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		<id>http://2d4chan.org/mediawiki/index.php?title=Wulfen&amp;diff=568360</id>
		<title>Wulfen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Wulfen&amp;diff=568360"/>
		<updated>2018-01-18T03:07:52Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* Curse of the Wulfen */ Correct this if I&amp;#039;m wrong...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Johan-grenier-wulfen11.jpg|400px|right|thumb|When you [[Yiff|yiff]] so hard you become a [[Heresy|semi-heretical]] [[Furry|furry.]]]]&lt;br /&gt;
&#039;&#039;&#039;Wulfen&#039;&#039;&#039; are &amp;lt;strike&amp;gt;DIGGANOBZ!&amp;lt;/strike&amp;gt; those [[Space Wolves]] who have succumbed to the Canis Helix inside them and gone partially feral. The result is the same whether this is due to lack of self discipline, going berzerk in battle, or wolfing out to avoid chaotic corruption (that&#039;s how the Wolves can spend millenia in the warp and not get corrupt: [[Wat|Wulfen are almost totally immune to chaotic corruption]]). Many of the Wulfen were members of the Thirteenth Great Company that went into the Warp by the tail-end of the [[Horus]] Heresy with the intent of hunting down and destroying the [[Thousand Sons]] and [[Magnus the Red]]. Though many hunts were established by their brethren that remained in the material world to find the lost (and Russ), it was eventually concluded that they were lost to the chapter.&lt;br /&gt;
&lt;br /&gt;
The vacancy has since been left unfilled by the annals of Fenris, and their company a symbol of those lost in action.&lt;br /&gt;
&lt;br /&gt;
==Back in the Day...==&lt;br /&gt;
These guys first appeared in the [[Eye of Terror]] Codex back in 3E, where they formed their own mini-armylist as the 13th Great Company. Though they lacked the fancier weapons their modern kin had, they made up for it by being absolute savages in combat. They had amazing speeds for on-foot models (and this was pre-Battle Focus Eldar)&lt;br /&gt;
As for why they were there? Well, they weren&#039;t absolutely confirmed for existing, but there were rumors on the battlefield that they were alive, prompting [[Logan Grimnar]] to visit &amp;lt;strike&amp;gt;Canada&amp;lt;/strike&amp;gt; Cadia.&lt;br /&gt;
&lt;br /&gt;
They would sorta remain in the armylist for another two editions with the Mark of the Wulfen upgrade, allowing for some models to eschew any weapons for absolute brawling mastery and immunity to morale.&lt;br /&gt;
[[File:Tumblr_o23hkva6wY1ummjd5o1_1280.png|280px|left|thumb|Space-viking-wolverine-werewolves aren&#039;t to be trifled with.]]&lt;br /&gt;
&lt;br /&gt;
==...And Now==&lt;br /&gt;
Their comeback in 7th Edition with Curse of the Wulfen is one that made a rather average-tier army with the coming of Decurions back into a great melee army, and these guys were a centerpiece for it.&lt;br /&gt;
&lt;br /&gt;
For 30 points each, these bastards come with a disappointing BS2 but S5, 2 Wounds, 3 Attacks, all that attack at Initiative 5, and get Bulky, Feel No Pain, and Rage in addition to their basic rules. Though they only have a 4+ save, their mobility (as well as FNP) more than makes up for it by allowing them to run and charge at the same turn (with re-rolls to charge). Making a Leader adds +1 Ld and Attack, same as any other.&lt;br /&gt;
&lt;br /&gt;
While Wulfen are melee monsters, their weapons do give them a chance to fight a specific enemy. While they&#039;re modestly effective against mobs with their basic CCWs, they can grab some weapons to boost their effectiveness. Stormgrag Auto-Launchers are cheap add-ons that give the Wulfen a ranged attack at the strength of a flamer. Frost Great Axes are two-handed Power Axes +3 (Making them S8 AP2) that can ignore Unwieldy on the first turn of a battle, making them beastslayers. This weakness of Unwieldy is offset by a special rule the Wulfen get that allows them to pile in and attack on the initiative step they are killed, even if they already rolled their attacks. In the case of the axe, this guarantees that they&#039;ll always have a chance to hit. Frost Claws are S+1 AP2 Lightning Claws, which gives them remarkable reliability in damage, which is a must since Leaders are stuck with these weapons. They can also grab a Thunder Hammer and Storm Shield, which is incredibly expensive, but gives them both an insanely powerful weapon and a kickass Invulnerable save.&lt;br /&gt;
&lt;br /&gt;
However, the most standout thing they can add is &#039;&#039;&#039;The Curse of the Wulfen&#039;&#039;&#039;, a rule that makes all Space Wolves models that aren&#039;t vehicles or wolves/servitors gain some benefit based on what they&#039;re doing. Every turn, you need to roll a dice. Every Space Wolf within 6&amp;quot;, every Blood Claw/Skyclaw/Swiftclaw within 12&amp;quot;, and every Long Fang within 3&amp;quot;, gets a result based on one of two tables: Those not in combat use the &amp;quot;Hunt&amp;quot; table, while those in combat use the &amp;quot;Kill&amp;quot; table.&lt;br /&gt;
Hunt gives them either HoW and re-rolling charges, additional moving distance, and Furious Charge with d3 bonus moves on the charge (unless it has Rage). Kill gives them +1 Initiative, re-rolls to wound in combat, or gain the ability to pile in and attack on the turn they are killed in combat.&lt;br /&gt;
&lt;br /&gt;
When 2-5 of them get fielded as a formation (the &#039;&#039;Wulfen Murderpack&#039;&#039;), they get the ability to make a bonus attack if they roll a 6 to-hit (though no further ones) and add +1 to their Curse Tables, allowing for a new effect to allies on the &amp;quot;Hunt&amp;quot; and &amp;quot;Kill&amp;quot; tables: &amp;quot;Hunt&amp;quot; lets them make a move out of the movement phase without penalty, while &amp;quot;Kill&amp;quot; gives a bonus attack.&lt;br /&gt;
&lt;br /&gt;
==Warzone Fenris: The Comeback==&lt;br /&gt;
===Curse of the Wulfen===&lt;br /&gt;
[[File:Felinid Wulfen Bait.png|240px|right|thumb|It was guaranteed that the best way to get a pack of Wulfen going is to bait them with a [[Felinid]]. This questionable [[Furry|furry-on-furry action]] was deemed almost [[Extra Heresy|heretical]] if it wasn&#039;t considered [[Rule 34|strangely erotic]] by some [[Inquisition|radical Inquisitors.]]]]&lt;br /&gt;
It would be Harald Deathwolf who&#039;d be the first to meet the Wulfen in the new retconned continuity of Post-4E.&lt;br /&gt;
He and his company were on a mission to save the hive world of Nurades from daemonic infestation when they found themselves ambushed by [[Tzeentch]]ian trickery. This proved devastating, and they were ready to die warriors&#039; deaths, but suddenly the Wulfen show up. They mop the floor with the daemons and the Wolf Lord meets with them, learning that they are indeed the lost Great Company.&lt;br /&gt;
&lt;br /&gt;
The Wolf Lords soon returned homeward, to Fenris, to debate what portent this meant and how to manage a recent rash of warp storms in their region. The Wulfen with Deathfang only insisted that more of his kind were there. Though none of the Lords could come to a suitable agreement as to their purpose and [[Bjorn]] was too busy asleep to answer, they all agreed that one thing was certain: They needed to retrieve the Wulfen before anyone else did and began [[Furry|drawing]] [[Heresy|conclusions]]. In the meanwhile though, the Wulfen would remain in the Fang to get themselves re-armed. Once properly equipped with the wall-decorations of the Fang, the Wulfen rejoined Deathwolf and the Great Companies began their little scavenger hunt.&lt;br /&gt;
&lt;br /&gt;
However, as the Wolves were hunting, so too were the [[Dark Angels]]. After losing contact with some scouts at Nurades, the chapter eventually discovered their deaths and recovered some tainted relics they hid there ages ago (all of this completely unrelated to the Wolves). The Inner Circle &amp;quot;learn&amp;quot; (courtesy of the Changeling) that they were murdered by the Wulfen.(In reality, they fought alongside the Wulfen against Chaos forces.) Though leery, they decide to first ask the Wolves about this situation before deciding to outright assume heresy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Similarly, the [[Grey Knights]] began looking at these new warp storms with concern and began sending out squads to stem the daemons from running loose. Though some of these sites they would find partially cleaned of daemons by the Wolves, [[Arvann Stern]] would come across one of the Wulfen and decided it was time to talk with Grimnar.&lt;br /&gt;
&lt;br /&gt;
On Tranquilitus, Wolf Lord Sven Bloodhowl would find a detachment of [[Ravenwing]] led by [[Sammael]] battling daemons and began teaming up while trying to find the Wulfen. The issue here was that the Wulfen got stasis-bombed. Before Sven and Sammael could come to blows over the giant werewolves, however, more daemons surged forth. This provided the Wolves with their chance to bail, leaving Sammy and his crew to get nearly wiped before falling back. From there, he (or more precisely, the Changeling, disguised as him) concludes that something&#039;s seriously fucked up and reports to Azrael.&lt;br /&gt;
&lt;br /&gt;
Sternn would find Grimnar on Vikurus. Grimnar gathered with him his finest guys and MURDERFANG the &amp;lt;s&amp;gt;Curse&amp;lt;/s&amp;gt;MURDERBORN in hopes that the Wulfen dread would help find the Wulfen. In the midst of the battle, the Knights would intervene. Sternn insisted on Grimnar&#039;s surrender, Grimnar tells them to wolf off. They eventually (again) find a welcome distraction when Stern reveals that his astropaths recovered a message from the Fang that warp storms were approaching Fenris. In a rush, Logan recalls every company back and asks that the Wulfen matter gets shelved until the matter is resolved. However, as they returned, reports began flooding in about marines growing ever-restless, violent even. The Curse of the Wulfen began taking hold.&lt;br /&gt;
&lt;br /&gt;
They arrived to discover that it wasn&#039;t the Thousand Sons here to enact vengeance, but instead the [[Alpha Legion]]. The Wolves, each with a pack of Wulfen, would deploy on the worlds of the Fenris system, while Grimnar would bring the Grey Knights with him. All the while, Krom Dragongaze, indignant at his defeat on Alaric Prime (setting of the Sanctus Reach Warzone), had to keep watch of the Fang when he realized that Bjorn was [[wat|secretly psychic]] and [[Emprah|was protecting the Fang from Daemons while being crippled]]. And if it sounds completely stupid, that&#039;s because it is. Oh, and Bjorn also warned Krom that the Grey Knights were walking into a trap. &amp;lt;br/&amp;gt;&lt;br /&gt;
Krom managed to get to Stern before it was too late, and together they battled a Daemon Prince.&lt;br /&gt;
&lt;br /&gt;
It was at this time that the Dark Angels finally burst onto the scene, their fleets supported by those of a dozen other chapters as well as the Navy and Knightly Houses and the motherfucking Rock! [[Azrael]] summoned them specifically for the purpose of saving the Wolves from whatever damnation they were approaching. One run-in with the Changeling later, the DAs realized they had been tricked and retreated...just in time for the Thousand Sons to show up.&lt;br /&gt;
&lt;br /&gt;
==Possible Real Life Reference==&lt;br /&gt;
Believe it or not, but the Wulfen may actually be a reference. See, back in 1692, there was this guy called Thies of Kaltenbrun, AKA The Livonian Werewolf. Basically this guy told the church that he was a werewolf, and 3 times a year, he and his kind would become a wolf, go down to hell, and fight the devil and witches. Afterwards, he and his kind would bring back any livestock or grain that the devil and witches had stolen. Of course, the guy was declared a heretic for obvious reasons. It is quite possible that the wulfen are a reference to the idea of turning into a wolf and going into hell to get something back. In the case of the Wulfen, it&#039;s hunting down Magnus. &lt;br /&gt;
{{Marines-Forces}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Space Wolves]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Iron_Hands&amp;diff=277199</id>
		<title>Iron Hands</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Iron_Hands&amp;diff=277199"/>
		<updated>2018-01-18T02:32:58Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The Gaudinian Heresy and its results (aka: Character Development) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Iron Hands&lt;br /&gt;
|Heraldry = [[Image:Iron_Hands_Livery.jpg|center|140px]]&lt;br /&gt;
|Battle Cry = The Flesh Is Weak!&lt;br /&gt;
|Number = X&lt;br /&gt;
|Founding = [[First Founding]]&lt;br /&gt;
|Successors of = N/A&lt;br /&gt;
|Successor Chapters = [[Brazen Claws]], [[Iron Lords]], [[Red Talons]], [[Sons of Medusa]], [[Steel Confessors]]&lt;br /&gt;
|Chapter Master = [[Kardan Stronos]]/The Great Clan Council&lt;br /&gt;
|Primarch = [[Ferrus Manus]]&lt;br /&gt;
|Homeworld = [[Medusa]]&lt;br /&gt;
|Specialty = Bionics and mechanized warfare&lt;br /&gt;
|Strength = 1000 Marines&lt;br /&gt;
|Allegiance = [[Imperium]]&lt;br /&gt;
|Colours = Black and White&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|With steel we are stronger, but without a soul we are nothing.|Kardan Stronos}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Iron Hands&#039;&#039;&#039; were the X Legion of the [[Space Marines]] during the [[Great Crusade]] and the [[Horus Heresy]]. Their [[Primarch]] was [[Ferrus Manus]]. It&#039;s subtler than [[Space Wolves|GW&#039;s]] [[White Scars|usual]], but they have a strong resemblance to the Scottish, what with their Clans, gruff demeanor, undeniable backbone, and tendency to lose despite their badassery. Also, the Iron Hands are masters of mechanised warfare, boasting a great deal of tanks, aircraft and Dreadnoughts. They&#039;re basically the best armourmasters amongst the Space Marines, and are adept at both out-manuvering and out-playing their foes when it comes to land warfare. If you want really good vehicles as LSM, Iron Hands are really the way to go.&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Iron Hands Space Marine.jpeg|thumb|left|An Iron Hands Space Marine. Notice the iron hands of this Iron Hands.]]&lt;br /&gt;
===Past and Present===&lt;br /&gt;
The &#039;&#039;&#039;Iron Hands&#039;&#039;&#039; are, like most of their fellow chapters who originated from the first founding, completely bat shit crazy. The chapter worships their ancient Father who got a bad case of worms and ended up with silver metal-coated hands (sounds a bit like the 18th century method of using mercury to cure Syphilis) and subsequently now believe that flesh is weak and as a result the marines try to copy their Primarch and replace their body parts with machinery and cybernetic implants (right down to emotion inhibitors post-Heresy), which Ferrus himself was actually against, believing that they should trust in the strength of their flesh rather than attempting to improve upon the Emperor&#039;s work. This is all part of an undoubtedly Freudian complex brought about by the loss of their primarch during the Drop Site Massacre on Isstvan V. Of course, the chapter decided to blame everyone, &#039;&#039;&#039;especially&#039;&#039;&#039; the [[Emperor&#039;s Children|legion]] whose [[Fulgrim|primarch]] shortened [[Ferrus Manus]] by a head at neck level. Incidentally, this also includes &#039;&#039;&#039;Ferrus himself&#039;&#039;&#039;, as they came to the conclusion that it was their Primarch&#039;s own failure to control his emotions that led to the series of tactical blunders which culminated in his death. &lt;br /&gt;
&lt;br /&gt;
In spite of all this weirdness and being part of the [[First Founding]], the Iron Hands remain one of the most forgettable Chapters among [[Games Workshop]] and the fandom at large. Seriously, [[Feral World Religion|even /tg/ forgets about them half the time.]] The only chapter who has it worse are the [[Raven Guard]], barring Kyvvan Shrike. To add self mutilation and cybernetic enhancement (insult) to injury, those who do remember them often get confused with the [[Iron Warriors]], and these people are worse than heretics because at least a Heretic knows the difference between &amp;quot;corn&amp;quot; and &amp;quot;Khorne&amp;quot;, but the term Iron seems to confuse many. Leading to much fuck&#039;tardery comments like &amp;quot;Iron Within, Iron Without&amp;quot;, these people are total bell-ends and deserve to be scorned (Or would that be, sKhorned?). With the publication of the &#039;&#039;[[Horus Heresy]]&#039;&#039; books the powers that be have finally begun to remember that the Iron Hands were one of the original Space Marine Legions, but aside from their Primarch in resin courtesy of [[Forge World]] they&#039;re still years away from getting a named character. But Iron Hands don&#039;t care they are too busy kicking arse, taking names and getting shit done. That said, they really are the Emperor&#039;s Tin Men in every sense of the word. Now they&#039;ve got their own codex supplement (providing the world at large with a [[Chapter Master Smashfucker|certain slightly competitive character]]), looks like the Sons of the Gorgon are finally getting some attention.&lt;br /&gt;
&lt;br /&gt;
Also, they&#039;re totally crazy post-apocalyptic Texan British Italians in space. Yes, this is canon.&lt;br /&gt;
&lt;br /&gt;
===The Moirae Scism===&lt;br /&gt;
After the Emperor&#039;s death, there was a bit of debate as to whether He was the Omnisiah or not and, if he was, in what capacity.  Rather than debate it amoung themselves, the Iron Hands chose to glare angrily at one another until the Admech were done fighting and debating it out.  The group of Hands in the minority became the [[Sons of Medusa]] and formed their own chapter.  Despite the extreme levels of [[heresy]], everyone kept a level head and remained civil. Which is a bit unnatural for 40k, honestly, and just shows how few fucks these guys have to give.&lt;br /&gt;
&lt;br /&gt;
===The Gaudinian Heresy and its results (aka: Character Development)===&lt;br /&gt;
&lt;br /&gt;
This needs some serious editing.&lt;br /&gt;
This event appeared in the Clan Raukaan supplement and it was meant as a form of character development for the whole chapter. To understand it further one should look at one of the people that was part of it. &lt;br /&gt;
&lt;br /&gt;
Iron Father Kristos of the Iron Hands was a individual that would be described as questionable in many ways. An individual that was adherent to the extreme to the Tempering (the way of thinking that the chapter followed after the death of Ferrus Manus and the Horus Heresy), Kristos was known as a legendary leader of the Iron Hands, and was in charge of Clan Raukaan after the company suffered greatly after the Skarvus Ambush and lead it to victory. Under his command the clan managed to even retreat against the Eldar on the Garden World of Dawnbreak going directly for the main force around an excavation site the Eldar occupied and taking it, while ignoring the [[Catachan Jungle Fighters|Catachans]] and civilians the Eldar were butchering (not to mention telling the General to fight on and prove his worth while he was running away like a bitch).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Further details&#039;&#039;&#039;: The Tempering doctrine was actually a product of the Mechanicus to manipulate the Iron Hand&#039;s grief after Ferrus Manus&#039; death. Had Shadrak Meduson, leader of the Shattered Legions, not died by the betrayal of a few Iron Fathers, the chapter could had become the complete opposite from today.&lt;br /&gt;
&lt;br /&gt;
The questionable part with him was about the controversy around the battle for the Forge World of Columnus against the [[Orks|Weirdwaaagh!]] where the Iron Council accused him of deliberately sacrificing a company&#039;s worth of [[Raven Guard]] marines to achieve victory, which in all fairness, he did do. It was all done in such a way that many in the council accused him of not doing it out of standard cold logic and pragmatism, but personal feelings and a hidden agenda. The Kristosian Conclave however couldn&#039;t find anything on the Iron Father and found him and his supporters (the Kristosians) unapologetic despite protests from Captain Verox, Iron Father Marrus and the then young [[Kardan Stronos]]. That would result in the chapter being divided over their philosophy as the whole investigation ended into a revision of the Tempering. That would prove a load of horrible problems later on, only to reach its conclusion during the Gaudinian Heresy.&lt;br /&gt;
&lt;br /&gt;
The Sapphire King, a Slaaneshi daemon [[FAIL|formed out of Ferrus&#039; rage and frustration at the time of his death]] and which fed on the repressed emotions of the soul-scarred Iron Hands, saw them ripe for corruption and set a trap on the planet of Gaudinia Prime in the Gaudinia system, [[Soul Drinkers|because that always works so well.]] The Iron Hands sniffed out the daemon at the beginning of the 41st Millennium (presumably the Ordo Malleus was on vacation) and Iron Father Kristos (still stinking after the Kristosian Conclave) led 8/10th of the Chapter to fight on the planet while exterminating mutants and heretics on the other planets. The Emperor&#039;s Children were only on Gaudinia Prime, and to the Iron Hands&#039; surprise, there was absolutely nobody on the planet (and even the Chaos Marines were not around). However, scans showed that large amount of bio-signatures were concentrated in the planet&#039;s southern hemisphere in the factoria complexes. Kristos took with himself both Clans Raukaan and Sorgoll and waltzed into the area despite the Iron Fathers Stronos and Verrox, yet he didn&#039;t want to hear out anything. The force found out what really was down there...&lt;br /&gt;
&lt;br /&gt;
One billion of Imperial citizens fused into some scary techno-organic construct with the machineries, the marines moved on while Kristos was bewitched by the whole thing. And at that moment Kristos rammed one of his mechadendrites into the fleshy thing (because why not) and transformed into a cybernetic version into [[Chaos Spawn|that whose name shouldn&#039;t be called out-loud]] along with the rest of the Kristosians, and those who didn&#039;t were torn apart (among them Kristos&#039;s closest ally, Captain Graevaar). Tears into reality were opening and Slaaneshi daemons were appearing en-masses and the Sapphire King himself appeared through a rift along with his Emperor&#039;s Children retinue. What later happened was a battle mixed with madness as Iron Hands had to fight against their corrupt brethren, the daemons, and chaos marines.&lt;br /&gt;
&lt;br /&gt;
While the battle raged like insane, more and more Iron Hands were succumbing to the warping effects that turned the Kristosians into what they became, while others didn&#039;t succumb. Through the power of lazy writing Stronos quickly realized what was happening. He activated his vox and barked orders to the marines to deactivate their emotion inhibitors. In that moment the Iron Hands exploded with emotions that they repressed for ten thousand years. It was so powerful even [[Khorne]] felt it at the back of his skull, and was a really stupid move as daemons are supposed to be powered by raw emotion, and this should have made them a lot harder to kill (or maybe not, since repressed emotions tend to grow more powerful even as they fade into the subconscious, there is such a thing as an emotion you can&#039;t feel. So ESPECIALLY considering they were using inhibitors, it would make sense for repressed emotions to feed a daemon). Filled with sheer rage and true determination, the Iron Hands [[RIP AND TEAR|RIPPED AND TORE]] their way through their corrupted brethren, the daemons and Emperor&#039;s Children towards the Sapphire King. Stronos slew the thing that was once Kristos while the [[Librarian]] Epistolary Lydriik beheaded the Sapphire King himself with the Mindforge Stave so hard that, [[derp|combined with being deprived of the repressed emotions that were now free]], the daemon was permanently killed for good. After wiping out the chaos forces, the remaining Iron Hands, disgusted and horrified with what they experienced, skedaddled back to their fleet and blew the factoria to [[Exterminatus|kingdom come]] in order to wipe out any survivors left.&lt;br /&gt;
&lt;br /&gt;
After the whole thing it was discovered that 1/3rd of the council was either dead or corrupted. If the Inquisition knew what happened to them, then the consequences would&#039;ve been fatal for the sons of Manus. The Kristosians took the whole thing with the Tempering literally (as in completely cutting off their emotions and replacing them with cold logic), and this obsession with purging themselves of their emotions, a core tenet of theirs, was what would be the chapter&#039;s undoing. In a emergency session the council blabbled and argued about how the chapter should function. At this point Stronos unplugged himself while rising from his throne and, in his natural voice, spoke that the chapter was given a gift: [[AWESOME|&#039;&#039;&amp;quot;With steel we are stronger, but without a soul we are nothing.&amp;quot;&#039;&#039;]] Words that would be eternally immortalized all over the chapter&#039;s Ironglass plaques on Medusa and beyond. It was also the first time in ten millennia that the sound of applauses would be heard on Medusa. And that&#039;s something...&lt;br /&gt;
&lt;br /&gt;
On that day Kardan Stronos became [[Chapter Master Smashfucker]] (and would be re-elected at every single opportunity by the council) despite the disquiet of the few remaining Kristosians that somehow survived the situation and the Voice of Mars, yet even with what he said it wouldn&#039;t reverse ten millenia of indoctrination. It would be a long and difficult period for the sons of the Gorgon, but it was indeed a new beginning for the chapter.&lt;br /&gt;
&lt;br /&gt;
The Gaudinian Heresy wasn&#039;t an immediate character development. The Iron Hands are still angry cyborgs operating on cold calculation, but they are slowly changing to become less emotionless and don&#039;t look at emotions as a weakness, and under Kardan Stronos the Iron Hands went on a heroic streak to bolster the military efforts in key warzones. Yet the council saw the Imperium plunging into darkness and their former allies falling to madness and corruption. Thus the Grand Calculation set forth to determine where they would serve best, and their successor chapters would also be included into the equation.&lt;br /&gt;
&lt;br /&gt;
As the Iron Council debates, Stronos leads the chapter from one battle to another on its road to redemption...&lt;br /&gt;
&lt;br /&gt;
==Organisation==&lt;br /&gt;
The chapter itself is ruled by the Great Clan Council, composed up of 10 seats, each representing one of the ten clans (the Iron Hand equivalent of a company). The clans themselves are all highly autonomous and are nomadic, travelling across Medusa in mobile fortresses. Each clan nominates a warrior to represent them at the Great Clan Council and together, the ten warriors get into all sorts of [[A Game of Pretend|debates and political shenanigans]]. The logic behind this is that with no central leadership role, the chapter cannot be lead astray like so many others have. This immediately makes the Iron Hands smarter then the rest of the fucking [[Warhammer 40,000]] universe because they&#039;re smart enough to realise that having everyone led by a de facto dictator was a pretty retarded idea. Then again, they also believe that replacing their dicks with drills is the best fucking idea in the world, so I suppose your mileage may vary. (And the fact that /tg/ considers this sort of setup as fucking ridiculous based on [[Codex Astartes|where the suggestion comes from]], so again, your mileage may vary.) &lt;br /&gt;
&lt;br /&gt;
That said, they do have a kinda chapter master. When something major happens that affects the whole chapter, the council elects one of their members best suited for their current state. For example, if they&#039;re fighting orks the one who has the most experience fighting them will lead the chapter, and once done he will sit down. Making him more of a Chapter President really with checks and balances, the chapter master checks the council from getting caught up in red tape and the council makes sure he doesn&#039;t lead the chapter astray.&lt;br /&gt;
&lt;br /&gt;
Organisation and doctrine wise, the chapter follows the basic idea of the [[Codex Astartes]], while changing all the bits they don&#039;t like or cannot follow due to the heavy losses/destruction of equipment at Isstvan V (yup 10,000 years later and the Departmento Mmunitorum has not yet resupplied them, fucking REMF&#039;s). Each company is called a &amp;quot;Clan&amp;quot; and there isn&#039;t a specific company for Scouts; instead each Clan recruits their own Neophytes. Once the recruit is indoctrinated, his left hand is replaced with a cybernetic replacement. As an Iron Hand serves his Chapter he gets more and more augmented: appendages, limbs, organs; the whole shebang until the Marine is little more than a brain in a shell. There are also rumours that dead warriors are instead replaced with automatons rather then new Neophytes. Because of their extensive augmentation the Iron Hands are amongst the strongest Space Marines: strong enough to dual-wield weapons that regular Space Marines would need both hands for like the [[Melta|Multi-Melta]]. Due to the destruction of equipment at the Drop Site Massacre, the chapter lacks in Terminator armour. However veterans are often given suits of Terminator armour and placed in charge of leading squads, called &amp;quot;Klaven&amp;quot;, of Tactical Marines, who see the suits [[Pauldrons|giant pauldrons]] as inspirational. Additionally, Dreadnought chassis are highly revered and sought after pieces of equipment, and being entombed within a Dreadnought is the considered the best fate possible for an Iron Hands Marine. Finally, due to their shared love of machines the Iron Hands and [[Adeptus Mechanicus]] are pretty much bros 4 lyfe, with much Bromance and fist bumping. &#039;&#039;10011001010111001001110011001000000011010001101100011110010110011001100101001000000011110000110011- Mhu Rho 6&#039;&#039;&lt;br /&gt;
[[File:Iron_Dakka.jpg|300px|thumb|left|The Iron Hands are the most gritty of the First Founders. You could even call it... True Grit.]]&lt;br /&gt;
In combat they are utterly unforgiving and relentless, hate [[Daemon|Daemons]] and the [[warp]] with a [[Angry Marines|rare and intense hatred]] and utterly despise [[heresy]] and [[blam|cowardice]]. During one particular campaign involving the rebellion of an entire sub-sector, the Iron Hands got in and [[Rip and Tear|fucked shit up so bad]] that they executed a third of the sub-sector&#039;s entire population. That is not killed. [[Commissar|Executed]]. As in the ones they did not kill in battle, and those who surrendered and begged for mercy. Despite this they are seen as a wholesome and pious chapter, unlike [[Flesh Tearers|some others that murder everything within sight regardless of whose side they&#039;re on]] [[Marines Malevolent|or level refugee camps because there are hostiles within the perimeter.]] Either way, don&#039;t piss them off lest you fuel their murderboner; and whilst on the subject of boners, it is believed they hate [[Slaanesh]] with the [[Rage|intense hatred]] of a billion [[Æonic Orb|Æonic Orbs]] because she&#039;s the Prince of Excess and the Iron Hands believe THE FLESH IS WEAK (the previously-mentioned one-third-of-a-subsector-getting-[[blam|blammed]] was because of Slaaneshi orgies and daemons). This could mean they are more apt at fighting the minions of She Who Thirsts, but there is, as all things Iron Hands related, not much to elaborate on this except they are getting shit done. (It could also be due to their particularly strong hatred of the [[Emperor&#039;s Children|Emperor&#039;s Children]], for a long list of reasons that include [[Fulgrim|a certain Primarch]] decapitating [[Ferrus Manus|a certain other Primarch]].)&lt;br /&gt;
&lt;br /&gt;
In the Book &amp;quot;The Eye of Medusa&amp;quot; by David Guymer there is a description for &amp;quot;Helfathers&amp;quot;, the Honorguard of the Ironfathers and [[Mary Sue|the best of the best]]. They&#039;re clad in black, bulky and heavily augmented suites of Terminator Armour. They have neither Clan nor Klaven-Ensignia on their armour and even their bionics are darkened and ancient. There is the superstition that the attention of an Helfather is bad luck, [[Awesome|even among Iron Hands]]. [[Kardan Stronos]], at the time squadleader told his accompanying tech adept:&amp;quot;[[Grimdark|The Helfathers aren&#039;t even human in the the way I am human]]. I don&#039;t know how many of them exist. I never heard any of them speak. As far as I know, they don&#039;t even have names. And believe me, Melitan Yolanis, [[Grimdark|I don&#039;t wish to know any more]]&amp;quot;. &lt;br /&gt;
It&#039;s also said that they rarely, if ever, leave Medusa, so we won&#039;t see any rules for them anytime soon.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
Good news is they got a much needed bone in 6th edition. Robin Cruddace realized how stupid it was for a chapter with close ties to the Ad-mech to not have a lot of gear; they&#039;re now loaded with tanks, aircraft, and dreadnoughts. Their variation of Chapter Tactics gives all marines 6+ FNP (which is a great bonus that will save a few marines here and there, but is not something to be built around), all of their characters and vehicles get It Will Not Die, and [[Techmarine|Techmarines/Masters of the Forge]] get +1 to Blessings of the Omnissiah.  The strength in this particular set of Chapter Tactics is that basically every single model benefits from it, allowing you to play a wider selection of builds while still playing to its strengths.  &lt;br /&gt;
&lt;br /&gt;
...and then they get their own supplement. Interesting, it would seem GW is dealing with not knowing what to do with them by portraying the Chapter as full of contradictions, such as despite the clans being autonomous they do act like Codex companies. Apparently the Codex Astartes was simply &amp;quot;more logical&amp;quot; than the admittedly terrible idea of telling Guilliman and Dorn to go fuck themselves.&lt;br /&gt;
&lt;br /&gt;
Also, [[Derp|they almost completely forgot about the Contqual purging]]. Codex: Marines skips most of the campaign right to the final battle on the Shardenus hub, and Supplement: Raukaan skips it entirely in favor of the suspiciously similar &amp;quot;Gaudinian Heresy&amp;quot;. There&#039;s also a story in there about a certain Iron Father deciding that machines are better than men and then [[Heresy|getting brainwashed and mutated by a Keeper of Secrets]].  It&#039;s also deeply suspicious that for a Chapter which must absolutely revere their Apothecaries, potentially folding them into their Techmarines like Space Wolves and Blood Angels do with their Chaplains, since they&#039;d be the ones in charge of installing new cybernetics, their fluff consistently yammers on about their Techmarines and just doesn&#039;t discuss their Apothecaries at any great length.&lt;br /&gt;
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Crunch-wise in 8th edition, it doesn&#039;t seem so crap. They&#039;ve kept their 6+ FNP from 7th edition although as of the rulings on Disgusting Resilience they have to roll it for each point of damage, not wound now. That said, ignoring 16.6% of all incoming damage is helpful. Like all chapter tactics however the rule [[Fail|doesn&#039;t effect vehicles and the Iron Hands no longer gain a benefit to fixing tanks either.]]&lt;br /&gt;
&lt;br /&gt;
==Daily Rituals==&lt;br /&gt;
[[File:You&#039;re_Terminated.jpg|300px|thumb|right|A rare Iron Hands [[Terminator]] showing why metal is superior and why THE FLESH IS WEAK.]]&lt;br /&gt;
While each Clan Company has its own rituals and traditions, the following should be considered an outline of the Iron Hands daily routines:&lt;br /&gt;
&lt;br /&gt;
04:00-Morning Prayer: The Iron Hands of the Clan Company are awoken from their power stations and reconfigure their Power Options for best performance, ready for the Iron Father to lead them in sermon which is completely told in Binary.&amp;lt;br&amp;gt;&lt;br /&gt;
05:00-Morning Firing Rites: The Iron Hands engage in [[Dakka|fire practice]].&amp;lt;br&amp;gt;&lt;br /&gt;
07:00-Battle Practice: The Iron Hands gather for practice in the cages. Often the Iron Hands end up repairing the damage they inflicted on the practice servitor themselves. On more than a few occasions Chapter serfs have been unable to tell the difference between a battle-brother and a [[servitor]].&amp;lt;br&amp;gt;&lt;br /&gt;
11:00-Morning Maintenance Rituals: The Iron Hands polish and repair their wargear and augmetics.&amp;lt;br&amp;gt;&lt;br /&gt;
13:00-Midday Meal: A light meal is prepared by the Chapter serfs and occasionally accidentally given to a Servitor - lol oops.&amp;lt;br&amp;gt;&lt;br /&gt;
13:30-Tactical Indoctrination: The Clan-Commander gathers the Iron Hands for a tactical sermon on potential enemies, pointing out the vulnerable weak flesh to fire [[Bolter|bolters]] at.&amp;lt;br&amp;gt;&lt;br /&gt;
14:30-Land-Behemoth Maintenance: The Clan Company assists in repairs to the Land-Behemoth which serves as the Clan&#039;s mobile fortress-monastery. Mostly because by this point the vessel has taken on too much ash and soot from Medusa&#039;s volcanoes to continue moving. Raising questions about whether this means machines are weaker than flesh earns a battle-brother one hundred days of penitential duties.&amp;lt;br&amp;gt;&lt;br /&gt;
16:00-Evening Firing Rites: Having gotten the Land Engine working again, the Clan Company assembles for evening firing practice. Again, they will often repair any damage they inflict on the practice servitor.&amp;lt;br&amp;gt;&lt;br /&gt;
18:00-Evening Prayer: The Iron Hands gather for the Iron Father to preach to them. Areas frequently covered include the sinfulness of still having your own kidneys, why washing machines are superior to many humans and mortification of pathetic, weak flesh by poking yourself repeatedly in the eye.&amp;lt;br&amp;gt;&lt;br /&gt;
20:00-Evening Meal: A feast is prepared by the Chapter serfs. Overcooking or undercooking the food will result in the serf being banished to the Enginerarium decks (trust us, for people born on a half-frozen planet, nothing is worse than the heat of the Enginerarium decks of a Land-Behemoth). Cooking the food just right will see the serf rewarded with being made a cooking servitor.&amp;lt;br&amp;gt;&lt;br /&gt;
21:00-Evening Maintenance Rituals: The Iron Hands spend the rest of their day overseeing maintenance of their wargear and augmetics with adjustable Spanners, Watchmakers and ratchet Screwdrivers. Many magnetic heads are lost on the Marines Armour in very hard to reach places, Rare Earth Magnets are banned.&amp;lt;br&amp;gt;&lt;br /&gt;
00:00-Rest Period: The Iron Hands retire to their power stations for the evening where they configure themselves to low power mode&lt;br /&gt;
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{{Template:Marines-Official}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Iron_Hands&amp;diff=277198</id>
		<title>Iron Hands</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Iron_Hands&amp;diff=277198"/>
		<updated>2018-01-18T01:46:25Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* History */&lt;/p&gt;
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&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Iron Hands&lt;br /&gt;
|Heraldry = [[Image:Iron_Hands_Livery.jpg|center|140px]]&lt;br /&gt;
|Battle Cry = The Flesh Is Weak!&lt;br /&gt;
|Number = X&lt;br /&gt;
|Founding = [[First Founding]]&lt;br /&gt;
|Successors of = N/A&lt;br /&gt;
|Successor Chapters = [[Brazen Claws]], [[Iron Lords]], [[Red Talons]], [[Sons of Medusa]], [[Steel Confessors]]&lt;br /&gt;
|Chapter Master = [[Kardan Stronos]]/The Great Clan Council&lt;br /&gt;
|Primarch = [[Ferrus Manus]]&lt;br /&gt;
|Homeworld = [[Medusa]]&lt;br /&gt;
|Specialty = Bionics and mechanized warfare&lt;br /&gt;
|Strength = 1000 Marines&lt;br /&gt;
|Allegiance = [[Imperium]]&lt;br /&gt;
|Colours = Black and White&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|With steel we are stronger, but without a soul we are nothing.|Kardan Stronos}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Iron Hands&#039;&#039;&#039; were the X Legion of the [[Space Marines]] during the [[Great Crusade]] and the [[Horus Heresy]]. Their [[Primarch]] was [[Ferrus Manus]]. It&#039;s subtler than [[Space Wolves|GW&#039;s]] [[White Scars|usual]], but they have a strong resemblance to the Scottish, what with their Clans, gruff demeanor, undeniable backbone, and tendency to lose despite their badassery. Also, the Iron Hands are masters of mechanised warfare, boasting a great deal of tanks, aircraft and Dreadnoughts. They&#039;re basically the best armourmasters amongst the Space Marines, and are adept at both out-manuvering and out-playing their foes when it comes to land warfare. If you want really good vehicles as LSM, Iron Hands are really the way to go.&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Iron Hands Space Marine.jpeg|thumb|left|An Iron Hands Space Marine. Notice the iron hands of this Iron Hands.]]&lt;br /&gt;
===Past and Present===&lt;br /&gt;
The &#039;&#039;&#039;Iron Hands&#039;&#039;&#039; are, like most of their fellow chapters who originated from the first founding, completely bat shit crazy. The chapter worships their ancient Father who got a bad case of worms and ended up with silver metal-coated hands (sounds a bit like the 18th century method of using mercury to cure Syphilis) and subsequently now believe that flesh is weak and as a result the marines try to copy their Primarch and replace their body parts with machinery and cybernetic implants (right down to emotion inhibitors post-Heresy), which Ferrus himself was actually against, believing that they should trust in the strength of their flesh rather than attempting to improve upon the Emperor&#039;s work. This is all part of an undoubtedly Freudian complex brought about by the loss of their primarch during the Drop Site Massacre on Isstvan V. Of course, the chapter decided to blame everyone, &#039;&#039;&#039;especially&#039;&#039;&#039; the [[Emperor&#039;s Children|legion]] whose [[Fulgrim|primarch]] shortened [[Ferrus Manus]] by a head at neck level. Incidentally, this also includes &#039;&#039;&#039;Ferrus himself&#039;&#039;&#039;, as they came to the conclusion that it was their Primarch&#039;s own failure to control his emotions that led to the series of tactical blunders which culminated in his death. &lt;br /&gt;
&lt;br /&gt;
In spite of all this weirdness and being part of the [[First Founding]], the Iron Hands remain one of the most forgettable Chapters among [[Games Workshop]] and the fandom at large. Seriously, [[Feral World Religion|even /tg/ forgets about them half the time.]] The only chapter who has it worse are the [[Raven Guard]], barring Kyvvan Shrike. To add self mutilation and cybernetic enhancement (insult) to injury, those who do remember them often get confused with the [[Iron Warriors]], and these people are worse than heretics because at least a Heretic knows the difference between &amp;quot;corn&amp;quot; and &amp;quot;Khorne&amp;quot;, but the term Iron seems to confuse many. Leading to much fuck&#039;tardery comments like &amp;quot;Iron Within, Iron Without&amp;quot;, these people are total bell-ends and deserve to be scorned (Or would that be, sKhorned?). With the publication of the &#039;&#039;[[Horus Heresy]]&#039;&#039; books the powers that be have finally begun to remember that the Iron Hands were one of the original Space Marine Legions, but aside from their Primarch in resin courtesy of [[Forge World]] they&#039;re still years away from getting a named character. But Iron Hands don&#039;t care they are too busy kicking arse, taking names and getting shit done. That said, they really are the Emperor&#039;s Tin Men in every sense of the word. Now they&#039;ve got their own codex supplement (providing the world at large with a [[Chapter Master Smashfucker|certain slightly competitive character]]), looks like the Sons of the Gorgon are finally getting some attention.&lt;br /&gt;
&lt;br /&gt;
Also, they&#039;re totally crazy post-apocalyptic Texan British Italians in space. Yes, this is canon.&lt;br /&gt;
&lt;br /&gt;
===The Moirae Scism===&lt;br /&gt;
After the Emperor&#039;s death, there was a bit of debate as to whether He was the Omnisiah or not and, if he was, in what capacity.  Rather than debate it amoung themselves, the Iron Hands chose to glare angrily at one another until the Admech were done fighting and debating it out.  The group of Hands in the minority became the [[Sons of Medusa]] and formed their own chapter.  Despite the extreme levels of [[heresy]], everyone kept a level head and remained civil. Which is a bit unnatural for 40k, honestly, and just shows how few fucks these guys have to give.&lt;br /&gt;
&lt;br /&gt;
===The Gaudinian Heresy and its results (aka: Character Development)===&lt;br /&gt;
&lt;br /&gt;
This needs some serious editing.&lt;br /&gt;
This event appeared in the Clan Raukaan supplement and it was meant as a form of character development for the whole chapter. To understand it further one should look at one of the people that was part of it. &lt;br /&gt;
&lt;br /&gt;
Iron Father Kristos of the Iron Hands was a individual that would be described as questionable in many ways. An individual that was adherent to the extreme to the Tempering (the way of thinking that the chapter followed after the death of Ferrus Manus and the Horus Heresy), Kristos was known as a legendary leader of the Iron Hands, and was in charge of Clan Raukaan after the company suffered greatly after the Skarvus Ambush and lead it to victory. Under his command the clan managed to even retreat against the Eldar on the Garden World of Dawnbreak going directly for the main force around an excavation site the Eldar occupied and taking it, while ignoring the [[Catachan Jungle Fighters|Catachans]] and civilians the Eldar were butchering (not to mention telling the General to fight on and prove his worth while he was running away like a bitch).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Further details&#039;&#039;&#039;: The Tempering doctrine was actually a product of the Mechanicus to manipulate the Iron Hand&#039;s grief after Ferrus Manus&#039; death. Had Shadrak Meduson, leader of the Shattered Legions, not died by the betrayal of a few Iron Fathers, the chapter could had become the complete opposite from today.&lt;br /&gt;
&lt;br /&gt;
The questionable part with him was about the controversy around the battle for the Forge World of Columnus against the [[Orks|Weirdwaaagh!]] where the Iron Council accused him of deliberately sacrificing a company&#039;s worth of [[Raven Guard]] marines to achieve victory, which in all fairness, he did do. It was all done in such a way that many in the council accused him of not doing it out of standard cold logic and pragmatism, but personal feelings and a hidden agenda. The Kristosian Conclave however couldn&#039;t find anything on the Iron Father and found him and his supporters (the Kristosians) unapologetic despite protests from Captain Verox, Iron Father Marrus and the then young [[Kardan Stronos]]. That would result in the chapter being divided over their philosophy as the whole investigation ended into a revision of the Tempering. That would prove a load of horrible problems later on, only to reach its conclusion during the Gaudinian Heresy.&lt;br /&gt;
&lt;br /&gt;
The Sapphire King, a Slaaneshi daemon [[FAIL|formed out of Ferrus&#039; rage and frustration at the time of his death]] and which fed on the repressed emotions of the soul-scarred Iron Hands, saw them ripe for corruption and set a trap on the planet of Gaudinia Prime in the Gaudinia system, [[Soul Drinkers|because that always works so well.]] The Iron Hands sniffed out the daemon at the beginning of the 41st Millennium (presumably the Ordo Malleus was on vacation) and Iron Father Kristos (still stinking after the Kristosian Conclave) led 8/10th of the Chapter to fight on the planet while exterminating mutants and heretics on the other planets. The Emperor&#039;s Children were only on Gaudinia Prime, and to the Iron Hands&#039; surprise, there was absolutely nobody on the planet (and even the Chaos Marines were not around). However, scans showed that large amount of bio-signatures were concentrated in the planet&#039;s southern hemisphere in the factoria complexes. Kristos took with himself both Clans Raukaan and Sorgoll and waltzed into the area despite the Iron Fathers Stronos and Verrox, yet he didn&#039;t want to hear out anything. The force found out what really was down there...&lt;br /&gt;
&lt;br /&gt;
One billion of Imperial citizens fused into some scary techno-organic construct with the machineries, the marines moved on while Kristos was bewitched by the whole thing. And at that moment Kristos rammed one of his mechadendrites into the fleshy thing (because why not) and transformed into a cybernetic version into [[Chaos Spawn|that whose name shouldn&#039;t be called out-loud]] along with the rest of the Kristosians, and those who didn&#039;t were torn apart (among them Kristos&#039;s closest ally, Captain Graevaar). Tears into reality were opening and Slaaneshi daemons were appearing en-masses and the Sapphire King himself appeared through a rift along with his Emperor&#039;s Children retinue. What later happened was a battle mixed with madness as Iron Hands had to fight against their corrupt brethren, the daemons, and chaos marines.&lt;br /&gt;
&lt;br /&gt;
While the battle raged like insane, more and more Iron Hands were succumbing to the warping effects that turned the Kristosians into what they became, while others didn&#039;t succumb. Through the power of lazy writing Stronos quickly realized what was happening. He activated his vox and barked orders to the marines to deactivate their emotion inhibitors. In that moment the Iron Hands exploded with emotions that they repressed for ten thousand years. It was so powerful even [[Khorne]] felt it at the back of his skull, and was a really stupid move as daemons are supposed to be powered by raw emotion, and this should have made them a lot harder to kill.(or maybe not, since repressed emotions tend to grow more powerful even as they fade into the subconscious, there is such a thing as an emotion you can&#039;t feel. So ESPECIALLY considering they were using inhibitors, it would make sense for repressed emotions to feed a daemon) Filled with sheer rage and true determination, the Iron Hands [[RIP AND TEAR|RIPPED AND TORE]] their way through their corrupted brethren, the daemons and Emperor&#039;s Children towards the Sapphire King. Stronos slew the thing that was once Kristos while the [[Librarian]] Epistolary Lydriik beheaded the Sapphire King himself with the Mindforge Stave so hard that, [[derp|combined with being depraved of the repressed emotions that were now free]], the daemon was permanently killed for good. After wiping out the chaos forces, the remaining Iron Hands, disgusted and horrified with what they experienced, skedaddled back to their fleet and blew the factoria to [[Exterminatus|kingdom come]] in order to wipe out any survivors left.&lt;br /&gt;
&lt;br /&gt;
After the whole thing it was discovered that 1/3rd of the council was either dead or corrupted. If the Inquisition knew what happened to them, then the consequences would&#039;ve been fatal for the sons of Manus. The Kristosians took the whole thing with the Tempering literally (as in completely cutting off their emotions and replacing them with cold logic), and this obsession with purging themselves of their emotions, a core tenet of theirs, was what would be the chapter&#039;s undoing. In a emergency session the council blabbled and argued about how the chapter should function. At this point Stronos unplugged himself while rising from his throne and, in his natural voice, spoke that the chapter was given a gift: [[AWESOME|&#039;&#039;&amp;quot;With steel we are stronger, but without a soul we are nothing.&amp;quot;&#039;&#039;]] Words that would be eternally immortalized all over the chapter&#039;s Ironglass plaques on Medusa and beyond. It was also the first time in ten millennia that the sound of applauses would be heard on Medusa. And that&#039;s something...&lt;br /&gt;
&lt;br /&gt;
On that day Kardan Stronos became [[Chapter Master Smashfucker]] (and would be re-elected at every single opportunity by the council) despite the disquiet of the few remaining Kristosians that somehow survived the situation and the Voice of Mars, yet even with what he said it wouldn&#039;t reverse ten millenia of indoctrination. It would be a long and difficult period for the sons of the Gorgon, but it was indeed a new beginning for the chapter.&lt;br /&gt;
&lt;br /&gt;
The Gaudinian Heresy wasn&#039;t an immediate character development. The Iron Hands are still angry cyborgs operating on cold calculation, but they are slowly changing to become less emotionless and don&#039;t look at emotions as a weakness, and under Kardan Stronos the Iron Hands went on a heroic streak to bolster the military efforts in key warzones. Yet the council saw the Imperium plunging into darkness and their former allies falling to madness and corruption. Thus the Grand Calculation set forth to determine where they would serve best, and their successor chapters would also be included into the equation.&lt;br /&gt;
&lt;br /&gt;
As the Iron Council debates, Stronos leads the chapter from one battle to another on its road to redemption...&lt;br /&gt;
&lt;br /&gt;
==Organisation==&lt;br /&gt;
The chapter itself is ruled by the Great Clan Council, composed up of 10 seats, each representing one of the ten clans (the Iron Hand equivalent of a company). The clans themselves are all highly autonomous and are nomadic, travelling across Medusa in mobile fortresses. Each clan nominates a warrior to represent them at the Great Clan Council and together, the ten warriors get into all sorts of [[A Game of Pretend|debates and political shenanigans]]. The logic behind this is that with no central leadership role, the chapter cannot be lead astray like so many others have. This immediately makes the Iron Hands smarter then the rest of the fucking [[Warhammer 40,000]] universe because they&#039;re smart enough to realise that having everyone led by a de facto dictator was a pretty retarded idea. Then again, they also believe that replacing their dicks with drills is the best fucking idea in the world, so I suppose your mileage may vary. (And the fact that /tg/ considers this sort of setup as fucking ridiculous based on [[Codex Astartes|where the suggestion comes from]], so again, your mileage may vary.) &lt;br /&gt;
&lt;br /&gt;
That said, they do have a kinda chapter master. When something major happens that affects the whole chapter, the council elects one of their members best suited for their current state. For example, if they&#039;re fighting orks the one who has the most experience fighting them will lead the chapter, and once done he will sit down. Making him more of a Chapter President really with checks and balances, the chapter master checks the council from getting caught up in red tape and the council makes sure he doesn&#039;t lead the chapter astray.&lt;br /&gt;
&lt;br /&gt;
Organisation and doctrine wise, the chapter follows the basic idea of the [[Codex Astartes]], while changing all the bits they don&#039;t like or cannot follow due to the heavy losses/destruction of equipment at Isstvan V (yup 10,000 years later and the Departmento Mmunitorum has not yet resupplied them, fucking REMF&#039;s). Each company is called a &amp;quot;Clan&amp;quot; and there isn&#039;t a specific company for Scouts; instead each Clan recruits their own Neophytes. Once the recruit is indoctrinated, his left hand is replaced with a cybernetic replacement. As an Iron Hand serves his Chapter he gets more and more augmented: appendages, limbs, organs; the whole shebang until the Marine is little more than a brain in a shell. There are also rumours that dead warriors are instead replaced with automatons rather then new Neophytes. Because of their extensive augmentation the Iron Hands are amongst the strongest Space Marines: strong enough to dual-wield weapons that regular Space Marines would need both hands for like the [[Melta|Multi-Melta]]. Due to the destruction of equipment at the Drop Site Massacre, the chapter lacks in Terminator armour. However veterans are often given suits of Terminator armour and placed in charge of leading squads, called &amp;quot;Klaven&amp;quot;, of Tactical Marines, who see the suits [[Pauldrons|giant pauldrons]] as inspirational. Additionally, Dreadnought chassis are highly revered and sought after pieces of equipment, and being entombed within a Dreadnought is the considered the best fate possible for an Iron Hands Marine. Finally, due to their shared love of machines the Iron Hands and [[Adeptus Mechanicus]] are pretty much bros 4 lyfe, with much Bromance and fist bumping. &#039;&#039;10011001010111001001110011001000000011010001101100011110010110011001100101001000000011110000110011- Mhu Rho 6&#039;&#039;&lt;br /&gt;
[[File:Iron_Dakka.jpg|300px|thumb|left|The Iron Hands are the most gritty of the First Founders. You could even call it... True Grit.]]&lt;br /&gt;
In combat they are utterly unforgiving and relentless, hate [[Daemon|Daemons]] and the [[warp]] with a [[Angry Marines|rare and intense hatred]] and utterly despise [[heresy]] and [[blam|cowardice]]. During one particular campaign involving the rebellion of an entire sub-sector, the Iron Hands got in and [[Rip and Tear|fucked shit up so bad]] that they executed a third of the sub-sector&#039;s entire population. That is not killed. [[Commissar|Executed]]. As in the ones they did not kill in battle, and those who surrendered and begged for mercy. Despite this they are seen as a wholesome and pious chapter, unlike [[Flesh Tearers|some others that murder everything within sight regardless of whose side they&#039;re on]] [[Marines Malevolent|or level refugee camps because there are hostiles within the perimeter.]] Either way, don&#039;t piss them off lest you fuel their murderboner; and whilst on the subject of boners, it is believed they hate [[Slaanesh]] with the [[Rage|intense hatred]] of a billion [[Æonic Orb|Æonic Orbs]] because she&#039;s the Prince of Excess and the Iron Hands believe THE FLESH IS WEAK (the previously-mentioned one-third-of-a-subsector-getting-[[blam|blammed]] was because of Slaaneshi orgies and daemons). This could mean they are more apt at fighting the minions of She Who Thirsts, but there is, as all things Iron Hands related, not much to elaborate on this except they are getting shit done. (It could also be due to their particularly strong hatred of the [[Emperor&#039;s Children|Emperor&#039;s Children]], for a long list of reasons that include [[Fulgrim|a certain Primarch]] decapitating [[Ferrus Manus|a certain other Primarch]].)&lt;br /&gt;
&lt;br /&gt;
In the Book &amp;quot;The Eye of Medusa&amp;quot; by David Guymer there is a description for &amp;quot;Helfathers&amp;quot;, the Honorguard of the Ironfathers and [[Mary Sue|the best of the best]]. They&#039;re clad in black, bulky and heavily augmented suites of Terminator Armour. They have neither Clan nor Klaven-Ensignia on their armour and even their bionics are darkened and ancient. There is the superstition that the attention of an Helfather is bad luck, [[Awesome|even among Iron Hands]]. [[Kardan Stronos]], at the time squadleader told his accompanying tech adept:&amp;quot;[[Grimdark|The Helfathers aren&#039;t even human in the the way I am human]]. I don&#039;t know how many of them exist. I never heard any of them speak. As far as I know, they don&#039;t even have names. And believe me, Melitan Yolanis, [[Grimdark|I don&#039;t wish to know any more]]&amp;quot;. &lt;br /&gt;
It&#039;s also said that they rarely, if ever, leave Medusa, so we won&#039;t see any rules for them anytime soon.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
Good news is they got a much needed bone in 6th edition. Robin Cruddace realized how stupid it was for a chapter with close ties to the Ad-mech to not have a lot of gear; they&#039;re now loaded with tanks, aircraft, and dreadnoughts. Their variation of Chapter Tactics gives all marines 6+ FNP (which is a great bonus that will save a few marines here and there, but is not something to be built around), all of their characters and vehicles get It Will Not Die, and [[Techmarine|Techmarines/Masters of the Forge]] get +1 to Blessings of the Omnissiah.  The strength in this particular set of Chapter Tactics is that basically every single model benefits from it, allowing you to play a wider selection of builds while still playing to its strengths.  &lt;br /&gt;
&lt;br /&gt;
...and then they get their own supplement. Interesting, it would seem GW is dealing with not knowing what to do with them by portraying the Chapter as full of contradictions, such as despite the clans being autonomous they do act like Codex companies. Apparently the Codex Astartes was simply &amp;quot;more logical&amp;quot; than the admittedly terrible idea of telling Guilliman and Dorn to go fuck themselves.&lt;br /&gt;
&lt;br /&gt;
Also, [[Derp|they almost completely forgot about the Contqual purging]]. Codex: Marines skips most of the campaign right to the final battle on the Shardenus hub, and Supplement: Raukaan skips it entirely in favor of the suspiciously similar &amp;quot;Gaudinian Heresy&amp;quot;. There&#039;s also a story in there about a certain Iron Father deciding that machines are better than men and then [[Heresy|getting brainwashed and mutated by a Keeper of Secrets]].  It&#039;s also deeply suspicious that for a Chapter which must absolutely revere their Apothecaries, potentially folding them into their Techmarines like Space Wolves and Blood Angels do with their Chaplains, since they&#039;d be the ones in charge of installing new cybernetics, their fluff consistently yammers on about their Techmarines and just doesn&#039;t discuss their Apothecaries at any great length.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise in 8th edition, it doesn&#039;t seem so crap. They&#039;ve kept their 6+ FNP from 7th edition although as of the rulings on Disgusting Resilience they have to roll it for each point of damage, not wound now. That said, ignoring 16.6% of all incoming damage is helpful. Like all chapter tactics however the rule [[Fail|doesn&#039;t effect vehicles and the Iron Hands no longer gain a benefit to fixing tanks either.]]&lt;br /&gt;
&lt;br /&gt;
==Daily Rituals==&lt;br /&gt;
[[File:You&#039;re_Terminated.jpg|300px|thumb|right|A rare Iron Hands [[Terminator]] showing why metal is superior and why THE FLESH IS WEAK.]]&lt;br /&gt;
While each Clan Company has its own rituals and traditions, the following should be considered an outline of the Iron Hands daily routines:&lt;br /&gt;
&lt;br /&gt;
04:00-Morning Prayer: The Iron Hands of the Clan Company are awoken from their power stations and reconfigure their Power Options for best performance, ready for the Iron Father to lead them in sermon which is completely told in Binary.&amp;lt;br&amp;gt;&lt;br /&gt;
05:00-Morning Firing Rites: The Iron Hands engage in [[Dakka|fire practice]].&amp;lt;br&amp;gt;&lt;br /&gt;
07:00-Battle Practice: The Iron Hands gather for practice in the cages. Often the Iron Hands end up repairing the damage they inflicted on the practice servitor themselves. On more than a few occasions Chapter serfs have been unable to tell the difference between a battle-brother and a [[servitor]].&amp;lt;br&amp;gt;&lt;br /&gt;
11:00-Morning Maintenance Rituals: The Iron Hands polish and repair their wargear and augmetics.&amp;lt;br&amp;gt;&lt;br /&gt;
13:00-Midday Meal: A light meal is prepared by the Chapter serfs and occasionally accidentally given to a Servitor - lol oops.&amp;lt;br&amp;gt;&lt;br /&gt;
13:30-Tactical Indoctrination: The Clan-Commander gathers the Iron Hands for a tactical sermon on potential enemies, pointing out the vulnerable weak flesh to fire [[Bolter|bolters]] at.&amp;lt;br&amp;gt;&lt;br /&gt;
14:30-Land-Behemoth Maintenance: The Clan Company assists in repairs to the Land-Behemoth which serves as the Clan&#039;s mobile fortress-monastery. Mostly because by this point the vessel has taken on too much ash and soot from Medusa&#039;s volcanoes to continue moving. Raising questions about whether this means machines are weaker than flesh earns a battle-brother one hundred days of penitential duties.&amp;lt;br&amp;gt;&lt;br /&gt;
16:00-Evening Firing Rites: Having gotten the Land Engine working again, the Clan Company assembles for evening firing practice. Again, they will often repair any damage they inflict on the practice servitor.&amp;lt;br&amp;gt;&lt;br /&gt;
18:00-Evening Prayer: The Iron Hands gather for the Iron Father to preach to them. Areas frequently covered include the sinfulness of still having your own kidneys, why washing machines are superior to many humans and mortification of pathetic, weak flesh by poking yourself repeatedly in the eye.&amp;lt;br&amp;gt;&lt;br /&gt;
20:00-Evening Meal: A feast is prepared by the Chapter serfs. Overcooking or undercooking the food will result in the serf being banished to the Enginerarium decks (trust us, for people born on a half-frozen planet, nothing is worse than the heat of the Enginerarium decks of a Land-Behemoth). Cooking the food just right will see the serf rewarded with being made a cooking servitor.&amp;lt;br&amp;gt;&lt;br /&gt;
21:00-Evening Maintenance Rituals: The Iron Hands spend the rest of their day overseeing maintenance of their wargear and augmetics with adjustable Spanners, Watchmakers and ratchet Screwdrivers. Many magnetic heads are lost on the Marines Armour in very hard to reach places, Rare Earth Magnets are banned.&amp;lt;br&amp;gt;&lt;br /&gt;
00:00-Rest Period: The Iron Hands retire to their power stations for the evening where they configure themselves to low power mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Marines-Official}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Wulfen&amp;diff=568359</id>
		<title>Wulfen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Wulfen&amp;diff=568359"/>
		<updated>2018-01-18T01:15:44Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Johan-grenier-wulfen11.jpg|400px|right|thumb|When you [[Yiff|yiff]] so hard you become a [[Heresy|semi-heretical]] [[Furry|furry.]]]]&lt;br /&gt;
&#039;&#039;&#039;Wulfen&#039;&#039;&#039; are &amp;lt;strike&amp;gt;DIGGANOBZ!&amp;lt;/strike&amp;gt; those [[Space Wolves]] who have succumbed to the Canis Helix inside them and gone partially feral. The result is the same whether this is due to lack of self discipline, going berzerk in battle, or wolfing out to avoid chaotic corruption (that&#039;s how the Wolves can spend millenia in the warp and not get corrupt: [[Wat|Wulfen are almost totally immune to chaotic corruption]]). Many of the Wulfen were members of the Thirteenth Great Company that went into the Warp by the tail-end of the [[Horus]] Heresy with the intent of hunting down and destroying the [[Thousand Sons]] and [[Magnus the Red]]. Though many hunts were established by their brethren that remained in the material world to find the lost (and Russ), it was eventually concluded that they were lost to the chapter.&lt;br /&gt;
&lt;br /&gt;
The vacancy has since been left unfilled by the annals of Fenris, and their company a symbol of those lost in action.&lt;br /&gt;
&lt;br /&gt;
==Back in the Day...==&lt;br /&gt;
These guys first appeared in the [[Eye of Terror]] Codex back in 3E, where they formed their own mini-armylist as the 13th Great Company. Though they lacked the fancier weapons their modern kin had, they made up for it by being absolute savages in combat. They had amazing speeds for on-foot models (and this was pre-Battle Focus Eldar)&lt;br /&gt;
As for why they were there? Well, they weren&#039;t absolutely confirmed for existing, but there were rumors on the battlefield that they were alive, prompting [[Logan Grimnar]] to visit &amp;lt;strike&amp;gt;Canada&amp;lt;/strike&amp;gt; Cadia.&lt;br /&gt;
&lt;br /&gt;
They would sorta remain in the armylist for another two editions with the Mark of the Wulfen upgrade, allowing for some models to eschew any weapons for absolute brawling mastery and immunity to morale.&lt;br /&gt;
[[File:Tumblr_o23hkva6wY1ummjd5o1_1280.png|280px|left|thumb|Space-viking-wolverine-werewolves aren&#039;t to be trifled with.]]&lt;br /&gt;
&lt;br /&gt;
==...And Now==&lt;br /&gt;
Their comeback in 7th Edition with Curse of the Wulfen is one that made a rather average-tier army with the coming of Decurions back into a great melee army, and these guys were a centerpiece for it.&lt;br /&gt;
&lt;br /&gt;
For 30 points each, these bastards come with a disappointing BS2 but S5, 2 Wounds, 3 Attacks, all that attack at Initiative 5, and get Bulky, Feel No Pain, and Rage in addition to their basic rules. Though they only have a 4+ save, their mobility (as well as FNP) more than makes up for it by allowing them to run and charge at the same turn (with re-rolls to charge). Making a Leader adds +1 Ld and Attack, same as any other.&lt;br /&gt;
&lt;br /&gt;
While Wulfen are melee monsters, their weapons do give them a chance to fight a specific enemy. While they&#039;re modestly effective against mobs with their basic CCWs, they can grab some weapons to boost their effectiveness. Stormgrag Auto-Launchers are cheap add-ons that give the Wulfen a ranged attack at the strength of a flamer. Frost Great Axes are two-handed Power Axes +3 (Making them S8 AP2) that can ignore Unwieldy on the first turn of a battle, making them beastslayers. This weakness of Unwieldy is offset by a special rule the Wulfen get that allows them to pile in and attack on the initiative step they are killed, even if they already rolled their attacks. In the case of the axe, this guarantees that they&#039;ll always have a chance to hit. Frost Claws are S+1 AP2 Lightning Claws, which gives them remarkable reliability in damage, which is a must since Leaders are stuck with these weapons. They can also grab a Thunder Hammer and Storm Shield, which is incredibly expensive, but gives them both an insanely powerful weapon and a kickass Invulnerable save.&lt;br /&gt;
&lt;br /&gt;
However, the most standout thing they can add is &#039;&#039;&#039;The Curse of the Wulfen&#039;&#039;&#039;, a rule that makes all Space Wolves models that aren&#039;t vehicles or wolves/servitors gain some benefit based on what they&#039;re doing. Every turn, you need to roll a dice. Every Space Wolf within 6&amp;quot;, every Blood Claw/Skyclaw/Swiftclaw within 12&amp;quot;, and every Long Fang within 3&amp;quot;, gets a result based on one of two tables: Those not in combat use the &amp;quot;Hunt&amp;quot; table, while those in combat use the &amp;quot;Kill&amp;quot; table.&lt;br /&gt;
Hunt gives them either HoW and re-rolling charges, additional moving distance, and Furious Charge with d3 bonus moves on the charge (unless it has Rage). Kill gives them +1 Initiative, re-rolls to wound in combat, or gain the ability to pile in and attack on the turn they are killed in combat.&lt;br /&gt;
&lt;br /&gt;
When 2-5 of them get fielded as a formation (the &#039;&#039;Wulfen Murderpack&#039;&#039;), they get the ability to make a bonus attack if they roll a 6 to-hit (though no further ones) and add +1 to their Curse Tables, allowing for a new effect to allies on the &amp;quot;Hunt&amp;quot; and &amp;quot;Kill&amp;quot; tables: &amp;quot;Hunt&amp;quot; lets them make a move out of the movement phase without penalty, while &amp;quot;Kill&amp;quot; gives a bonus attack.&lt;br /&gt;
&lt;br /&gt;
==Warzone Fenris: The Comeback==&lt;br /&gt;
===Curse of the Wulfen===&lt;br /&gt;
[[File:Felinid Wulfen Bait.png|240px|right|thumb|It was guaranteed that the best way to get a pack of Wulfen going is to bait them with a [[Felinid]]. This questionable [[Furry|furry-on-furry action]] was deemed almost [[Extra Heresy|heretical]] if it wasn&#039;t considered [[Rule 34|strangely erotic]] by some [[Inquisition|radical Inquisitors.]]]]&lt;br /&gt;
It would be Harald Deathwolf who&#039;d be the first to meet the Wulfen in the new retconned continuity of Post-4E.&lt;br /&gt;
He and his company were on a mission to save the hive world of Nurades from daemonic infestation when they found themselves ambushed by [[Tzeentch]]ian trickery. This proved devastating, and they were ready to die warriors&#039; deaths, but suddenly the Wulfen show up. They mop the floor with the daemons and the Wolf Lord meets with them, learning that they are indeed the lost Great Company.&lt;br /&gt;
&lt;br /&gt;
The Wolf Lords soon returned homeward, to Fenris, to debate what portent this meant and how to manage a recent rash of warp storms in their region. The Wulfen with Deathfang only insisted that more of his kind were there. Though none of the Lords could come to a suitable agreement as to their purpose and [[Bjorn]] was too busy asleep to answer, they all agreed that one thing was certain: They needed to retrieve the Wulfen before anyone else did and began [[Furry|drawing]] [[Heresy|conclusions]]. In the meanwhile though, the Wulfen would remain in the Fang to get themselves re-armed. Once properly equipped with the wall-decorations of the Fang, the Wulfen rejoined Deathwolf and the Great Companies began their little scavenger hunt.&lt;br /&gt;
&lt;br /&gt;
However, as the Wolves were hunting, so too were the [[Dark Angels]]. After losing contact with some scouts at Nurades, the chapter eventually discovered their deaths and recovered some tainted relics they hid there ages ago (all of this completely unrelated to the Wolves). The Inner Circle &amp;quot;learn&amp;quot; (courtesy of the Changeling) that they were murdered by the Wulfen.(In reality, they fought alongside the Wulfen against Chaos forces.) Though leery, they decide to first ask the Wolves about this situation before deciding to outright assume heresy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Similarly, the [[Grey Knights]] began looking at these new warp storms with concern and began sending out squads to stem the daemons from running loose. Though some of these sites they would find partially cleaned of daemons by the Wolves, [[Arvann Stern]] would come across one of the Wulfen and decided it was time to talk with Grimnar.&lt;br /&gt;
&lt;br /&gt;
On Tranquilitus, Wolf Lord Sven Bloodhowl would find a detachment of [[Ravenwing]] led by [[Sammael]] battling daemons and began teaming up while trying to find the Wulfen. The issue here was that the Wulfen got stasis-bombed. Before Sven and Sammael could come to blows over the giant werewolves, however, more daemons surged forth. This provided the Wolves with their chance to bail, leaving Sammy and his crew to get nearly wiped before falling back. From there, he (or more precisely, the Changeling, disguised as him) concludes that something&#039;s seriously fucked up and reports to Azrael.&lt;br /&gt;
&lt;br /&gt;
Sternn would find Grimnar on Vikurus. Grimnar gathered with him his finest guys and MURDERFANG the &amp;lt;s&amp;gt;Curse&amp;lt;/s&amp;gt;MURDERBORN in hopes that the Wulfen dread would help find the Wulfen. In the midst of the battle, the Knights would intervene. Sternn insisted on Grimnar&#039;s surrender, Grimnar tells them to wolf off. They eventually (again) find a welcome distraction when Stern reveals that his astropaths recovered a message from the Fang that warp storms were approaching Fenris. In a rush, Logan recalls every company back and asks that the Wulfen matter gets shelved until the matter is resolved. However, as they returned, reports began flooding in about marines growing ever-restless, violent even. The Curse of the Wulfen began taking hold.&lt;br /&gt;
&lt;br /&gt;
They arrived to discover that it wasn&#039;t the Thousand Sons here to enact vengeance, but instead the [[Alpha Legion]]. The Wolves, each with a pack of Wulfen, would deploy on the worlds of the Fenris system, while he would bring the Grey Knights with him. All the while, Krom Dragongaze, indignant at his defeat on Alaric Prime (setting of the Sanctus Reach Warzone), had to keep watch of the Fang when he realized that Bjorn was [[wat|secretly psychic]] and [[Emprah|was protecting the Fang from Daemons while being crippled]]. And if it sounds completely stupid, that&#039;s because it is. Oh, and Bjorn also warned Krom that the Grey Knights were walking into a trap. &amp;lt;br/&amp;gt;&lt;br /&gt;
Krom managed to get to Stern before it was too late, and together they battled a Daemon Prince.&lt;br /&gt;
&lt;br /&gt;
It was at this time that the Dark Angels finally burst onto the scene, their fleets supported by those of a dozen other chapters as well as the Navy and Knightly Houses and the motherfucking Rock! [[Azrael]] summoned them specifically for the purpose of saving the Wolves from whatever damnation they were approaching. One run-in with the Changeling later, the DAs realized they had been tricked and retreated...just in time for the Thousand Sons to show up. &lt;br /&gt;
&lt;br /&gt;
==Possible Real Life Reference==&lt;br /&gt;
Believe it or not, but the Wulfen may actually be a reference. See, back in 1692, there was this guy called Thies of Kaltenbrun, AKA The Livonian Werewolf. Basically this guy told the church that he was a werewolf, and 3 times a year, he and his kind would become a wolf, go down to hell, and fight the devil and witches. Afterwards, he and his kind would bring back any livestock or grain that the devil and witches had stolen. Of course, the guy was declared a heretic for obvious reasons. It is quite possible that the wulfen are a reference to the idea of turning into a wolf and going into hell to get something back. In the case of the Wulfen, it&#039;s hunting down Magnus. &lt;br /&gt;
{{Marines-Forces}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Space Wolves]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Wulfen&amp;diff=568358</id>
		<title>Wulfen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Wulfen&amp;diff=568358"/>
		<updated>2018-01-18T01:15:06Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Johan-grenier-wulfen11.jpg|400px|right|thumb|When you [[Yiff|yiff]] so hard you become a [[Heresy|semi-heretical]] [[Furry|furry.]]]]&lt;br /&gt;
&#039;&#039;&#039;Wulfen&#039;&#039;&#039; are &amp;lt;strike&amp;gt;DIGGANOBZ!&amp;lt;/strike&amp;gt; those [[Space Wolves]] who have succumbed to the Canis Helix inside them and gone partially feral. The result is the same whether this is due to lack of self discipline, going berzerk in battle, or wolfing out to avoid chaotic corruption (that&#039;s how the Wolves can spend millenia in the warp and not get corrupt: Wulfen are almost totally immune to chaotic corruption). Many of the Wulfen were members of the Thirteenth Great Company that went into the Warp by the tail-end of the [[Horus]] Heresy with the intent of hunting down and destroying the [[Thousand Sons]] and [[Magnus the Red]]. Though many hunts were established by their brethren that remained in the material world to find the lost (and Russ), it was eventually concluded that they were lost to the chapter.&lt;br /&gt;
&lt;br /&gt;
The vacancy has since been left unfilled by the annals of Fenris, and their company a symbol of those lost in action.&lt;br /&gt;
&lt;br /&gt;
==Back in the Day...==&lt;br /&gt;
These guys first appeared in the [[Eye of Terror]] Codex back in 3E, where they formed their own mini-armylist as the 13th Great Company. Though they lacked the fancier weapons their modern kin had, they made up for it by being absolute savages in combat. They had amazing speeds for on-foot models (and this was pre-Battle Focus Eldar)&lt;br /&gt;
As for why they were there? Well, they weren&#039;t absolutely confirmed for existing, but there were rumors on the battlefield that they were alive, prompting [[Logan Grimnar]] to visit &amp;lt;strike&amp;gt;Canada&amp;lt;/strike&amp;gt; Cadia.&lt;br /&gt;
&lt;br /&gt;
They would sorta remain in the armylist for another two editions with the Mark of the Wulfen upgrade, allowing for some models to eschew any weapons for absolute brawling mastery and immunity to morale.&lt;br /&gt;
[[File:Tumblr_o23hkva6wY1ummjd5o1_1280.png|280px|left|thumb|Space-viking-wolverine-werewolves aren&#039;t to be trifled with.]]&lt;br /&gt;
&lt;br /&gt;
==...And Now==&lt;br /&gt;
Their comeback in 7th Edition with Curse of the Wulfen is one that made a rather average-tier army with the coming of Decurions back into a great melee army, and these guys were a centerpiece for it.&lt;br /&gt;
&lt;br /&gt;
For 30 points each, these bastards come with a disappointing BS2 but S5, 2 Wounds, 3 Attacks, all that attack at Initiative 5, and get Bulky, Feel No Pain, and Rage in addition to their basic rules. Though they only have a 4+ save, their mobility (as well as FNP) more than makes up for it by allowing them to run and charge at the same turn (with re-rolls to charge). Making a Leader adds +1 Ld and Attack, same as any other.&lt;br /&gt;
&lt;br /&gt;
While Wulfen are melee monsters, their weapons do give them a chance to fight a specific enemy. While they&#039;re modestly effective against mobs with their basic CCWs, they can grab some weapons to boost their effectiveness. Stormgrag Auto-Launchers are cheap add-ons that give the Wulfen a ranged attack at the strength of a flamer. Frost Great Axes are two-handed Power Axes +3 (Making them S8 AP2) that can ignore Unwieldy on the first turn of a battle, making them beastslayers. This weakness of Unwieldy is offset by a special rule the Wulfen get that allows them to pile in and attack on the initiative step they are killed, even if they already rolled their attacks. In the case of the axe, this guarantees that they&#039;ll always have a chance to hit. Frost Claws are S+1 AP2 Lightning Claws, which gives them remarkable reliability in damage, which is a must since Leaders are stuck with these weapons. They can also grab a Thunder Hammer and Storm Shield, which is incredibly expensive, but gives them both an insanely powerful weapon and a kickass Invulnerable save.&lt;br /&gt;
&lt;br /&gt;
However, the most standout thing they can add is &#039;&#039;&#039;The Curse of the Wulfen&#039;&#039;&#039;, a rule that makes all Space Wolves models that aren&#039;t vehicles or wolves/servitors gain some benefit based on what they&#039;re doing. Every turn, you need to roll a dice. Every Space Wolf within 6&amp;quot;, every Blood Claw/Skyclaw/Swiftclaw within 12&amp;quot;, and every Long Fang within 3&amp;quot;, gets a result based on one of two tables: Those not in combat use the &amp;quot;Hunt&amp;quot; table, while those in combat use the &amp;quot;Kill&amp;quot; table.&lt;br /&gt;
Hunt gives them either HoW and re-rolling charges, additional moving distance, and Furious Charge with d3 bonus moves on the charge (unless it has Rage). Kill gives them +1 Initiative, re-rolls to wound in combat, or gain the ability to pile in and attack on the turn they are killed in combat.&lt;br /&gt;
&lt;br /&gt;
When 2-5 of them get fielded as a formation (the &#039;&#039;Wulfen Murderpack&#039;&#039;), they get the ability to make a bonus attack if they roll a 6 to-hit (though no further ones) and add +1 to their Curse Tables, allowing for a new effect to allies on the &amp;quot;Hunt&amp;quot; and &amp;quot;Kill&amp;quot; tables: &amp;quot;Hunt&amp;quot; lets them make a move out of the movement phase without penalty, while &amp;quot;Kill&amp;quot; gives a bonus attack.&lt;br /&gt;
&lt;br /&gt;
==Warzone Fenris: The Comeback==&lt;br /&gt;
===Curse of the Wulfen===&lt;br /&gt;
[[File:Felinid Wulfen Bait.png|240px|right|thumb|It was guaranteed that the best way to get a pack of Wulfen going is to bait them with a [[Felinid]]. This questionable [[Furry|furry-on-furry action]] was deemed almost [[Extra Heresy|heretical]] if it wasn&#039;t considered [[Rule 34|strangely erotic]] by some [[Inquisition|radical Inquisitors.]]]]&lt;br /&gt;
It would be Harald Deathwolf who&#039;d be the first to meet the Wulfen in the new retconned continuity of Post-4E.&lt;br /&gt;
He and his company were on a mission to save the hive world of Nurades from daemonic infestation when they found themselves ambushed by [[Tzeentch]]ian trickery. This proved devastating, and they were ready to die warriors&#039; deaths, but suddenly the Wulfen show up. They mop the floor with the daemons and the Wolf Lord meets with them, learning that they are indeed the lost Great Company.&lt;br /&gt;
&lt;br /&gt;
The Wolf Lords soon returned homeward, to Fenris, to debate what portent this meant and how to manage a recent rash of warp storms in their region. The Wulfen with Deathfang only insisted that more of his kind were there. Though none of the Lords could come to a suitable agreement as to their purpose and [[Bjorn]] was too busy asleep to answer, they all agreed that one thing was certain: They needed to retrieve the Wulfen before anyone else did and began [[Furry|drawing]] [[Heresy|conclusions]]. In the meanwhile though, the Wulfen would remain in the Fang to get themselves re-armed. Once properly equipped with the wall-decorations of the Fang, the Wulfen rejoined Deathwolf and the Great Companies began their little scavenger hunt.&lt;br /&gt;
&lt;br /&gt;
However, as the Wolves were hunting, so too were the [[Dark Angels]]. After losing contact with some scouts at Nurades, the chapter eventually discovered their deaths and recovered some tainted relics they hid there ages ago (all of this completely unrelated to the Wolves). The Inner Circle &amp;quot;learn&amp;quot; (courtesy of the Changeling) that they were murdered by the Wulfen.(In reality, they fought alongside the Wulfen against Chaos forces.) Though leery, they decide to first ask the Wolves about this situation before deciding to outright assume heresy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Similarly, the [[Grey Knights]] began looking at these new warp storms with concern and began sending out squads to stem the daemons from running loose. Though some of these sites they would find partially cleaned of daemons by the Wolves, [[Arvann Stern]] would come across one of the Wulfen and decided it was time to talk with Grimnar.&lt;br /&gt;
&lt;br /&gt;
On Tranquilitus, Wolf Lord Sven Bloodhowl would find a detachment of [[Ravenwing]] led by [[Sammael]] battling daemons and began teaming up while trying to find the Wulfen. The issue here was that the Wulfen got stasis-bombed. Before Sven and Sammael could come to blows over the giant werewolves, however, more daemons surged forth. This provided the Wolves with their chance to bail, leaving Sammy and his crew to get nearly wiped before falling back. From there, he (or more precisely, the Changeling, disguised as him) concludes that something&#039;s seriously fucked up and reports to Azrael.&lt;br /&gt;
&lt;br /&gt;
Sternn would find Grimnar on Vikurus. Grimnar gathered with him his finest guys and MURDERFANG the &amp;lt;s&amp;gt;Curse&amp;lt;/s&amp;gt;MURDERBORN in hopes that the Wulfen dread would help find the Wulfen. In the midst of the battle, the Knights would intervene. Sternn insisted on Grimnar&#039;s surrender, Grimnar tells them to wolf off. They eventually (again) find a welcome distraction when Stern reveals that his astropaths recovered a message from the Fang that warp storms were approaching Fenris. In a rush, Logan recalls every company back and asks that the Wulfen matter gets shelved until the matter is resolved. However, as they returned, reports began flooding in about marines growing ever-restless, violent even. The Curse of the Wulfen began taking hold.&lt;br /&gt;
&lt;br /&gt;
They arrived to discover that it wasn&#039;t the Thousand Sons here to enact vengeance, but instead the [[Alpha Legion]]. The Wolves, each with a pack of Wulfen, would deploy on the worlds of the Fenris system, while he would bring the Grey Knights with him. All the while, Krom Dragongaze, indignant at his defeat on Alaric Prime (setting of the Sanctus Reach Warzone), had to keep watch of the Fang when he realized that Bjorn was [[wat|secretly psychic]] and [[Emprah|was protecting the Fang from Daemons while being crippled]]. And if it sounds completely stupid, that&#039;s because it is. Oh, and Bjorn also warned Krom that the Grey Knights were walking into a trap. &amp;lt;br/&amp;gt;&lt;br /&gt;
Krom managed to get to Stern before it was too late, and together they battled a Daemon Prince.&lt;br /&gt;
&lt;br /&gt;
It was at this time that the Dark Angels finally burst onto the scene, their fleets supported by those of a dozen other chapters as well as the Navy and Knightly Houses and the motherfucking Rock! [[Azrael]] summoned them specifically for the purpose of saving the Wolves from whatever damnation they were approaching. One run-in with the Changeling later, the DAs realized they had been tricked and retreated...just in time for the Thousand Sons to show up. &lt;br /&gt;
&lt;br /&gt;
==Possible Real Life Reference==&lt;br /&gt;
Believe it or not, but the Wulfen may actually be a reference. See, back in 1692, there was this guy called Thies of Kaltenbrun, AKA The Livonian Werewolf. Basically this guy told the church that he was a werewolf, and 3 times a year, he and his kind would become a wolf, go down to hell, and fight the devil and witches. Afterwards, he and his kind would bring back any livestock or grain that the devil and witches had stolen. Of course, the guy was declared a heretic for obvious reasons. It is quite possible that the wulfen are a reference to the idea of turning into a wolf and going into hell to get something back. In the case of the Wulfen, it&#039;s hunting down Magnus. &lt;br /&gt;
{{Marines-Forces}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Space Wolves]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Commorragh&amp;diff=148373</id>
		<title>Commorragh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Commorragh&amp;diff=148373"/>
		<updated>2018-01-18T00:08:04Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* Law and Order */&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{Infobox 40k Nations&lt;br /&gt;
|name=Commorragh&lt;br /&gt;
|image=[[Image:Kabal_of_the_Black_Heart_Banner_Flag.jpg|150px|center]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital= [[Commorragh]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Unknown, presumed Galactic&lt;br /&gt;
|Head of State=(Incumbent) [[Asdrubael Vect]] &lt;br /&gt;
|Head of Government=Ythillian Dynasty, Kraillach Dynasty, Xelian Dynasty (prior to Vect), Various [[Archon|Archons]] (current)&lt;br /&gt;
|Governmental Structure=Authoritarian Aristocracy (M30-M35)&amp;lt;br&amp;gt; Libertarian Meritocracy (M35-current)&lt;br /&gt;
|State Religion/Ideology=State Atheism (&#039;&#039;Post-Fall of the Eldar&#039;&#039;) &amp;lt;br&amp;gt; Temple of Khaine, Dark Muses (&#039;&#039;32nd Millennium onward&#039;&#039;)&lt;br /&gt;
|Demographic= [[Eldar]], [[Mandrakes]], [[Sslyth]], [[Humans]], various [[Xenos]], various slaves&lt;br /&gt;
|Military Force= Kabals, Wych Cults, Haemonculi Covens, [[Eldar]] [[Corsairs]] and Mercenaries.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Is an Eldar not entitled to the sweat of his brow? &#039;No!&#039; says the Eldar in the Exodite Worlds, &#039;it belongs to the land.&#039; &#039;No!&#039; says the Harlequin, &#039;it belongs to Cegorach.&#039; &#039;No!&#039; says the Eldar in the Craftworld, &#039;it belongs to everyone.&#039; I rejected those answers; instead, I chose something different. I chose the impossible. I chose... Commorragh. A city where the artist would not fear the censor; where the Haemonculus would not be bound by petty morality; where the Archon would not be constrained by the slave! And with the sweat of your brow, Commorragh can become your city as well.|&amp;lt;s&amp;gt;Andrew Ryan&amp;lt;/s&amp;gt; Asdrubael Vect on Commorragh}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|He that becomes protector of sin shall surely become its prisoner.|Augustine of Hippo}}&lt;br /&gt;
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{{Topquote|If the galaxy was a giant rundown town, Commorragh would be the local nightclub-turned-insane asylum.|[[If the Emperor had a Text-to-Speech Device|Big E making his opinion on the city clear]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commorragh&#039;&#039;&#039; is the main realm (there really is no better word for it) of the [[Dark Eldar]].  It sits at the heart of the [[Webway]].  Games Workshop named them after/based them on the Camorra clans of Naples and the Biblical city Gommorrah. &lt;br /&gt;
&lt;br /&gt;
Sounding like something that would be named by an [[Ork|Mon-Keigh]], it started out during the days of the [[Eldar]] Empire as a bunch of private realms where bored Eldar could do perverse things in privacy -- or in large groups, if that floated their boats.  These realms&#039; relative isolation from reality partially shielded those within from the birth of [[Slaanesh]], preventing them from being outright sucked into the [[Warp]], though they quickly realized that they were still in danger as their souls began to erode from within their bodies.&lt;br /&gt;
&lt;br /&gt;
Then, they discovered that [[Grimdark|causing pain to other creatures allowed them to top up their souls and stay youthful and energetic]].  These realms slowly coalesced as their occupants found common purpose in raiding realspace for victims, and then bringing them home to torture them.  Eventually, some of these raiders banded together under the banners of the old noble houses, and the alliances and mergers brought about the Dark City we all know and love.&lt;br /&gt;
&lt;br /&gt;
Because [[Dark Eldar]] have no need for foolish things like supports or foundations, structures get built at all sorts of crazy angles, which makes things that much more entertaining for the residents; from jet-bike races among the rooftops to gladiatorial challenges in the arenas to the [[Rape|therapist&#039;s office]], Commorragh has it all!&lt;br /&gt;
&lt;br /&gt;
Despite it being hidden in the Webway and being crazy heavily defended Commorragh was invaded multiple times: often by [[Orks]], one time by [[Space Marines]] ([[Salamanders]] and their successors, fittingly) or [[Chaos Space Marines]] ([[Death Guard]] of all people), but mostly by Daemons. Almost &#039;&#039;&#039;all&#039;&#039;&#039; of these invasions were engineered by the Dark Eldar themselves to deal with their rivals in the ensuring chaos of battle. Denizens don&#039;t even consider these incidents threatening anymore. If anything your average Cabalite sees it as an upgraded version of a realspace raid - you get the joy of the hunt without leaving the Dark City and subjecting yourself to a withering influence of materium sucking half of the energy you take from torturing your quarry, AND you can backstab your competitors, superiors or aspiring underlings as there&#039;s no realspace raid truce to stop you. Sure, some would die in the fighting, but most invaders don&#039;t have annihilating weapons and the nearest Haemunculi resurrection chambers that could regenerate you from a single finger phalanx are right next doors. Anyone who gets &amp;quot;accidentally&amp;quot; vaporized by &amp;quot;friendly&amp;quot; darklight fire certainly &#039;&#039;deserves&#039;&#039; to stay dead for not looking at his back.&lt;br /&gt;
&lt;br /&gt;
However, in at least three instances the forces of the [[Imperium]] have displayed that they can locate, enter and exit Commorragh, with both the [[Deathwatch]] and [[Space Wolves]] having done so and the forces of the [[Forge World]] Stygies also having marched an army right into the city before. &lt;br /&gt;
&lt;br /&gt;
==The History of the Dark City==&lt;br /&gt;
&lt;br /&gt;
Commorragh&#039;s history begins with the rise of the Eldar Empire, a stellar nation which straddled the galaxy for countless millennia and was the dominant force in the galaxy until the Fall which saw their almost total collapse. One of the key advantages which allowed the Eldar Empire to grow so powerful was their ability to use the Webway, a form of movement left to them by their creators; the [[Old Ones]]. The Webway was the principle mode of transportation for the Eldar during the tenure of their Empire and, as a result, numerous port cities were constructed within it. Greatest of these was the city of Commorragh itself.&lt;br /&gt;
&lt;br /&gt;
However, when the spiritual malaise and decay that would doom their species set in, places like Commorragh were not exempt, with the inhabitants becoming cruel and capricious creatures, seeking ever more decadent, and often violent, forms of self-gratification. When [[The Fall]] occured and [[Slaanesh]] was birthed into the galaxy in an orgy of...well just about everything, the Eldar Empire practically ceased over night, with countless Eldar simply falling dead.&lt;br /&gt;
&lt;br /&gt;
The Eldar within the Webway, however, were shielded from this effect. Although Slaanesh had purchase on their souls, the Young God could not simply extract it at will, instead slowly draining the soul away. As a result the Webway, like the [[Craftworlds]], [[Cegorach]] or the World Spirits of the [[Exodites]], became a form of refuge for the surviving Eldar. Commorragh, as the greatest of these Webway Cities, became a hub for surviving Eldar to gather and exist in relative safety.&lt;br /&gt;
&lt;br /&gt;
Unlike their Craftworld, Exodite and Harlequin cousins, however, the Eldar of Commorragh chose not to give up their old ways, even though it had now literally damned their souls to an eternity of torment. Instead they devised a method by which they could sustain and feed themselves off the misery and suffering of others, ensuring they could live and escape Slaanesh as long as they could get access to adequate amounts of pain, sort of like garmonbozia. Indeed the Dark Eldar are, effectively, pain [[vampires]].&lt;br /&gt;
&lt;br /&gt;
In the initial history of Commorragh it was ruled by dynastic noble families and clans, feuding with each other, and leaving it a rather anarchic place. Their rule was, however, eventually overturned by a former slave known as [[Asdrubael Vect]] who was smart enough to realize that there wasn&#039;t anything that couldn&#039;t be solved by a Space Marine and, so, managed to lure the heads of the major noble families into fights with some Salamander Chapter Space Marines which saw them all promptly killed. In the aftermath Asdrubael took over and instituted a new system based off Kabals, and became the top authority within the Dark City. Of note the term &#039;Dark Eldar&#039; only came to be used by the inhabitants of Commorragh to describe themselves following Asdrubael&#039;s rise to power. &lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] the Dark Eldar were not heard from much, but continued to be the sadistic freaks that we know and loath today, but with one new addition to their gruesome to do list. In order to hold off Slaanesh from devouring their souls they needed slaves (lots of them) to take their place. The Dark Eldar proceeded to launch raids across the galaxy where they plundered countless defenceless worlds including [[Vulkan]]s adopted home world which certainly didn&#039;t help to convince the Imperium to drop its xenophobic views. In the aftermath of the Great Crusade the Dark Eldar were involved in one incident; it is believed that the [[Primarch]] of the [[White Scars]] went missing pursuing Dark Eldar into the Webway. What exactly happened is unknown though, but it is unlikely he ever was taken to Commorragh or found by any of the leadership of the Dark City as the Dark Eldar would most likely all be dead in that case.&lt;br /&gt;
&lt;br /&gt;
After the Horus Heresy the next major event to occur to the Dark City was when the Champion of Slaanesh, [[Lucius the Eternal]] was briefly detained along with [[Fabius Bile]] within an outer satellite of Commorragh. The capture was revealed to be a ruse, however, by the [[Emperor&#039;s Children]] who proceeded to release Daemons to feast upon the souls of the Dark Eldar present. It was noted as being the largest single loss of Eldar life in ages, with the Daemons of Slaanesh so overjoyed that the entire Dark City was briefly cowed from action as they looked to their own defences.&lt;br /&gt;
&lt;br /&gt;
Despite these incidents the reign of Asdrubael Vect only saw one serious challenge, from the domain of Shaa-dom, a powerful holdout of the former nobility. Although they proved a worthy adversary for a while the master of the Dark City eventually doomed the domain to a Daemon infestation, removing that threat. Although the leader of Shaa-dom was briefly restored to life by descendants of the nobility, and plunged Commorragh into war, this threat too was halted eventually at great cost. Only much later would another, more serious, competitor for power emerge in the form of a jilted former consort of his; Lady Malys.&lt;br /&gt;
&lt;br /&gt;
Lady Malys became a powerful Archon with connections to the Harlequins, who seemed set to guide her on a path perhaps connected to the [[Ynnari]] as they helped bring [[Yvraine]], future Herald of [[Ynnead]] to her attention. For a while the Dark City began to devolve into tension from the rising enmity between Lady Malys and Asdrubael...as well as the ominous collapsing of the defences around a part of Commorragh named &#039;Khaine&#039;s Gate&#039;.&lt;br /&gt;
&lt;br /&gt;
==Fracture of Biel-Tan==&lt;br /&gt;
Of late Commorragh has been rather turbulent. The emergence of [[Yvraine]] as the Herald of [[Ynnead]] saw the largest dysjunction in Commorragh&#039;s history, the infamous Khaine&#039;s Gate tearing open and allowing a veritable flood of Daemons to begin overwhelming the city. Although Vect had put counter-measures in place, and the Kabals did attempt to counter-attack, these did little to stop the invasion, with the Daemons continuously gaining ground and feasting on the souls of the slain Dark Eldar. Indeed the situation became so grim that many Dark Eldar began to talk openly of overthrowing Vect for allowing such an event to occur in the first place.&lt;br /&gt;
&lt;br /&gt;
Certainly the Dark Eldar did not help themselves by continuing to fight against each other and by dispatching some of their own even in such a dire time to chase down and slay the Ynnari. &lt;br /&gt;
&lt;br /&gt;
However, just as things began to look truly dire for the home of the Dark Eldar two things occurred; first the famed Decapitator of the Mandrakes completed his ritual, causing the Dark Dimension to flood out into Commorragh proper and a tidal wave of Mandrakes to counter-attack the Daemons, and secondly the Haemonculi decided the threat was at last dire enough that they opened up their abattoirs and released their most deranged and fearsome of beasts. Combined these two attacks finally quelled the Daemon invasion, saving Commorragh from destruction.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, though, the status quo had shifted. The city is damaged like never before, Asdrubael Vect&#039;s position is now shakier than ever and the effects of the Mandrake&#039;s dimension intruding on Commorragh is not yet fully known. &lt;br /&gt;
&lt;br /&gt;
== Law and Order ==&lt;br /&gt;
Yes, there are LAWS in this god forsaken place. Like all laws, it is something that stops the society itself from collapsing. For a society that runs on debauchery, piracy and slavery however, it is without an exception.&lt;br /&gt;
&lt;br /&gt;
The laws are:&lt;br /&gt;
&lt;br /&gt;
*Do not bring psykers or use any psyker power. This one in general has to do with the frigging gates of Khaine that&#039;s blocking the daemons from entering the city, as well as not letting Slaanesh itself sense their presence and follow it to the city.&lt;br /&gt;
&lt;br /&gt;
*Obey Vect and Kabals. They are the top dogs of the city. If they tell you to jump, you jump. If they tell you to get fucked by Haemonculi or go on a death match in the arena, you do it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s pretty much it. However, since there are no police force in Commorragh, the city has a lot of personal freedom  where you can murder people whenever you want, stealing shit and play grimdark cyberpunk grand theft auto. However, killing the wrong or important people like a member of a Kabal or a Haemonculi can grant yourself instant death sentence, where instead of people watch you gets publicly execute, you will find a mob of fully armed Commorrites  on your asses.  The same goes to messing with the fighting arena (dark elders needs their entertainment) and Haemonculi (dark elders needs their healing and resurrection).  &lt;br /&gt;
&lt;br /&gt;
Their religious situation in the Dark City has been complex.  Given their tendency towards selfish hedonism, Commorites tended to play fast and loose with religion as a whole, some outright dismissing it and gods altogether for their own selfish desires.  After the Fall of the Eldar, Slaanesh nommed all the Eldar gods save Khaine, Cegorach and Isha; coupled with their toxic culture, social Darwinist tendencies and selfishness many decided to just abandon religion altogether - although atheism was never officially enforced it was encouraged (this is commemorated in-universe with Iconoclast&#039;s Mound, a mountainous landfill of various religious icons from all different races, beginning with Eldar religious icons when the Commorites threw away their own beliefs).  Later they learned that Khaine, Isha and Cegorach survived.  Some Dark Eldar do revere Khaine and some occasionally join the ranks of the Harlequins, but most Dark Eldar are either non-religious or atheistic.  Vect himself has some syncretized views on religion in Commorragh; he has no problem with the Cult of Khaine that the Dark Eldar Incubi emerged from, however he serves nor reveres no higher power, is ambivalent towards anti-religious sentiment or persecution, is dismissive of the Harlequins and Cegorach and brushed off Ynnead as a myth until Ynnead awakened his power in Yvraine in Commorragh.&lt;br /&gt;
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As of the Gathering Storm, Yvraine&#039;s action of sudden awaken her inner Ynnead blessed power has broken one of the above law to not use any psyker power. As a result, demon poured in and Vect had to deal with this shit himself. Welp surprisingly, he failed and now Commorragh is more chaotic than before, riots everywhere with Dark Elders join either Lady Malys or Vect for more misunderstood infighting. &lt;br /&gt;
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So yeah, order for the sake of disorder, ironic huh?&lt;br /&gt;
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==A Tour Guide of Commorragh==&lt;br /&gt;
[[File:Commorragh_Better.jpg|thumb|400px|The skyline of Commorragh. Can--and will--be viewed from any angle.|right]]&lt;br /&gt;
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If you&#039;re not a Dark Eldar, Harlequin, or a badass mercenary, Commorragh can be difficult to get around in. It&#039;s a city that destroys the weak, torments the slow, and kills the stupid. Of course, all the previous three will die, it just varies on how and when. Despite popular theory, non-Eldar can prosper in Commorragh, since there are several parts where aliens live in towns and the most fearsome can be recruited into Dark Eldar Kabals, mostly because outsiders are at least familiar with the concepts of loyalty and honesty, unlike your average Dark Eldar, and those are often in demand in the Dark City.&lt;br /&gt;
&lt;br /&gt;
A list of tips for newcomers.&lt;br /&gt;
&lt;br /&gt;
* Head to the district called &#039;Null City&#039; and become a badass alien mercenary (humans are aliens to Dark Eldar).&lt;br /&gt;
* Don&#039;t fuck with [[Asdrubael Vect]].&lt;br /&gt;
&lt;br /&gt;
Otherwise.&lt;br /&gt;
&lt;br /&gt;
* You were most likely brought back so Dark Eldar could feed off your pain so Slaanesh won&#039;t eat their souls/ sacrificed to Slaanesh in their place.&lt;br /&gt;
* You may have been brought back to be a [[Haemonculus|Haemonculi&#039;s]] guinea pig, snack, pet, a diversion so they won&#039;t get bored (which still involves unspeakable torture) or all of the above.&lt;br /&gt;
* You may be sent to the gladiator arenas of Commorragh to fight for your life against Wyches, dangerous beasts ranging from Razorwing flocks to captured Carnifexes, or both at the same time. This will last until you die. &lt;br /&gt;
* You can be killed simply for being in the wrong place at the wrong time (or even if you went where you&#039;re supposed to go).&lt;br /&gt;
* If you&#039;re a slave, you&#039;re expendable currency, or [[Rape|used for other things]].&lt;br /&gt;
* If you stare at Scourges for too long, they will fly down, pick you up and impale you on a spire.&lt;br /&gt;
* There&#039;s no night or day, just the dull, baleful glow of stolen stars.  It also has many areas where light never reaches (Dark Eldar adapted by developing natural night vision).&lt;br /&gt;
* In the shadows you can encounter Mandrakes, who will kill and/or eat you.&lt;br /&gt;
* The unnatural geometry of Commmoragh can be extremely disorienting for visitors.&lt;br /&gt;
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{{Template:40k-Governments}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dark Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Commorragh&amp;diff=148372</id>
		<title>Commorragh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Commorragh&amp;diff=148372"/>
		<updated>2018-01-18T00:03:14Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The History of the Dark City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox 40k Nations&lt;br /&gt;
|name=Commorragh&lt;br /&gt;
|image=[[Image:Kabal_of_the_Black_Heart_Banner_Flag.jpg|150px|center]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital= [[Commorragh]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Unknown, presumed Galactic&lt;br /&gt;
|Head of State=(Incumbent) [[Asdrubael Vect]] &lt;br /&gt;
|Head of Government=Ythillian Dynasty, Kraillach Dynasty, Xelian Dynasty (prior to Vect), Various [[Archon|Archons]] (current)&lt;br /&gt;
|Governmental Structure=Authoritarian Aristocracy (M30-M35)&amp;lt;br&amp;gt; Libertarian Meritocracy (M35-current)&lt;br /&gt;
|State Religion/Ideology=State Atheism (&#039;&#039;Post-Fall of the Eldar&#039;&#039;) &amp;lt;br&amp;gt; Temple of Khaine, Dark Muses (&#039;&#039;32nd Millennium onward&#039;&#039;)&lt;br /&gt;
|Demographic= [[Eldar]], [[Mandrakes]], [[Sslyth]], [[Humans]], various [[Xenos]], various slaves&lt;br /&gt;
|Military Force= Kabals, Wych Cults, Haemonculi Covens, [[Eldar]] [[Corsairs]] and Mercenaries.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Is an Eldar not entitled to the sweat of his brow? &#039;No!&#039; says the Eldar in the Exodite Worlds, &#039;it belongs to the land.&#039; &#039;No!&#039; says the Harlequin, &#039;it belongs to Cegorach.&#039; &#039;No!&#039; says the Eldar in the Craftworld, &#039;it belongs to everyone.&#039; I rejected those answers; instead, I chose something different. I chose the impossible. I chose... Commorragh. A city where the artist would not fear the censor; where the Haemonculus would not be bound by petty morality; where the Archon would not be constrained by the slave! And with the sweat of your brow, Commorragh can become your city as well.|&amp;lt;s&amp;gt;Andrew Ryan&amp;lt;/s&amp;gt; Asdrubael Vect on Commorragh}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|He that becomes protector of sin shall surely become its prisoner.|Augustine of Hippo}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|If the galaxy was a giant rundown town, Commorragh would be the local nightclub-turned-insane asylum.|[[If the Emperor had a Text-to-Speech Device|Big E making his opinion on the city clear]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commorragh&#039;&#039;&#039; is the main realm (there really is no better word for it) of the [[Dark Eldar]].  It sits at the heart of the [[Webway]].  Games Workshop named them after/based them on the Camorra clans of Naples and the Biblical city Gommorrah. &lt;br /&gt;
&lt;br /&gt;
Sounding like something that would be named by an [[Ork|Mon-Keigh]], it started out during the days of the [[Eldar]] Empire as a bunch of private realms where bored Eldar could do perverse things in privacy -- or in large groups, if that floated their boats.  These realms&#039; relative isolation from reality partially shielded those within from the birth of [[Slaanesh]], preventing them from being outright sucked into the [[Warp]], though they quickly realized that they were still in danger as their souls began to erode from within their bodies.&lt;br /&gt;
&lt;br /&gt;
Then, they discovered that [[Grimdark|causing pain to other creatures allowed them to top up their souls and stay youthful and energetic]].  These realms slowly coalesced as their occupants found common purpose in raiding realspace for victims, and then bringing them home to torture them.  Eventually, some of these raiders banded together under the banners of the old noble houses, and the alliances and mergers brought about the Dark City we all know and love.&lt;br /&gt;
&lt;br /&gt;
Because [[Dark Eldar]] have no need for foolish things like supports or foundations, structures get built at all sorts of crazy angles, which makes things that much more entertaining for the residents; from jet-bike races among the rooftops to gladiatorial challenges in the arenas to the [[Rape|therapist&#039;s office]], Commorragh has it all!&lt;br /&gt;
&lt;br /&gt;
Despite it being hidden in the Webway and being crazy heavily defended Commorragh was invaded multiple times: often by [[Orks]], one time by [[Space Marines]] ([[Salamanders]] and their successors, fittingly) or [[Chaos Space Marines]] ([[Death Guard]] of all people), but mostly by Daemons. Almost &#039;&#039;&#039;all&#039;&#039;&#039; of these invasions were engineered by the Dark Eldar themselves to deal with their rivals in the ensuring chaos of battle. Denizens don&#039;t even consider these incidents threatening anymore. If anything your average Cabalite sees it as an upgraded version of a realspace raid - you get the joy of the hunt without leaving the Dark City and subjecting yourself to a withering influence of materium sucking half of the energy you take from torturing your quarry, AND you can backstab your competitors, superiors or aspiring underlings as there&#039;s no realspace raid truce to stop you. Sure, some would die in the fighting, but most invaders don&#039;t have annihilating weapons and the nearest Haemunculi resurrection chambers that could regenerate you from a single finger phalanx are right next doors. Anyone who gets &amp;quot;accidentally&amp;quot; vaporized by &amp;quot;friendly&amp;quot; darklight fire certainly &#039;&#039;deserves&#039;&#039; to stay dead for not looking at his back.&lt;br /&gt;
&lt;br /&gt;
However, in at least three instances the forces of the [[Imperium]] have displayed that they can locate, enter and exit Commorragh, with both the [[Deathwatch]] and [[Space Wolves]] having done so and the forces of the [[Forge World]] Stygies also having marched an army right into the city before. &lt;br /&gt;
&lt;br /&gt;
==The History of the Dark City==&lt;br /&gt;
&lt;br /&gt;
Commorragh&#039;s history begins with the rise of the Eldar Empire, a stellar nation which straddled the galaxy for countless millennia and was the dominant force in the galaxy until the Fall which saw their almost total collapse. One of the key advantages which allowed the Eldar Empire to grow so powerful was their ability to use the Webway, a form of movement left to them by their creators; the [[Old Ones]]. The Webway was the principle mode of transportation for the Eldar during the tenure of their Empire and, as a result, numerous port cities were constructed within it. Greatest of these was the city of Commorragh itself.&lt;br /&gt;
&lt;br /&gt;
However, when the spiritual malaise and decay that would doom their species set in, places like Commorragh were not exempt, with the inhabitants becoming cruel and capricious creatures, seeking ever more decadent, and often violent, forms of self-gratification. When [[The Fall]] occured and [[Slaanesh]] was birthed into the galaxy in an orgy of...well just about everything, the Eldar Empire practically ceased over night, with countless Eldar simply falling dead.&lt;br /&gt;
&lt;br /&gt;
The Eldar within the Webway, however, were shielded from this effect. Although Slaanesh had purchase on their souls, the Young God could not simply extract it at will, instead slowly draining the soul away. As a result the Webway, like the [[Craftworlds]], [[Cegorach]] or the World Spirits of the [[Exodites]], became a form of refuge for the surviving Eldar. Commorragh, as the greatest of these Webway Cities, became a hub for surviving Eldar to gather and exist in relative safety.&lt;br /&gt;
&lt;br /&gt;
Unlike their Craftworld, Exodite and Harlequin cousins, however, the Eldar of Commorragh chose not to give up their old ways, even though it had now literally damned their souls to an eternity of torment. Instead they devised a method by which they could sustain and feed themselves off the misery and suffering of others, ensuring they could live and escape Slaanesh as long as they could get access to adequate amounts of pain, sort of like garmonbozia. Indeed the Dark Eldar are, effectively, pain [[vampires]].&lt;br /&gt;
&lt;br /&gt;
In the initial history of Commorragh it was ruled by dynastic noble families and clans, feuding with each other, and leaving it a rather anarchic place. Their rule was, however, eventually overturned by a former slave known as [[Asdrubael Vect]] who was smart enough to realize that there wasn&#039;t anything that couldn&#039;t be solved by a Space Marine and, so, managed to lure the heads of the major noble families into fights with some Salamander Chapter Space Marines which saw them all promptly killed. In the aftermath Asdrubael took over and instituted a new system based off Kabals, and became the top authority within the Dark City. Of note the term &#039;Dark Eldar&#039; only came to be used by the inhabitants of Commorragh to describe themselves following Asdrubael&#039;s rise to power. &lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] the Dark Eldar were not heard from much, but continued to be the sadistic freaks that we know and loath today, but with one new addition to their gruesome to do list. In order to hold off Slaanesh from devouring their souls they needed slaves (lots of them) to take their place. The Dark Eldar proceeded to launch raids across the galaxy where they plundered countless defenceless worlds including [[Vulkan]]s adopted home world which certainly didn&#039;t help to convince the Imperium to drop its xenophobic views. In the aftermath of the Great Crusade the Dark Eldar were involved in one incident; it is believed that the [[Primarch]] of the [[White Scars]] went missing pursuing Dark Eldar into the Webway. What exactly happened is unknown though, but it is unlikely he ever was taken to Commorragh or found by any of the leadership of the Dark City as the Dark Eldar would most likely all be dead in that case.&lt;br /&gt;
&lt;br /&gt;
After the Horus Heresy the next major event to occur to the Dark City was when the Champion of Slaanesh, [[Lucius the Eternal]] was briefly detained along with [[Fabius Bile]] within an outer satellite of Commorragh. The capture was revealed to be a ruse, however, by the [[Emperor&#039;s Children]] who proceeded to release Daemons to feast upon the souls of the Dark Eldar present. It was noted as being the largest single loss of Eldar life in ages, with the Daemons of Slaanesh so overjoyed that the entire Dark City was briefly cowed from action as they looked to their own defences.&lt;br /&gt;
&lt;br /&gt;
Despite these incidents the reign of Asdrubael Vect only saw one serious challenge, from the domain of Shaa-dom, a powerful holdout of the former nobility. Although they proved a worthy adversary for a while the master of the Dark City eventually doomed the domain to a Daemon infestation, removing that threat. Although the leader of Shaa-dom was briefly restored to life by descendants of the nobility, and plunged Commorragh into war, this threat too was halted eventually at great cost. Only much later would another, more serious, competitor for power emerge in the form of a jilted former consort of his; Lady Malys.&lt;br /&gt;
&lt;br /&gt;
Lady Malys became a powerful Archon with connections to the Harlequins, who seemed set to guide her on a path perhaps connected to the [[Ynnari]] as they helped bring [[Yvraine]], future Herald of [[Ynnead]] to her attention. For a while the Dark City began to devolve into tension from the rising enmity between Lady Malys and Asdrubael...as well as the ominous collapsing of the defences around a part of Commorragh named &#039;Khaine&#039;s Gate&#039;.&lt;br /&gt;
&lt;br /&gt;
==Fracture of Biel-Tan==&lt;br /&gt;
Of late Commorragh has been rather turbulent. The emergence of [[Yvraine]] as the Herald of [[Ynnead]] saw the largest dysjunction in Commorragh&#039;s history, the infamous Khaine&#039;s Gate tearing open and allowing a veritable flood of Daemons to begin overwhelming the city. Although Vect had put counter-measures in place, and the Kabals did attempt to counter-attack, these did little to stop the invasion, with the Daemons continuously gaining ground and feasting on the souls of the slain Dark Eldar. Indeed the situation became so grim that many Dark Eldar began to talk openly of overthrowing Vect for allowing such an event to occur in the first place.&lt;br /&gt;
&lt;br /&gt;
Certainly the Dark Eldar did not help themselves by continuing to fight against each other and by dispatching some of their own even in such a dire time to chase down and slay the Ynnari. &lt;br /&gt;
&lt;br /&gt;
However, just as things began to look truly dire for the home of the Dark Eldar two things occurred; first the famed Decapitator of the Mandrakes completed his ritual, causing the Dark Dimension to flood out into Commorragh proper and a tidal wave of Mandrakes to counter-attack the Daemons, and secondly the Haemonculi decided the threat was at last dire enough that they opened up their abattoirs and released their most deranged and fearsome of beasts. Combined these two attacks finally quelled the Daemon invasion, saving Commorragh from destruction.&lt;br /&gt;
&lt;br /&gt;
In the aftermath, though, the status quo had shifted. The city is damaged like never before, Asdrubael Vect&#039;s position is now shakier than ever and the effects of the Mandrake&#039;s dimension intruding on Commorragh is not yet fully known. &lt;br /&gt;
&lt;br /&gt;
== Law and Order ==&lt;br /&gt;
Yes, there are LAW in this god forsaken place. Like all laws, it is something that stops the society itself from collapsing. For a society that runs on debauchery, piracy and slavery however, it is without an exception.&lt;br /&gt;
&lt;br /&gt;
The laws are:&lt;br /&gt;
&lt;br /&gt;
*Do not bring psykers or use any psyker power. This one in general has to do with the frigging gates of Khaine that&#039;s blocking the daemons from entering the city, as well as not letting Slaanesh itself sense their presence and follow it to the city.&lt;br /&gt;
&lt;br /&gt;
*Obey Vect and Kabals. They are the top dogs of the city. If they tell you to jump, you jump. If they tell you to get fucked by Haemonculi or go on a death match in the arena, you do it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s pretty much it. However, since there are no police force in Commorragh, the city has a lot of personal freedom  where you can murder people whenever you want, stealing shit and play grimdark cyberpunk grand theft auto. However, killing the wrong or important people like a member of a Kabal or a Haemonculi can grant yourself instant death sentence, where instead of people watch you gets publicly execute, you will find a mob of fully armed Commorrites  on your asses.  The same goes to messing with the fighting arena (dark elders needs their entertainment) and Haemonculi (dark elders needs their healing and resurrection).  &lt;br /&gt;
&lt;br /&gt;
Their religious situation in the Dark City has been complex.  Given their tendency towards selfish hedonism, Commorites tended to play fast and loose with religion as a whole, some outright dismissing it and gods altogether for their own selfish desires.  After the Fall of the Eldar, Slaanesh nommed all the Eldar gods save Khaine, Cegorach and Isha; coupled with their toxic culture, social Darwinist tendencies and selfishness many decided to just abandon religion altogether - although atheism was never officially enforced it was encouraged (this is commemorated in-universe with Iconoclast&#039;s Mound, a mountainous landfill of various religious icons from all different races, beginning with Eldar religious icons when the Commorites threw away their own beliefs).  Later they learned that Khaine, Isha and Cegorach survived.  Some Dark Eldar do revere Khaine and some occasionally join the ranks of the Harlequins, but most Dark Eldar are either non-religious or atheistic.  Vect himself has some syncretized views on religion in Commorragh; he has no problem with the Cult of Khaine that the Dark Eldar Incubi emerged from, however he serves nor reveres no higher power, is ambivalent towards anti-religious sentiment or persecution, is dismissive of the Harlequins and Cegorach and brushed off Ynnead as a myth until Ynnead awakened his power in Yvraine in Commorragh.&lt;br /&gt;
&lt;br /&gt;
As of the Gathering Storm, Yvraine&#039;s action of sudden awaken her inner Ynnead blessed power has broken one of the above law to not use any psyker power. As a result, demon poured in and Vect had to deal with this shit himself. Welp surprisingly, he failed and now Commorragh is more chaotic than before, riots everywhere with Dark Elders join either Lady Malys or Vect for more misunderstood infighting. &lt;br /&gt;
&lt;br /&gt;
So yeah, order for the sake of disorder, ironic huh?&lt;br /&gt;
&lt;br /&gt;
==A Tour Guide of Commorragh==&lt;br /&gt;
[[File:Commorragh_Better.jpg|thumb|400px|The skyline of Commorragh. Can--and will--be viewed from any angle.|right]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not a Dark Eldar, Harlequin, or a badass mercenary, Commorragh can be difficult to get around in. It&#039;s a city that destroys the weak, torments the slow, and kills the stupid. Of course, all the previous three will die, it just varies on how and when. Despite popular theory, non-Eldar can prosper in Commorragh, since there are several parts where aliens live in towns and the most fearsome can be recruited into Dark Eldar Kabals, mostly because outsiders are at least familiar with the concepts of loyalty and honesty, unlike your average Dark Eldar, and those are often in demand in the Dark City.&lt;br /&gt;
&lt;br /&gt;
A list of tips for newcomers.&lt;br /&gt;
&lt;br /&gt;
* Head to the district called &#039;Null City&#039; and become a badass alien mercenary (humans are aliens to Dark Eldar).&lt;br /&gt;
* Don&#039;t fuck with [[Asdrubael Vect]].&lt;br /&gt;
&lt;br /&gt;
Otherwise.&lt;br /&gt;
&lt;br /&gt;
* You were most likely brought back so Dark Eldar could feed off your pain so Slaanesh won&#039;t eat their souls/ sacrificed to Slaanesh in their place.&lt;br /&gt;
* You may have been brought back to be a [[Haemonculus|Haemonculi&#039;s]] guinea pig, snack, pet, a diversion so they won&#039;t get bored (which still involves unspeakable torture) or all of the above.&lt;br /&gt;
* You may be sent to the gladiator arenas of Commorragh to fight for your life against Wyches, dangerous beasts ranging from Razorwing flocks to captured Carnifexes, or both at the same time. This will last until you die. &lt;br /&gt;
* You can be killed simply for being in the wrong place at the wrong time (or even if you went where you&#039;re supposed to go).&lt;br /&gt;
* If you&#039;re a slave, you&#039;re expendable currency, or [[Rape|used for other things]].&lt;br /&gt;
* If you stare at Scourges for too long, they will fly down, pick you up and impale you on a spire.&lt;br /&gt;
* There&#039;s no night or day, just the dull, baleful glow of stolen stars.  It also has many areas where light never reaches (Dark Eldar adapted by developing natural night vision).&lt;br /&gt;
* In the shadows you can encounter Mandrakes, who will kill and/or eat you.&lt;br /&gt;
* The unnatural geometry of Commmoragh can be extremely disorienting for visitors.&lt;br /&gt;
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{{Template:40k-Governments}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dark Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152461</id>
		<title>Craftworld Alaitoc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152461"/>
		<updated>2018-01-17T23:58:07Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The Events of Path of the Eldar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Alaitoc&lt;br /&gt;
|image=[[File:Alaitoc-image.jpg]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital=[[Alaitoc]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Minor Power&lt;br /&gt;
|Size=Craftworld&lt;br /&gt;
|Head of State=High Farseer&lt;br /&gt;
|Head of Government= Seer Council of Alaitoc&lt;br /&gt;
|Governmental Structure=Authoritarian Magocratic Seer Council&lt;br /&gt;
|State Religion/Ideology= Eldar Mythology&lt;br /&gt;
|Demographic=[[Eldar]]&lt;br /&gt;
|Military Force=[[Craftworld]] Guardian Corps, [[Craftworld]] Fleet, [[Aspect Warrior]] Hosts, [[Outcast]] Allies, [[Corsair]] Allies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftworld Alaitoc&#039;&#039;&#039; (also known as &amp;quot;The Starstriders&amp;quot;—the most [[/tg/|George Michael]] of aliases) is the most puritanical, overtly racist, and obnoxious of all the [[Eldar]] [[Craftworld]]s, potentially even rivaling [[Eldrad|this prick]] with their sheer arrogance. Primarily comprised of [[Eldar Ranger|outcasts with sniper rifles]] and a [[Eldar#Eldar Corsairs|disparate selection of pirates]], the forces of the Alaitoc can most accurately be described as &amp;quot;shady as fuck&amp;quot;, choosing to spend most of their time chilling in the [[Webway]], waiting for shit to go down, or holding casual meetings with everyone&#039;s favorite [[Harlequin|circus freaks]]. Mostly, the forces of the Alaitoc like to observe from afar, casually mocking [[Ahriman]] as he knocks frantically on the door of the Black Library, sobbing like a girl in the rain waiting to be let in. Because the forces of the Alaitoc are made up of [[Neckbeard|grumpy loners]], [[Rogue_Trader_(Sourcebook)|with ideologies rooted firmly within the past with no scope for change]], they hate the idea of spending their time floating around in a big hunk of [[craftworld|space-metal]]. Consequently, this means that few Eldar actually live aboard the Alaitoc craftworld. Most choose to leave to follow the [[Paths of the Eldar|Path of the Outcast]]—where, eventually, they become pathfinders. On occasion, they are recalled to the craftworld in times of need, but most of their time is spent causing havoc and general jackassery upon passing merchant vessels, transports, and anything [[Necron]].&lt;br /&gt;
&lt;br /&gt;
==A Word on the Necron Grudge==&lt;br /&gt;
&lt;br /&gt;
Alaitoc used to be known for fighting mostly the [[Imperium]], but they became arch-enemies of the Necrons because [[Games Workshop|GW]] needed an Eldar force that &amp;quot;remembers&amp;quot; being created for that very purpose, and also because everyone and their dog fights the Imperium.  A better choice might have been [[Saim-Hann]], as they keep alive most of the Eldar&#039;s ancient traditions and would be more likely than Alaitoc to return to their roots. Even their colors, white and red, are a perfect contrast to the black and green most Necrons favor. Alaitoc has had mixed success, at best, in confronting the Necron. One part of this is, probably, because their prefered leader for fighting the Necron is an absolute loser called [[Eldorath Starbane]] who, like most Farseers, can only win a battle if he has Space Marine allies holding his hand for him. But the blame can&#039;t all be placed on him, the famed ranger Illic Nightspear, for example, has never managed to do anything more than runaway from battles and get captured either. How did he escape capture? Well a Space Marine saved him. Beginning to notice a pattern?&lt;br /&gt;
&lt;br /&gt;
===Alladrios Kulcassian===&lt;br /&gt;
&lt;br /&gt;
A possible reason for Alaitoc&#039;s newfound [[Necron]] hatred could be the story of the Alaitoc [[Farseer]] Alladrios Kulcassian from the 3rd edition Necron codex. In the story, Alladrios had ordered Craftworld Alaitoc to the Imperium&#039;s training facility for [[Culexus]] assassins.  He was doing this because a Culexus assassin killed his sister (who was also a Farseer), and the Eldar consider dying at the hands of one to be a horrific fate (as it resulted in complete destruction of the soul; vs. being consumed by Slannesh...tough call). Once within striking distance, Alladrios was about to give the order for Alaitoc&#039;s forces to destroy it. However, though eager to avenge his sister, Alladrios came down with a case of something rare in 40k: common sense. He read the runes to see the future consequences of the attack. This was a wise choice, as every alternate future after the Culexus temple&#039;s destruction showed Alaitoc being destroyed by an unidentified enemy (possibly Necrons or the Imperium&#039;s forces). Alladrios was torn but swallowed his pride and called off the attack.  Though he loved his sister dearly, the price of vengeance was too high. As Alaitoc turned and left, the story concluded with a bitter Alladrios deducing that the Necrons and/or the [[C&#039;tan]] put the pariah gene in humanity, likening it to sowing crops, and are preparing to harvest them. Of course, he doesn&#039;t realize that A) the Imperium would have found a way to make Culexus assassins even if we never had the gene and B) the other Culexus temples scattered across the galaxy and likely the other assassin Clades would come to show their...appreciation.  Likely the destruction of Alaitoc he foresaw.  Because if anyone is so damn sneaky an Eldar Farseer cannot see them, it would be the Officio Assassinorum. Although since numerous Space Marines constantly surprise whole Seer Councils sending the Culexus are probably overkill.  Besides, being killed by a Culexus assassin does not destroy the soul, it merely prevents psychic powers from working unless the psyker is strong enough.  Being from Alaitoc, he was likely just superstitious like that.&lt;br /&gt;
&lt;br /&gt;
Of course, [[Matt Ward|there is another reason]].&lt;br /&gt;
&lt;br /&gt;
==The Events of &#039;&#039;Path of the Eldar&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Due to the selfish actions of the ranger Aradryan and the corrupt and egocentric Imperial commander De’vaque, who had dealings with the Eldar pirate Yrithain in an attempt to enrich himself at the expense of the Imperium, Alaitoc found itself under attack by all of the Imperial forces De’vaque could muster, led by the Chapter Master of the Sons of Orar, Nadeus. These events are the main focus of the books &#039;&#039;Path of the Eldar&#039;&#039;, by [[Gav Thorpe]], which follow the story of three Eldar youths, Korlandril, Aradryan, and Thirianna. For some reason, Thorpe decided to leave out their current Necron hunting job. &lt;br /&gt;
&lt;br /&gt;
The armada that was sent was massive and each of Alaitoc’s [[Farseer|Farseers]] had been ascribed a region of the skein to watch. Thirianna herself was responsible for watching the unfolding fates of more than a dozen starships, from frigates to battleships. Thirianna was impressed that the human ships were protected by [[Warp]]-based technologies ([[void shields]]), for she had not believed them capable of such technology, though it was still simplistic compared to the Eldar mastery of the Warp.  Which was a funny thing to think considering the Eldar aren&#039;t really shown with any advanced or particularly great psyker powers or warp technologies compared to the Imperium&#039;s great variety and the great power of its psykers; this is of course only if you look at the table top rules, but from a fluff prospective the Eldar Psykers out class human Psykers by a hilarious degree. Things like Wraithbone, which is a material created by manipulating the warp itself and is used as a foundation for most of their technology is a good example and so are things like wraith cannons or the D-scythes or even the sheer number of D weapons that even basic troops can take into battle; not to mention things like Wraithseers, Ghost Seers and Warlock Titans. Maybe they had become complacent in their dealings with humans because their typical conflicts with the Imperium would normally be dealt with on their own terms and as far away from the Craftworld as possible. But Thirianna&#039;s reaction can probably be chalked up to her youth and naïveté, as she, up to this point, had no experience when it came to dealing with humans, and given Alaitoc’s strict customs and insular tendencies, it’s not very likely that such information would be common knowledge.&lt;br /&gt;
&lt;br /&gt;
After the first wave of Imperial ships were butchered, the main Imperial fleet appeared, arriving in small groups scattered around the edges of the star system. The Alaitoc fleet was just not numerous enough to cover every approach. Although they could not ultimately prevent the Imperials from boarding Alaitoc herself, by the time they had finally managed it the space around the craftworld was a graveyard of Imperial vessels. &lt;br /&gt;
&lt;br /&gt;
Before the [[Space Marines]] arrived to save the day, the [[Imperial Guard]] were getting slaughtered within the craftworld by Alaitoc [[Aspect Warriors]], which isn’t a surprise given that they had THREE [[Phoenix Lords]], including [[Phoenix Lords#Maugan Ra|Maugan Ra]], fighting alongside them. One incident saw a small group of warriors luring thousands of Guardsmen, including entire armed divisions, into the centre of one of the craftworld&#039;s massive domes before turning off the gravity, ejecting the whole lot into the void. Taking advantage of the limited movement of the Eldar Titans within the confines of the inner corridors, the Imperial Guardsmen were actually able to take down the Alaitoc titans. Given the correct weapons (such as heavy Vanquisher cannons, which are basically anti-Titan guns), the Imperial Guard could indeed accomplish such an objective (though most of them died doing it). The reason the Sons of Orar chapter took light casualties during the initial fighting was because their chief [[Librarian]] was purposely sacrificing his basic troops to preserve the elites. Thirianna put a stop to this when she hunted him down and crushed his mind like a grape.&lt;br /&gt;
&lt;br /&gt;
The Craftworld&#039;s Farseers had told their people that they had forseen Alaitoc&#039;s victory. The conclusion? Due to the intervention of the Ranger Aradryan, the Imperium discovered they had been tricked by the [[Dark Eldar]] and De’vaque&#039;s treachery was finally revealed. In short, the Alaitoc Eldar could have beaten off the attack, but it would have been bloody.  Well, not really, considering the Eldar were still getting ass raped in their own Craftworld; despite each Eldar warrior killing dozens of imperial soldiers for every Eldar lose they would have likely lost eventually given the sheer imperial number advantage.  Especially with the, y&#039;know, Imperial Titans inside blowing shit up with the Eldar Titans dead and though the Guard was taking a brutal beating, they were still pushing through and gaining ground throughout the battle; although this was actually part of the Eldar strategy (I know, I know, blame Gav) to avoid needless Eldar losses. The plan was for the Eldar forces to hit the Imperial forces hard and then fall back in order to lure large numbers of Imperial soldiers into areas where they could be dealt with and away from the civilian areas which allowed them to evacuate before the Imperial forces arrived. This is not to mention any reserves from both sides that would have arrived eventually. Instead, they just told the Space Marines that they had been manipulated into attacking Alaitoc by the [[Dark Eldar]] and an Imperial governor. During the fighting within the Craftworld, the Eldar fleet had continued to destroy the Imperial fleet, leaving their forces upon Alaitoc stranded. Once the Eldar had finished evacuating the last of its population, they had planned to destroy Alaitoc by imploding her Webway portal and killing all the humans left behind (which would still be very much an Imperial victory). They also told the Space Marines that if they did not stop, a fuckhuge fleet of Eldar with ships from pretty much every craftworld was on its way to kill everything that was not Eldar within 20 lightyears which in theory would have resulted in mass cyclonic torpedo bombardment of every craftworld in the galaxy (too bad they have no idea where they are). Of course the Eldar have done such things before such as the erasing of all life from dozens of Imperial planets in order to starve Tyranid hive fleets of biomass; to which the Imperial response was to fail spectacularly to do anything  other then stew in impotent rage as they were unable to retaliate against or even locate the Eldar. &lt;br /&gt;
&lt;br /&gt;
And so, although Alaitoc is one of the smaller of the big five craftworlds, weaker Eldar for Eldar than other craftworlds such as [[Biel-tan]] and [[Ulthwé]] (who are constantly at war), and not made up of warrior tribes like [[Saim-Hann]] or a huge amount of wraith constructs like [[Iyanden]], they managed, through the sheer scale of Imperial losses, to ultimately convince a Space Marine Chapter Master to negotiate a truce:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How many thousands have died already?&amp;quot; whispered Alaitin. &amp;quot;How many of your warriors have fallen to clean the blood from this man’s hands, Chapter Master?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The boom of the pistol caused Aradryan to jump. De’vaque’s head disappeared in a cloud of blood and bone and his headless corpse collapsed to the pavement.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too many,&amp;quot; snarled the Chapter Master. &amp;quot;Call off your ships and I will cease the attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the end, nearly a third of Alaitoc lay in ruins from rim to core, but the number of Eldar dead was only counted in the thousands (unlikely, given the Titans blowing everything up, although it should be noted that the Imperial Titans were suffering the same problem as the Eldar titans within the confines of the Craftworld and were themselves being taken out by the more nimble Eldar Super Heavies. The losses for both sides are listed as &amp;quot;heavy&amp;quot; in the lexicanum but the books themselves give the Eldar loses in the thousands so whether that is an actual accurate number is debatable), and could have been far higher (though, the Imperium only wanted to smash everything, killing was just a bonus as they knew how evasive the Eldar are). The Imperium, upon leaving, decided to go kill the ones responsible. Some [[Fail|victory]], but victory is not measured in corpses, especially when fighting the Imperium. For them, it was a strategic victory. The Eldar rely on the stuff the Imperium destroyed to survive. Besides that, the Imperium had shown that a small (by Imperial standards- about the same size as the forces sent against the Tau) force could course serious problems for a craftworld and that the Imperium did not give a shit about the number of ships it would cost. Which told the Eldar what they already knew; that the Imperium has absolutely no respect for the lives of its own warriors and that they were so blinded by their own hatred and so heavily indoctrinated that they would willingly suffer truly horrifying loses as long as the enemy was destroyed. Directly attacking the Imperium with sheer force was not an option with their low numbers. The Imperium could afford to throw away millions if not billions of their own and they wouldn&#039;t even care; which the Eldar are not prepared to or willing to do.&lt;br /&gt;
&lt;br /&gt;
Although there will be those who read the books that go straight into the chest thumping “My guys can beat up your guys”, this is unneccessary as it is shown explicitly that even Alaitoc, one of the primary Craftworlds, cannot survive a battle with a relatively small Imperial force. Note the books are more about showing the different priorities of both individuals and factions and how they affect the story as a whole. The big difference between the Imperial forces and the Eldar forces are that the Imperial’s priority is to destroy whilst the Eldar priority is to preserve.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Alaitoc lead an attack on the [[Invaders]] Space Marine Chapter in revenge for their utter destruction of a Craftworld. Said attack has forced the Invaders to become a fleet-based Chapter but, unlike their Craftworld victim, they have survived and, most likely, like the [[Scythes of the Emperor]] been reinforced with the new [[Ultima Founding]].&lt;br /&gt;
&lt;br /&gt;
Alaitoc also attempted to foil the efforts of the [[Word Bearers]] upon the planet Gruelbowl (yes, that is really its name) but were incapable of doing so (probably because Alaitoc doesn&#039;t seem able of doing anything unless Space Marines are helping them). &lt;br /&gt;
&lt;br /&gt;
Alaitoc itself has not, so far, become a major proponent of the [[Ynnari]], with only a limited number of its people joining the movement and the Craftworld itself remaining distant. &lt;br /&gt;
&lt;br /&gt;
While the Asuryani of other world-ships finds their people divided and desperate for the first time, the staunch sons and daughters of Alaitoc have ever been cast like a net across the stars – and no matter how far they wander from home, they remain ready to close in around their craftworld’s many enemies.&lt;br /&gt;
&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152460</id>
		<title>Craftworld Alaitoc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152460"/>
		<updated>2018-01-17T23:54:47Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The Events of Path of the Eldar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Alaitoc&lt;br /&gt;
|image=[[File:Alaitoc-image.jpg]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital=[[Alaitoc]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Minor Power&lt;br /&gt;
|Size=Craftworld&lt;br /&gt;
|Head of State=High Farseer&lt;br /&gt;
|Head of Government= Seer Council of Alaitoc&lt;br /&gt;
|Governmental Structure=Authoritarian Magocratic Seer Council&lt;br /&gt;
|State Religion/Ideology= Eldar Mythology&lt;br /&gt;
|Demographic=[[Eldar]]&lt;br /&gt;
|Military Force=[[Craftworld]] Guardian Corps, [[Craftworld]] Fleet, [[Aspect Warrior]] Hosts, [[Outcast]] Allies, [[Corsair]] Allies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftworld Alaitoc&#039;&#039;&#039; (also known as &amp;quot;The Starstriders&amp;quot;—the most [[/tg/|George Michael]] of aliases) is the most puritanical, overtly racist, and obnoxious of all the [[Eldar]] [[Craftworld]]s, potentially even rivaling [[Eldrad|this prick]] with their sheer arrogance. Primarily comprised of [[Eldar Ranger|outcasts with sniper rifles]] and a [[Eldar#Eldar Corsairs|disparate selection of pirates]], the forces of the Alaitoc can most accurately be described as &amp;quot;shady as fuck&amp;quot;, choosing to spend most of their time chilling in the [[Webway]], waiting for shit to go down, or holding casual meetings with everyone&#039;s favorite [[Harlequin|circus freaks]]. Mostly, the forces of the Alaitoc like to observe from afar, casually mocking [[Ahriman]] as he knocks frantically on the door of the Black Library, sobbing like a girl in the rain waiting to be let in. Because the forces of the Alaitoc are made up of [[Neckbeard|grumpy loners]], [[Rogue_Trader_(Sourcebook)|with ideologies rooted firmly within the past with no scope for change]], they hate the idea of spending their time floating around in a big hunk of [[craftworld|space-metal]]. Consequently, this means that few Eldar actually live aboard the Alaitoc craftworld. Most choose to leave to follow the [[Paths of the Eldar|Path of the Outcast]]—where, eventually, they become pathfinders. On occasion, they are recalled to the craftworld in times of need, but most of their time is spent causing havoc and general jackassery upon passing merchant vessels, transports, and anything [[Necron]].&lt;br /&gt;
&lt;br /&gt;
==A Word on the Necron Grudge==&lt;br /&gt;
&lt;br /&gt;
Alaitoc used to be known for fighting mostly the [[Imperium]], but they became arch-enemies of the Necrons because [[Games Workshop|GW]] needed an Eldar force that &amp;quot;remembers&amp;quot; being created for that very purpose, and also because everyone and their dog fights the Imperium.  A better choice might have been [[Saim-Hann]], as they keep alive most of the Eldar&#039;s ancient traditions and would be more likely than Alaitoc to return to their roots. Even their colors, white and red, are a perfect contrast to the black and green most Necrons favor. Alaitoc has had mixed success, at best, in confronting the Necron. One part of this is, probably, because their prefered leader for fighting the Necron is an absolute loser called [[Eldorath Starbane]] who, like most Farseers, can only win a battle if he has Space Marine allies holding his hand for him. But the blame can&#039;t all be placed on him, the famed ranger Illic Nightspear, for example, has never managed to do anything more than runaway from battles and get captured either. How did he escape capture? Well a Space Marine saved him. Beginning to notice a pattern?&lt;br /&gt;
&lt;br /&gt;
===Alladrios Kulcassian===&lt;br /&gt;
&lt;br /&gt;
A possible reason for Alaitoc&#039;s newfound [[Necron]] hatred could be the story of the Alaitoc [[Farseer]] Alladrios Kulcassian from the 3rd edition Necron codex. In the story, Alladrios had ordered Craftworld Alaitoc to the Imperium&#039;s training facility for [[Culexus]] assassins.  He was doing this because a Culexus assassin killed his sister (who was also a Farseer), and the Eldar consider dying at the hands of one to be a horrific fate (as it resulted in complete destruction of the soul; vs. being consumed by Slannesh...tough call). Once within striking distance, Alladrios was about to give the order for Alaitoc&#039;s forces to destroy it. However, though eager to avenge his sister, Alladrios came down with a case of something rare in 40k: common sense. He read the runes to see the future consequences of the attack. This was a wise choice, as every alternate future after the Culexus temple&#039;s destruction showed Alaitoc being destroyed by an unidentified enemy (possibly Necrons or the Imperium&#039;s forces). Alladrios was torn but swallowed his pride and called off the attack.  Though he loved his sister dearly, the price of vengeance was too high. As Alaitoc turned and left, the story concluded with a bitter Alladrios deducing that the Necrons and/or the [[C&#039;tan]] put the pariah gene in humanity, likening it to sowing crops, and are preparing to harvest them. Of course, he doesn&#039;t realize that A) the Imperium would have found a way to make Culexus assassins even if we never had the gene and B) the other Culexus temples scattered across the galaxy and likely the other assassin Clades would come to show their...appreciation.  Likely the destruction of Alaitoc he foresaw.  Because if anyone is so damn sneaky an Eldar Farseer cannot see them, it would be the Officio Assassinorum. Although since numerous Space Marines constantly surprise whole Seer Councils sending the Culexus are probably overkill.  Besides, being killed by a Culexus assassin does not destroy the soul, it merely prevents psychic powers from working unless the psyker is strong enough.  Being from Alaitoc, he was likely just superstitious like that.&lt;br /&gt;
&lt;br /&gt;
Of course, [[Matt Ward|there is another reason]].&lt;br /&gt;
&lt;br /&gt;
==The Events of &#039;&#039;Path of the Eldar&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Due to the selfish actions of the ranger Aradryan and the corrupt and egocentric Imperial commander De’vaque, who had dealings with the Eldar pirate Yrithain in an attempt to enrich himself at the expense of the Imperium, Alaitoc found itself under attack by all of the Imperial forces De’vaque could muster, led by the Chapter Master of the Sons of Orar, Nadeus. These events are the main focus of the books &#039;&#039;Path of the Eldar&#039;&#039;, by [[Gav Thorpe]], which follow the story of three Eldar youths, Korlandril, Aradryan, and Thirianna. For some reason, Thorpe decided to leave out their current Necron hunting job. &lt;br /&gt;
&lt;br /&gt;
The armada that was sent was massive and each of Alaitoc’s [[Farseer|Farseers]] had been ascribed a region of the skein to watch. Thirianna herself was responsible for watching the unfolding fates of more than a dozen starships, from frigates to battleships. Thirianna was impressed that the human ships were protected by [[Warp]]-based technologies ([[void shields]]), for she had not believed them capable of such technology, though it was still simplistic compared to the Eldar mastery of the Warp.  Which was a funny thing to think considering the Eldar aren&#039;t really shown with any advanced or particularly great psyker powers or warp technologies compared to the Imperium&#039;s great variety and the great power of its psykers; this is of course only if you look at the table top rules, but from a fluff prospective the Eldar Psykers out class human Psykers by a hilarious degree. Things like Wraithbone, which is a material created by manipulating the warp itself and is used as a foundation for most of their technology is a good example and so are things like wraith cannons or the D-scythes or even the sheer number of D weapons that even basic troops can take into battle; not to mention things like Wraithseers, Ghost Seers and Warlock Titans. Maybe they had become complacent in their dealings with humans because their typical conflicts with the Imperium would normally be dealt with on their own terms and as far away from the Craftworld as possible. But Thirianna&#039;s reaction can probably be chalked up to her youth and naïveté, as she, up to this point, had no experience when it came to dealing with humans, and given Alaitoc’s strict customs and insular tendencies, it’s not very likely that such information would be common knowledge.&lt;br /&gt;
&lt;br /&gt;
After the first wave of Imperial ships were butchered, the main Imperial fleet appeared, arriving in small groups scattered around the edges of the star system. The Alaitoc fleet was just not numerous enough to cover every approach. Although they could not ultimately prevent the Imperials from boarding Alaitoc herself, by the time they had finally managed it the space around the craftworld was a graveyard of Imperial vessels. &lt;br /&gt;
&lt;br /&gt;
Before the [[Space Marines]] arrived to save the day, the [[Imperial Guard]] were getting slaughtered within the craftworld by Alaitoc [[Aspect Warriors]], which isn’t a surprise given that they had THREE [[Phoenix Lords]], including [[Phoenix Lords#Maugan Ra|Maugan Ra]], fighting alongside them. One incident saw a small group of warriors luring thousands of Guardsmen, including entire armed divisions, into the centre of one of the craftworld&#039;s massive domes before turning off the gravity, ejecting the whole lot into the void. Taking advantage of the limited movement of the Eldar Titans within the confines of the inner corridors, the Imperial Guardsmen were actually able to take down the Alaitoc titans. Given the correct weapons (such as heavy Vanquisher cannons, which are basically anti-Titan guns), the Imperial Guard could indeed accomplish such an objective (though most of them died doing it). The reason the Sons of Orar chapter took light casualties during the initial fighting was because their chief [[Librarian]] was purposely sacrificing his basic troops to preserve the elites. Thirianna put a stop to this when she hunted him down and crushed his mind like a grape.&lt;br /&gt;
&lt;br /&gt;
The Craftworld&#039;s Farseers had told their people that they had forseen Alaitoc&#039;s victory. The conclusion? Due to the intervention of the Ranger Aradryan, the Imperium discovered they had been tricked by the [[Dark Eldar]] and De’vaque&#039;s treachery was finally revealed. In short, the Alaitoc Eldar could have beaten off the attack, but it would have been bloody.  Well, not really, considering the Eldar were still getting ass raped in their own Craftworld; despite each Eldar warrior killing dozens of imperial soldiers for every Eldar lose they would have likely lost eventually given the sheer imperial number advantage.  Especially with the, y&#039;know, Imperial Titans inside blowing shit up with the Eldar Titans dead and though the Guard was taking a brutal beating, they were still pushing through and gaining ground throughout the battle; although this was actually part of the Eldar strategy (I know, I know, blame Gav) to avoid needless Eldar losses. The plan was for the Eldar forces to hit the Imperial forces hard and then fall back in order to lure large numbers of Imperial soldiers into areas where they could be dealt with and away from the civilian areas which allowed them to evacuate before the Imperial forces arrived. This is not to mention any reserves from both sides that would have arrived eventually. Instead, they just told the Space Marines that they had been manipulated into attacking Alaitoc by the [[Dark Eldar]] and an Imperial governor. During the fighting within the Craftworld, the Eldar fleet had continued to destroy the Imperial fleet, leaving their forces upon Alaitoc stranded. Once the Eldar had finished evacuating the last of its population, they had planned to destroy Alaitoc by imploding her Webway portal and killing all the humans left behind (which would still be very much an Imperial victory). They also told the Space Marines that if they did not stop, a fuckhuge fleet of Eldar with ships from pretty much every craftworld was on its way to kill everything that was not Eldar within 20 lightyears which in theory would have resulted in mass cyclonic torpedo bombardment of every craftworld in the galaxy (too bad they have no idea where they are). Of course the Eldar have done such things before such as the erasing of all life from dozens of Imperial planets in order to starve Tyranid hive fleets of biomass; to which the Imperial response was to fail spectacularly to do anything  other then stew in impotent rage as they were unable to retaliate against or even locate the Eldar. &lt;br /&gt;
&lt;br /&gt;
And so, although Alaitoc is one of the smaller of the big five craftworlds, weaker Eldar for Eldar than other craftworlds such as [[Biel-tan]] and [[Ulthwé]] (who are constantly at war), and not made up of warrior tribes like [[Saim-Hann]] or a huge amount of wraith constructs like [[Iyanden]], they managed, through the sheer scale of Imperial losses, to ultimately convince a Space Marine Chapter Master to negotiate a truce:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How many thousands have died already?&amp;quot; whispered Alaitin. &amp;quot;How many of your warriors have fallen to clean the blood from this man’s hands, Chapter Master?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The boom of the pistol caused Aradryan to jump. De’vaque’s head disappeared in a cloud of blood and bone and his headless corpse collapsed to the pavement.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too many,&amp;quot; snarled the Chapter Master. &amp;quot;Call off your ships and I will cease the attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the end, nearly a third of Alaitoc lay in ruins from rim to core, but the number of Eldar dead was only counted in the thousands (unlikely, given the Titans blowing everything up, although it should be noted that the Imperial Titans were suffering the same problem as the Eldar titans within the confines of the Craftworld and were themselves being taken out by the more nimble Eldar Super Heavies. The losses for both sides are listed as &amp;quot;heavy&amp;quot; in the lexicanum but the books themselves give the Eldar loses in the thousands so whether that is an actual accurate number is debatable), and could have been far higher (though, the Imperium only wanted to smash everything, killing was just a bonus as they knew how evasive the Eldar are). The Imperium, upon leaving, decided to go kill the ones responsible. Some [[Fail|victory]].  Victory is not measured in corpses.  Especially when fighting the Imperium.  It is a strategic victory for the Imperium.  The Eldar rely on the stuff the Imperium destroyed to survive.  Besides that, the Imperium had shown that a small (by Imperial standards- about the same size as the forces sent against the Tau) force could course serious problems for a craftworld and that the Imperium did not give a shit about the number of ships it would cost.  Which told the Eldar what they already knew; that the Imperium  has absolutely no respect for the lives of its own warriors and that they were so blinded by their own hatred and so heavily indoctrinated that they would willingly suffer truly horrifying loses as long as the enemy was destroyed. Directly attacking the Imperium with sheer force was not an option with their low numbers. The Imperium could afford to throw away millions if not billions of their own and they wouldn&#039;t even care; which the Eldar are not prepared to or willing to do.&lt;br /&gt;
&lt;br /&gt;
Although there will be those who read the books that go straight into the chest thumping “My guys can beat up your guys”, this is unneccessary as it is shown explicitly that even Alaitoc, one of the primary Craftworlds, cannot survive a battle with a relatively small Imperial force. Note the books are more about showing the different priorities of both individuals and factions and how they affect the story as a whole. The big difference between the Imperial forces and the Eldar forces are that the Imperial’s priority is to destroy whilst the Eldar priority is to preserve.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Alaitoc lead an attack on the [[Invaders]] Space Marine Chapter in revenge for their utter destruction of a Craftworld. Said attack has forced the Invaders to become a fleet-based Chapter but, unlike their Craftworld victim, they have survived and, most likely, like the [[Scythes of the Emperor]] been reinforced with the new [[Ultima Founding]].&lt;br /&gt;
&lt;br /&gt;
Alaitoc also attempted to foil the efforts of the [[Word Bearers]] upon the planet Gruelbowl (yes, that is really its name) but were incapable of doing so (probably because Alaitoc doesn&#039;t seem able of doing anything unless Space Marines are helping them). &lt;br /&gt;
&lt;br /&gt;
Alaitoc itself has not, so far, become a major proponent of the [[Ynnari]], with only a limited number of its people joining the movement and the Craftworld itself remaining distant. &lt;br /&gt;
&lt;br /&gt;
While the Asuryani of other world-ships finds their people divided and desperate for the first time, the staunch sons and daughters of Alaitoc have ever been cast like a net across the stars – and no matter how far they wander from home, they remain ready to close in around their craftworld’s many enemies.&lt;br /&gt;
&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152459</id>
		<title>Craftworld Alaitoc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152459"/>
		<updated>2018-01-17T23:54:11Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The Events of Path of the Eldar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Alaitoc&lt;br /&gt;
|image=[[File:Alaitoc-image.jpg]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital=[[Alaitoc]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Minor Power&lt;br /&gt;
|Size=Craftworld&lt;br /&gt;
|Head of State=High Farseer&lt;br /&gt;
|Head of Government= Seer Council of Alaitoc&lt;br /&gt;
|Governmental Structure=Authoritarian Magocratic Seer Council&lt;br /&gt;
|State Religion/Ideology= Eldar Mythology&lt;br /&gt;
|Demographic=[[Eldar]]&lt;br /&gt;
|Military Force=[[Craftworld]] Guardian Corps, [[Craftworld]] Fleet, [[Aspect Warrior]] Hosts, [[Outcast]] Allies, [[Corsair]] Allies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftworld Alaitoc&#039;&#039;&#039; (also known as &amp;quot;The Starstriders&amp;quot;—the most [[/tg/|George Michael]] of aliases) is the most puritanical, overtly racist, and obnoxious of all the [[Eldar]] [[Craftworld]]s, potentially even rivaling [[Eldrad|this prick]] with their sheer arrogance. Primarily comprised of [[Eldar Ranger|outcasts with sniper rifles]] and a [[Eldar#Eldar Corsairs|disparate selection of pirates]], the forces of the Alaitoc can most accurately be described as &amp;quot;shady as fuck&amp;quot;, choosing to spend most of their time chilling in the [[Webway]], waiting for shit to go down, or holding casual meetings with everyone&#039;s favorite [[Harlequin|circus freaks]]. Mostly, the forces of the Alaitoc like to observe from afar, casually mocking [[Ahriman]] as he knocks frantically on the door of the Black Library, sobbing like a girl in the rain waiting to be let in. Because the forces of the Alaitoc are made up of [[Neckbeard|grumpy loners]], [[Rogue_Trader_(Sourcebook)|with ideologies rooted firmly within the past with no scope for change]], they hate the idea of spending their time floating around in a big hunk of [[craftworld|space-metal]]. Consequently, this means that few Eldar actually live aboard the Alaitoc craftworld. Most choose to leave to follow the [[Paths of the Eldar|Path of the Outcast]]—where, eventually, they become pathfinders. On occasion, they are recalled to the craftworld in times of need, but most of their time is spent causing havoc and general jackassery upon passing merchant vessels, transports, and anything [[Necron]].&lt;br /&gt;
&lt;br /&gt;
==A Word on the Necron Grudge==&lt;br /&gt;
&lt;br /&gt;
Alaitoc used to be known for fighting mostly the [[Imperium]], but they became arch-enemies of the Necrons because [[Games Workshop|GW]] needed an Eldar force that &amp;quot;remembers&amp;quot; being created for that very purpose, and also because everyone and their dog fights the Imperium.  A better choice might have been [[Saim-Hann]], as they keep alive most of the Eldar&#039;s ancient traditions and would be more likely than Alaitoc to return to their roots. Even their colors, white and red, are a perfect contrast to the black and green most Necrons favor. Alaitoc has had mixed success, at best, in confronting the Necron. One part of this is, probably, because their prefered leader for fighting the Necron is an absolute loser called [[Eldorath Starbane]] who, like most Farseers, can only win a battle if he has Space Marine allies holding his hand for him. But the blame can&#039;t all be placed on him, the famed ranger Illic Nightspear, for example, has never managed to do anything more than runaway from battles and get captured either. How did he escape capture? Well a Space Marine saved him. Beginning to notice a pattern?&lt;br /&gt;
&lt;br /&gt;
===Alladrios Kulcassian===&lt;br /&gt;
&lt;br /&gt;
A possible reason for Alaitoc&#039;s newfound [[Necron]] hatred could be the story of the Alaitoc [[Farseer]] Alladrios Kulcassian from the 3rd edition Necron codex. In the story, Alladrios had ordered Craftworld Alaitoc to the Imperium&#039;s training facility for [[Culexus]] assassins.  He was doing this because a Culexus assassin killed his sister (who was also a Farseer), and the Eldar consider dying at the hands of one to be a horrific fate (as it resulted in complete destruction of the soul; vs. being consumed by Slannesh...tough call). Once within striking distance, Alladrios was about to give the order for Alaitoc&#039;s forces to destroy it. However, though eager to avenge his sister, Alladrios came down with a case of something rare in 40k: common sense. He read the runes to see the future consequences of the attack. This was a wise choice, as every alternate future after the Culexus temple&#039;s destruction showed Alaitoc being destroyed by an unidentified enemy (possibly Necrons or the Imperium&#039;s forces). Alladrios was torn but swallowed his pride and called off the attack.  Though he loved his sister dearly, the price of vengeance was too high. As Alaitoc turned and left, the story concluded with a bitter Alladrios deducing that the Necrons and/or the [[C&#039;tan]] put the pariah gene in humanity, likening it to sowing crops, and are preparing to harvest them. Of course, he doesn&#039;t realize that A) the Imperium would have found a way to make Culexus assassins even if we never had the gene and B) the other Culexus temples scattered across the galaxy and likely the other assassin Clades would come to show their...appreciation.  Likely the destruction of Alaitoc he foresaw.  Because if anyone is so damn sneaky an Eldar Farseer cannot see them, it would be the Officio Assassinorum. Although since numerous Space Marines constantly surprise whole Seer Councils sending the Culexus are probably overkill.  Besides, being killed by a Culexus assassin does not destroy the soul, it merely prevents psychic powers from working unless the psyker is strong enough.  Being from Alaitoc, he was likely just superstitious like that.&lt;br /&gt;
&lt;br /&gt;
Of course, [[Matt Ward|there is another reason]].&lt;br /&gt;
&lt;br /&gt;
==The Events of &#039;&#039;Path of the Eldar&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Due to the selfish actions of the ranger Aradryan and the corrupt and egocentric Imperial commander De’vaque, who had dealings with the Eldar pirate Yrithain in an attempt to enrich himself at the expense of the Imperium, Alaitoc found itself under attack by all of the Imperial forces De’vaque could muster, led by the Chapter Master of the Sons of Orar, Nadeus. These events are the main focus of the books &#039;&#039;Path of the Eldar&#039;&#039;, by [[Gav Thorpe]], which follow the story of three Eldar youths, Korlandril, Aradryan, and Thirianna. For some reason, Thorpe decided to leave out their current Necron hunting job. &lt;br /&gt;
&lt;br /&gt;
The armada that was sent was massive and each of Alaitoc’s [[Farseer|Farseers]] had been ascribed a region of the skein to watch. Thirianna herself was responsible for watching the unfolding fates of more than a dozen starships, from frigates to battleships. Thirianna was impressed that the human ships were protected by [[Warp]]-based technologies ([[void shields]]), for she had not believed them capable of such technology, though it was still simplistic compared to the Eldar mastery of the Warp.  Which was a funny thing to think considering the Eldar aren&#039;t really shown with any advanced or particularly great psyker powers or warp technologies compared to the Imperium&#039;s great variety and the great power of its psykers; this is of course only if you look at the table top rules, but from a fluff prospective the Eldar Psykers out class human Psykers by a hilarious degree. Things like Wraithbone, which is a material created by manipulating the warp itself and is used as a foundation for most of their technology is a good example and so are things like wraith cannons or the D-scythes or even the sheer number of D weapons that even basic troops can take into battle; not to mention things like Wraithseers, Ghost Seers and Warlock Titans. Maybe they had become complacent in their dealings with humans because their typical conflicts with the Imperium would normally be dealt with on their own terms and as far away from the Craftworld as possible. But Thirianna&#039;s reaction can probably be chalked up to her youth and naïveté, as she, up to this point, had no experience when it came to dealing with humans, and given Alaitoc’s strict customs and insular tendencies, it’s not very likely that such information would be common knowledge.&lt;br /&gt;
&lt;br /&gt;
After the first wave of Imperial ships were butchered, the main Imperial fleet appeared, arriving in small groups scattered around the edges of the star system. The Alaitoc fleet was just not numerous enough to cover every approach. Although they could not ultimately prevent the Imperials from boarding Alaitoc herself, by the time they had finally managed it the space around the craftworld was a graveyard of Imperial vessels. &lt;br /&gt;
&lt;br /&gt;
Before the [[Space Marines]] arrived to save the day, the [[Imperial Guard]] were getting slaughtered within the craftworld by Alaitoc [[Aspect Warriors]], which isn’t a surprise given that they had THREE [[Phoenix Lords]], including [[Phoenix Lords#Maugan Ra|Maugan Ra]], fighting alongside them. One incident saw a small group of warriors luring thousands of Guardsmen, including entire armed divisions, into the centre of one of the craftworld&#039;s massive domes before turning off the gravity, ejecting the whole lot into the void. Taking advantage of the limited movement of the Eldar Titans within the confines of the inner corridors, the Imperial Guardsmen were actually able to take down the Alaitoc titans. Given the correct weapons (such as heavy Vanquisher cannons, which are basically anti-Titan guns), the Imperial Guard could indeed accomplish such an objective (though most of them died doing it). The reason the Sons of Orar chapter took light casualties during the initial fighting was because their chief [[Librarian]] was purposely sacrificing his basic troops to preserve the elites. Thirianna put a stop to this when she hunted him down and crushed his mind like a grape.&lt;br /&gt;
&lt;br /&gt;
The Craftworld&#039;s Farseers had told their people that they had forseen Alaitoc&#039;s victory. The conclusion? Due to the intervention of the Ranger Aradryan, the Imperium discovered they had been tricked by the [[Dark Eldar]] and De’vaque&#039;s treachery was finally revealed. In short, the Alaitoc Eldar could have beaten off the attack, but it would have been bloody.  Well, not really, considering the Eldar were still getting ass raped in their own Craftworld; despite each Eldar warrior killing dozens of imperial soldiers for every Eldar lose they would have likely lost eventually given the sheer imperial number advantage.  Especially with the, y&#039;know, Imperial Titans inside blowing shit up with the Eldar Titans dead and though the Guard was taking a brutal beating, they were still pushing through and gaining ground throughout the battle; although this was actually part of the Eldar strategy (I know, I know, blame Gav) to avoid needless Eldar losses. The plan was for the Eldar forces to hit the Imperial forces hard and then fall back in order to lure large numbers of Imperial soldiers into areas where they could be dealt with and away from the civilian areas which allowed them to evacuate before the Imperial forces arrived. This is not to mention any reserves from both sides that would have arrived eventually. Instead, they just told the Space Marines that they had been manipulated into attacking Alaitoc by the [[Dark Eldar]] and an Imperial governor. During the fighting within the Craftworld, the Eldar fleet had continued to destroy the Imperial fleet, leaving their forces upon Alaitoc stranded. Once the Eldar had finished evacuating the last of its population, they had planned to destroy Alaitoc by imploding her Webway portal and killing all the humans left behind (which would still be very much an Imperial victory). They also told the Space Marines that if they did not stop, a fuckhuge fleet of Eldar with ships from pretty much every craftworld was on its way to kill everything that was not Eldar within 20 lightyears which in theory would have resulted in mass cyclonic torpedo bombardment of every craftworld in the galaxy (too bad they have no idea where they are). Of course the Eldar have done such things before such as the erasing of all life from dozens of Imperial Plants in order to starve Tyranids hive fleets of biomass; to which the Imperial response was to fail spectacularly to do anything  other then stew in impotent rage as they were unable to retaliate against or even locate the Eldar. &lt;br /&gt;
&lt;br /&gt;
And so, although Alaitoc is one of the smaller of the big five craftworlds, weaker Eldar for Eldar than other craftworlds such as [[Biel-tan]] and [[Ulthwé]] (who are constantly at war), and not made up of warrior tribes like [[Saim-Hann]] or a huge amount of wraith constructs like [[Iyanden]], they managed, through the sheer scale of Imperial losses, to ultimately convince a Space Marine Chapter Master to negotiate a truce:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How many thousands have died already?&amp;quot; whispered Alaitin. &amp;quot;How many of your warriors have fallen to clean the blood from this man’s hands, Chapter Master?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The boom of the pistol caused Aradryan to jump. De’vaque’s head disappeared in a cloud of blood and bone and his headless corpse collapsed to the pavement.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too many,&amp;quot; snarled the Chapter Master. &amp;quot;Call off your ships and I will cease the attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the end, nearly a third of Alaitoc lay in ruins from rim to core, but the number of Eldar dead was only counted in the thousands (unlikely, given the Titans blowing everything up, although it should be noted that the Imperial Titans were suffering the same problem as the Eldar titans within the confines of the Craftworld and were themselves being taken out by the more nimble Eldar Super Heavies. The losses for both sides are listed as &amp;quot;heavy&amp;quot; in the lexicanum but the books themselves give the Eldar loses in the thousands so whether that is an actual accurate number is debatable), and could have been far higher (though, the Imperium only wanted to smash everything, killing was just a bonus as they knew how evasive the Eldar are). The Imperium, upon leaving, decided to go kill the ones responsible. Some [[Fail|victory]].  Victory is not measured in corpses.  Especially when fighting the Imperium.  It is a strategic victory for the Imperium.  The Eldar rely on the stuff the Imperium destroyed to survive.  Besides that, the Imperium had shown that a small (by Imperial standards- about the same size as the forces sent against the Tau) force could course serious problems for a craftworld and that the Imperium did not give a shit about the number of ships it would cost.  Which told the Eldar what they already knew; that the Imperium  has absolutely no respect for the lives of its own warriors and that they were so blinded by their own hatred and so heavily indoctrinated that they would willingly suffer truly horrifying loses as long as the enemy was destroyed. Directly attacking the Imperium with sheer force was not an option with their low numbers. The Imperium could afford to throw away millions if not billions of their own and they wouldn&#039;t even care; which the Eldar are not prepared to or willing to do.&lt;br /&gt;
&lt;br /&gt;
Although there will be those who read the books that go straight into the chest thumping “My guys can beat up your guys”, this is unneccessary as it is shown explicitly that even Alaitoc, one of the primary Craftworlds, cannot survive a battle with a relatively small Imperial force. Note the books are more about showing the different priorities of both individuals and factions and how they affect the story as a whole. The big difference between the Imperial forces and the Eldar forces are that the Imperial’s priority is to destroy whilst the Eldar priority is to preserve.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Alaitoc lead an attack on the [[Invaders]] Space Marine Chapter in revenge for their utter destruction of a Craftworld. Said attack has forced the Invaders to become a fleet-based Chapter but, unlike their Craftworld victim, they have survived and, most likely, like the [[Scythes of the Emperor]] been reinforced with the new [[Ultima Founding]].&lt;br /&gt;
&lt;br /&gt;
Alaitoc also attempted to foil the efforts of the [[Word Bearers]] upon the planet Gruelbowl (yes, that is really its name) but were incapable of doing so (probably because Alaitoc doesn&#039;t seem able of doing anything unless Space Marines are helping them). &lt;br /&gt;
&lt;br /&gt;
Alaitoc itself has not, so far, become a major proponent of the [[Ynnari]], with only a limited number of its people joining the movement and the Craftworld itself remaining distant. &lt;br /&gt;
&lt;br /&gt;
While the Asuryani of other world-ships finds their people divided and desperate for the first time, the staunch sons and daughters of Alaitoc have ever been cast like a net across the stars – and no matter how far they wander from home, they remain ready to close in around their craftworld’s many enemies.&lt;br /&gt;
&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152458</id>
		<title>Craftworld Alaitoc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152458"/>
		<updated>2018-01-17T23:53:08Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The Events of Path of the Eldar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Alaitoc&lt;br /&gt;
|image=[[File:Alaitoc-image.jpg]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital=[[Alaitoc]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Minor Power&lt;br /&gt;
|Size=Craftworld&lt;br /&gt;
|Head of State=High Farseer&lt;br /&gt;
|Head of Government= Seer Council of Alaitoc&lt;br /&gt;
|Governmental Structure=Authoritarian Magocratic Seer Council&lt;br /&gt;
|State Religion/Ideology= Eldar Mythology&lt;br /&gt;
|Demographic=[[Eldar]]&lt;br /&gt;
|Military Force=[[Craftworld]] Guardian Corps, [[Craftworld]] Fleet, [[Aspect Warrior]] Hosts, [[Outcast]] Allies, [[Corsair]] Allies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftworld Alaitoc&#039;&#039;&#039; (also known as &amp;quot;The Starstriders&amp;quot;—the most [[/tg/|George Michael]] of aliases) is the most puritanical, overtly racist, and obnoxious of all the [[Eldar]] [[Craftworld]]s, potentially even rivaling [[Eldrad|this prick]] with their sheer arrogance. Primarily comprised of [[Eldar Ranger|outcasts with sniper rifles]] and a [[Eldar#Eldar Corsairs|disparate selection of pirates]], the forces of the Alaitoc can most accurately be described as &amp;quot;shady as fuck&amp;quot;, choosing to spend most of their time chilling in the [[Webway]], waiting for shit to go down, or holding casual meetings with everyone&#039;s favorite [[Harlequin|circus freaks]]. Mostly, the forces of the Alaitoc like to observe from afar, casually mocking [[Ahriman]] as he knocks frantically on the door of the Black Library, sobbing like a girl in the rain waiting to be let in. Because the forces of the Alaitoc are made up of [[Neckbeard|grumpy loners]], [[Rogue_Trader_(Sourcebook)|with ideologies rooted firmly within the past with no scope for change]], they hate the idea of spending their time floating around in a big hunk of [[craftworld|space-metal]]. Consequently, this means that few Eldar actually live aboard the Alaitoc craftworld. Most choose to leave to follow the [[Paths of the Eldar|Path of the Outcast]]—where, eventually, they become pathfinders. On occasion, they are recalled to the craftworld in times of need, but most of their time is spent causing havoc and general jackassery upon passing merchant vessels, transports, and anything [[Necron]].&lt;br /&gt;
&lt;br /&gt;
==A Word on the Necron Grudge==&lt;br /&gt;
&lt;br /&gt;
Alaitoc used to be known for fighting mostly the [[Imperium]], but they became arch-enemies of the Necrons because [[Games Workshop|GW]] needed an Eldar force that &amp;quot;remembers&amp;quot; being created for that very purpose, and also because everyone and their dog fights the Imperium.  A better choice might have been [[Saim-Hann]], as they keep alive most of the Eldar&#039;s ancient traditions and would be more likely than Alaitoc to return to their roots. Even their colors, white and red, are a perfect contrast to the black and green most Necrons favor. Alaitoc has had mixed success, at best, in confronting the Necron. One part of this is, probably, because their prefered leader for fighting the Necron is an absolute loser called [[Eldorath Starbane]] who, like most Farseers, can only win a battle if he has Space Marine allies holding his hand for him. But the blame can&#039;t all be placed on him, the famed ranger Illic Nightspear, for example, has never managed to do anything more than runaway from battles and get captured either. How did he escape capture? Well a Space Marine saved him. Beginning to notice a pattern?&lt;br /&gt;
&lt;br /&gt;
===Alladrios Kulcassian===&lt;br /&gt;
&lt;br /&gt;
A possible reason for Alaitoc&#039;s newfound [[Necron]] hatred could be the story of the Alaitoc [[Farseer]] Alladrios Kulcassian from the 3rd edition Necron codex. In the story, Alladrios had ordered Craftworld Alaitoc to the Imperium&#039;s training facility for [[Culexus]] assassins.  He was doing this because a Culexus assassin killed his sister (who was also a Farseer), and the Eldar consider dying at the hands of one to be a horrific fate (as it resulted in complete destruction of the soul; vs. being consumed by Slannesh...tough call). Once within striking distance, Alladrios was about to give the order for Alaitoc&#039;s forces to destroy it. However, though eager to avenge his sister, Alladrios came down with a case of something rare in 40k: common sense. He read the runes to see the future consequences of the attack. This was a wise choice, as every alternate future after the Culexus temple&#039;s destruction showed Alaitoc being destroyed by an unidentified enemy (possibly Necrons or the Imperium&#039;s forces). Alladrios was torn but swallowed his pride and called off the attack.  Though he loved his sister dearly, the price of vengeance was too high. As Alaitoc turned and left, the story concluded with a bitter Alladrios deducing that the Necrons and/or the [[C&#039;tan]] put the pariah gene in humanity, likening it to sowing crops, and are preparing to harvest them. Of course, he doesn&#039;t realize that A) the Imperium would have found a way to make Culexus assassins even if we never had the gene and B) the other Culexus temples scattered across the galaxy and likely the other assassin Clades would come to show their...appreciation.  Likely the destruction of Alaitoc he foresaw.  Because if anyone is so damn sneaky an Eldar Farseer cannot see them, it would be the Officio Assassinorum. Although since numerous Space Marines constantly surprise whole Seer Councils sending the Culexus are probably overkill.  Besides, being killed by a Culexus assassin does not destroy the soul, it merely prevents psychic powers from working unless the psyker is strong enough.  Being from Alaitoc, he was likely just superstitious like that.&lt;br /&gt;
&lt;br /&gt;
Of course, [[Matt Ward|there is another reason]].&lt;br /&gt;
&lt;br /&gt;
==The Events of &#039;&#039;Path of the Eldar&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Due to the selfish actions of the ranger Aradryan and the corrupt and egocentric Imperial commander De’vaque, who had dealings with the Eldar pirate Yrithain in an attempt to enrich himself at the expense of the Imperium, Alaitoc found itself under attack by all of the Imperial forces De’vaque could muster, led by the Chapter Master of the Sons of Orar, Nadeus. These events are the main focus of the books &#039;&#039;Path of the Eldar&#039;&#039;, by [[Gav Thorpe]], which follow the story of three Eldar youths, Korlandril, Aradryan, and Thirianna. For some reason, Thorpe decided to leave out their current Necron hunting job. &lt;br /&gt;
&lt;br /&gt;
The armada that was sent was massive and each of Alaitoc’s [[Farseer|Farseers]] had been ascribed a region of the skein to watch. Thirianna herself was responsible for watching the unfolding fates of more than a dozen starships, from frigates to battleships. Thirianna was impressed that the human ships were protected by [[Warp]]-based technologies ([[void shields]]), for she had not believed them capable of such technology, though it was still simplistic compared to the Eldar mastery of the Warp.  Which was a funny thing to think considering the Eldar aren&#039;t really shown with any advanced or particularly great psyker powers or warp technologies compared to the Imperium&#039;s great variety and the great power of its psykers; this is of course only if you look at the table top rules, but from a fluff prospective the Eldar Psykers out class human Psykers by a hilarious degree. Things like Wraithbone, which is a material created by manipulating the warp itself and is used as a foundation for most of their technology is a good example and so are things like wraith cannons or the D-scythes or even the sheer number of D weapons that even basic troops can take into battle; not to mention things like Wraithseers, Ghost Seers and Warlock Titans. Maybe they had become complacent in their dealings with humans because their typical conflicts with the Imperium would normally be dealt with on their own terms and as far away from the Craftworld as possible. But Thirianna&#039;s reaction can probably be chalked up to her youth and naïveté, as she, up to this point, had no experience when it came to dealing with humans, and given Alaitoc’s strict customs and insular tendencies, it’s not very likely that such information would be common knowledge.&lt;br /&gt;
&lt;br /&gt;
After the first wave of Imperial ships were butchered, the main Imperial fleet appeared, arriving in small groups scattered around the edges of the star system. The Alaitoc fleet was just not numerous enough to cover every approach. Although they could not ultimately prevent the Imperials from boarding Alaitoc herself, by the time they had finally managed it the space around the craftworld was a graveyard of Imperial vessels. &lt;br /&gt;
&lt;br /&gt;
Before the [[Space Marines]] arrived to save the day, the [[Imperial Guard]] were getting slaughtered within the craftworld by Alaitoc [[Aspect Warriors]], which isn’t a surprise given that they had THREE [[Phoenix Lords]], including [[Phoenix Lords#Maugan Ra|Maugan Ra]], fighting alongside them. One incident saw a small group of warriors luring thousands of Guardsmen, including entire armed divisions, into the centre of one of the craftworld&#039;s massive domes before turning off the gravity, ejecting the whole lot into the void. Taking advantage of the limited movement of the Eldar Titans within the confines of the inner corridors, the Imperial Guardsmen were actually able to take down the Alaitoc titans. Given the correct weapons (such as heavy Vanquisher cannons, which are basically anti-Titan guns), the Imperial Guard could indeed accomplish such an objective (though most of them died doing it). The reason the Sons of Orar chapter took light casualties during the initial fighting was because their chief [[Librarian]] was purposely sacrificing his basic troops to preserve the elites. Thirianna put a stop to this when she hunted him down and crushed his mind like a grape.&lt;br /&gt;
&lt;br /&gt;
The Craftworld&#039;s Farseers had told their people that they had forseen Alaitoc&#039;s victory. The conclusion? Due to the intervention of the Ranger Aradryan, the Imperium discovered they had been tricked by the [[Dark Eldar]] and De’vaque&#039;s treachery was finally revealed. In short, the Alaitoc Eldar could have beaten off the attack, but it would have been bloody.  Well, not really, considering the Eldar were still getting ass raped in their own Craftworld; despite each Eldar warrior killing dozens of imperial soldiers for every Eldar lose they would have likely lost eventually given the sheer imperial number advantage.  Especially with the, y&#039;know, Imperial Titans inside blowing shit up with the Eldar Titans dead and though the Guard was taking a brutal beating, they were still pushing through and gaining ground throughout the battle; although this was actually part of the Eldar strategy (I know, I know, blame Gav) to avoid needless Eldar losses. The plan was for the Eldar forces to hit the Imperial forces hard and then fall back in order to lure large numbers of Imperial soldiers into areas where they could be dealt with and away from the civilian areas which allowed them to evacuate before the Imperial forces arrived. This is not to mention any reserves from both sides that would have arrived eventually. Instead, they just told the Space Marines that they had been manipulated into attacking Alaitoc by the [[Dark Eldar]] and an Imperial governor. During the fighting within the Craftworld, the Eldar fleet had continued to destroy the Imperial fleet, leaving their forces upon Alaitoc stranded. Once the Eldar had finished evacuating the last of its population, they had planned to destroy Alaitoc by imploding her Webway portal and killing all the humans left behind (which would still be very much an Imperial victory). They also told the Space Marines that if they did not stop, a fuckhuge fleet of Eldar with ships from pretty much every craftworld was on its way to kill everything that was not Eldar within 20 lightyears which in theory would have resulted in mass cyclonic torpedo bombardment of every craftworld in the galaxy (too bad they have no idea were they are). Of course the Eldar have done such things before such as the erasing of all life from dozens of Imperial Plants in order to starve Tyranids hive fleets of biomass; to which the Imperial response was to fail spectacularly to do anything  other then stew in impotent rage as they were unable to retaliate against or even locate the Eldar. &lt;br /&gt;
&lt;br /&gt;
And so, although Alaitoc is one of the smaller of the big five craftworlds, weaker Eldar for Eldar than other craftworlds such as [[Biel-tan]] and [[Ulthwé]] (who are constantly at war), and not made up of warrior tribes like [[Saim-Hann]] or a huge amount of wraith constructs like [[Iyanden]], they managed, through the sheer scale of Imperial losses, to ultimately convince a Space Marine Chapter Master to negotiate a truce:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How many thousands have died already?&amp;quot; whispered Alaitin. &amp;quot;How many of your warriors have fallen to clean the blood from this man’s hands, Chapter Master?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The boom of the pistol caused Aradryan to jump. De’vaque’s head disappeared in a cloud of blood and bone and his headless corpse collapsed to the pavement.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too many,&amp;quot; snarled the Chapter Master. &amp;quot;Call off your ships and I will cease the attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the end, nearly a third of Alaitoc lay in ruins from rim to core, but the number of Eldar dead was only counted in the thousands (unlikely, given the Titans blowing everything up, although it should be noted that the Imperial Titans were suffering the same problem as the Eldar titans within the confines of the Craftworld and were themselves being taken out by the more nimble Eldar Super Heavies. The losses for both sides are listed as &amp;quot;heavy&amp;quot; in the lexicanum but the books themselves give the Eldar loses in the thousands so whether that is an actual accurate number is debatable), and could have been far higher (though, the Imperium only wanted to smash everything, killing was just a bonus as they knew how evasive the Eldar are). The Imperium, upon leaving, decided to go kill the ones responsible. Some [[Fail|victory]].  Victory is not measured in corpses.  Especially when fighting the Imperium.  It is a strategic victory for the Imperium.  The Eldar rely on the stuff the Imperium destroyed to survive.  Besides that, the Imperium had shown that a small (by Imperial standards- about the same size as the forces sent against the Tau) force could course serious problems for a craftworld and that the Imperium did not give a shit about the number of ships it would cost.  Which told the Eldar what they already knew; that the Imperium  has absolutely no respect for the lives of its own warriors and that they were so blinded by their own hatred and so heavily indoctrinated that they would willingly suffer truly horrifying loses as long as the enemy was destroyed. Directly attacking the Imperium with sheer force was not an option with their low numbers. The Imperium could afford to throw away millions if not billions of their own and they wouldn&#039;t even care; which the Eldar are not prepared to or willing to do.&lt;br /&gt;
&lt;br /&gt;
Although there will be those who read the books that go straight into the chest thumping “My guys can beat up your guys”, this is unneccessary as it is shown explicitly that even Alaitoc, one of the primary Craftworlds, cannot survive a battle with a relatively small Imperial force. Note the books are more about showing the different priorities of both individuals and factions and how they affect the story as a whole. The big difference between the Imperial forces and the Eldar forces are that the Imperial’s priority is to destroy whilst the Eldar priority is to preserve.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Alaitoc lead an attack on the [[Invaders]] Space Marine Chapter in revenge for their utter destruction of a Craftworld. Said attack has forced the Invaders to become a fleet-based Chapter but, unlike their Craftworld victim, they have survived and, most likely, like the [[Scythes of the Emperor]] been reinforced with the new [[Ultima Founding]].&lt;br /&gt;
&lt;br /&gt;
Alaitoc also attempted to foil the efforts of the [[Word Bearers]] upon the planet Gruelbowl (yes, that is really its name) but were incapable of doing so (probably because Alaitoc doesn&#039;t seem able of doing anything unless Space Marines are helping them). &lt;br /&gt;
&lt;br /&gt;
Alaitoc itself has not, so far, become a major proponent of the [[Ynnari]], with only a limited number of its people joining the movement and the Craftworld itself remaining distant. &lt;br /&gt;
&lt;br /&gt;
While the Asuryani of other world-ships finds their people divided and desperate for the first time, the staunch sons and daughters of Alaitoc have ever been cast like a net across the stars – and no matter how far they wander from home, they remain ready to close in around their craftworld’s many enemies.&lt;br /&gt;
&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152457</id>
		<title>Craftworld Alaitoc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Craftworld_Alaitoc&amp;diff=152457"/>
		<updated>2018-01-17T23:52:22Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The Events of Path of the Eldar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Alaitoc&lt;br /&gt;
|image=[[File:Alaitoc-image.jpg]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital=[[Alaitoc]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Minor Power&lt;br /&gt;
|Size=Craftworld&lt;br /&gt;
|Head of State=High Farseer&lt;br /&gt;
|Head of Government= Seer Council of Alaitoc&lt;br /&gt;
|Governmental Structure=Authoritarian Magocratic Seer Council&lt;br /&gt;
|State Religion/Ideology= Eldar Mythology&lt;br /&gt;
|Demographic=[[Eldar]]&lt;br /&gt;
|Military Force=[[Craftworld]] Guardian Corps, [[Craftworld]] Fleet, [[Aspect Warrior]] Hosts, [[Outcast]] Allies, [[Corsair]] Allies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftworld Alaitoc&#039;&#039;&#039; (also known as &amp;quot;The Starstriders&amp;quot;—the most [[/tg/|George Michael]] of aliases) is the most puritanical, overtly racist, and obnoxious of all the [[Eldar]] [[Craftworld]]s, potentially even rivaling [[Eldrad|this prick]] with their sheer arrogance. Primarily comprised of [[Eldar Ranger|outcasts with sniper rifles]] and a [[Eldar#Eldar Corsairs|disparate selection of pirates]], the forces of the Alaitoc can most accurately be described as &amp;quot;shady as fuck&amp;quot;, choosing to spend most of their time chilling in the [[Webway]], waiting for shit to go down, or holding casual meetings with everyone&#039;s favorite [[Harlequin|circus freaks]]. Mostly, the forces of the Alaitoc like to observe from afar, casually mocking [[Ahriman]] as he knocks frantically on the door of the Black Library, sobbing like a girl in the rain waiting to be let in. Because the forces of the Alaitoc are made up of [[Neckbeard|grumpy loners]], [[Rogue_Trader_(Sourcebook)|with ideologies rooted firmly within the past with no scope for change]], they hate the idea of spending their time floating around in a big hunk of [[craftworld|space-metal]]. Consequently, this means that few Eldar actually live aboard the Alaitoc craftworld. Most choose to leave to follow the [[Paths of the Eldar|Path of the Outcast]]—where, eventually, they become pathfinders. On occasion, they are recalled to the craftworld in times of need, but most of their time is spent causing havoc and general jackassery upon passing merchant vessels, transports, and anything [[Necron]].&lt;br /&gt;
&lt;br /&gt;
==A Word on the Necron Grudge==&lt;br /&gt;
&lt;br /&gt;
Alaitoc used to be known for fighting mostly the [[Imperium]], but they became arch-enemies of the Necrons because [[Games Workshop|GW]] needed an Eldar force that &amp;quot;remembers&amp;quot; being created for that very purpose, and also because everyone and their dog fights the Imperium.  A better choice might have been [[Saim-Hann]], as they keep alive most of the Eldar&#039;s ancient traditions and would be more likely than Alaitoc to return to their roots. Even their colors, white and red, are a perfect contrast to the black and green most Necrons favor. Alaitoc has had mixed success, at best, in confronting the Necron. One part of this is, probably, because their prefered leader for fighting the Necron is an absolute loser called [[Eldorath Starbane]] who, like most Farseers, can only win a battle if he has Space Marine allies holding his hand for him. But the blame can&#039;t all be placed on him, the famed ranger Illic Nightspear, for example, has never managed to do anything more than runaway from battles and get captured either. How did he escape capture? Well a Space Marine saved him. Beginning to notice a pattern?&lt;br /&gt;
&lt;br /&gt;
===Alladrios Kulcassian===&lt;br /&gt;
&lt;br /&gt;
A possible reason for Alaitoc&#039;s newfound [[Necron]] hatred could be the story of the Alaitoc [[Farseer]] Alladrios Kulcassian from the 3rd edition Necron codex. In the story, Alladrios had ordered Craftworld Alaitoc to the Imperium&#039;s training facility for [[Culexus]] assassins.  He was doing this because a Culexus assassin killed his sister (who was also a Farseer), and the Eldar consider dying at the hands of one to be a horrific fate (as it resulted in complete destruction of the soul; vs. being consumed by Slannesh...tough call). Once within striking distance, Alladrios was about to give the order for Alaitoc&#039;s forces to destroy it. However, though eager to avenge his sister, Alladrios came down with a case of something rare in 40k: common sense. He read the runes to see the future consequences of the attack. This was a wise choice, as every alternate future after the Culexus temple&#039;s destruction showed Alaitoc being destroyed by an unidentified enemy (possibly Necrons or the Imperium&#039;s forces). Alladrios was torn but swallowed his pride and called off the attack.  Though he loved his sister dearly, the price of vengeance was too high. As Alaitoc turned and left, the story concluded with a bitter Alladrios deducing that the Necrons and/or the [[C&#039;tan]] put the pariah gene in humanity, likening it to sowing crops, and are preparing to harvest them. Of course, he doesn&#039;t realize that A) the Imperium would have found a way to make Culexus assassins even if we never had the gene and B) the other Culexus temples scattered across the galaxy and likely the other assassin Clades would come to show their...appreciation.  Likely the destruction of Alaitoc he foresaw.  Because if anyone is so damn sneaky an Eldar Farseer cannot see them, it would be the Officio Assassinorum. Although since numerous Space Marines constantly surprise whole Seer Councils sending the Culexus are probably overkill.  Besides, being killed by a Culexus assassin does not destroy the soul, it merely prevents psychic powers from working unless the psyker is strong enough.  Being from Alaitoc, he was likely just superstitious like that.&lt;br /&gt;
&lt;br /&gt;
Of course, [[Matt Ward|there is another reason]].&lt;br /&gt;
&lt;br /&gt;
==The Events of &#039;&#039;Path of the Eldar&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Due to the selfish actions of the ranger Aradryan and the corrupt and egocentric Imperial commander De’vaque, who had dealings with the Eldar pirate Yrithain in an attempt to enrich himself at the expense of the Imperium, Alaitoc found itself under attack by all of the Imperial forces De’vaque could muster, led by the Chapter Master of the Sons of Orar, Nadeus. These events are the main focus of the books &#039;&#039;Path of the Eldar&#039;&#039;, by [[Gav Thorpe]], which follow the story of three Eldar youths, Korlandril, Aradryan, and Thirianna. For some reason, Thorpe decided to leave out their current Necron hunting job. &lt;br /&gt;
&lt;br /&gt;
The armada that was sent was massive and each of Alaitoc’s [[Farseer|Farseers]] had been ascribed a region of the skein to watch. Thirianna herself was responsible for watching the unfolding fates of more than a dozen starships, from frigates to battleships. Thirianna was impressed that the human ships were protected by [[Warp]]-based technologies ([[void shields]]), for she had not believed them capable of such technology, though it was still simplistic compared to the Eldar mastery of the Warp.  Which was a funny thing to think considering the Eldar aren&#039;t really shown with any advanced or particularly great psyker powers or warp technologies compared to the Imperium&#039;s great variety and the great power of its psykers; this is of course only if you look at the table top rules, but from a fluff prospective the Eldar Psykers out class human Psykers by a hilarious degree. Things like Wraithbone, which is a material created by manipulating the warp itself and is used as a foundation for most of their technology is a good example and so are things like wraith cannons or the D-scythes or even the sheer number of D weapons that even basic troops can take into battle; not to mention things like Wraithseers, Ghost Seers and Warlock Titans. Maybe they had become complacent in their dealings with humans because their typical conflicts with the Imperium would normally be dealt with on their own terms and as far away from the Craftworld as possible. But Thirianna&#039;s reaction can probably be chalked up to her youth and naïveté, as she, up to this point, had no experience when it came to dealing with humans, and given Alaitoc’s strict customs and insular tendencies, it’s not very likely that such information would be common knowledge.&lt;br /&gt;
&lt;br /&gt;
After the first wave of Imperial ships were butchered, the main Imperial fleet appeared, arriving in small groups scattered around the edges of the star system. The Alaitoc fleet was just not numerous enough to cover every approach. Although they could not ultimately prevent the Imperials from boarding Alaitoc herself, by the time they had finally managed it the space around the craftworld was a graveyard of Imperial vessels. &lt;br /&gt;
&lt;br /&gt;
Before the [[Space Marines]] arrived to save the day, the [[Imperial Guard]] were getting slaughtered within the craftworld by Alaitoc [[Aspect Warriors]], which isn’t a surprise given that they had THREE [[Phoenix Lords]], including [[Phoenix Lords#Maugan Ra|Maugan Ra]], fighting alongside them. One incident saw a small group of warriors luring thousands of Guardsmen, including entire armed divisions, into the centre of one of the craftworld&#039;s massive domes before turning off the gravity, ejecting the whole lot into the void. Taking advantage of the limited movement of the Eldar Titans within the confines of the inner corridors, the Imperial Guardsmen were actually able to take down the Alaitoc titans. Given the correct weapons (such as heavy Vanquisher cannons, which are basically anti-Titan guns), the Imperial Guard could indeed accomplish such an objective (though most of them died doing it). The reason the Sons of Orar chapter took light casualties during the initial fighting was because their chief [[Librarian]] was purposely sacrificing his basic troops to preserve the elites. Thirianna put a stop to this when she hunted him down and crushed his mind like a grape.&lt;br /&gt;
&lt;br /&gt;
The Craftworld&#039;s Farseers had told their people that they had forseen Alaitoc&#039;s victory. The conclusion? Due to the intervention of the Ranger Aradryan, the Imperium discovered they had been tricked by the [[Dark Eldar]] and De’vaque&#039;s treachery was finally revealed. In short, the Alaitoc Eldar could have beaten off the attack, but it would have been bloody.  Well, not really, considering the Eldar were still getting ass raped in their own Craftworld; despite each Eldar warrior killing dozens of imperial soldiers for every Eldar lose they would have likely lost eventually given the sheer imperial number advantage.  Especially with the, y&#039;know, Imperial Titans inside blowing shit up with the Eldar Titans dead and though the Guard was taking a brutal beating, they were still pushing through and gaining ground throughout the battle; although this was actually part of the Eldar strategy (I know, I know, blame Gav) to avoid needless Eldar losses. The plan was for the Eldar forces to hit the Imperial forces hard and then fall back in order to lure large numbers of Imperial soldiers into areas were they could be dealt with and away from the civilian areas which allowed them to evacuate before the imperial forces arrived. This is not to mention any reserves from both sides that would have arrived eventually. Instead, they just told the Space Marines that they had been manipulated into attacking Alaitoc by the [[Dark Eldar]] and an Imperial governor. During the fighting within the Craftworld, the Eldar fleet had continued to destroy the Imperial fleet, leaving their forces upon Alaitoc stranded. Once the Eldar had finished evacuating the last of its population, they had planned to destroy Alaitoc by imploding her Webway portal and killing all the humans left behind (which would still be very much an Imperial victory). They also told the Space Marines that if they did not stop, a fuckhuge fleet of Eldar with ships from pretty much every craftworld was on its way to kill everything that was not Eldar within 20 lightyears which in theory would have resulted in mass cyclonic torpedo bombardment of every craftworld in the galaxy (too bad they have no idea were they are). Of course the Eldar have done such things before such as the erasing of all life from dozens of Imperial Plants in order to starve Tyranids hive fleets of biomass; to which the Imperial response was to fail spectacularly to do anything  other then stew in impotent rage as they were unable to retaliate against or even locate the Eldar. &lt;br /&gt;
&lt;br /&gt;
And so, although Alaitoc is one of the smaller of the big five craftworlds, weaker Eldar for Eldar than other craftworlds such as [[Biel-tan]] and [[Ulthwé]] (who are constantly at war), and not made up of warrior tribes like [[Saim-Hann]] or a huge amount of wraith constructs like [[Iyanden]], they managed, through the sheer scale of Imperial losses, to ultimately convince a Space Marine Chapter Master to negotiate a truce:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How many thousands have died already?&amp;quot; whispered Alaitin. &amp;quot;How many of your warriors have fallen to clean the blood from this man’s hands, Chapter Master?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The boom of the pistol caused Aradryan to jump. De’vaque’s head disappeared in a cloud of blood and bone and his headless corpse collapsed to the pavement.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too many,&amp;quot; snarled the Chapter Master. &amp;quot;Call off your ships and I will cease the attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the end, nearly a third of Alaitoc lay in ruins from rim to core, but the number of Eldar dead was only counted in the thousands (unlikely, given the Titans blowing everything up, although it should be noted that the Imperial Titans were suffering the same problem as the Eldar titans within the confines of the Craftworld and were themselves being taken out by the more nimble Eldar Super Heavies. The losses for both sides are listed as &amp;quot;heavy&amp;quot; in the lexicanum but the books themselves give the Eldar loses in the thousands so whether that is an actual accurate number is debatable), and could have been far higher (though, the Imperium only wanted to smash everything, killing was just a bonus as they knew how evasive the Eldar are). The Imperium, upon leaving, decided to go kill the ones responsible. Some [[Fail|victory]].  Victory is not measured in corpses.  Especially when fighting the Imperium.  It is a strategic victory for the Imperium.  The Eldar rely on the stuff the Imperium destroyed to survive.  Besides that, the Imperium had shown that a small (by Imperial standards- about the same size as the forces sent against the Tau) force could course serious problems for a craftworld and that the Imperium did not give a shit about the number of ships it would cost.  Which told the Eldar what they already knew; that the Imperium  has absolutely no respect for the lives of its own warriors and that they were so blinded by their own hatred and so heavily indoctrinated that they would willingly suffer truly horrifying loses as long as the enemy was destroyed. Directly attacking the Imperium with sheer force was not an option with their low numbers. The Imperium could afford to throw away millions if not billions of their own and they wouldn&#039;t even care; which the Eldar are not prepared to or willing to do.&lt;br /&gt;
&lt;br /&gt;
Although there will be those who read the books that go straight into the chest thumping “My guys can beat up your guys”, this is unneccessary as it is shown explicitly that even Alaitoc, one of the primary Craftworlds, cannot survive a battle with a relatively small Imperial force. Note the books are more about showing the different priorities of both individuals and factions and how they affect the story as a whole. The big difference between the Imperial forces and the Eldar forces are that the Imperial’s priority is to destroy whilst the Eldar priority is to preserve.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Alaitoc lead an attack on the [[Invaders]] Space Marine Chapter in revenge for their utter destruction of a Craftworld. Said attack has forced the Invaders to become a fleet-based Chapter but, unlike their Craftworld victim, they have survived and, most likely, like the [[Scythes of the Emperor]] been reinforced with the new [[Ultima Founding]].&lt;br /&gt;
&lt;br /&gt;
Alaitoc also attempted to foil the efforts of the [[Word Bearers]] upon the planet Gruelbowl (yes, that is really its name) but were incapable of doing so (probably because Alaitoc doesn&#039;t seem able of doing anything unless Space Marines are helping them). &lt;br /&gt;
&lt;br /&gt;
Alaitoc itself has not, so far, become a major proponent of the [[Ynnari]], with only a limited number of its people joining the movement and the Craftworld itself remaining distant. &lt;br /&gt;
&lt;br /&gt;
While the Asuryani of other world-ships finds their people divided and desperate for the first time, the staunch sons and daughters of Alaitoc have ever been cast like a net across the stars – and no matter how far they wander from home, they remain ready to close in around their craftworld’s many enemies.&lt;br /&gt;
&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Flayed_Ones&amp;diff=218274</id>
		<title>Flayed Ones</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Flayed_Ones&amp;diff=218274"/>
		<updated>2018-01-17T23:48:32Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* The Bone Kingdom of Drazak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flayed_one_bloody.jpg|thumb|right|400px|He almost looks cute and [[Khorne|that pleases Him]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Craaawling in my skin.. These wounds, they will not heeaal...&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;To those who have turned their faces away. To those who are faithless and wretched in their jealousies. To those who have denied us. To those who have denied me. I will wreak vengeance. I will wrench your souls and break your bones. I will cast hunger through your accursed existence. Down the eons, you will not forget. I will grant you this gift from love turned aside and make you like me, break you in my image as you have broken me. I shall cast the fear of myself into you and all of your kind. I am Llandu’gor. I am the hunger. I am the flayer, and from this moment, you shall be too.&amp;quot; &#039;&#039;&amp;lt;br&amp;gt;--The Curse of Llandu&#039;gor the Flayer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flayed Ones&#039;&#039;&#039; are [[Necron]]s who go about wearing the bloody flesh of their victims. They are victims of the Flayer virus, a program error where they develop a desire to reclaim their flesh and blood existence [[Sons of Malice|by devouring the flesh of the living]] (And since they don&#039;t have any kind of digestive system, the eaten flesh just falls down through their ribcages)&amp;lt;br&amp;gt;It&#039;s the end result of the [[C&#039;Tan]] known as Llandu&#039;gor the Flayer, who was not sharded like the others, but completely destroyed.  Still, he had enough warning to curse the Necrons who killed him to suffer the Flayer virus as a last &amp;quot;fuck you;&amp;quot; they spread the virus to others, who spread it still further, and so on for quite some time until the other Necrons caught on.  &lt;br /&gt;
&lt;br /&gt;
Flayed Ones are basically the Lepers of Necron society, feared and ostracized for their disease. Although instead of sending them to a Leper colony, the Necrons simply try to kill them to prevent the spread of infection before it fully emerges (that&#039;s disease control in [[Warhammer 40,000]] for you); the ones that don&#039;t die end up in a weird subspace dimension where they hang out with other Flayed Ones until they sense bloody battle, at which time they warp out, kill everything with a pulse, and warp back there again once they&#039;re done. The &amp;quot;clean&amp;quot; Necrons don&#039;t mind this so much as long as the Flayed Ones fuck off as soon as the battle is up.&lt;br /&gt;
&lt;br /&gt;
This new lore comes from the Fifth Edition Necron [[Codex]].  In Third Edition, Flayed Ones were just close-combat specialists who liked to play dress-up with the skins of their slain foes.  The reason for this, just before the release of the 5th edition codex, was [[Grimdark|the Flayed Ones were Necrons who retained their emotions and went insane.  The causes were either being AWAKE, IMMOBILE AND ALONE during the 60 million year long great sleep or that they wanted to reclaim their old bodies and that was their warped way of doing it]].  Unfortunately, their models and their lore were not updated well  -- they went from &amp;quot;pray we kill you &#039;&#039;before&#039;&#039; we flay you&amp;quot; to &amp;quot;dance party.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Bone Kingdom of Drazak===&lt;br /&gt;
A nice piece of story from the 5th Edition Necron Codex tells of a legendary [[Tomb World]] named Drazak (located in the Ghoul Stars) or alternatively the Bone Kingdom. It&#039;s a world populated almost entirely by Flayed Ones, who are ruled by Valgul the Fallen, a Necron Lord who is immune to the Flayer virus. The world is devoid of living creatures, so the Flayed ones roam around fighting each other for scraps of rotten meat and bone. Every few &#039;&#039;months&#039;&#039; Valgul rises from his throne of bone and announces a Time of Bounty, where they launch fleets to raid nearby planets to collect flesh and blood of the living to sate his subject&#039;s hunger. Which leaves the questions &#039;&#039;&#039;a)&#039;&#039;&#039; Why anyone would stay on those nearby planets, &#039;&#039;&#039;b)&#039;&#039;&#039; Why nobody has performed [[Exterminatus]] upon Drazak yet and &#039;&#039;&#039;c)&#039;&#039;&#039; Why the Flayed Ones return to Drazak instead of crusading across the stars.&amp;lt;br&amp;gt;All three questions are answered by one word: [[Grimdark]].&lt;br /&gt;
&lt;br /&gt;
== On the tabletop ==&lt;br /&gt;
&lt;br /&gt;
[[File:FlayedOne5th.jpg|250px|thumb|right|&amp;quot;I&#039;m gonna show you the world, Herbert. Thank you for your face, by the way.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Screen_Shot_2016-08-24_at_2.26.08_pm.png|250px|thumb|right|Flayed one from the 6th ed. &#039;cron codex]]&lt;br /&gt;
&lt;br /&gt;
They used to &amp;lt;s&amp;gt;mostly&amp;lt;/s&amp;gt; suck. They were, and still are, Elites (one of the most competitive slots in the Necron army), they have one of the few 4+ armor saves in an army of [[MEQ]]s, they could only do close combat but only have Initiative 2, they can&#039;t take transports, and they couldn&#039;t score, though they can now, thanks to 7th Edition! What they could achieve was based on their cheap price (same price as [[Necron Warrior]]s), large squad size and their ability to [[Deep Strike]] and Infiltrate; basically, you fielded them along with Warriors and [[Scarab]] Swarms if you wanted to play Necrons horde-style...&lt;br /&gt;
&lt;br /&gt;
But never again will the Flayed Ones be one of the prime examples of bad design - the 7th Edition Codex is arriving, and it heralds a new time for our favourite robot lepers. While their statline remain unchanged, they now count as having two seperate melee weapons, &amp;lt;s&amp;gt;which give them 6 Attacks instead of 3.&amp;lt;/s&amp;gt;(Since when the fuck does having 2 melee weapons give double the attacks? You get +1 attacks like everyone else.) This of course is pretty good, since their point cost are unchanged... But it doesn&#039;t stop there. Oh no. Not only were the Flayer Claws made seperate weapons, they gained Shred and AP 5 as well. Fuck yes. Throw ten Flayed Ones into some Guardsmen and [[Rip and tear|unleash &#039;&#039;&amp;lt;s&amp;gt;60&amp;lt;/s&amp;gt; 40&#039;&#039; Bolter hits with Shred]] (mmmm guardsmen my favorite). [[Troll|Remind your opponent to bring a handbroom to remove his mutilated hordes easily.]]&lt;br /&gt;
&lt;br /&gt;
[[Maynarkh Dynasty]]/&amp;quot;Dark Harvest&amp;quot; supplement from [[Imperial Armor]] also fixed most of their problems their own way. They can be Troops so as not to fight for an Elites slot, being Troops gain Objective Secured, and they can buy Flensing Scarabs to reroll failed to-wound rolls for a turn.&lt;br /&gt;
&lt;br /&gt;
===8th edition===&lt;br /&gt;
&lt;br /&gt;
They&#039;re okay. They&#039;re still an elites choice (and cost almost as much per model as Praetorians) but with their deep strike and +1 to morale tests for nearby enemy units they can be very useful for probing the enemy back lines. Unfortunately with the deep strike rules they&#039;re gonna need a 9&amp;quot; charge to get into combat on the same turn they deep strike and have only melee attacks, but if they do get into combat they can seriously fuck up [[MEQ]] and below. A full squad of FO can deal out a face-melting [[Rape|&#039;&#039;40 attacks per turn&#039;&#039;]]. Take them with [[Anrakyr the Traveller|Anrakyr]] to deal out 50 attacks and watch your opponent cry as you delete his units. Still relying on making that 9&amp;quot; charge though (although you can reduce it to 8&amp;quot; if you use Anrakyr&#039;s MWBD on the flayed ones, also meaning you&#039;ll get [[Anal_circumference|50 attacks hitting on 2s]]).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Never Forget You]], a sad story about a Flayed One.&lt;br /&gt;
&lt;br /&gt;
{{Necrons-Forces}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tomb_World&amp;diff=500761</id>
		<title>Tomb World</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tomb_World&amp;diff=500761"/>
		<updated>2018-01-17T23:45:49Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* Notable Tomb Worlds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tomb_citadel.jpg|400px|centre]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Tomb World&#039;&#039;&#039; is a planet with a [[Necron]] tomb on it (&amp;quot;on&amp;quot; being used in the metaphorical sense).&lt;br /&gt;
&lt;br /&gt;
The Necrontyr Empire once spanned the galaxy, but after the Wars of Succession, the disastrous [[War in Heaven]], the biotransference into [[Necron]] bodies, and the sharding of the [[C&#039;tan]], the empire was left weak and the galaxy was a mess.  The Necrons thus decided to go to sleep and let things settle down, so they sought refuge in great tombs, preparing to wake up in sixty million years&#039; time to retake a healed galaxy.&lt;br /&gt;
&lt;br /&gt;
In that time, the galaxy didn&#039;t just stop moving; since the vast majority of the inhabitants of the galaxy (basically everyone but the [[Eldar]], who were too busy having orgies/staying away from Slaanesh to remember them) never heard of the Necrons, they didn&#039;t know to check for them when settling planets, and so any inhabited planet (and any uninhabited planet, for that matter) could be a Tomb World.  However, as of the 41st Millennium, the sixty million years are up, and the Necrons are starting to wake back up.  Most of them are not keen on sharing their world with the upstarts who have moved in during their slumber.&lt;br /&gt;
&lt;br /&gt;
==Notable Tomb Worlds==&lt;br /&gt;
* [[Dawn_of_War#Soulstorm|Kaurava 3]] (probably) destroyed by [[Vance Motherfucking Stubbs]].&lt;br /&gt;
[[File:Kaurava_3.jpg|right|thumb|Kaurava 3. Seems cozy if you&#039;re a desert tortoise or a Necron]]&lt;br /&gt;
* [[Dawn_of_War#Dark_Crusade|Kronus]] Destroyed by [[Blod Rehvens]].&lt;br /&gt;
&lt;br /&gt;
* [[Cato Sicarius|Damnos]], setting of the Fall of Damnos. Settled during the [[Great Crusade]] and, while rich in resources, was given low priority, [[Necrons]] awakened in 973.M41, and one year were controlling the entire planet. The [[Ultramarines]] could only gather what remained of the populace and retreat into deep space. The Ultramarines later returned in full Chapter strength and alongside a massive Imperial fleet as well as dozens of Deathwatch kill-teams, utterly rekt the Necrons, destroying their [[C&#039;tan]] shard and destroying every single Tomb Complex inside the planet. &lt;br /&gt;
&lt;br /&gt;
* [[Uriel Ventris|Pavonis]], setting of the novels Nightbringer and Courage and Honor. Mining World, location of the Tembra Ridge a mountain range over the [[C&#039;tan#Aza.27Gorod.2C_The_Nightbringer|Nightbringer&#039;s]] tomb, the [[Ultramarines]] 4th Company led by [[Uriel Ventris]], managed to stop it from escaping into space, but it was never implied that the [[C&#039;tan#Aza.27Gorod.2C_The_Nightbringer|Nightbringer]] shard was ever destroyed.&lt;br /&gt;
&lt;br /&gt;
* [[Ciaphas Cain|Simia Orichalcae]], setting of the novel Caves of Ice. An ice world, uninhabited except for Promethium processing plants scattered across the planet to refine veins of rare ice. It had a Necron Tomb, but it was later destroyed by [[Ciaphas Cain]] (though [[Amberley Vail]] privately stated that no one was too keen on finding out if they truly were gone.&lt;br /&gt;
&lt;br /&gt;
* Naogeddon, setting of the short story Deus ex Mechanicus. It houses a [[C&#039;tan#Mephet.27ran.2C_The_Deceiver|shard of the Deceiver]], due to this several [[Explorator Fleet|Explorator Teams]] have disappeared while exploring in there.&lt;br /&gt;
&lt;br /&gt;
* Carnac, former [[Eldar World#Exodite Worlds|Exodite World]], was reclaimed by the [[Necrons]] in the Carnac Campaign by [[Anrakyr the Traveller]]. During the campaign Anrakyr commissioned aid from Mandragora, Gidrim, Trakonn, Solemnace led by [[Trazyn the Infinite]], and [[Orikan the Diviner]]. While the [[Exodites]], got help from [[Alaitoc]], [[Eldorath Starbane]], and [[Illic Nightspear]].In the end the Necrons won, because of suprise reinforcements from the just awakened Necrons of Carnac. The [[Eldar]] retreated, and [[Trazyn the Infinite|Trazyn]] got his World Shrine.&lt;br /&gt;
&lt;br /&gt;
* Sarkon, capital of the Empire of the Severed. When radiation storms wiped the memories of the Necron in Sarkon, the Master Program&#039;s (named Sarkoni Emperor) own systems were damaged. The Sarkoni Emperor saw the quiet order it had brought to Sarkon and resolved to carry it to other worlds. Ever since then it has absorbed four other Tomb Worlds.Other non-Necron worlds were also absorbed, [[Grimdark|using Mindshackle Scarabs to bring any unruly creatures under its direct control]].&lt;br /&gt;
&lt;br /&gt;
* Solemnace, Tomb World of everyone&#039;s [[Trazyn the Infinite|favourite collector/historian]].&lt;br /&gt;
&lt;br /&gt;
* Mandragora, crownworldn (capital) of the [[Imotekh the Stormlord|Sautekh Dynasty]].&lt;br /&gt;
&lt;br /&gt;
* Gidrim, part of the [[Imotekh the Stormlord|Sautekh Dynasty]], ruled by [[Nemesor Zahndrekh]].&lt;br /&gt;
&lt;br /&gt;
* Pyrrhia, original Tomb World of [[Anrakyr the Traveller]].&lt;br /&gt;
&lt;br /&gt;
* Morrigar, former [[Hive World]], gang warfare awakened the Necron, six months later when [[Cadia|Cadian]] [[Imperial Guard Regiment|207th regiment]], there was no trace of any inhabitants, human or otherwise. When [[Anrakyr]] arrived, the lack of Necrons was blamed was on the Cadian 207th and were wiped out by Anrakyr.&lt;br /&gt;
&lt;br /&gt;
* Hollow Crown, Suhbekhar Dynasty Crown World that is a necropolis forged deep within the center of a star. Its construction was commanded by the Phaeron Ahmontekh due to his fears that his aeons long sleep would make him vulnerable to his enemies.&lt;br /&gt;
&lt;br /&gt;
* Thanatos, houses the Celestial Orrery, a device capable of forcing stars to [[Exterminatus|undergo a supernova millennia before its time that destroys all the nearby worlds that circle it]], unfortunately using it must be done with careful consideration as it could [[FAIL|upset the natural order of the cosmos and create a critical chain reaction]].&lt;br /&gt;
&lt;br /&gt;
* Avarris, Tomb World of the Sautekh Dynasty, and [[Imperial Knight]] world, when the Necrons tried to exterminate the place, they found [[Wat|their gauss technology to be ineffective against the ion shields used by the world&#039;s Knights]], that or the [[Imperial Knight]]s don&#039;t want their honour to be hurt by the fact that they lost against the Necrons.&lt;br /&gt;
&lt;br /&gt;
*[[Flayed_Ones#The_Bone_Kingdom_of_Drazak|Drazak]], also known as the Bone Kingdom, a world populated almost entirely by Flayed Ones, who are ruled by Valgul the Fallen, a [[Necron Lord]] immune to the Flayer virus. Every few months Valgul announces a Time of Bounty, where they launch fleets to raid nearby planets to collect flesh and blood of the living to sate his subject&#039;s hunger. &lt;br /&gt;
&lt;br /&gt;
[[Category:Necrons]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tomb_World&amp;diff=500760</id>
		<title>Tomb World</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tomb_World&amp;diff=500760"/>
		<updated>2018-01-17T23:39:48Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: /* Notable Tomb Worlds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tomb_citadel.jpg|400px|centre]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Tomb World&#039;&#039;&#039; is a planet with a [[Necron]] tomb on it (&amp;quot;on&amp;quot; being used in the metaphorical sense).&lt;br /&gt;
&lt;br /&gt;
The Necrontyr Empire once spanned the galaxy, but after the Wars of Succession, the disastrous [[War in Heaven]], the biotransference into [[Necron]] bodies, and the sharding of the [[C&#039;tan]], the empire was left weak and the galaxy was a mess.  The Necrons thus decided to go to sleep and let things settle down, so they sought refuge in great tombs, preparing to wake up in sixty million years&#039; time to retake a healed galaxy.&lt;br /&gt;
&lt;br /&gt;
In that time, the galaxy didn&#039;t just stop moving; since the vast majority of the inhabitants of the galaxy (basically everyone but the [[Eldar]], who were too busy having orgies/staying away from Slaanesh to remember them) never heard of the Necrons, they didn&#039;t know to check for them when settling planets, and so any inhabited planet (and any uninhabited planet, for that matter) could be a Tomb World.  However, as of the 41st Millennium, the sixty million years are up, and the Necrons are starting to wake back up.  Most of them are not keen on sharing their world with the upstarts who have moved in during their slumber.&lt;br /&gt;
&lt;br /&gt;
==Notable Tomb Worlds==&lt;br /&gt;
* [[Dawn_of_War#Soulstorm|Kaurava 3]] (probably) destroyed by [[Vance Motherfucking Stubbs]].&lt;br /&gt;
[[File:Kaurava_3.jpg|right|thumb|Kaurava 3. Seems cozy if you&#039;re a desert tortoise or a Necron]]&lt;br /&gt;
* [[Dawn_of_War#Dark_Crusade|Kronus]] Destroyed by [[Blod Rehvens]].&lt;br /&gt;
&lt;br /&gt;
* [[Cato Sicarius|Damnos]], setting of the Fall of Damnos. Settled during the [[Great Crusade]] and, while rich in resources, was given low priority, [[Necrons]] awakened in 973.M41, and one year were controlling the entire planet. The [[Ultramarines]] could only gather what remained of the populace and retreat into deep space. The Ultramarines later returned in full Chapter strength and alongside a massive Imperial fleet as well as dozens of Deathwatch kill-teams, utterly rekt the Necrons, destroying their [[C&#039;tan]] shard and destroying every single Tomb Complex inside the planet. &lt;br /&gt;
&lt;br /&gt;
* [[Uriel Ventris|Pavonis]], setting of the novels Nightbringer and Courage and Honor. Mining World, location of the Tembra Ridge a mountain range over the [[C&#039;tan#Aza.27Gorod.2C_The_Nightbringer|Nightbringer&#039;s]] tomb, the [[Ultramarines]] 4th Company led by [[Uriel Ventris]], managed to stop it from escaping into space, but it was never implied that the [[C&#039;tan#Aza.27Gorod.2C_The_Nightbringer|Nightbringer]] shard was ever destroyed.&lt;br /&gt;
&lt;br /&gt;
* [[Ciaphas Cain|Simia Orichalcae]], setting of the novel Caves of Ice. An ice world, uninhabited except for Promethium processing plants scattered across the planet to refine veins of rare ice. It had a Necron Tomb, but it was later destroyed by [[Ciaphas Cain]] (though [[Amberley Vail]] privately stated that no one was too keen on finding out if they truly were gone.&lt;br /&gt;
&lt;br /&gt;
* Naogeddon, setting of the short story Deus ex Mechanicus. It houses a [[C&#039;tan#Mephet.27ran.2C_The_Deceiver|shard of the Deceiver]], due to this several [[Explorator Fleet|Explorator Teams]] have disappeared while exploring in there.&lt;br /&gt;
&lt;br /&gt;
* Carnac, former [[Eldar World#Exodite Worlds|Exodite World]], was reclaimed by the [[Necrons]] in the Carnac Campaign by [[Anrakyr the Traveller]]. During the campaign Anrakyr commissioned aid from Mandragora, Gidrim, Trakonn, Solemnace led by [[Trazyn the Infinite]], and [[Orikan the Diviner]]. While the [[Exodites]], got help from [[Alaitoc]], [[Eldorath Starbane]], and [[Illic Nightspear]].In the end the Necrons won, because of suprise reinforcements from the just awakened Necrons of Carnac. The [[Eldar]] retreated, and [[Trazyn the Infinite|Trazyn]] got his World Shrine.&lt;br /&gt;
&lt;br /&gt;
* Sarkon, capital of the Empire of the Severed. When radiation storms wiped the memories of the Necron in Sarkon, the Master Program&#039;s (named Sarkoni Emperor) own systems were damaged. The Sarkoni Emperor saw the quiet order it had brought to Sarkon and resolved to carry it to other worlds. Ever since then it has absorbed four other Tomb Worlds.Other non-Necron worlds were also absorbed, [[Grimdark|using Mindshackle Scarabs to bring any unruly creatures under its direct control]].&lt;br /&gt;
&lt;br /&gt;
* Solemnace, Tomb World of everyone&#039;s [[Trazyn the Infinite|favourite collector/historian]].&lt;br /&gt;
&lt;br /&gt;
* Mandragora, crownworldn (capital) of the [[Imotekh the Stormlord|Sautekh Dynasty]].&lt;br /&gt;
&lt;br /&gt;
* Gidrim, part of the [[Imotekh the Stormlord|Sautekh Dynasty]], ruled by [[Nemesor Zahndrekh]].&lt;br /&gt;
&lt;br /&gt;
* Pyrrhia, original Tomb World of [[Anrakyr the Traveller]].&lt;br /&gt;
&lt;br /&gt;
* Morrigar, former [[Hive World]], gang warfare awakened the Necron, six months later when [[Cadia|Cadian]] [[Imperial Guard Regiment|207th regiment]], there was no trace of any inhabitants, human or otherwise. When [[Anrakyr]] arrived, the lack of Necrons was blamed was on the Cadian 207th and were wiped out by Anrakyr.&lt;br /&gt;
&lt;br /&gt;
* Hollow Crown, Suhbekhar Dynasty Crown World that is a necropolis forged deep within the center of a star. Its construction was commanded by the Phaeron Ahmontekh due to his fears that his aeons long sleep would make him vulnerable to his enemies.&lt;br /&gt;
&lt;br /&gt;
* Thanatos, houses the Celestial Orrery, a device capable of forcing stars to [[Exterminatus|undergo a supernova millennia before its time that destroys all the nearby worlds that circle it]], unfortunately using it must be done with careful consideration as it could [[FAIL|upset the natural order of the cosmos and could create a critical chain reaction]].&lt;br /&gt;
&lt;br /&gt;
* Avarris, Tomb World of the Sautekh Dynasty, and [[Imperial Knight]] world, when the Necrons tried to exterminate the place, they found [[Wat|their gauss technology to be ineffective against the ion shields used by the world&#039;s Knights]], that or the [[Imperial Knight]]s don&#039;t want their honour to be hurt by the fact that they lost against the Necrons.&lt;br /&gt;
&lt;br /&gt;
*[[Flayed_Ones#The_Bone_Kingdom_of_Drazak|Drazak]], also known as the Bone Kingdom, a world populated almost entirely by Flayed Ones, who are ruled by Valgul the Fallen, a [[Necron Lord]] immune to the Flayer virus. Every few months Valgul announces a Time of Bounty, where they launch fleets to raid nearby planets to collect flesh and blood of the living to sate his subject&#039;s hunger. &lt;br /&gt;
&lt;br /&gt;
[[Category:Necrons]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Void_shields&amp;diff=527603</id>
		<title>Void shields</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Void_shields&amp;diff=527603"/>
		<updated>2018-01-17T23:09:06Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{skub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Shields&#039;&#039;&#039; are the most ubiquitous [[40k]] energy shield used by the Imperium.&lt;br /&gt;
&lt;br /&gt;
They are comparatively huge to other Imperial shields. Traditional void shield generators are so large that only Titans and naval ships may carry them or they have to be mounted as defensive emplacements. There are special man-sized versions, although these are prohibitively rare and expensive.  Classic void shields were pretty puny, and made up for it by being layered one under another so you had to take them all out to hit the thing they were guarding.  &amp;quot;Modern&amp;quot; ones are beefier, can actually take a hit, and usually come in sets of 1-3.  However, these &amp;quot;single shields&amp;quot; are actually arrays of smaller shields overlapping, much like the older [[fluff]], and are best described in the novel &#039;&#039;Titanicus&#039;&#039; by [[Dan Abnett]].&lt;br /&gt;
&lt;br /&gt;
Void Shields displace missiles and projectiles by placing them into another dimension, which is why missiles go *Poof!* when they touch them. Void shields are highly durable, capable of withering punishing salvos from enemies and those large enough are capable of withstanding capital ship-grade weaponry. However, one of their main weaknesses is that they draw a large amount of power by just keeping them online and they can be disabled by simply shooting at them so much that the carrier&#039;s power source can&#039;t maintain the field.&lt;br /&gt;
&lt;br /&gt;
The Imperium, being the Imperium, has also found a way to weaponize the damn things: get a ship with Void Shields close enough to another ship, or a space station, or a planet or what have you, and then turn those suckers on.  Bam!  Suddenly, your enemy&#039;s missing half of his shit and you didn&#039;t even have to fire a single gun.&lt;br /&gt;
&lt;br /&gt;
Void shields used to suck in [[Epic]], since absolutely any hit would take one down; they were basically your &amp;quot;that hit didn&#039;t count&amp;quot; hits before taking any body damage.  Titan Legions altered this so that the attacker had to have at least a -1 saving throw modifier (ie, be at least a Lascannon), ending the spectacle of a bunch of infantry advancing on a Titan to fire a billion attack dices&#039; worth of [[bolter]]s at it before anyone actually fired any good weapons.&lt;br /&gt;
&lt;br /&gt;
== On the Tabletop ==&lt;br /&gt;
The biggest of fortifications, titans, and some land vehicles of the [[Imperium of Man]] have void shields, which are basically extra AV12 hullpoints which also shutdown if hit by a Destroyer Weapon automatically; however, they come back on a 5+ at the end of your turn ([[derp|which means, for protecting something which is already durable - as they are consistently described as doing - they are basically inferior to just building your hull out of storm shields, despite their allegedly much greater power draw]]).  &lt;br /&gt;
&lt;br /&gt;
Forgeworld, the crazy fucks, have decided that any independent character in a 30K army can buy one as a relic; it&#039;s a large blast centered on the user that acts like the aforementioned.&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Craftworld_Saim-Hann&amp;diff=152867</id>
		<title>Craftworld Saim-Hann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Craftworld_Saim-Hann&amp;diff=152867"/>
		<updated>2018-01-17T23:02:56Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Saim-Hann&lt;br /&gt;
|image=[[File:Saim-hann-image.jpg]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital=[[Saim-Hann]]&lt;br /&gt;
|Official Languages=Eldar Lexicon&lt;br /&gt;
|Power=Minor Power&lt;br /&gt;
|Size=Craftworld&lt;br /&gt;
|Head of State= Each Clan is led by a High Chieftain&lt;br /&gt;
|Head of Government= As above, though a Chieftain Council serves to coordinate the disparate clans&lt;br /&gt;
|Governmental Structure= Confederation of Independent Clans&lt;br /&gt;
|State Religion/Ideology= Eldar Mythology&lt;br /&gt;
|Demographic=[[Eldar]]&lt;br /&gt;
|Military Force=Windrider Hosts, Aspect Hosts, [[Craftworld]] Fleet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Craftworld]] Saim-Hann&#039;&#039;&#039; is one of the five big Craftworlds. Saim-Hann specialises in jetbikes and about everybody there is part of a Wild Rider family - basically a clan of crazy Eldar jetbikers. They are known for loving it fast and rough. Maybe they watched the [[Orks|Speed Freeks]] and thought &amp;quot;We can do that too, if not better!&amp;quot; (They, like the Speed Freeks and [[Blood Angels]], believe that &#039;Red ones go faster!&#039;) Unlike other Craftworlds, they are not particularly big on the typical Eldar Path. Instead they are more outgoing, and enjoy the simple things of life to a higher degree than other Craftworld Eldar. This, however, has earned them a reputation as barbarians among other Craftworlds. Things like settling agreements with ritual duels and a general dislike for intrigue and manipulation do not help that impression.&lt;br /&gt;
&lt;br /&gt;
The Craftworld was one of the first to flee the imploding Eldar empire, before [[Slaanesh]] feasted on their souls. As such, they care less about the dangers of letting their emotions run wild, and enjoy the thrill of danger. They are bros with some [[Exodites]], in part due to their being less uptight about everything. However, they have been known to come into conflict with other Craftworlds and are distrusted because of this. The other Craftworlds have been known to try and enlist their support on several occasions, but such alliances tend to fall apart after whatever threat required them due to philosophical differences. &lt;br /&gt;
&lt;br /&gt;
They&#039;d be besties with the [[White Scars]], were it not for the fact that both sides consider the other untermenschen. Unlike the other major Craftworlds, they don&#039;t have a single preferred enemy (though they do hold an especially great dislike for [[Ork]]s and [[Necron]]s).&lt;br /&gt;
&lt;br /&gt;
The Wild Rider clans are wild, loud and proud. They hold honour in far higher regard than many of the other Craftworlds, and are the closest thing in the setting you are going to get to Elven Space Wolves (just with much less wolf, and much better hygiene and fashion sense). &lt;br /&gt;
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The Eldar of Saim-Hann are happy to help out Biel-Tan in cleansing aliens from maiden worlds, but are really turned off by Biel-Tan extreme xenophobic tendencies and habit of murdering all non Eldar  life, even if they no longer pose a threat. They will also work well alongside the forces Ulthwé, but will quickly grow tired of the constant manipulation and are not above telling the Seers of Ulthwé to go fuck themselves when asked to attack an unprovoked foe. Plus they clearly inspired the whole red makes things go faster thing amongst the Orks… or could that be the other way around?&lt;br /&gt;
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With the coming of the Great Rift and the massive social turmoil that has engulfed the Craftworlds, everyone wants the Wild Riders of Saim-Hann on their side. Despite the Clan’s wanting to keep their independence and freedom they are inevitably beginning to discover that it is almost impossible not to take sides in the civil unrest.    &lt;br /&gt;
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== Tactics ==&lt;br /&gt;
Saim-Hann tactics are all about speed. They usually field large numbers of Guardian jetbikers, as well as Seer Councils on jetbikes and Vyper jetbikes.&lt;br /&gt;
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Unsurprisingly they have a high concentration of the Swooping Hawks and Shining Spear [[Aspect Warriors]] on their [[Craftworld]].&lt;br /&gt;
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== Name ==&lt;br /&gt;
Saim-Hann, like [[Biel-Tan]], is a name created by taking the name of a [[druid]]ic festival (Samhain, Beltain), and tweaking it a bit. Why [[Games Workshop]] did this is unclear, but it may have something to do with the Eldar being [[Elves]] in space.&lt;br /&gt;
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{{40k-Governments}}&lt;br /&gt;
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[[Category:Eldar]]&lt;/div&gt;</summary>
		<author><name>2605:E000:7ECF:7F00:6D44:20C3:3F37:AE76</name></author>
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