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		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000:_Gladius_-_Relics_of_War&amp;diff=543858</id>
		<title>Warhammer 40,000: Gladius - Relics of War</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000:_Gladius_-_Relics_of_War&amp;diff=543858"/>
		<updated>2022-04-02T00:11:18Z</updated>

		<summary type="html">&lt;p&gt;2A01:799:59E:7F00:BC90:7739:5F1:ADAE: &lt;/p&gt;
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[[File:Gladius-Relics of War.jpg|650px|thumb|center|Not pictured: the numerous [[Catachan]] Devils eating guardsmen like M&amp;amp;M&#039;s.]]&lt;br /&gt;
&#039;&#039;&#039;Warhammer 40,000: Gladius - Relics of War&#039;&#039;&#039; (christ that&#039;s a mouthful) is a 4X Strategy game published by Slitherine, the same guys who published [[Warhammer 40,000: Armageddon]] and the [[Sanctus Reach]] video game, and made by Proxy Studios. Essentially, it plays like a glorified Civilization Warhammer mod, which isn&#039;t a bad thing as civilization practically nailed 4X games.&lt;br /&gt;
==Setting==&lt;br /&gt;
The resource rich and strategically important planet of &#039;&#039;Gladius Prime&#039;&#039; is under attack from [[Orks]], and the [[Space Marine]] [[Chapter]] (no name ever given to the chapter), unable to defeat the greenskins by themselves, call the [[Imperial Guard]] for aid. As the guardsmen arrive, a [[warp]] storm hits the planet and screws everything for everyone. This allows [[Chaos]] to gain a foothold and drags a [[Tau]] flagship into the system for good measure. And as all this shit is going down, the [[Tyranid]] specimen held by the [[Adeptus Mechanicus]] escaped from its containment, and then, from beneath the earth, [[Necron]]s awaken from their slumber. (Oh, and the [[Eldar]] are there too.) Now the various factions are fighting for the domination of the planet and/or for their own survival.&lt;br /&gt;
&lt;br /&gt;
==The Factions==&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Lots of cheap guardsmen and other specialist infantry with low morale, compensated by long-range artillery, durable tanks with various upgrades, and aircraft. They can also build [[Imperial Bastion|Imperial Bastions]] and [[Void Shield Generator|Void Shield Generators]] to help hold chokepoints and can issue a variety of edicts to boost their cities output, either to speed up unit production of certain buildings or to increase the amount of certain resources or research that is produced for 10 turns. It&#039;s difficult to get a foothold at the start, but if they can survive the early game it&#039;ll be pure hell swimming through a sea of bastions and baneblades to get to their capital. Their strongest unit is obviously the baneblade. &lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Limited to only one city, their [[Fortress-Monastery]], but can build [[Fortress of Redemption|Fortresses of Redemption]] to gather resources outside the reach of the Fortress-monastery and they treat food and ore as the same resource named [[Dawn of War|Requisition]]. They&#039;ve also got a single [[Battle Barge]] in orbit, from which they scan unexplored areas and deploy orbital strikes, and they can choose a chapter tactic that gives temporary buffs either to all or certain types of units. While simple on paper you can fuck yourself by putting your Fortress City in a bad spot and losing your deployed Fortresses of Redemption means you&#039;re losing defenses and resources at once. Having some of the best infantry in the game can only take you so far since if Space Marines start going into the negative on supplies it can snowball hard without other cities to fall back to. Their strongest unit is tied between the Land Raider and Stormraven Gunship. &lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; Necrons can only build their cities on top of Necron tombs and need energy to produce units and ore for upkeep and population growth. Influence can be used to repair units on the field, let infantry and heroes use Eternity Gates to teleport to cities or monoliths, and rush/speed up production of units. Tend to shred through armored units like butter and can stay in fights longer than most units. However their economy is so slow and Necron tombs aren&#039;t guaranteed to be near any valuable resources, let alone spawning anywhere safe. Hence why you need to rely on repairing your units in the field, as losing even basic units can cost a lot of time and money if you&#039;ve been unlucky with where the tombs spawn. The Tesseract Vault is their strongest unit.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Ork infantry deal more melee damage when attacking and lose less morale, at the cost of taking damage when losing morale. The units have a high regeneration rate, gain ore when they kill enemy units, and increase influence by doing damage, but have an influence upkeep with the units doing more damage with high influence and having lower damage with low influence. Their cities have a higher growth rate than others, and can build fungus fields that heal units. Can steamroll both economically and in terms of manpower in the early game since Boyz will basically pay for themselves. However, this naturally means if you lose your streak by getting curbstomped or just by not fighting anything for a while you&#039;re going to have a tough time competing with what later-tier units from other factions can put out. The Gargantuan Squiggoth is their strongest unit. &lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; Constantly makes new units. They consume biomass instead of ore and energy which allows them to make units. All tyranid units are disposable and can be recycled into biomass when they have outlived their usefulness. Most basic units slowly go feral when not in range of a synapse unit, and revert back to their original instincts which either weaken or kill them and eventually lose control all together. Even harder to get rolling than the Imperial Guard, but if you survive by mid-game you can start winning battles through attrition alone, and while they usually still remain squishy little things on the roster can survive Tyranids endgame units getting close. Tyranids can also make entire swathes of the map useless even after they&#039;ve been killed off, so it&#039;s an almost paradoxical faction where people want to kill them off before they ruin half the map, but if you do your reward will usually just be a bunch of useless bedrock barring a few scant strategic resources. The Scythed Hierodule is their strongest unit. &lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; As per usual, a lot of how good they are comes down to luck. Cultists and Space Marines can turn into anything from Chaos Spawn to Daemon Princes, and performing rites will give you bonuses depending on what God you dedicate them to. They also have access to a &amp;quot;Boons of Chaos&amp;quot; system which are basically stat enhancing mutations that a chaos unit has a certain chance of getting after killing an enemy unit, each unit can gain one of every unique mutation which can range from increased health to increased movement speed. One can unlock access to more mutations through research in the tech tree. The Defiler is their strongest unit. &lt;br /&gt;
*&#039;&#039;&#039;Tau:&#039;&#039;&#039; Tau are probably the closest thing to a &#039;diplomatic&#039; faction in the game, heavily relying on influence because of this. As in they can diplomatically hire neutral Kroot and Vespid units to fight for them, diplomatically insult other factions or even neutral units to hurt their feelings (morale) and put communist propaganda in their heads, and diplomatically just straight up buy resources instead of making them like everyone else. They can also spawn various types of support drones ranging from gun drones to shield drones as essentially free temporary units to support their troops, all while continuing the time-honored Tau tradition of shooting the shit out of everyone else and hoping they die before they can get close enough to hit you in melee. The KV128 Stormsurge is their strongest unit. &lt;br /&gt;
*&#039;&#039;&#039;Craftworld Aeldari/Eldar:&#039;&#039;&#039; Characterized by slippery but agile infantry that can move after shooting, slow population growth, and the ability to remote-capture neutral Webway-gates, with the caveats that they can only build cities on said gates, and that the aforementioned gates are continually being destroyed by neutrals, other players, or your own idle misclicks, their units are deadly against soft targets, but die like they&#039;re made of tinfoil and goodwill, their psyker heroes are versatile, with abilities that have inverted effects on friends or enemies, the [[Avatar of Khaine]] is their premier early beatstick available at tech-tier 4, and with correct support will level a city in maybe three turns. Their vehicles (with the exception of war walkers and wraithknights) are all fast skimmers which means you can quickly move them where you need them to be while being able to ignore all sorts of rough terrain. The fire prism is arguably the most versatile tank in the game as it can switch between three firing modes freely which means it can deal effectively with any conceivable target. Finally you can also travel/teleport between webway gates (whether they&#039;re activated or not) with ANY unit, but it costs a fair amount of influence to do so and consumes the unit&#039;s action point. With an ample amount of influence this means you are the most mobile faction in the game. The Scorpion super-heavy grav tank is their strongest unit. &lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus:&#039;&#039;&#039; The new kids on the block, they have global powers that scale with the number of units of a certain type. They boost Skitarii units with Doctrine Imperiatives that boost one stat while reducing another, and then there are Canticles of the Omnissiah that scale with techpriest and robot units, which debuff and damage enemies. Skitarii units are irradiated and passively damage enemies who end their turn near them. Their builder unit, the Cybernetica Datasmith, can hijack control of the neutral Kastelan Battle robots which can lead to a midgame snowball for AdMech players. Lastly they have special &amp;quot;optimization&amp;quot; mechanics with their cities, buildings in a district gain buffs for every building of the same type in that district, and are debuffed for every building that is different, Ad Mech can also get an extra slot for buildings in some of their districts. This means you can dedicate one city almost entirely to producing one resource (like ore) and another city entirely to research if you so wish. The Knight Crusader is their strongest unit. &lt;br /&gt;
*&#039;&#039;&#039;Neutral:&#039;&#039;&#039; The various hostiles and native creatures that attack everyone. Comprised of [[Kroot Hound]]s, [[ambull]]s, [[enslavers]], [[psychneuein]], rogue [[Cybernetica Datasmith]]s and [[Legio Cybernetica#Kastelan Class Battle-Automata|kastelans]], [[Genestealer Hybrids#Neophyte Hybrids|Neophyte Hybrids]] (Reinforcement Pack DLC), [[Vespid|Vespid Stingwings]] (Tau DLC), [[Umbra|Umbras]] (Eldar DLC), [[Lord of Skulls|Lords of Skulls]] (Acts as a special event boss mob), and motherfucking [[Catachan]] [[Anal Circumference|Devils]].&lt;br /&gt;
&lt;br /&gt;
==Artefacts==&lt;br /&gt;
One of the features that sets Gladius apart from Civ. Artefacts are hovering, rhombus shaped relics believed to be creations of the now presumably extinct [[Old Ones (Warhammer)|Old Ones]]. Artefacts are scattered around Gladius Prime, and will give a certain boon or bonus to your faction/race and/or all units under your control. Artefact buffs stack on top of each other, so controlling artefacts is very important to your survival. It takes one action for one of your units to seize control of an artefact, but units won’t be able to capture them if there are units of the currently controlling faction next to the artefact. Artefacts can apply a number of different effects depending on their type, the ones currently in the vanilla game are as follows: increase the maximum hit points of all your units, give movement buffs, give loyalty buffs, increase sight radius, increase regeneration speed, or increase damage. It is also important to note that units may not occupy the same tile as an artefact! Enslavers can usually be found defending these ancient creations, so be wary and make sure you have the firepower to wipe them out.&lt;br /&gt;
&lt;br /&gt;
==Recommended Workshop Mods==&lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=1918454158 Too Many Voices (TMV):] A highly popular and respected mod which aims to add original voices to every single unit currently featured in the game. This also includes voice announcements for when a tech tree upgrade has been fully researched and quest line dialogue, only the Orks so far has been given the latter treatment and it is a delight to listen to. The voices are of high-quality since they&#039;re done by professional voice actors, such as George_VA who has notably done voice work for various DoW mods. This is considered by many to be a must-have mod as it enhances the immersion of the game and makes each unit feel alive. &lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=1851306078 Gladius+:] A popular mod that rescales everything (including units, terrain, and World UI) to tabletop proportions. This means tanks are bigger, infantry are smaller, and the terrain looks more realistic etc. It also adds in new HD terrain + environment textures, as well as additional team colours based on citadel paint colour schemes. All of the changes are visual-only, but the enhanced textures may put a strain on older computers, so only use this if your computer or laptop can handle it, or otherwise consider lowering your graphics. &lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2151033716 Red Lasguns:] A simple, but beloved re-texture mod which makes all Imperial and Chaos lasers present in the game (including lasguns, multi-lasers, lascannons etc.) fire red-coloured beams instead of the regular yellow or blue. With this change it does look a lot more pleasing to the eyes.&lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2056204230 Locknot&#039;s Expanded Setup:] A useful mod which adds many more options to be able to further customize the game setup than what is already offered by the base game. This includes new World Sizes, 12 new player colors from the official Citadel Paints list, new game paces, new difficulties, new wildlife density options, and more. It&#039;s worth checking out. &lt;br /&gt;
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2510489637 More Artefact Types:] A fun mod which adds in cut artefact types as well as adds back artefacts that existed in earlier versions. On top of that it also adds a few new ones. This encourages the player to further explore the entire map, which in the base game they had little reason too unless you set artefact density on high. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://www.slitherine.com/game/warhammer-40000-gladius-relics-of-war The official Gladius site]&lt;br /&gt;
*[https://store.steampowered.com/app/489630/Warhammer_40000_Gladius__Relics_of_War/ Buy the game on Steam]&lt;br /&gt;
*[https://www.gog.com/game/warhammer_40000_gladius_relics_of_war Buy the game on GOG]&lt;br /&gt;
*[https://www.youtube.com/playlist?list=PLyLLeKcxw24X9l92eOL_sUE0iE_rNYkgC The complete Gladius soundtrack]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A01:799:59E:7F00:BC90:7739:5F1:ADAE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Umbra&amp;diff=517836</id>
		<title>Umbra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Umbra&amp;diff=517836"/>
		<updated>2022-04-01T23:44:51Z</updated>

		<summary type="html">&lt;p&gt;2A01:799:59E:7F00:BC90:7739:5F1:ADAE: &lt;/p&gt;
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&lt;div&gt;[[File:Umbra_Specimen.jpg|400px|left|thumb|A dissection of 40k 8-Balls. Your guess as to what it all means is about the same as the Mechanicus&#039;]]&lt;br /&gt;
A minor Xenos race detailed in [[Xenology]], the &#039;&#039;&#039;Umbra&#039;&#039;&#039; are basically black 8-ball creatures with the ability to manipulate darkness &amp;amp; shadow as a weapon, [[Wat|even forming teeth and blades out of the dark spots in your eyes to chew your brain out from the inside]].&lt;br /&gt;
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They are about the only thing that the standard imperial guard [[Lasgun|flash light]] is a legitimate threat to since they are vulnerable to light. They can be killed by herding them into a corner with regular torchlight and leaving them with nowhere to escape to. [[File:Umbra_Awesome.jpg|300px|right|thumb|Someone should have told the [[Ultramarines]] they are vulnerable to lasfire.]] When Umbra die they psychically scream a painful series of images into the brains of anyone nearby; including a humanoid figure splintering apart, a warp storm, deep space, and the word &#039;&#039;&#039;&amp;quot;LINGER&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They instinctively collect around warp engines and entrances to the webway. It is believed the Umbra we see are three-dimensional cross-sections of multi-dimensional beings and the fact that we only see an 8-ball is because our minds cannot stretch far enough to visualize them properly.&lt;br /&gt;
&lt;br /&gt;
Apparently they are shards of the [[Hrud]] god: &#039;&#039;&#039;Qah&#039;&#039;&#039; (he who LINGERS), and was broken into tiny bits and cast into the material realm by Slaanesh when they were born and that they congregate around access points to the warp aching to return home (and presumably coalesce).&lt;br /&gt;
&lt;br /&gt;
Note: may or may not be the [[haemonculus]] in the flask from FMA. Or Leliel from Evangelion for that matter, a spheric multidimensional being which project a tridimensional &#039;shadow&#039;.&lt;br /&gt;
&lt;br /&gt;
They made an unofficial or unconfirmed appearance in a Slaanesh theme curse level of [[Vermintide 2]]&#039;s Chaos Waste expedition. In that level, no pick ups are found, other than dropped from beings of sticky black sphere things (which is how Umbra would looked like) that spawn from elite or special enemies. Given how it was Slaanesh who created Umbra in the first place, them appearing in a Slaanesh themed level might not be surprising...except the setting took place in Warhammer Fantasy. Think of their position as the reverse [[Squat]]s; a 40k race suddenly placed in fantasy. Don&#039;t expect any concrete connections, however, as it is just GW&#039;s habit of cross-sharing its IPs for fun. Also for some reasons they can be beaten to death by Ubersreik 5 (or 4)&#039;s physical weapons, nor does it exhibit its usual weakness to light and shapeshifting. Might have something to do with Chaos Waste&#039;s reality fuckery.&lt;br /&gt;
&lt;br /&gt;
They also appear in [[Warhammer 40,000: Gladius - Relics of War]] as a free addition from the Eldar DLC update. A new neutral creature that attacks everyone in sight: Umbras pack a high HP pool and are a large threat to early-tier infantry and vehicles because of their high armour rating and high armour piercing melee attack. The easiest way to take them down (other than swarming them with numbers or using anti-tank weapons) is to use units with flame and melta weapons, as umbras fitting to their nature are extra vulnerable to weapons that set things alight. It&#039;s also important to note that when they die they leave behind a &amp;quot;lingering&amp;quot; effect which damages both the health and morale of the unit who kills it, so try not to finish them off with your more damaged units.&lt;br /&gt;
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{{Template:Important Species in 40k}}&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Xenos]]&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2A01:799:59E:7F00:BC90:7739:5F1:ADAE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Enslavers&amp;diff=201050</id>
		<title>Enslavers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Enslavers&amp;diff=201050"/>
		<updated>2022-04-01T23:39:44Z</updated>

		<summary type="html">&lt;p&gt;2A01:799:59E:7F00:BC90:7739:5F1:ADAE: /* Presence in the Tabletop and Vidya */&lt;/p&gt;
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&lt;div&gt;[[File:Enslaver sketch.jpg|thumb|300px|right|[[Jes Goodwin]]&#039;s sketch of an Enslaver.]]&lt;br /&gt;
{{topquote|A buey viejo no le falta garrapata. - There is no lack of fleas in old oxen.|Old Spanish saying}}&lt;br /&gt;
The &#039;&#039;&#039;Enslavers&#039;&#039;&#039; (also known as Psyrens, Krell, Dominators, Puppeteers and many other names by the denizens of the galaxy or more formally, &#039;&#039;Spiritus subjugator&#039;&#039;) are a strange &amp;quot;[[skub|organism]]&amp;quot; that populates the [[Warp]]. We say that it&#039;s an organism, but really describing what these things actually are is an exercise in futility, considering their supposed origins and &amp;quot;biology&amp;quot;. We can say, however, that they are some of the most dangerous things that can come out of the Warp, and considering the amount of horrifically dangerous shit that populates the Immaterium, that&#039;s &#039;&#039;really&#039;&#039; saying something, as well as amongst the very oldest (timey-wimey warp-fuckery notwithstanding). &lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Origins&amp;quot;==&lt;br /&gt;
Trying to explain the origins of the Enslavers forces us to go back to the days of the [[War in Heaven]]. During those times, the [[C&#039;Tan]] and their [[Necron]] slaves were beating the [[Old Ones]] and their allied races into submission, slowly but surely driving them into extinction. In their desperation, the Old Ones started creating more new races to try and stop them from going the way of the dodo, with little to no avail. This rapid creation of sentient species, alongside the tide of feelings of OCTILLIONS of beings embroiled in the war altered the properties of the Realm of Souls quite a bit, and it slowly but surely ended up altering its very nature, turning it into the twisted hellscape the Imperium knows as the Warp. It&#039;s at this point where the first Enslavers start appearing, to the absolute horror of EVERYONE and EVERYTHING...except maybe the Tyranids...who they might be connected to.&lt;br /&gt;
&lt;br /&gt;
It is not known whether the Enslavers were the first [[daemons]], birthed from the emotions of all of this death and destruction, they were just organisms inhabiting the Warp and got attracted to the galaxy in a similar way the [[Tyranids]] did (with a hunger for immaterial energy (souls) instead of physical biomatter (flesh), or they were [[Chaos Spawn|peaceful Warp creatures horribly warped and deformed into the abominations they would become]]. In any case, they invaded the galaxy in millions, following the end of the War in Heaven and basically singlehandedly stopped all remaining conflicts...[[rape|by subjecting everyone involved to fates worse than being captured by the Dark Eldar]]... which by default is &#039;&#039;&#039;much worse&#039;&#039;&#039; than death.&lt;br /&gt;
&lt;br /&gt;
These entities arrived just at the time where the Old Ones were barely avoiding extinction by the skin of their teeth against the C&#039;Tan, who had been betrayed by the Necrons and started turning against each other. That small moment of respite turned out to be the calm before THE storm of the epoch, getting completely blindsided by this out of context problem. As such, the Old Ones and their slave species were utterly erased from existence, used as soul-fuel for the Enslavers. Combining the state of utter exhaustion with the quickness of the Enslavers reproductive cycle, and most of the life in the galaxy was eradicated. The Necron and the C&#039;Tan were more or less safe from these things, due to them not having souls anymore, but the C&#039;Tan were getting shattered here and there and the Necrons, seeing all of the clusterfuck the galaxy had become, decided to go &amp;quot;fuck it&amp;quot; and went to sleep for around 60 million years. The only known species that we 100% know that survived are the Eldar, the Jokaero, the Hrud, and the Orks. The Orks survived the way Orks always survive: they probably put spores in places not even the Enslavers could find them, but the Eldar hadn&#039;t discovered the Webway yet, so who knows how they rode out the plague. (Maybe they built wraithbone bubbles filled with souls like the Infinity Circuit, and the Enslavers couldn&#039;t get through?). The Hrud may have just not been particularly appetizing, given their whole &amp;quot;age things to dust&amp;quot; effect on things and how hard they are to dig out of their holes, and the Jokaero may have scienced their way out of the whole situation without meaning to. The Necrons also survived, but counting them as &amp;quot;species&amp;quot; is also a rather [[skub|complicated]] debate, considering the Necrontyr are definitively extinct, and in their place they left the automatas known as Necrons. Anyways, once they managed to leave the galaxy clean of important life, they either went back to the Warp or they starved to death, leaving the way for the galaxy to recover from the cataclysm. With the millions of year passing, the memories of these creatures faded more and more, and by the time the [[Imperium of Man]] was created, those who still remembered them thought them to be truly gone...&lt;br /&gt;
&lt;br /&gt;
However, [[grimdark|this is 40k]], and if something can ruin the galaxy, it will make its way to it. The Enslavers have appeared from time to time to feed upon sentient species once again, although these ones are not nearly as powerful as those from the days of the Old Ones. Well, that or the sheer blind fanatical faith of the Imperium and its effect on the Warp makes them a relative non-issue.  The Calixis Sector was victim to an Enslaver infestation in 260.993.M41, however it was repelled by the forces of mankind. Nowadays, the Inquisition keeps an eye on these abominations, considering that a quick response is the key to keep them at bay, and that the damage they can do is far greater than any form of [[exterminatus]]&lt;br /&gt;
&lt;br /&gt;
It is also believed that [[Trazyn the Infinite]] has a carcass of an Enslaver in his collection. Considering how dangerous these beings are, as well as Trazyn&#039;s somewhat lacking security in regards to live specimens (remember when he tried to make a zoo of tyranids, [[fail|only for them to escape and run amok in the planet?]]) it is good to know that the thing is actually a desiccated corpse... &amp;lt;s&amp;gt;or at least, we believe it to be so&amp;lt;/s&amp;gt;. Trazyn personally makes sure it’s dead every time he enters the room containing it...every time.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Biology&amp;quot;==&lt;br /&gt;
[[File:Rogue Trader Enslaver.jpg|thumb|200px|right|A [[Warhammer 40,000: Rogue Trader|Rogue Trader]] era Enslaver.]]&lt;br /&gt;
Now, the first and most important thing to discuss regarding the enslavers&#039; biology is to know whether they are daemons or not. Considering their nature, composition, behaviour, feeding habits and common habitats... We don&#039;t know. Really, if they are daemons, they share so many characteristics with regular organisms we could be forgiven to think of them as living beings, and viceversa. Both the Ordo Xenos and Ordo Malleus keep track of these things, just in case the other is wrong. At the very least we know they are older than [[Chaos]], so they at least don&#039;t work alongside the Ruinous Powers (after all, if all the believers are eaten, there is no more emotion, and more importantly, no worship, so they would &amp;lt;s&amp;gt;go kaput&amp;lt;/s&amp;gt; be weakened to such an extent that they would lose most of their agency, and eventually lose their very sentience, as they&#039;d only exist on aspects of reality such as change&amp;lt;s&amp;gt;, anarchy,&amp;lt;/s&amp;gt; and decay...so slannesh would die...it’s not worth it). They may as well be the equivalent of tyranids for the Warp, a menace that came from outside the Immaterium (or at the very least a region of the Immaterium corresponding to another galaxy) to feed upon it, in which case, that&#039;s another apocalyptic threat the galaxy has to deal with. Great. The biggest point of evidence that points to them being Biological of some kind is the corpse kept by Trazyn since Daemons don&#039;t leave corpses they just return to the warp when &#039;killed&#039;.&lt;br /&gt;
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Physiology-wise they take a number of forms, but the most common aspect is something akin to a mix between a flea, a jellyfish and an octopus, all bloated into ridiculous proportions (The swollen area speculated to be something akin to that of a stomach, where all of the psychic energy and souls are stored). They move by floating in the air, probably using their psychic powers to levitate. They use their numerous tendrils to search for and feed upon the souls of the living, in particular psykers. Once found, they nail their tendrils inside of the victim&#039;s brain and start sucking out the poor sod&#039;s soul, while simultaneously turning it into a drooling slave, ready to fight for the Enslavers, defeating potential threats and searching for more prey. Once the victim is more or less done, they will put their eggs inside the target&#039;s brain, only for them to hatch a year or so later, [[grimdark|making its head explode into more Enslavers]]. Sufice to say, if this process is not stopped immediately, an Enslaver infestation can destroy planets in a matter of decades, though they will try to be as stealthy as possible. And by the way, &#039;&#039;we don&#039;t even know whether they are a sapient species or not&#039;&#039;, so this behavior might be instinct or just a plan hatched with the borrowed intelligence of their host. Again, very little information for us to just corroborate anything major. If the Enslavers can&#039;t get any food, they will either return to the Warp or starve to death.&lt;br /&gt;
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==Presence in the Tabletop and Vidya==&lt;br /&gt;
Enslavers come from the early days of [[Rogue Trader]], although most of their fluff comes from later works. Tabletop-wise, they were given rules in the [[Chapter Approved]] [[Creature Feature]], although no models were made for them. Homebrew rules: &lt;br /&gt;
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SPECIAL RULES&lt;br /&gt;
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Deep Strike: Enslavers may always opt to stay in reserve and enter play using the Deep Strike rules &lt;br /&gt;
even in missions which do not use the Deep Strike rules. Enslavers cannot contribute dice to the Enslavement pool until they are on the tabletop. &lt;br /&gt;
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ENSLAVEMENT&lt;br /&gt;
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Each Slave Conduit contributes 1 dice to the pool at the start of each of the player&#039;s turn.&lt;br /&gt;
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Each Enslaver contributes 2D3 dice to the pool at the start of each player&#039;s turn.&lt;br /&gt;
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Each Enslaver Lord contributes 3D3 dice to the pool at the start of the player&#039;s turn.&lt;br /&gt;
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Dice are used to control enslaved units and to mind control new ones! The dice pool is used as follows: At the end of the Enslaver&#039;s movement phase it allocates dice to enslave units. At the start of the next Enslaver&#039;s turn the pool is refilled with the exception of dice that have been left with units to show they are in danger of permanent enslavement (see below).&lt;br /&gt;
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Enslavers count as psykers but their Enslavement dice cannot be countered by any known means, such as psychic hoods or Runes of Warding.&lt;br /&gt;
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CONTROLLING ENSLAVED UNITS&lt;br /&gt;
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Enslaved units automatically pass all Morale checks.&lt;br /&gt;
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ENSLAVING NEW UNITS&lt;br /&gt;
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Enslaving new units is achieved by allocating dice to them and rolling against the target unit&#039;s Leadership characteristic. A maximum of three dice can be allocated per enemy unit and one dice is lost per full 24&amp;quot; that there is between the closest Enslaver and the target (ie, 24&amp;quot;-47&amp;quot; –1 dice, 48&amp;quot;- 71&amp;quot; –2 dice, control is not possible at 72&amp;quot; or greater). &lt;br /&gt;
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Less than Leadership: The target is confused, in the opponent&#039;s turn the unit may only take a single move, shoot or fight action for the remainder of the opponent&#039;s turn. The unit may not take any actions or cast in the psychic phase.&lt;br /&gt;
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Equalling the Leadership: The target is confused and does nothing, the unit can take no actions in the opponents turn. The opponent must roll a D6 for each model in the unit remove one model from the unit for each 6 rolled on the dice to represent infighting – individuals being completely controlled and killing another unit member, ones winning freedom only to be slain by the others, suicidal incidents and so forth. -1 to the dice roll if the target is a Character.&lt;br /&gt;
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Beating the Leadership by 1: The Enslaver can cause the unit to move or shoot.&lt;br /&gt;
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Beating the Leadership by 2: The Enslaver can cause the unit to move and shoot at +1 BS.&lt;br /&gt;
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Beating the Leadership by 3+: The Enslaver can cause the unit to move, shoot and charge at +1 BS and +1 WS.&lt;br /&gt;
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Permanent Enslavement: Each time an enemy unit is affected by the Enslavers leave one of the dice from their pool with it. Once three dice have been accumulated the unit becomes fully enslaved and is part of the Enslaver&#039;s forces from then on. At this point the accumulated dice are returned to the Enslavers&#039; dice pool.&lt;br /&gt;
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Mind Control: The Enslaver&#039;s effect gets more powerful the closer you get. Within 12&amp;quot; units are at Ld -2, within 24&amp;quot; -1 Ld. Psykers suffer an additional -1 at any range.&lt;br /&gt;
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Slave Conduit                 5 model&#039;s to a Unit.       &lt;br /&gt;
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M 8&amp;quot; WS 5+ BS 6+ S 3 T 3 W 1 A 1 LD 10 SV 5+ 50pts&lt;br /&gt;
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Psychic Lash        Melee -0 1 *On a wound roll of 6+ the target suffers a mortal wound.&lt;br /&gt;
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Warp Form: Unit has a 4+ Invulnerable Save.&lt;br /&gt;
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Warp Horror: Enemy units that are within 6&amp;quot; must subtract 1 from their Leadership.&lt;br /&gt;
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Enslaver&lt;br /&gt;
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M 6&amp;quot; WS 4+ BS 6+ S 5 T 5 W 5 A 4 LD 10 SV 5+150pts&lt;br /&gt;
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Focused Psychic Lash        Melee -0 1 *On a wound roll of 5+ the target suffers a mortal wound.&lt;br /&gt;
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Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times.&lt;br /&gt;
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Warp Form: This model has a 4+ Invulnerable Save.&lt;br /&gt;
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Warp Horror: Enemy units that are within 12&amp;quot; must subtract -2 from their Leadership, units within 24&amp;quot; must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range.&lt;br /&gt;
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Enslaver Lord&lt;br /&gt;
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M 6&amp;quot; WS 4+ BS 6+ S 7 T 7 W 9 A 6 LD 10 SV 5+300pts&lt;br /&gt;
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Psychic Storm                   Melee -0 1 *On a wound roll of 4+ the target suffers a mortal wound.&lt;br /&gt;
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Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times.&lt;br /&gt;
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Warp Shift: This model has a 3+ Invulnerable Save.&lt;br /&gt;
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Warp Horror: Enemy units that are within 12&amp;quot; must subtract -2 from their Leadership, units within 24&amp;quot; must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range.&lt;br /&gt;
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Warp Eternal: The first time this model is destroyed, roll one D6 at the end of the phase. On a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D6 wounds remaining.&lt;br /&gt;
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In [[Warhammer 40,000: Gladius - Relics of War|Warhammer 40k Gladius]], they appear as a dangerous neutral creature which can be found defending the various hovering artefacts scattered around the map, and they viciously attack players and computers alike once one is close enough. Living up to their name they are capable of psychically enslaving units (thankfully only one at a time for balance reasons) and turning them against their former allies (cept for the Necrons, for obvious reasons). You can regain control of the unit by killing the enslavers, freeing them from their power. One can also choose to kill the enslaved unit if going after the enslavers is either too risky or in the situation that they manage to escape from your grasp (like levitating out to the nearby sea), but this will grant them the opportunity to enslave a new unit yet again until they are disposed off once and for all. .&lt;br /&gt;
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==Trivia==&lt;br /&gt;
The Enslavers bare a resemblance to The Thrint from Larry Niven&#039;s &#039;&#039;Known Space&#039;&#039; series of books. A psionic species which could dominate the minds of others in the distant past, which are also cryptically known as The Slavers.&lt;br /&gt;
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{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A01:799:59E:7F00:BC90:7739:5F1:ADAE</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Whiteshield_Conscript&amp;diff=564453</id>
		<title>Whiteshield Conscript</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Whiteshield_Conscript&amp;diff=564453"/>
		<updated>2022-04-01T23:16:02Z</updated>

		<summary type="html">&lt;p&gt;2A01:799:59E:7F00:BC90:7739:5F1:ADAE: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;If you&#039;re looking for the rank in [[Dungeons &amp;amp; Dragons]], [[Conscript|see here:]]&#039;&#039;&lt;br /&gt;
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[[File:Conscript.jpg|220px|right|thumb|The basic face of a Whiteshield who just realised the [[Apocalypse|type of shit he is about to get himself into.]]]]&lt;br /&gt;
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{{Topquote|Universal peace-time conscription was adopted by almost all countries as the basis of their military system. This ensured that wars would grow bigger in scale, longer in duration, and worse in effects.|B. H. Liddell Hart, &#039;&#039;The Revolution in Warfare&#039;&#039;, 1946}}&lt;br /&gt;
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Whiteshields are the portmanteau calling of newly enlisted conscripts. In fact, the term conscripts and whiteshields are often one and the same. These guys are the noobs in the [[/v/|Call of Duty lobby]]. Completely new, fresh and inexperienced in the proverbial [[Anal circumference|ass raping they are gonna endure.]] They are not quite on the levels of a [[Penal legion]], but they are close.&lt;br /&gt;
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==Overview==&lt;br /&gt;
So named because of their...well...white painted stripe on their helmets. These chumps fight in actual combat as part of their latter training, until they have proven themselves ready to join the regiment as full [[Infantry Squad|Guardsmen.]] &lt;br /&gt;
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Officially designated as probitors, they are more commonly called whiteshields, as well as cadets, probationers or gun babies. Whiteshields are the sons fathered by Guardsmen during their posting and raised within the regiment. However, most of the time, these conscripts are hastily conscripted men, raised from surrounding planets when shit has clearly hit the fan. In times of great emergency, the Departmento Munitorum will demand local Governors raise vast quantities of troops for immediate action. Such measures can see entire cities or continents all but emptied and its citizens sent off to fight.&lt;br /&gt;
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In the case of [[Cadia|Cadian]] regiments, Whiteshields are instead members of their Cadia&#039;s Youth Armies. As they are not yet considered true Guardsmen, Whiteshields do not wear unit insignia - the only markings they are allowed to wear are blank white badges as well the aforementioned white helmet stripe that distinguishes them. Imperial Guard Regiments are generally posted to combat zones far from their homeworlds, and it is rarely practical to recruit from the homeworlds to replace casualties. Regiments that are left to garrison a world they have conquered instead gain recruits by drafting the sons of the regiment&#039;s Guardsmen when they come of age. Children fathered by Guardsmen are usually brought up within the regiment. They perform menial and support duties that would otherwise eat into the regiment&#039;s fighting strength.&lt;br /&gt;
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Promotion from Whiteshield to Guardsman is seen as a changing point in a recruit&#039;s life. They are afterwards considered adults and given the right to wear the regimental symbols on their uniform, and often receive ritual scars and tattoos.&lt;br /&gt;
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==Combat Efficiency and Equipment==&lt;br /&gt;
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A Whiteshield Conscript squad consists of a massive squad of anywhere from twenty to fifty conscripts, operating as one unit. Due to their lack of training and combat experience, they are denied access to the arsenal of special weapons the Imperial Guard has to offer. Instead the squad is only issued the basic loadout of [[Flak Armour]] and [[Lasgun]]s. More rarely though they may be seen equipped with frag grenades, which they do have access to on the tabletop.&lt;br /&gt;
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==Crunch==&lt;br /&gt;
Hilariously enough, despite the fluff depicting them as barely above [[Gretchin|Grots]] in terms of effectiveness, in terms of crunch, these guys are one of the most point-efficient lads available in the IG army list. They come in dozens for cheap, often enough to bubble-wrap important shit from being targeted, and are quite proficient in their [[Lasgun]]s. Whilst they do not make great troops and their BS is lower than that of a Guardsmen, certain regimental abilities such as &#039;&#039;&#039;First Rank Fire, Second Rank Fire&#039;&#039;&#039; plus an Imperial commander or a commissar would turn these guys into a force to be reckoned with. Just tell the countless [[Space Marine]] and [[Chaos Space Marine]] players whose [[Chapter Master]] caught [[Dakka|70+ Lasgun bolts to the face.]]&lt;br /&gt;
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{{Imperial-Guard}}&lt;/div&gt;</summary>
		<author><name>2A01:799:59E:7F00:BC90:7739:5F1:ADAE</name></author>
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