now let him deep strike anything in the formation. So long as you pay the tax of a Slann and a Firelance Starhost, you can add anything to the formation. And it&#039;s no longer restricted to just Saurus units either! Hide a horde of skinks in a small patch of grass, an Engine of the Gods behind that headstone, or a Dread Saurian behind a small pebble! To pull that off, you would have to be some kind of master of celestial magi-KUOTEEEEEEEQ!!!&lt;br /&gt;
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==Writefaggotry!==&lt;br /&gt;
{{story}}&lt;br /&gt;
&amp;quot;So. Fresh bunch&#039;a recruits straight off the regimental home world, huh? Got your heads full of propaganda and not much else, lemme bet. Well, listen to me and listen good, kids - probably half of what you know is nothing but ambull-shit, and you&#039;d better get that through your heads now rather than getting a traitor&#039;s lasbolt through your head on the battlefield. Now, you pray to the Emperor like you should, and if you don&#039;t the Commissar&#039;ll blow your head off, and that&#039;ll be a mercy compared to what I&#039;ll do to ya if I find out &#039;fore he does - but don&#039;t be thinkin&#039; for a second that recitin&#039; the Litany of Protection makes you invulnerable on a battlefield.&lt;br /&gt;
&lt;br /&gt;
Sure, you&#039;ll hear stories about brave Guardsmen that charged enemy positions armed with nothin&#039; but their lasguns and their bayonets and won - and I&#039;ll even admit that probably a couple of them are true, but in an army that numbers in the billions one or two of ya are bound to get lucky every now and again, so it don&#039;t really say much. No, kids, they might make for inspirin&#039; stories, but fanatical charges aren&#039;t what win battles. Battles are won by determination and tactics. Lemme tell you about this one time our regiment was servin&#039; under the command of General Creed.&lt;br /&gt;
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Never a finer tactician has the Imperial Guard ever seen than that General Creed, let me tell you. He came up with plans so devious and cunnin&#039; you didn&#039;t even have a hope of figurin&#039; out how he&#039;d done what he&#039;d done &#039;less he explained it to ya himself. We were fightin&#039; on Kavara IV, what&#039;d used to be a good Imperial world till the taint of Chaos found its way down there and turned loyal citizens into traitorous scum. At the time we&#039;d been shipped off, we thought we were just gonna be helping the local PDF put down a small insurrection, but what with the ways of the warp by the time we got there it&#039;d turned into a full on rebel uprisin&#039; and all the nobles were already dead or in hidin&#039;, and another army led by General Creed had arrived to bring it back under control - we&#039;d been missin&#039; so long they thought we&#039;d been lost to the warp, you see, and sent another off in our place - so we wound up joinin&#039; forces an&#039; bolsterin&#039; their ranks.&lt;br /&gt;
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Now, we got deployed into one of the urban centers that&#039;d been taken over almost entirely by the heretics, goin&#039; through clearing buildings of resistance and tightenin&#039; the noose around their filthy necks. Only been gettin&#039; minor resistance until a couple of hours in, when we stumbled across a fortified plaza that hadn&#039;t been in none of the intelligence reports. So there we were, pinned down by enemy fire, usin&#039; rubble for cover and hopin&#039; to the Emperor that&#039;d we get some artillery support soon, when all of a sudden there&#039;s a tremendous rumblin&#039; off to the right, soundin&#039; like a column of tanks comin&#039; up towards the buildin&#039; we&#039;d just cleared.&lt;br /&gt;
&lt;br /&gt;
We weren&#039;t gettin&#039; nothin&#039; about armored support on the vox, so we was sittin&#039; there shittin&#039; ourselves wonderin&#039; where the traitors had got tanks from, when all of a sudden the front of the buildin&#039; just collapses out onto the street and a damn Baneblade rolls right on out in front of us. One blast from the main gun and it turned the heretic&#039;s position into a crater. The vox lights up and we get ourselves a message - &amp;quot;Armored Support courtesy of General Creed&amp;quot;, they say. Now that&#039;s tactics, kids - we never saw it comin&#039;, so those traitors sure didn&#039;t. The application of overwhelmin&#039; force at just the right spot at just the right moment&#039;ll turn the tide of any battle in your favor.&lt;br /&gt;
&lt;br /&gt;
I took a look at that buildin&#039; again as we were marchin&#039; down the street in the Baneblade&#039;s wake, though. Funniest thing, the only hole in it was the one the tank&#039;d made on its way out. How the hell we missed it when we were clearin&#039; the place I don&#039;t know. How the hell Creed got it in there in the first place, I&#039;m not sure I WANT to know - but let me tell you, pulling that off must&#039;ve taken one hell of a tactical genius.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Sergeant Karls addressing new recruits to the Hirian 204th, shortly before being relieved of duty and sent for psychiatric evaluation due to inexplicable urges to scream incoherently.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Genius ===&lt;br /&gt;
The forces of Chaos reigned victorious over the shattered city, littered with the wounded and dying Guardsmen of the Cadian 503rd. At their head, ready to deliver the killing blow to the last world between him and conquest, strode Abaddon the Despoiler himself, his Daemonblade screaming as it claimed the souls of a score of men, slashing through the staunch but futile defenses of his feeble foe. He had won. Finally, after all these centuries, he had triumphed, and begun to finish what that weakling Horus had started! And now, now it was time to put the icing on the cake, and finish off that arrogant son of a bitch Creed, as he routed like a coward nonetheless!&lt;br /&gt;
&lt;br /&gt;
Beside him, his lieutenants roared in delight, cleaving through flesh and bone and steel alike, and his bodyguard made a mockery of Imperial pride. Demons from the warp, incarnations of the entropy of Khorne and Slaanesh hacked their way through droves of fleeing shock troopers, and a flanking force of the Night Lords penned in those who were left, trapping them in a great valley.&lt;br /&gt;
&lt;br /&gt;
His final carnage began in a great valley, the product of a near miss by a melta torpedo. A miss that had spared the Imperials yesterday, but sealed their fates tonight! Abaddon flung himself into the fray, cleaving with full strokes the men who stood in between him and his prey, butchering wholesale with his men. The Cadians fought like men possessed, like monsters cornered. Abaddon&#039;s men were possessed, monsters in truth as well as metaphor, and so fought harder still. When the last corpse fell, it was Abaddon who laid it low, sending that cloak, that cigar spinning to the ground with a backhand from his mighty palm. The heavyset, gray-haired man lay flat upon the graying mud, and a pool of blood grew around him. Abaddon felt his breath quicken, and kicked the Castellan over, to see his face as the Daemonblade consumed his soul.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;ve won, Creed! I&#039;ve beaten you, the Imperium is MINE for the taking! [[Horus|The galaxy shall burn!]] But not before I hear you beg, NOT BEFORE I HEAR YOU BEG!&amp;quot; His voice was torn with emotion, manic laughter struggled free of his throat.&lt;br /&gt;
The figure tipped over, to lay spread eagle on its back. Silent, broken, and dead. An old man, slain by a casual blow from an immortal warrior. Abaddon felt something leave him. The rush vanished. Creed was dead. He had won... Yes. He had defeated the hero of the Imperium, but Creed was dead. And without ever even knowing that Abaddon had won. The united leader of Chaos knelt down, and screamed at the square-jawed corpse, howling in anger, in the hopes that perhaps his fleeting soul could still hear his words. &amp;quot;I. HAVE. WON. CR-&amp;quot; He froze mid-word, as he realized that the crater was silent. He stood, and thought for a moment that his men were watching him. He was mistaken, for his marines, his warriors, his cultists... Even the demons, were staring open-mouthed, at the crest of the crater that they had swept into.&lt;br /&gt;
&lt;br /&gt;
For one nanosecond. For one fleeting, cursory micron of an instant, Abaddon was confused.&lt;br /&gt;
&lt;br /&gt;
And then he knew. He knew what he would see when he looked up to match their gaze. He knew what he would see when he looked up, and realized why Creed had led this defensive force personally, and why he had not boarded one of the Valkyries that had escaped, or a Chimera to flee. He looked up, to see the barrels of a thousand tanks, the crested figures of ten thousand men, the whirring shapes of countless hundreds of skimmers and fighters. He saw in the distance, the smoking ruin of [[Vengeful Spirit|his flagship]] drifting through orbit a hundred miles away, and heard all of a sudden the unjammed signals of panicked screaming coming in from every one of his officers and aides.&lt;br /&gt;
&lt;br /&gt;
[[Image:EvenInDeathIStillCREEEEEED.jpg|thumb|right|&#039;&#039;And he knew, without looking, the expression upon that fat old man&#039;s face, despite the shattered jaw and the broken neck.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Abaddon saw, before his eyes, his Crusade crumble. And he knew, without looking, the expression upon that fat old man&#039;s face, despite the shattered jaw and the broken neck. And he felt his last emotion before the guns started firing, and the torpedoes struck, and the lascannon-bolts flew. Boiling up inside of him, he opened his mouth, and screamed.&lt;br /&gt;
And over the din of battle, though battle cannon roared and [[basilisk]] whistled, though lasgun cracked and Guardsmen cried out with tears in their eyes the name of their savior, no voice cried so loudly as Abaddon the Fool&#039;s, whose hatred of one man had cost him a victory that could have changed the galaxy, the one man whose name he now invoked. That magnificent bastard. That tactical geniu-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;CREEEEEEEEEEEEEEEEEEED!!!!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Game===&lt;br /&gt;
The mortal moved his piece. Tzeentch, Lord of Change and Master of Destinies moved his. They were playing a game of chess. The stakes were high: if the mortal won, Tzeentch, all his daemons and followers would retreat to the Warp for all time and would never again attempt to harry the mighty Imperium of Man in any way be it directly or indirectly. If Tzeentch won (which, of course, he knew he would), the soul of the mortal went to Tzeentch. These stakes obviously seemed skewed in favor of the mortal, but there were several factors to consider.&lt;br /&gt;
&lt;br /&gt;
The mortal moved another piece.&lt;br /&gt;
&lt;br /&gt;
Tzeentch moved another piece.&lt;br /&gt;
&lt;br /&gt;
Tzeentch had wanted this particular soul for what might have been 10 million years, or maybe 5 minutes. Who could tell in the Warp? The problem was, it was pledged to the accursed corpse-god on Terra. So Tzeentch had sought him out and challenged him.&lt;br /&gt;
&lt;br /&gt;
The mortal moved.&lt;br /&gt;
&lt;br /&gt;
Tzeentch moved.&lt;br /&gt;
&lt;br /&gt;
Also Tzeentch, as Master of Fates, knew that he would win. He had to. He had been planning for this game for centuries before the mortal in question was ever born. He had watched, planned, schemed, and acted to ensure that the mortal would learn a certain chess strategy, one that he just &amp;quot;happened&amp;quot; to have a perfect counter to.&lt;br /&gt;
&lt;br /&gt;
Another move by the mortal.&lt;br /&gt;
&lt;br /&gt;
Another move by Tzeentch.&lt;br /&gt;
&lt;br /&gt;
Finally, the idea of a Chaos God focusing so much on a single soul, or making such an enormous bargain was inconceivable, a fact that had never once changed, not even for Warmaster Horus. What was Tzeentch, if not the Lord of Change? So went the reasoning (if the thought process of a Chaos God can be called such) of Tzeentch.&lt;br /&gt;
&lt;br /&gt;
The mortal went on for several turns.&lt;br /&gt;
&lt;br /&gt;
Tzeentch went on for several turns.&lt;br /&gt;
&lt;br /&gt;
Finally, the mortal got a smug look on his face. Tzeentch&#039;s beak curled into something resembling a smile.He held his head up high. The mortal moved a piece. Tzeentch spoke, in a voice that was ever shifting and could drive men mad.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mortal, do you not know who I am? Let me tell you. I am Tzeentch. The Changer of Ways. The Master of Fate. The Lord of Change. The Controller of Destinies. I have existed before the stars, and I will exist long after they have died. No mere mortal could possibly-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then Tzeentch spared a glance at the board.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is that knight doing there?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tzeentch stared, utterly dumbstruck. His eyes bulged and his beak dropped. He saw the reason for the mortal&#039;s smugness.&lt;br /&gt;
&lt;br /&gt;
[[Image:CreedvTzeentch.png|thumb|right|&#039;&#039;Tzeentch let out a cry of rage. It was a cry that echoed throughout the Warp, driving Imperial psykers insane and Chaos sorcerers more insane.&#039;&#039;]]It was checkmate.&lt;br /&gt;
&lt;br /&gt;
A very small part of Tzeentch was glad. After all, being unintentionally defeated was certainly a change for him. Also, no longer interfering in the affairs of the mortal galaxy was definitely a change.&lt;br /&gt;
&lt;br /&gt;
However, that was just a very small part.&lt;br /&gt;
&lt;br /&gt;
Tzeentch let out a cry of rage. It was a cry that echoed throughout the Warp, driving Imperial psykers insane and Chaos sorcerers more insane. It was a cry containing a subconscious command. All across the galaxy, the daemons of Tzeentch vanished from the material world, never to return. His mortal followers began retreating, heading towards the Eye of Terror. All the Gods, daemons, and mortal followers of Chaos took notice. In the Warp near Terra, the mighty soul of the God-Emperor of Mankind himself took notice. He smiled, for he knew what it meant. It was a cry that was to echo in the Warp throughout eternity, long after the stars themselves died. It was the cry of a defeated god.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;CREEEEEEEEEEEEEEEEED!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==A Record of Historic Significance==&lt;br /&gt;
There is an example of real-world tactical genius that took place during granpappy&#039;s WWII, though it was performed not by a manly cigar-chomping motherfucker but rather by a man named Jasper Maskelyne, a British stage magician who was recruited by Britain&#039;s MI9 to assist with camouflage development. One account (which has had trouble being verified admittedly, but then many files are still classified from that era) claimed that he was able to hide an entire desert convoy by deploying ultra-bright &amp;quot;dazzle-lights&amp;quot; which blinded recon planes being used by the enemy. However, many of his claims have been thoroughly scrutinized and most seem to be tall tales.&lt;br /&gt;
&lt;br /&gt;
Whatever the story may be the lesson to learn from it is never ask Creed to pull a rabbit out of his hat. He will instead pull a [[Slaanesh|Baneblade out of your ass.]]&lt;br /&gt;
&lt;br /&gt;
There is also the story about how the Allies managed to dupe Germans into believing they were going to land their invasion at [https://en.wikipedia.org/wiki/Pas_de_Calais Pas-de-Calais], at the narrowest point of the British Channel, codenamed [https://en.wikipedia.org/wiki/Operation_Fortitude Operation Fortitude]. They built entire fake bases, complete with wireless traffic, nonsense but believable orders, and dummy transport aircraft, and placed General Patton at the &amp;quot;head&amp;quot; of this fake [https://en.wikipedia.org/wiki/First_United_States_Army_Group 1st US Army Group]. They also made use of captured German double agents, codenamed [https://en.wikipedia.org/wiki/Double-Cross_System Double-Cross] ([[Alpha_Legion|XX]]) System, along with diplomatic channels with neutral countries, to feed Nazis more misinformation, and used [https://en.wikipedia.org/wiki/Ultra_(cryptography) Ultra] decryption to confirm they had fallen for it. Indeed, Hitler himself ordered to hold up some German divisions as a reserve for this fictional Calais landing, and Rommel gave the reinforcement of the [https://en.wikipedia.org/wiki/Atlantic_Wall Atlantic Wall] defenses in that region top priority. It was so believable that when [https://en.wikipedia.org/wiki/Operation_Neptune Operation Neptune] commenced and D-Day landings began, the Germans thought it was a diversion, not the main attack, and so did not commit their reserves until the Allies had already established a full front in Normandy.&lt;br /&gt;
&lt;br /&gt;
So it can be said that the Allies managed to CREEEEEEED their troops into France.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Vance Motherfucking Stubbs]] - &amp;lt;s&amp;gt;Who is tactically incompetent.&amp;lt;/s&amp;gt; NONSENSE!!! There is nothing said about those one hundred [[Baneblade|Baneblades]] being lost. {{BLAM|That&#039;s heretical propaganda}}. The tanks were shipped all across the &amp;lt;s&amp;gt;[[Imperium|Imperium&#039;s]] borders&amp;lt;/s&amp;gt; star system. &#039;&#039;(And then lost to Orks.)&#039;&#039;. &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Thanks fer da tankz humiez! Gonna look proppa sharpish az sum shiny new skullhammaz!&amp;lt;/span&amp;gt;  Except he canonically won...they both did.  Somehow.&lt;br /&gt;
*[[Castor]] - His second cousin.&lt;br /&gt;
*[[Cadia]] - Where that motherfucker &amp;lt;s&amp;gt;lives.&amp;lt;/s&amp;gt; &#039;&#039;&#039;lived.&#039;&#039;&#039;&lt;br /&gt;
*[[Baneblade]] - His greatest asset&lt;br /&gt;
*[[Vlad von Carstein]] - His pupil in Warhammer Fantasy.&lt;br /&gt;
*[[Sly Marbo]] - Can &amp;quot;out-CREEEEEEEED!&amp;quot; Creed.&lt;br /&gt;
*[[Colour Sergeant Jarran Kell]] - His bodyguard and bro. He died on Cadia, saving Creed&#039;s life. RIP, you manly bastard.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[[Abaddon at the Therapist]]&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/4544432/ sup/tg/ archive of the First Coming of Creed.]&lt;br /&gt;
*[http://www.facebook.com/pages/Flanking-the-enemy-hidden-behind-some-moss/Ursarkar-E-Creed/167568501474?created&amp;amp;v=info#/pages/Flanking-the-enemy-hidden-behind-some-moss/Ursarkar-E-Creed/167568501474?ref=nf He has infiltrated Facebook ! He is also a social genius !]&lt;br /&gt;
And twitter! @creeeeeeeeeeeed&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TacticalSexyness.jpg|The tactical sexyness of one goddamn motherfucking tactical genius.&lt;br /&gt;
Image:1242252059504.jpg|Creed pulling off a Yo Dawg meme.&lt;br /&gt;
Image:Creedrules.jpg|Creed&#039;s &amp;quot;Tactical Genius&amp;quot; special rule.&lt;br /&gt;
Image:CREEEED.png|AVE IMPERATOR MOTHERFUCKERS!&lt;br /&gt;
Image:creeeeeeeed.jpg|Abaddon getting ready for another black crusade.&lt;br /&gt;
Image:Tacticageniuspool.jpg|Pool is closed due to Tactical Genius.&lt;br /&gt;
Image:1242230736718.jpg|Cigar chomping, manly motherfucker.&lt;br /&gt;
Image:1242252825237.jpg|If you think this is impossible even by 40K standards then you&#039;re doing it wrong.&lt;br /&gt;
Image:Ursakar_Hefner.jpg|Creed, after tactical geniusing himself into position of Judge in the annual Imperial Swimsuit contest.&lt;br /&gt;
Image:Creeeeeeed.jpg|Some speculate a Tactical Genius placed Demolishers in the servers.&lt;br /&gt;
Image:Creed-loliflanku.jpg| Problem, Failbbadon?&lt;br /&gt;
File:Warhammer-imperial-guard.jpg| Canon CREEEED!&lt;br /&gt;
Image:1242225473355.jpg|If I See That Fucking Warhound One More Time...&lt;br /&gt;
Image:CREEEED.jpg|Even heretics resent scouting Warlords...&lt;br /&gt;
Image:1242253576880.jpg|...then again it&#039;s their fault for turning away from the [[Emperor|Emprah]] and all.&lt;br /&gt;
Image:goodnewscreed.jpg|Good news everyone... BANEBLADES!&lt;br /&gt;
Image:CREEEEEEEEEE.jpg|Another crusade foiled.&lt;br /&gt;
Image:Thrawncreed.jpg|Some speculate Admiral Thrawn may be Creed.&lt;br /&gt;
Image:Creed.gif|TACTICAL GENIUS&lt;br /&gt;
Image:1242230900950.jpg|YOU HAS NO ARMS! YOUR TACTICS ARE INVALID!&lt;br /&gt;
Image:CreedvTzeentch.png| Where are your Gods now, Heretic? &lt;br /&gt;
Image:1243030681317.jpg|Kirby may be a possible lead on who Creed really is...&lt;br /&gt;
Image:1243333513695.jpg|&amp;quot;I WAS COPULATING WITH A DAMNABLE SLAANESHI WHORE?!?!?!&amp;quot;.&lt;br /&gt;
Image:Cred.jpg|CREEEEEEED&lt;br /&gt;
Image:Currie.jpg|The Real Creed?&lt;br /&gt;
Image:Creedchoke.jpg|Creed choking someone.&lt;br /&gt;
Image:Tacticalgenius.png|How it went down&lt;br /&gt;
Image:TacticalSwarmlord.png|The reason Tyranids can never take allies.&lt;br /&gt;
File:Hammerspace_Titan.jpg| CREEEEEEED!!!&lt;br /&gt;
File:And then Creed.png| THE PONIES ARE HERETICS AND SHALL NEVER RULE HERE!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{IG-Characters}}&lt;br /&gt;
[[Category: Awesome]][[Category:Meme]][[Category:Stories]]&lt;/div&gt;</summary>
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