<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2A02%3A1810%3A4E2C%3AA900%3AED4A%3A3424%3A8FC8%3A98EF</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2A02%3A1810%3A4E2C%3AA900%3AED4A%3A3424%3A8FC8%3A98EF"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF"/>
	<updated>2026-05-20T15:54:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rhana_Dandra&amp;diff=404138</id>
		<title>Rhana Dandra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rhana_Dandra&amp;diff=404138"/>
		<updated>2023-05-13T22:20:46Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rhana Dandra is the name for the apocalyptic end concerning the elder races of both [[Warhammer Fantasy]] and [[Warhammer 40,000]]. &lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
Each group of Elves has a different outlook on the event.&lt;br /&gt;
 &lt;br /&gt;
The [[High Elves (Warhammer Fantasy)|Asur]] see it as the final titanic struggle between &amp;lt;strike&amp;gt;good&amp;lt;/strike&amp;gt; Order and &amp;lt;strike&amp;gt;evil&amp;lt;/strike&amp;gt; [[Chaos]]. [[Asuryan]] is the primary player as his plans regarding the ultimate fate of the world unfold. Regardless of what happens, intelligent dragons go extinct. The vast majority of High Elves are convinced they will win.&lt;br /&gt;
&lt;br /&gt;
The [[Dark Elves (Warhammer Fantasy)|Druchii]] believe something similar, although their version ends in [[Khaine]] leading them to finish off the High Elves and reclaim [[Ulthuan]]. They are not as confident in their own chances at survival.&lt;br /&gt;
&lt;br /&gt;
The [[Wood Elves (Warhammer Fantasy)|Asrai]] believe that in the final battle, the lesser races (including other Elves) will squabble and fight until the end comes. This will buy them enough time for [[Lileath]] to guide them to escape from Chaos forever. Everyone else dies.&lt;br /&gt;
Although technically End Times already happened twice, it only stuck with the End Times event in 2014-2015.&lt;br /&gt;
&lt;br /&gt;
===[[End Times]]===&lt;br /&gt;
In the End Times event of [[Big Red Book|8th Edition]], the truth is revealed. The Warhammer World is not the first world that has existed. Each time Chaos has consumed a world, survivors from the last have fled to a new one in a perpetual and infinite cycle of rebirth. The first survivors become gods of the next setting. Lileath has sent [[Araloth]], her daughter by Araloth, and a bunch of spirits culled from the greatest knights of [[Bretonnia]], with the help of [[Kaldor Draigo]] (no, seriously), through the [[Warp]] to establish a new world. There he will become the king god, equivalent to [[Asuryan]] -- something hinted at earlier when Araloth saw a vision of the gods and beheld his own face under Asuryan&#039;s helmet.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Khaine and Asuryan fought. Khaine was killed, and all three races of Elves have united under [[Malekith]] at the home of the Wood Elves to prepare for the final battle. Meanwhile, Ulthuan became Atlantis proper and Naggaroth was lost to Chaos.&lt;br /&gt;
&lt;br /&gt;
So it turns out that [[Matt Ward|&amp;quot;Ward Save&amp;quot;&#039;s]] favorite faction was right all along and are the only ones to survive, becoming the new rulers of the race. All with the help of his favorite Gary Sue.&lt;br /&gt;
[[/tg/]] had not known rage since the [[Khornate Knights]]. Wood Elf players, despite being in the right all along, felt the posterior hurt as well since all of their important characters save [[Drycha]] and the twins died to make it happen (with Ariel confirmed as subordinate to [[Everqueen|Alarielle]]). High Elf characters either died or became subordinates to Dark Elves, with all of them going full-greenskin. Dark Elves mostly lost their identity, sinply becoming purple edgy High Elves. Of course they lost beloved characters too.&lt;br /&gt;
 &lt;br /&gt;
A fitting farewell for the Liege.&lt;br /&gt;
&lt;br /&gt;
==Warhammer 40,000==&lt;br /&gt;
In essence, the Rhana Dandra is what the Craftworld Eldar believe will be the end of the universe, when the Phoenix Lords call upon all eldar to join them in a final, desperate battle against Chaos.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Warhammer 40,000]][[Category:FAIL]][[Category:High Elves]][[Category:Dark Elves]][[Category:Wood Elves]][[Category:Eldar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=New_World&amp;diff=356955</id>
		<title>New World</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=New_World&amp;diff=356955"/>
		<updated>2023-05-13T22:20:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the real world, &#039;&#039;&#039;New World&#039;&#039;&#039; is refered to both Americas and Oceania, as they were named that by Europeans, whose interaction with those content came much later than with so-called &amp;quot;Old World&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer Fantasy Battle]], termin is used identically, as the &#039;&#039;&#039;New World&#039;&#039;&#039; consists mainly of Naggaroth and Lustria.&lt;br /&gt;
&lt;br /&gt;
In a list-like order, here is the &#039;&#039;Warhammer&#039;&#039; new world nations:&lt;br /&gt;
&lt;br /&gt;
* [[Dark Elves (Warhammer Fantasy)|Naggaroth]]: An incredibly cold and mountainous version of North America, which is mostly populated by Druchii arrogant assholes, who, however, dislike the wastelands they&#039;re living in and mostly never leave six main cities. Other races that visit this cruel place are Hung marauders and Greenskins, though they never try to settle here. There is also a small colony of High Elves, but who cares.&lt;br /&gt;
* [[Lizardmen|Lustria]]: A complete opposite of Naggaroth - a warm and tropical South America expy mostly covered by extremely dangerous rainforest with dinosaurs and even weirder things living there. Main inhabitats are Lizardmen, but continent also has human colonies, Norse warriors, batshit crazy undead pirates under [[Luthor Harkon]], [[Amazonians]], forposts of Skaven [[Clan Pestilens]], [[Pygmies (Warhammer Fantasy)]] and a little Elven colony in the area of Falkland Islands ([[Irony|ironic, huh]]).&lt;br /&gt;
&lt;br /&gt;
For more information, visit [[Naggaroth|dedicated]] [[Lustria|pages]].&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Dark Elves]]&lt;br /&gt;
[[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Naggaroth&amp;diff=350958</id>
		<title>Naggaroth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Naggaroth&amp;diff=350958"/>
		<updated>2023-05-13T22:20:04Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Naggaroth.png|300px|thumb|right|The watchtowers in the north just got 10 feet higher, and we&#039;ll make the [[Warriors of Chaos]] pay for them. Deport or enslave the highborn and make Naggaroth great again!]]&lt;br /&gt;
{{topquote|Naggaroth!&amp;lt;br&amp;gt;Naggaroth!&amp;lt;br&amp;gt;Naggaroth, fuck yeah!&amp;lt;br&amp;gt;Comin&#039; again to pillage your motherfuckin&#039; day, yeah!&amp;lt;br&amp;gt;Naggaroth, fuck yeah!&amp;lt;br&amp;gt;Slavery and rape are the only way, yeah!|Naggaroth&#039;s national anthem}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|After the Sundering, the Phoenix court labeled Naggaroth the worst place to live in the world. Main issues? Sky high rate of violence and more Chaos filth than anywhere else. Can’t deny it; it’s all true... but the Druchii still wants to live here. This continent always got a promise for you. Might be a lie, an illusion, but it’s there... just around the corner - and it keeps you going. (Montage of Druchii beating slaves) It’s a land of dreams. And I’m a big dreamer...(more montage of Druchii daily violence. Most of the footage came from Har Ganeth&#039;s Death Night)|[[Cyberpunk 2020|A Druchii lived in Plain of Spider named V]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naggaroth&#039;&#039;&#039; is the home of the [[Dark Elves (WHFB)|Dark Elves]] in [[Warhammer Fantasy]] and is portrayed as a dark, dingy terrible place to live, full of black trees and high mountains covered in raging monsters. Much as the [[Old World]] is placed in the location equivalent to Europe, Asia, and Africa, Naggaroth occupies the location of North America; particularly the United States and Canada. The Dark Elves settled there after rising up against and being kicked out by the [[High Elves (WHFB)|High Elves]]. Hmm.&lt;br /&gt;
&lt;br /&gt;
Honestly by all accounts, it comes off as a HORRIBLE place to live. It is dark,cold, desolate and full of monsters, though there are Everglades and desert type areas, but these are always prefixed by &#039;doom&#039; and &#039;death&#039; etc. The western side is a fucking mess with all those islands. Basically GW seem to have made a horrible anti-North America that no one would want to colonise so they can keep the action in the old world. Between this bleak cold shithole and [[Lustria|the sweltering jungle shithole to the south]], why would you, Old fluff says American Indian types live there, but got the same treatment from the Dark Elves that the Native Americans got from the colonials (except with complete genocide instead of near-genocide) and were promptly forgotten in newer fluff. Other inhabitants include Blackscale Beastmen, most likely American Alligator Beastmen, and Frost Goblins, descendants of escaped goblin slaves.&lt;br /&gt;
&lt;br /&gt;
Anyway the Dark Elves arrived, decided it was a perfect place to set up shop and made six big cities to live in, each one a pleasant land of pain and torture. Yes, Naggaroth runs on a slave labour/piracy economy, and it is practically the main industry of the land.&lt;br /&gt;
&lt;br /&gt;
Each of the six dark elf cities serves a vital function in the kingdom and, besides a few odd balls and the shade tribes, remains central to Dark Elf society. Some areas around the cities are home to labor camps and agricultural plantations. The 8th edition codex added a 7th city, Hal Kaldra, which rebelled against Malekith and was destroyed by his magic.&lt;br /&gt;
&lt;br /&gt;
[[Malekith]] the Witch-King rules the land with an iron fist and woe betide anyone that get any other ideas...&lt;br /&gt;
&lt;br /&gt;
The kingdom would have been constantly raided by the chaos warriors from the northern wastes, if it weren&#039;t for many happy (read: &#039;&#039;forced&#039;&#039;) volunteer warriors who man the series of fortress-like watch towers that keep the marauders at bay. Even so, it is a thankless task, and only the threat of death keeps them there.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;The End Times&#039;&#039;&#039;, Malekith ordered a mass exodus, ordering every Druchii to sail to Ulthuan for one final battle. Naggaroth is now abandoned, and any left still in the Land of Chill are now prey to the marauding chaos forces. Since Malekith is revealed to be the rightful king of all elfkind, the elves have fully solidified into their role of world police; Naggaroth, fuck yeah!&lt;br /&gt;
&lt;br /&gt;
Another thing to point out the comparsion between Naggaroth and real life America, is that while America is known for its democratic voting for its leader every 4 years, Malekith has been ruling the damn place since its founding until the god damned end times. One could say that Malekith is like an evil Benjamin Franklin.&lt;br /&gt;
&lt;br /&gt;
== Cities of Naggaroth and why they are horrible vacation destinations ==&lt;br /&gt;
===Naggarond===&lt;br /&gt;
Warhammer Washington, because this is where the country&#039;s leader lives and the house where the leader lives was given a specific color schemed name (the &#039;&#039;&#039;White&#039;&#039;&#039; House and the &#039;&#039;&#039;Dark&#039;&#039;&#039; Tower), however the real life Washington city located the right side of the continent, below New York while Naggarond is on the left side of Naggaroth. There is however another state (a state mind you, not city) with the same name located on the left side of America with Olympia being its capital however, there is another city there named Seattle with it being the largest city in the Pacific Northwest region of North America and it has a tower named &amp;quot;Space Needle&amp;quot; that was built in 1962 (long before the Dark Elves army rule book was established) which could make the Dark Tower a painfully stark irony to the combination of both Space Needle and the White House. Alternatively it&#039;s just Warhammer Barad-Dur.&lt;br /&gt;
&lt;br /&gt;
The jealous mama boy intended to make the tower better than the one ASUR FUCKING SHIT owns, but lost interest and left some of the rooms to dust. There is a council room in the tower where the dark elf generals are planning the invasion of Ulthuan with many dark, edgy looking chairs, and corpses of generals who had pissed of Malekith for failing him. Because of that, the room smells like corpse shit and crawling with maggots to remind the generals if they were to fail. Malekith resides in his personal chamber the very top of the tower, where he could use his magic vision to see everywhere in the world like a creepy stalker, but his gaze is always fixed on Ulthuan. He also hid a secret chamber (probably containing his secret porn stash or vast collection of stuffed rabbits) beneath the city, that not even his mom and her spies could peek into.&lt;br /&gt;
&lt;br /&gt;
===Ghrond===&lt;br /&gt;
Mommy Morathi&#039;s home. The city is known for being a carbon copy of Naggarond - albeit a fraction of the size, and its riches and gold mines. Morathi has a tower here that has predictions and prophecies foretold everyday. Since the city is so close to the chaos wastes, and its magic attracts demons and chaos sorcerers, it is in constant battle with chaos shit. Nevertheless, the Dark Elves and their slave mercenaries not once wanted to run away, since they all want a taste of Morathi, that sweet milf ass who was once banged by Aenarion, the king of elves. She also trains the most beautiful sorceresses to be her &amp;lt;s&amp;gt;army of call-girls&amp;lt;/s&amp;gt; personal aides who cater to those who aren&#039;t into milfs. Malekith lets his mother have her fun, so long as she remembers to pay him taxes (aka allowance).&lt;br /&gt;
&lt;br /&gt;
===Har Ganeth===&lt;br /&gt;
Warhammer Chicago, because Chicago is known for its homicide and gang war while Har Ganeth is known for its executions and murders.&lt;br /&gt;
 &lt;br /&gt;
The entire city is dedicated to Khaine and is probably the strictest city for the Dark Elves since murder (outside of the liturgies of Khaine-worship, of course, where the act itself is much esteemed in the service of the Lord of Murder), thievery and public debauchery (especially inasmuch as it connects to Slaanesh, which is considered major league heresy) are considered crimes here. It is mostly populated by Witch Elves and the infamous Har Ganeth Executioners, whose work mostly involves chopping lawbreakers&#039; heads off. The dreadlords here are [[Kabal|dicks who constantly plot to have their rivals&#039; heads on the chopping blocks by using the law of this city to their advantage (or the other way around by their rivals)]].&lt;br /&gt;
&lt;br /&gt;
Crone Hellebron rules this city alongside many hag witches, using their powers to get back youthful appearances by bathing in the blood of the executed. The Dark Elves have a holiday named the Death Night (probably Dark Elf Halloween), the Dark Elves version of the Wood Elves&#039; Wild Hunt, where Witch Elves go on a rampage towards any Dark Elves they find and offer their blood to Khaine. Whereas in other cities it&#039;s exclusively celebrated by the Witch Elves, here in Har Ganeth everyone in the city can participate. On these occasions slaves and prisoners are released to the streets, with the great gates closed to prevent anyone escaping and when the celebration is over Hellebron sends groups of Executioners and Witch Elves to restore order.&lt;br /&gt;
&lt;br /&gt;
===Karond Kar===&lt;br /&gt;
Warhammer New York, because New York is known for its early European immigrants, while Karond Kar is known for its slaves. Oh, and both are located on the right side of the continent, and both are port cities.&lt;br /&gt;
&lt;br /&gt;
It is not just a port city, however, but the biggest one in Naggaroth, where a lot of overseas slaves are traded. Due to the shitty cold temperature, the cruel dark elves corsairs, fleetmasters, and the usual Khaine worshiping murder freaks. Slaves that had survived are the hardest among the hardest of people in the Warhammer world, even more so than the Dwarfs. Karond Kar was originally the home for Beastmasters as well, with slaves being considered another type of beast, but this was [[Matt Ward|retconned so Clar Karond was the prime city for Beastmasters]]; while Karond Kar still has beastmasters, Clar Karond&#039;s are said to be the best and there&#039;s a fierce rivalry between the two cities.&lt;br /&gt;
&lt;br /&gt;
Rakarth the Beastlord was born here, one of the greatest beastmaster that was not born in Clar Karond.&lt;br /&gt;
&lt;br /&gt;
The city is bursting with slave markets. Cloaked Khanite assassins had to roam the crowd to making sure no slaves escapes without being punished.&lt;br /&gt;
&lt;br /&gt;
===Clar Karond===&lt;br /&gt;
Another port city; however, it is known for its lumber, shipyards and beastmasters. The major shipyard of Naggaroth is located here.&lt;br /&gt;
&lt;br /&gt;
The Dark Elves use [[edgy|dark lumber]] to build their depressing-looking ships, and they build new houses on top of the tree roots, after they either burned or pulled them by chain (all that work done by the slaves, just a reminder). As a result of the massive deforestation and no urban planning, the city navigates like a goddamned maze, worse than Naggaroth itself. It&#039;s almost comparable to the city their [[Dark Eldar|space cousins]] made, except Commorragh&#039;s structure is so complex, it&#039;s like starring at an Escheresque, 4-dimensional maze, that would drive any mon&#039;keigh stark raving mad.&lt;br /&gt;
&lt;br /&gt;
The city&#039;s other specialty are its beastmasters, although this is a [[Matt Ward|retcon since in previous editions Karond Kar was the Beastmaster place while Clar Karond just made ships]]. Anyway, since this damned place is where they mind-broke the poor cold one (this type is native to Naggaroth mind you), a frigging dinosaur that ignore armor saves by attacking with its teeth, bent to the will of a bunch of edgy pointy ear assholes. Much later, the eldritch-abomination-looking Kharibdyss (it even comes from the deepest parts of the ocean too) was bought here and bent to the will of those shitheads as well. On top of the maze like streets of Clar Karond, they are now cluttered with caged beasts, and probably overflow with their shit and piss, which the slaves have to clean up.&lt;br /&gt;
&lt;br /&gt;
Anath Raema (the goddess of savage hunt, who was known for being the evil and feminine version of Kurnous) has more shrines in this damned place than Khaine and all the street cage combine. Hardly surprising, since the city is a Mecca of beastmasters.&lt;br /&gt;
&lt;br /&gt;
Speculated to be the Warhammer Texas due to the large amount of beasts and beastmaster is akin to the Texas cowboys and its rodeo.&lt;br /&gt;
&lt;br /&gt;
===Hag Graef===&lt;br /&gt;
Warhammer&#039;s Philadelphia, due to its proximity to the capital (DC/Naggarond), extreme violence (well, that&#039;s all Druchii cities), and aspirations of political greatness. Another depressing city in Naggaroth but with little to no sunlight and more political assassination. The city was built at the bottom of a cold canyon and as such was devoid of any sunlight. Since the area was known for its mines, the slaves here have to work in the freezing dark hellholes. Even death wass no respite, as when a slave-miner died, they didn&#039;t get to stay dead. Instead, the nearby warpstone vein reanimated them back to life until the skeleton slaves worked their bones to dust (this pleases Nagash). Due to the mines, the city was flowing with coins, so much so that it produced a very powerful military and could possibly have even overshadowed Naggarond. This easily made it the second major city of Naggaroth. Malekith is aware of this, but really had no need to worry for he just let the local power struggles and assassinations sort it out. The eight families ruled from atop each one of the city&#039;s eight towers, and rule they did with an iron fist. The families&#039; only goals in life was to elevate their family&#039;s head to the status of &#039;&#039;&#039;The First Dreadlord&#039;&#039;&#039;, a title that would have allowed any Dark Elf to control the city&#039;s trade and its military might unilaterally. As a result, assassinations were extremely frequent, so much so that the Khainite Assassins had a ridiculously successful business branch there. It is noted that the beloved Malus Darkblade was born here as the bastard son of the Lurhan Fellblade, a military commander who lived there.&lt;br /&gt;
== Geographic Areas ==&lt;br /&gt;
&lt;br /&gt;
* Sea of Malice&lt;br /&gt;
* Blackspine Mountains, home to a race of Beastmen covered in jagged black scales, possibly American Alligator Beastmen due to the equivalent Real-World Continential Location?&lt;br /&gt;
* Boiling Sea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Countries]][[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Daughters_of_Khaine&amp;diff=167480</id>
		<title>Daughters of Khaine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Daughters_of_Khaine&amp;diff=167480"/>
		<updated>2023-05-13T22:17:30Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Daughters of Khaine|Logo=Daughters_of_Khaine_battletome_art.jpg|Alliance=Order|Motto=Much bloodier and less NSFW than it appears.}}&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
{{topquote|She could never take an eye for an eye, and a tooth for a tooth. The weak and flaccid parity would make her nearly puke. She wants an eye for a tooth, and a life for an eye.|Helen Zahavi - Dirty Weekend}}&lt;br /&gt;
{{topquote|Let&#039;s show the gutless pigs how the warriors of Pah-Dishah can fight! By Tarim, we&#039;ll give the devils scarlet wine to drink this dawn...|Red Sonja}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039; are a nation of aelves (though closer to a collection of scattered religious communes than a nation) led by [[Morathi]] who combine the Khainite religion with shadow magic.&lt;br /&gt;
&lt;br /&gt;
They are an army, with a few exceptions, of [[PROMOTIONS|armed aelven women and monstergirls in bikinis]]. As they worship [[Khaine]], to them the clash of arms is the height of their religion, holy rites practiced and perfected with all the high-level skill and grace of aelf-kind. As blades flash, they shed their visage of cold and distant beauty, how they tend to be when not in battle, their ecstatic faces lighting up with each fresh kill. In contrast to even other aelves, especially the Idoneth Deepkin, many Daughters of Khaine have lived far beyond the average aelf lifespan, which is already longer than that of other races (except the males - see below).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
Being a theocracy founded by [[Morathi]] and given her character, Morathi is behind or involved in every pivotal moment of the Daughters of Khaine in history. After leaving the Great Alliance because [[Nagash]] outed her true monstrous form, Morathi sought to establish her own dwellings in Ulgu. Her son Malerion cruelly rejected her suggestion of splitting the rule of the thirteen Dominions, for he claimed of all Ulgu as his own. Morathi persisted until, as either a joke or a plot to get rid of her, Malerion granted his mother a small parcel of land in the middle of the Umbral Veil. This was the darkest and most impenetrable region in all Ulgu, so dangerous that only Malerion himself had ever returned from those cloying mists with their sanity intact. Morathi went there and exceeded her son&#039;s expectations. She bent the shadows into a protective shroud around her new land and led settlers there.&lt;br /&gt;
&lt;br /&gt;
Her only followers were the aelven witch-cults that had maintained their worship of [[Khaine]]. While Morathi knew Khaine was dead, since the blood rituals no longer rejuvenated her, she supported the religion to get people to help her. To ensure their loyalty, Morathi built a temple to Khaine, naming it Hagg Nar, and over time a city grew up around it. Morathi taught them the secrets of navigating the murky currents. Hagg Nar began as a pitiful kingdom, and Morathi brooded over her mean existence.&lt;br /&gt;
&lt;br /&gt;
As she sought power, she soon found a hint of Khaine&#039;s power in her dreams while scrying. Though Khaine was dead, she knew the elven gods were cyclial and could be reborn given enough power. Morathi began a secret quest that was long and difficult, but eventually brought her to the literal heart of Khaine himself. The heart was intact and throbbing with resurgent power, but it was guarded by Kharbytr, the godbeast father of Kharibdysses. Morathi suspected Kharbytr would be resistant to sorcery, and was despearte to claim the heart before anyone else could, so she used seduction instead (yes, really), but angered Kharbytr when she tried to grab the heart. The fight between them was an epic clash that lasted thirteen days and ended when Morathi constricted Kharbytr in her coils. The godbeast dealt her a lethal blow before losing consciousness, but Morathi survived by drawing energies from Khaine&#039;s heart to sustain herself.&lt;br /&gt;
&lt;br /&gt;
Heading back to Hagg Nar with her prize, Morathi declared herself Khaine&#039;s High Oracle, claiming that she spoke for the god of murder and that she was his voice in this world. With that she solidified her hold over the Khainites and reshaped the society into the Daughters of Khaine. The Daughters of Khaine would often be sent out to hunt for fragments of their missing deity on Morathi&#039;s orders (unbeknownst to them, these were snipe hunts for the most part).&lt;br /&gt;
&lt;br /&gt;
She continued this way for a time until Malerion arrived. He said that he and the other aelf gods had had, at last, found the lost aelf-souls from the world-that-was, and they needed her shadow magic and knowledge of Slaanesh in their grand plan. For the first and only time, Morathi spoke of the unspeakable horrors inside Slaanesh and how she&#039;d escaped. Using this knowledge and themselves as bait, the four lured Slaanesh into a trap and started extracting elven souls from the deity.&lt;br /&gt;
&lt;br /&gt;
For her role, Morathi was allowed to take souls for herself to shape into elves, who went into swelling the numbers of the Daughters of Khaine. However, some of them had been [[monstergirls|altered by their time with Slaanesh]]. There were those with [[Lamia|serpentine mutations akin to Morathi]], these became the [[Medusa|Melusae]]. Others had bat-like wings and long tails, these became the [[Harpy|Khinerai]]. Around this time Morathi reintroduced the Cauldrons of Blood and created the Mathcoir, the master cauldron, in Hagg Nar. Secretly, she made it as a repository of power only she could access. To start this, Morathi [[Drow|cursed every male born to the Daughters of Khaine to have part of their soul siphoned away and stored in the Mathcoir]].&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to her erstwhile allies, Morathi had added her own deceptive magics to the undertaking, so that the soul division was skewed slightly out of the agreed proportions, with extra spirits siphoned to Hagg Nar. This subterfuge was subtle, but slowly, inevitably, [[Not as Planned|altered the eldritch balance that kept the Dark Prince perfectly imprisoned between Hysh and Ulgu]].&lt;br /&gt;
&lt;br /&gt;
===Age of Chaos===&lt;br /&gt;
As Chaos invaded the Mortal Realms, the Daughters of Khaine marched out from Hagg Nar to ambush them, using shadowshifting magics to reach Realmgates to travel anywhere the forces of Order needed them. Although Morathi and her followers weren&#039;t liked, beggars could not be choosers and they were one of the few allies the Sigmarites had during this time. To keep the more mutated members of her coven secret, the spellcasters and priestesses of the Khainites used shadow glamors to make them look like ordinary elves (how this worked when the Khinerai were flying is anybody&#039;s guess).&lt;br /&gt;
&lt;br /&gt;
The Daughters of Khaine were bold and fearless in battle - willing to cross blades with any enemy, no matter how numerous or monstrous. Despite heroics by Khainite forces at many battles, the forces of Order were on the backfoot, the final retreat happening after Nagash betrayed Sigmar at the Battle of Burning Skies.&lt;br /&gt;
&lt;br /&gt;
As the Chaos invasions set about their task of destroying and enslaving entire civilisations, the Shadowlands of Ulgu suffered the least after Azyr. Khorne, Nurgle and Tzeentch all devoted the greater portion of their forces to different realms, the minions that were sent into Ulgu boasted none of the most fearful greater daemon commanders and Malerion himself sent Archaon packing with his tail between his legs. This gave the Daughters of Khaine plenty of time to prey on the Chaos forces that made it to their realm; reavers of Khorne, magic-seeking conclaves of Tzeentch or followers of Slaanesh tracking calls from their god that only they could sense. They reaped a large harvest of Chaos minions, leaving mass graves from all the sacrifices (this would come back to haunt them - pun intended - in the Soul Wars, see below).&lt;br /&gt;
&lt;br /&gt;
But Morathi&#039;s trickery with the soul extraction came back to bite her. Taking too many souls caused Slaanesh&#039;s prison to drift towards Ulgu and weaken it. This enabled Slaanesh&#039;s most faithful servants catch the scent of their missing god/dess. More and more Slaaneshi armies penetrated the Shadowlands searching for their lost god. So began what the aelves of Ulgu named the Cathtrar Dhule - the War of Shadows.&lt;br /&gt;
&lt;br /&gt;
For the major battles of the War of Shadows, Morathi led the Daughters of Khaine from the front. She cast down the Keeper of Secrets Glittus and his Legion of Excess, and the whip-handed Krulla Sha&#039;vhr and her Flayerhost. Battle was not her only recourse, however, for against the unbeatable six warhosts of the betentacled Bovaxx the Despoiler, Morathi&#039;s coven of Medusae summoned a gaiste-maze - a shadow labyrinth that still covers part of the Umbral Veil, a dark cloud in which those hordes presumably still wander.&lt;br /&gt;
&lt;br /&gt;
Yet the Daughters of Khaine did not win every battle. As larger and more-powerful armies invaded, Morathi called the first of the Caillich Covens - the gathering of forces from all the sects. This was required to defeat Luxcious, a Keeper of Secrets so powerful that many Slaaneshi considered her a replacement for the missing Dark Prince. The daemon was defeated, but not until after the exalted fiend destroyed the Temple of Druchxar.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Luxcious may well have continued her scouring search of Ulgu had Sigmar not begun his war to reclaim the Mortal Realms, drawing off many Chaos forces. The Cathtrar Dhule paused, before once more erupting anew in the bitterly fought War of the Shadowpaths.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Khaine win more allies during this time, for despite their brutality in battle (and occasional team-killing among their allies) they&#039;re just &#039;&#039;that&#039;&#039; good at kicking Chaos. The Stormcast, Idoneth and Sylvaneth to name a few ally with the Daughters of Khaine.&lt;br /&gt;
&lt;br /&gt;
During this time, some elves start to [[Heresy|worship Morathi alongside Khaine, which causes dissent]] (an uncommon case of a heresy charge in a Warhammer setting that fits the actual definition). Ironically, those who disapprove get [[Blam|quickly silenced]] by Morathi or the Medusae as [[Heresy|heretics]] (usually by a knife in the vitals or getting turned into living crystal by a Melusai).&lt;br /&gt;
&lt;br /&gt;
===Soul Wars===&lt;br /&gt;
Prior to the Soul Wars there are increasing build-ups of death magic. Whenever there is a large gathering of Scathborn, the spirits of the dead rise up and attack them. Also, remember those mass graves full of sacrificed Chaos worshippers? Now they&#039;re fodder for armies of vengeful skeleton warriors and/or ghosts seeking vengeance against the Khainites. When Nagash sent vampires and necromancers into Ulgu as a diversion tactic, they were all too happy to exploit these mass graves for armies.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Khaine were also called on by the forces of Order in other realms to help fight off the increasing undead attacks. Morathi herself extolled the Daughters of Khaine to greater zeal, for she remembers the taste of Nagash&#039;s pimp hand and is eager to avenge the slight.&lt;br /&gt;
&lt;br /&gt;
===Broken Realms===&lt;br /&gt;
The Daughters of Khaine worked with Scourge privateers to get information about the Idoneth Deepkin the same way as their kin in the World-That-Was; lots of torture and mind-invading magic. From this they learn the location of a valued Deepkin artifact, the Ocarian Lantern; made by - and stolen from - Teclis, it acted as a lure for souls. Morathi sent sixty of her best soldiers to get it from its heavily guarded underwater temple; two survived, one as an Idoneth prisoner and the other returned to Morathi with the lantern.&lt;br /&gt;
&lt;br /&gt;
She fused with Khaine&#039;s heart and became the goddess Morathi-Khaine. Thus Khaine as he was is gone forever, and Morathi - now Morathi-Khaine - is their goddess instead of just their High Oracle (albeit now split into two bodies, Morathi-Khaine and the Shadow Queen after [[Aenarion|her hubby&#039;s soul]] [[Rip and Tear|took exception]] to Morathi&#039;s plan while in Slaanesh).&lt;br /&gt;
&lt;br /&gt;
Morathi&#039;s first action was to broker an alliance with the [[Idoneth Deepkin]], offering Volturnos the souls of his fellow Cythai elves to sweeten the deal. She then ended her alliance with Sigmar by launching a coup that brought Anvilgard under her rule and renaming it Har Kuron. The Daughters of Khaine/Morathi-Khaine now fight with a newfound zeal as they launched a &amp;lt;s&amp;gt;crusade&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;jihad&amp;lt;/s&amp;gt; holy war to expand Morathi&#039;s empire. When Sigmar found out, he sent a Stormcast army to re-take Har Kuron, the fighting raging until the Celestant-Prime arrived and offered to parley with Morathi. The two disappear for a night, and when they returned an agreement had been reached. Morathi was allowed to keep the city, and what she promised in return is unknown. Following her ascension, Morathi also began [[1984|slowly re-writing the Daughters&#039; scriptures and records of history, plus remodeling their religious iconography, to put herself at the center of everything]].&lt;br /&gt;
&lt;br /&gt;
Morathi subsequently led her forces in alliance with a group of Scourge Privateers to help lift the siege at Excelsis, which was close to being overrun by [[Gordrakk]]&#039;s WAAAGH!. With her Shadow Queen form at the forefront Morathi and her army did well in pushing back the forces of Destruction in the city, with her Shadow Queen form having little trouble taking out lowly Orruks. That was until she came face-to-face with [[Kragnos]] himself. The earthquake god had made common cause with Gordrakk and attacked her Shadow Queen form head on. Morathi-Khaine managed to track down [[Lord Kroak]], who had also arrived to defend the city, and proposed that they needed to divert Kragnos from the city before he killed them all, as he was far too powerful for either of them to defeat. Just as Kragnos was preparing to finish Morathi off, they managed to lure Kragnos through a portal and led him away from the city. Without him, the Destruction army was thrown into disarray and subsequently dispersed after a lengthy battle.&lt;br /&gt;
&lt;br /&gt;
Following the battle, Morathi was put on trial, overseen by the Celestant-Prime himself on Sigmar&#039;s behalf. She was a little annoyed Sigmar himself was not present (and the not so subtle implication that it meant dealing with her was beneath his time). Morathi was charged with treason for her coup in Anvilgard. She defended her actions by arguing that Anvilgard was technically never Sigmar&#039;s alone. She also stated that the city prior to her annexation was barely staying alive to begin with and would have fallen eventually, and that under her rule it was guaranteed to survive outside Chaos control. When the Celestant-Prime rejected this, Morathi retorted that as a god she wasn&#039;t answerable to Sigmar. At this, winged Stormcast sprung from ambush and the Celestant-Prime took up Ghal-Maraz and was about to sentence Morathi to death before Grungni entered the room. He announced his presence by calling for clemency for Morathi before joining them. He beseeched both sides to put away their bitterness and pride and realize they were fighting for the Realms&#039; very survival, not simply trivial things like land or cities or petty pride. Though Morathi did not appreciate Grungni&#039;s condescending tone, she agreed with his proposals and both she and Celestant-Prime agreed to stand down.&lt;br /&gt;
&lt;br /&gt;
===Era of the Beast===&lt;br /&gt;
Following this, the tentative alliance between Morathi and Sigmar was maintained, though with much more animosity than before. Morathi was allowed to retain control of Anvilgard for the moment, as Sigmar could ill afford another battlefront opening in Aqshy with the forces of Destruction on the rampage. As a show of good faith, she released all the Stormcast prisoners she&#039;d taken unharmed (while also secretly having a look at their stormforged creation as well). In addition, any citizens of the former Anvilgard were permitted to leave to any nearby Sigmarite strongholds should they so desire. Unfortunately only a few of the citizenry were strong enough following the siege and drop in supplies after the war to make the long journey out of Har Kuron, and many of the poorer citizens had nowhere else to go anyway as their homes/livelihoods had always been in the city. So many still decided to take their chances with their new overlords.&lt;br /&gt;
&lt;br /&gt;
While the Daughters&#039; rule of the new city is tyrannical and harsh, for her part Morathi does not want to simply dominate her new subjects but hopes to win converts to her cause. To that end, she stages free arena battles to appease the masses and has Hag Queens go out and preach to the people about Morathi&#039;s divinity. However, cracks are beginning to form in her rule. Many of Anvilgard&#039;s original population did not survive the original coup, and of the survivors many were Sigmar loyalists, even among their former Scourge Privateer allies. That, combined with the Daughters and their Idoneth allies continuing to purge the surrounding countryside and coastal regions of dissenters, has fueled a growing resentment amongst humans and aelves against Morathi&#039;s authority. These once disparate groups of Freeguild soldiers, Wanderer Aelves and even Scourge Privateers have formed resistance movements who try to undermine or completely sabotage her rule.&lt;br /&gt;
&lt;br /&gt;
On top of this, her taking the mantle of Khaine has not been universally accepted by her followers. Many devout Daughters of Khaine have started to see her as a usurper trying to claim the mantle of Khaine himself (the rewriting of history might have been a giveaway). One of the biggest challenges so far came from the ruling Hag Queen of the Kraith, who challenged Morathi directly upon Hag Narr itself before Morathi killed her (though this had the unfortunate side-effect of driving her opponents further underground and making them harder to root out). Even among her loyalists, some consider taking Anvilgard to be too costly in the long run, since it&#039;s put them on Sigmar&#039;s shitlist. And then members of both groups don&#039;t approve of her alliance with the Idoneth Deepkin, who many Daughters of Khaine distrust (and the feeling&#039;s mutual), and see their soul-tithe as too extreme even for them. The amount of Khainites working against Morathi has been steadily growing. Ironically, her ascending to godhood has actually caused a greater fissure in her control than when she was mortal. And it&#039;s possible Sigmar still plans to make her answer for what she did to Anvilgard; even Grungi realizes he can&#039;t act as peacemaker between them forever...&lt;br /&gt;
&lt;br /&gt;
This has also been compounded with disturbing developments with Morathi herself. Witnesses have reported her apparently arguing and screaming at herself in private, and she seems to fluctuate between calm and enraged seemingly at random. Since the splitting of her soul during the Broken Realms saga her essence now resides in two separate individuals, the cunning and charismatic Morathi-Khaine and the angry and embittered Shadow-Queen, and both have been increasingly warring for dominance of their shared soul. Most disturbingly, her Shadow-Queen aspect apparently took her loss to Kragnos harder than originally thought. Feeling humiliated after being dominated in combat by the earthquake god, the monstrous Shadow-Queen in a rage smashed her way out of her own temple and made a beeline straight for Thondia in Ghur to get revenge on the Destruction god. Morathi-Khaine was highly disturbed by this incident and immediately set off with a war host in pursuit of her enraged other half (while also being very worried as her other aspect seems to be developing a will of its own).&lt;br /&gt;
&lt;br /&gt;
Whatever happens things are looking to get a lot bloodier in Thondia very soon...........&lt;br /&gt;
&lt;br /&gt;
While Morathi was gone Har Kuron was once again put into peril. Nagash found out about all the souls she stole from him to ascend to godhood as well as all the ones she gave to the Idoneth to make peace with them. Enraged at the theft of what he saw as his property, but far too weakened to deal with the matter himself, Nagash decides to summon Kurdoss Valentian, the Craven King, since while he’s competent he’s not one of his more powerful generals; thus he&#039;s unlikely to try anything after learning of Nagash’s weakened state (plus he knows Kurdoss is desperate to get on his good side). He then tasks Kurdoss to reclaim some souls specifically from Morathi since Nagash still doesn’t know where most of the Idoneth are located. Kurdoss ambushes the city with a massive Nighthaunt army led by both himself and Vayon of the Withered Quill, one of the dreaded Scriptors Mortis, while the majority of the city&#039;s standing army are distracted with a grand gladiatorial contest. Reaping a heavy toll on the cities civilian population (especially with the help of Kudross&#039; personal Craventhrone Guard) they cut deep into the city, causing heavy damage. Unfortunately for the Nighthaunt the reaping of souls is cut short when the Daughters realize what’s going on and retaliate faster than anticipated, with High Gladiatrix Yelena and company chasing the Nighthaunt back into the underground catacombs and eventually pushing them out of the city. Regardless, Kurdoss succeeded in his missio by claiming many souls from both the Daughters of Khaine and Har Kuron&#039;s civilian population, while also sending a message to Morathi and her allies that Nagash was not finished with them, not by a long shot.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
[[File:Morathi,_the_Shadow_Queen_from_DaughtersofKhaine_.jpg|300px|thumb|right|&amp;quot;Charge, Daughters of Khaine! For my...uh, I mean, for Khaine&#039;s glory!&amp;quot;]]&lt;br /&gt;
Unlike some other factions within Age of Sigmar, but very much like others, the Daughters of Khaine are a theocracy. There are many sects of Daughters of Khaine, each worshiping a different aspect of the aelf god of battle and bloodshed. Although the rites and rituals might differ, all the Khainites follow a strict hierarchy in their organisation. They worship Khaine and Morathi is his High Oracle, the one who discerns his will and their overall leader. Though they know about the other gods of Order, they pay no homage to them. Beneath Morathi are the High Priestesses, which include the Slaughter Queens, Hag Queens and Bloodwrack Medusae. They are the keepers of each shrine’s most sacred artefacts, and commanders of the Sisterhood of Blood. The degree of authority held by each of these figures, along with their specific title, varies between the sects, but a single word from Morathi can alter the influence of any other ranking.&lt;br /&gt;
&lt;br /&gt;
Of all the warriors of the temples, the Scáthborn – the Melusai and Khinerai – are closest to Morathi herself, yet they often remain hidden from those outside the cult. The Medusae are made from Aelves converted by Morathi herself; though this is seen as an immense honor Morathi binds them with the most binding of magical oaths, but none among the Khainites would dare question her in this. This is partially due to their forms resulting from daemonic taint which would cause negative sentiment among their allies and the fact that Morathi uses them as something of a secret police. The most public-facing Khainites are the Witch Aelves and Sisters of Slaughter. Their most important shrines are the Cauldrons of Blood, gifts from Khaine himself (at least, what Morathi’s claims each time she gifts one of the great iron cauldrons to the temple of a newly founded Khainite sect). The covenites see it as a sign of their god’s favour that the cauldrons never seem to overflow, no matter how much blood is poured within them following a battle – all assume Khaine himself takes the surplus as an offering.&lt;br /&gt;
&lt;br /&gt;
War covens are the most important organisations to the Daughters of Khaine, their structure laid out by Morathi herself. It is through violence that the Khainites expand their territories, defend their temples and worship their god. Weapons practice and mock duels take up the majority of their daily lives, yet these are not mere military drills, but religious ceremonies, treated with all the gravitas that others might use when reading their most holy of tomes or offering prayers to their god. From their temples in various realms, the Daughters of Khaine scour the Mortal Realms for blood sacrifices. At Morathi&#039;s edict, they also search for the shards of their god, scattered across the Realms. They do this for the glory of Khaine and to see him reborn.&lt;br /&gt;
&lt;br /&gt;
[[Just As Planned|But they are nearly all of them deceived]].&lt;br /&gt;
 &lt;br /&gt;
Morathi claims to speak for Khaine, and she does wield his unbreakable iron heart, but none know that Morathi’s power is a lie and that Khaine is dead. While their devotions to Khaine could one day lead to his rebirth, Morathi is deliberately preventing that. The reason for this is that she is siphoning the power - either by co-opting it before it reaches the heart or pulling it from Khaine&#039;s heart - to reach godhood herself. The prayers that her daughters scream and the ritual offerings they make only serve to enhance her own power, not Khaine’s. Outside Morathi herself, only a handful of the &amp;quot;altered&amp;quot; members of the Daughters of Khaine are aware of this deception, and they, willingly or otherwise, are bound by the most binding of oaths and magic to serve Morathi and keep this secret. Also, the blood surplus poured into the Cauldron&#039;s doesn&#039;t go to Khaine. It flows back to Hagg Nar through Morathi’s magics, to the Mother of all Cauldrons, the Máthcoir, from which The High Oracle absorbs and repurposes the blood’s energies for her own nefarious gain. Which came to fruition when she used the energies and the Máthcoir in a ritual to merge with Khaine&#039;s essence to become the goddess Morathi-Khaine. However, the Máthcoir was broken by the energies of the ritual and Volturnos&#039; actions, and Morathi has secretly been trying to repair it, but has yet to succceed. While she can still create Scathborn from it the process is now far more flawed, with more and more mutated and deformed new Scathborn being created. These are either hidden away or killed on sight.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Their society is brutal, especially given that it&#039;s leader is [[Morathi]] and they worship [[Khaine]]. They serve Khaine with fanatical devotion, which is especially problematic considering that Khaine is the god of murder. [[Angry Marines|While the Daughters of Khaine crave bloodshed and murder, they serve alongside the forces of Order – albeit tenuously.]] Given their tendency towards collateral damage (and rumors of kidnapping innocents and gruesome rituals), they are less respected allies and more tolerated because they&#039;re useful. Their views on the other major groups are varied. As builders of cities and civilizations, the Daughters of Khaine are at odds with the forces of Destruction. While it is said that they have an aversion to the Death faction because of a dislike for anything death-related since they nearly went extinct, it&#039;s more likely that this due to Morathi&#039;s personal grudge against Nagash for striking her and outing her true from to the rest of the pantheon. Despite their distaste for the other two, the one faction they truly hate is Chaos; they could give the Stormcast Eternals a run for their money in hating Chaos, and prosecute their crusades with particular violence against the servants of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wondering why Morathi is mentioned so often that&#039;s deliberate; Morathi keeps as much of a stranglehold on Khainite society as she can. It would be out-of-character for her to do anything less (she kind of a control freak). All Khainites are either warriors that serve in their religious order, or they are leathanam (see below). Temples are found only in some realms; confirmed realms are Ulgu, Azyr and Ghyran. When they are not fighting, the Witch Aelves and Sisters of Slaughter usually participate in ritualized gladiator matches or shady pit fights. They also partake of a form of bladed dancing for the entertainment of others. Despite being a theocratic society, the Daughters of Khaine don&#039;t proselytize or win converts; the adherents are themselves the result of a breeding program, choosing their partners in line with the aims and desires of their leaders.&lt;br /&gt;
&lt;br /&gt;
The women outnumber the men here, but this is not the paradise [[/d/|some]] think it would be. &amp;quot;Where are the men? The &#039;Daughters&#039; have to reproduce somehow&amp;quot;, well... remember that leathanam mentioned earlier? They&#039;re a slave class, apart from the Doomfire Warlocks, made up exclusively of &#039;&#039;&#039;all&#039;&#039;&#039; the males in this faction. Yes really, the men are disregard menials/worker drones who do the non-fighting stuff that keeps society going in a literal gender-based [[Slavery|slavery]] system (we know what you&#039;re thinking. Something, something, [[Drow]]...).&lt;br /&gt;
&lt;br /&gt;
Morathi deliberately made only a few male aelves, and then only from the weakest and most broken of souls retrieved from Slaanesh. Even male aelves a Daughter of Khaine gives birth to are literally cursed with weakness, as when Morathi founded the society, she wove a spell that every male a Khainite births gets part of their soul siphoned to store in her personal Cauldron of Blood... and yes, Morathi instituted the rule that the males are slaves. Surprisingly, the women are usually not misandrists or female supremacists in general when dealing with outsiders or allies. As a society, the Daughters of Khaine respect strength above all else and a lot of the mistreatment of their own males is based on their innate weakness. But on the other hand, their males are weak because Morathi deliberately handicapped them to siphon of their souls, so female supremacy and/or misandry could still be at work at least as far as Morathi herself. While in theory they worship Khaine, who is male, this is superficial; all information about &amp;quot;Khaine&#039;s will&amp;quot; comes from Morathi alone, while Khaine himself is actually limited to his heart and has no say over their actions. With Morathi merging to become the goddess Morathi-Khaine, he might be gone for good.&lt;br /&gt;
&lt;br /&gt;
Among the men, the Doomfire Warlocks and male Khainite Shadowstalkers are interesting cases. They&#039;re stronger due to their mastery of shadow magic, but receive limited training, and Morathi has them branded with mind-control runes ([[Grimdark|while deceiving them into thinking they&#039;re protection against Slaanesh]]). They are treated far better than other leathanam and actually join the females in battle. Despite this, they are still lower status purely because they&#039;re male, and are rarely seen by - or acknowledged to - non-Khainites. Their status is somewhere between skilled slave-soldiers and auxiliary allies, with only females as true members of the Daughters of Khaine with the Warlocks technically outside the hierarchy. Individual Daughters of Khaine generally see them as highly useful servants but also show them a healthy level of respect/wariness due to their sinister powers (they know its unwise to antagonize even a servant that can instantly summon shadow magic). The daughters generally avoid them unless need be and they tend to congregate among themselves and while they hold ranks among themselves, no man may outrank a woman among the Daughters of Khaine (with possible cognitive dissonance given the god they think they worship is male).&lt;br /&gt;
&lt;br /&gt;
The Daughters of Khaine also a rare example of a Warhammer society whose attitude towards sex is actually fleshed out (ironic, since Slaanesh is their greatest foe), all from the anthology novel &#039;&#039;Covens of Blood&#039;&#039;. Contrary to expectations, they&#039;re mostly open about it. They can &amp;quot;mingle&amp;quot;, are also fine with bisexuality, polyamory and homosexuality, marriage isn&#039;t required - in fact it&#039;s strongly implied they don&#039;t do marriage - plus rank&#039;s not an issue. There are a few caveats; sex can&#039;t interfere with their duties, males can neither proposition nor reject a female on pain of death, and if two women want the same man/men, they bargain or duel each other (sometimes to the death). Naturally, this gives females near-complete choice over who fathers their children. The women can even fuck outsiders and captives if they choose ([[Grimdark|the captives don&#039;t get a choice]]), but affection towards them or having a child with them is considered shameful (the novella also heavily imply human/elf hybrids are possible in Age of Sigmar). Though it can happen, with sometimes the child being secretly sent away to its other parent outside the cult for its safety (especially if it is male) and to avoid the embarrassment of the situation. Plus, sex is a popular way to celebrate or spend their downtime.&lt;br /&gt;
&lt;br /&gt;
The female aelves tend to dye their hair with blood and, in a throwback to Warhammer Fantasy, have rituals of rebirth keep the covenite sisters youthful in appearance and supple in body. Even among their ranks, there are some who are considered extremists; the Sisters of Slaughters&#039; are members who graft masks of living metal to their faces with boiling blood. While the aelven members are accepted by others, the Melusae and Khinerai are not. When fighting alongside, they are concealed by a glamour so they too appear to be aelves; attempts to keep the existence of these mutated elves secret is part of the reason for their teamkilling tendencies among alliances with other Order factions. After Morathi&#039;s apotheosis, the Melusai and Khinerai have openly appeared, and are touted as proof of Morathi&#039;s divinity. With some of them even making a point to approach non-khainites or allies in Morathi controlled territory un-glamored, simply to dare them to say anything about their appearance.&lt;br /&gt;
&lt;br /&gt;
However Morathi&#039;s apotheosis did not come without its own share of problems. Her open proclamation and display of godhood caused a crisis of faith among some of her subjects. Some still blindly support her see her as Khaine reborn, and a bringer of fortune for her people. However, many are also starting to wise up to the fact that she seems more interested in bringing power to herself rather than Khaine, and are beginning to whisper of her as a usurper. Some khainites have even begun actively conspiring against Morathi directly and joining resistance movements against her. One of her most viscous rivals are the so-called Crone-Heralds, Khainite extremists who also worship Morai-heg, goddess of prophecies and are actively recruiting followers against Morathi. This had led to conflict and could result in future consequences including a full-blown schism.&lt;br /&gt;
&lt;br /&gt;
tl;dr: They&#039;re a scheming, ruthless, misandric, theocratic elven matriarchy originating from a dark realm whose ultimate leader sometimes mutates her followers to resemble her. [[Drow|Sound familiar]]? (especially since Morathi successfully became a goddess).&lt;br /&gt;
&lt;br /&gt;
One interesting contrast to the [[drow]], though, is that Morathi actually does have some semblance of a reason for all this, instead of just &amp;quot;dominatrixes + spiders = profit&amp;quot;. Since Morathi is a psychopath who has, in her mind, been screwed over by the men in her life multiple times - every Phoenix King, then Malekith, then Tyrion and Teclis - it makes sense she&#039;d hold a grudge and, as part of setting herself up as a creator-goddess, she&#039;d vent that grudge by screwing over the male population. Given that some snakes are capable of parthenogenesis (reproducing without men) and that [[Ghyran|the setting includes magic that can enable asexual reproduction]], it&#039;s either to Morathi&#039;s credit that she didn&#039;t drop males altogether and recreate the dark elves under her reign as asexually reproducing [[amazon]]s... or testament that Morathi&#039;s such a misandrist she gave her people a male population just to have men to torture.&lt;br /&gt;
&lt;br /&gt;
==Sects==&lt;br /&gt;
The Daughters of Khaine are divided into Sects (previously known as Temples in past lore), in a manner similar to Stormcast Chambers or Sylvaneth Wargroves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hagg Nar:&#039;&#039;&#039; Hagg Nar lies deep in the Umbral Veil, the darkest region of the Shadowlands. The first and largest of the Daughters of Khaine temples, it was built atop the Hellelux, a geyser of shadow magic that spews shrouding mists. It is home to hundreds of warcovens that are [[Drow|always at each other’s throats for the attention of Morathi, who encourages this “rivalry” as a means of weeding out the weak]].&lt;br /&gt;
* &#039;&#039;&#039;Draichi Ganeth:&#039;&#039;&#039; Draichi Ganeth, which translates as ‘the bladedkillers’, are the Khainite Aelves most commonly seen by other Order factions. Their main temple is found in the northern barrens of Fuarthorn in Ulgu, but their higher tendency for exploration, hunts and pilgrimages means they have temples and lesser shrines can be found across the realms. As a result, they&#039;re the most commonly encountered temple across the Realms. Every [[Cities of Sigmar|free city]] has seen or is host to a small troupe of the Draichi Ganeth, who look down upon the subterfuge and deception of their sister sects. They are known to the Freeguilds as the Executioners Cult due to their blunt and forward style of combat, as well as their penchant for decapitation.&lt;br /&gt;
* &#039;&#039;&#039;The Kraith:&#039;&#039;&#039; The sect known as the Kraith, also called the Crimson Cult, are true disciples of slaughter, and have earned a reputation as the least compromising of all the Daughters of Khaine. Arrogant and nomadic, they have no true temple home, instead traveling from one war to the next as they believe Khaine’s one and only temple is the blood stained battlefield. They have been targeted by Idoneth of the Fuethan enclave so frequently, the Kraith have sworn an eternal vendetta against them.&lt;br /&gt;
* &#039;&#039;&#039;Khailebron:&#039;&#039;&#039; This sect has learned well the arts of concealment, stealth and obfuscation. Those who worship at the temples of Khailebron revere the assassin and the unseen killer, and strive to be masters of ambushes and sudden strikes. Where these temples are is known only to Morathi and the Khailebron themselves. When not at their hidden temples, the Khailebron masquerade as wandering performers who showcase an elegant “bladed-dance” for the local populace, while their top killers secretly slit the throats of their targets (which often expands to include anyone who shows too much disrespect to the dancers).&lt;br /&gt;
*&#039;&#039;&#039;Khelt Nar:&#039;&#039;&#039; Khelt Nar has become the fastest growing of the sects established by Morathi. It began as Ironshard, a single Khainite shrine founded by the High Oracle atop a flat-topped mountain of iron known as the Rothtor. Since then it has expanded to other Realms, including a stronghold in Ghyran, and have been tasked by the High Priestess with clearing out the rampant [[Orruk Warclans|Bonesplitterz]] that plague their territories. Khelt Nar is best known for being composed of deliciously brown dark aelves and their unique shadow-steel forging techniques which they zealously guard.&lt;br /&gt;
*&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;: This reserved sect was born in the Age of Chaos when Morathi (desperate to get a leg up on the Ruinous Powers) decided to infuse a new brood of Scáthborn with three drops of Khaine’s blood. The result is a temple of veritable demi-gods who can call upon the god of murder’s strength in haze of battle, becoming the Shadow Queen’s go-to temple for making her more despised enemies disappear. The temple is mostly led by/comprised of Scáthborn, but there are contingents of Witch Aelves who function as (disposable) work horses (also maybe getting a little taste of what they put the Lethanamn through).&lt;br /&gt;
*&#039;&#039;&#039;Har Ganeth&#039;&#039;&#039;: One of the oldest temples founded by a Hag Queen named Hellebron in the region of Naggaroth…hey wait a minute. Literally a straight copy-paste from Warhammer Fantasy. This weird inclusion has (so far) only been given a mention in the “Covens of Blood” anthology and nowhere else. It feels like someone just heard about Hellebron and Morathi’s rivalry from the Total War games and just slapped it into AoS without any further investigation. Suffice to say, this sect will likely either be retconned or just completely ignored, especially since it already has an AoS counterpart in Draichi Ganeth.&lt;br /&gt;
&lt;br /&gt;
==Soulbound==&lt;br /&gt;
In [[Age of Sigmar Roleplay]], it&#039;s established that Daughters of Khaine are selected to become Soulbound when Morathi decides that a potentially stray from the ranks of her faithful is too dangerous or too useful to just dispose of outright. Soulbound Daughters are selected from the overly ambitious, those who secretly yearned for freedom, and even those who had begun to doubt Khaine&#039;s divinity, basically serving as a way to remove potential threats to Morathi&#039;s control over the faction. Despite their origins, though, Morathi often goes out of her way to maintain a good relationship with &amp;quot;her&amp;quot; Soulbound (in fact, the Binding actually servers the magical restrains that Morathi uses to control the Daughters as a whole), because, whatever else they may be to her, they are both useful as powerful yet neutral arbiters and as ambassadors of her &amp;quot;good intentions&amp;quot; to the other powers of Order. Of course, these allegiances may well have been severed due to her actions during the [[Broken Realms Saga]].&lt;br /&gt;
&lt;br /&gt;
Normal Daughters of Khaine are unsure of how to regard their Soulbound &amp;quot;sisters&amp;quot;, since they are simultaneously very dangerous, but not rivals due to being forever outside the hierarchy of the temples, apparently favored by the High Oracle but yet also deeply connected to and regularly traveling alongside &amp;quot;outsiders&amp;quot; who shouldn&#039;t be privy to the secrets of Khaine&#039;s temples. They tend to default to &amp;quot;respectful suspicion&amp;quot; when interacting with Soulbound Daughters.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Champions of Order&#039;&#039; splatbook opens the following temples for a Daughters of Khaine hero to hail from:&lt;br /&gt;
*&#039;&#039;&#039;Hagg Nar:&#039;&#039;&#039; The capital of Morathi&#039;s bloody empire. It is a massive temple-nation that serves as pilgrimage destination for all sisters and home to a staggering number of war-covens who wage war in the name of their bloody god. Heroes from Hagg Nar add their training in both Devotion and Reflexes when determining their defenses. Whenever they make a Death test, they also add a number of dice equal to their training in Devotion.&lt;br /&gt;
*&#039;&#039;&#039;Draichi Ganeth:&#039;&#039;&#039; Perhaps the best-known of the temples, though not for any good reason. They are religiously devoted to the act of killing with a single stroke, and revel in their showmanship with the blade. Tact and stealth are foul words to them and disdainful. Heroes of Draichi Ganeth kill their non-minion enemies in spectacularly gory ways with piercing or slashing weapons. Once per combat, this can take the form of improving their Defense by one step.&lt;br /&gt;
*&#039;&#039;&#039;The Kraith:&#039;&#039;&#039; While others house temples of worship, the daughters of this temple believe that the only altar they should have is the battlefield. They scorn any other aspect that draws attention away from murder and thus disdain any other temple. Because of the grisly nature of their battle and rituals, there are few that can even stomach their presence. Heroes from the Kraith start with a dose of the Venom of Negendra, a poison made legendary a hero of their cult. Once per turn when they kill a non-minion enemy, they regain 1 point of Mettle.&lt;br /&gt;
*&#039;&#039;&#039;Khailebron:&#039;&#039;&#039; Where most daughters would balk at sucking up to the other forces of order, the Khailebron serve a double life as a troupe of blade-dancers and entertainers. Their true purpose is to act as shadowy assassins and spies for Morathi. Because of this, they are rarely in the spotlight and often even scorn those who showboat. Heroes from Khailebron add their training in Entertain when making Body (Stealth) checks and when determining Melee. In addition, the Spellcasting (Grey) talent is available to all archetypes.&lt;br /&gt;
*&#039;&#039;&#039;Khelt Nar:&#039;&#039;&#039; The reputation of this temple has often been hotly contested. They have been besieged several times by Chaos, but have fought back these invasions. They hold the secrets to forging weapons out of special shadow-metal and jealously guard their secrets from envious foes. They seek Morathi&#039;s sole favor, but this often puts them at odds with other temples, including Hagg Nar. Heroes from Khelt Nar start play with a magical dagger made of this special shadow-metal, and those harmed by it must make a Mind (Determination) check or else be stunned.&lt;br /&gt;
*&#039;&#039;&#039;Har Kuron:&#039;&#039;&#039; Only available if the game&#039;s set at a point in time after Broken Realms: Morathi, and for obvious reason. After all, this was what befell Anvilgard after Morathi (now ascended to godhood) decided to steal it from the clutches of Sigmar and burned any pretense of friendship with the forces of Order. Heroes from Har Kuron can murder enemies to inspire their foes. When they slay a non-minion enemy, they can spend a point of mettle to force their allies to snap out of the charmed or frightened conditions and improve their Melee by one step until your next turn.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Khaine have the fewest dedicated Archetypes in the Age of Sigmar Roleplay corebook, with only the &#039;&#039;&#039;Hag Priestess&#039;&#039;&#039; and the &#039;&#039;&#039;Witch Aelf&#039;&#039;&#039; open to them. The &#039;&#039;Champions of Order&#039;&#039; splatbook opens &#039;&#039;&#039;Khainite Shadowstalker&#039;&#039;&#039; Archetype, while the &#039;&#039;&#039;Era of the Beast&#039;&#039;&#039; introduces the &#039;&#039;&#039;Melusai&#039;&#039;&#039; and &#039;&#039;&#039;Khinerai&#039;&#039;&#039; Archetypes.&lt;br /&gt;
&lt;br /&gt;
==The Scáthborn: Melusai and Khinerai==&lt;br /&gt;
One element that really distinguishes the Daughters of Khaine from the other known elfy subraces of the Mortal Realms (and which further invites comparison to the [[drow]]) are the races collectively known as the Scáthborn; the [[Lamia|Melusai]] and the [[Harpy|Khinerai]].&lt;br /&gt;
&lt;br /&gt;
Both of the Scáthborn have forms that merge a female aelf with distinctive bestial traits. The Khinerai are bat-elves who have the gift of flight, whilst the Melusai are snake-elves similarly to the [[Medusa]]e. It bears noting that Morathi&#039;s true form combines traits of both of these races, slithering around on a giant serpent&#039;s tail like a Melusai, yet sporting mighty bat-like wings.&lt;br /&gt;
&lt;br /&gt;
For the longest time, these two races were kept hidden in the temples of Morathi, who didn&#039;t want to reveal them to the other Races of Order (or even to her own people at large). After the Age of the Beast, though, they were finally brought out into the open, and are touted as proof of Morathi&#039;s divine status; after all, they are quite literally made in her image, so if she can do that, she &#039;&#039;must&#039;&#039; be a god! The dark secret, and the reason why she hid them in the first place, is that the first of the Scáthborn were actually given these forms because their souls had been touched by corruption during their time in the gullet of [[Slaanesh]]. Since Scáthborn seem to be true-breeding now, they have evidently managed to become at least as distinct from the [[beastmen]] as [[skaven]]. However, with the Máthcoir broken new Scathborn is now far more deformed and is being disposed.&lt;br /&gt;
&lt;br /&gt;
Rumor has it that either Melusai, Khinerai, or both will appear as playable races in the Age of the Beast [[splatbook]] for [[Age of Sigmar Roleplay]], and given that there are rules for playing things like [[Gloomspite Gitz]] and [[Troggoths]], that&#039;s not too hard to believe.&lt;br /&gt;
&lt;br /&gt;
Precisely &#039;&#039;why&#039;&#039; the Scáthborn were added to the Daughters of Khaine faction as a whole is unknown, but there are a few tentative precedents. A long-running unit in the [[Dark Elves (Warhammer Fantasy)|Druchii]] army of Warhammer was the Harpies, who were described as a ferocious, bestial-minded fusion of female elf and bat, and the Khinerai are obvious descendant of the Harpies. The Melusai are harder to place; they probably were inspired by the Bloodwrack [[Medusa]] added to the Druchii army in 8th edition, which in turn may have been inspired by [[Dechala]], a [[Chaos Champion]] of Oldhammer who was essentially a [[Slaanesh]]-worshipping she-elf whose chaotic boons had mutated her into a knock-off [[Marilith]]. As for the &#039;&#039;&#039;why&#039;&#039;&#039; it&#039;s probably to fill out the roster for the Daughters. When the Daughters spun out from the old Dark Elves they only had three units, Witch Aelves, Sisters of Slaughter and Doomfire Warlocks. To make an entire faction with that ascetic and design Game Workshop had to make new units and sets no question, but when your theme is &#039;half naked warrior chick&#039; only so many ways you can spin that so: they went with two common monster girls, harpy and Naga to as a base to fill out some slots.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Medusae Shrine.jpg|&amp;lt;s&amp;gt;Boobwrack&amp;lt;/s&amp;gt; Bloodwrack Shrine in all its glory.&lt;br /&gt;
File:Temples of Khaine.jpg&lt;br /&gt;
File:Daughters of Khaine Slaughter.jpg&lt;br /&gt;
File:Daughters-of-khaine-4.jpg|Dark Elves, now with 50% more [[Snek|Sneks]].&lt;br /&gt;
File:I might you never know.jpg&lt;br /&gt;
File:Drkelf.png|A typical Khelt Nar aelf.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dark_Elves_(Warhammer_Fantasy)&amp;diff=165242</id>
		<title>Dark Elves (Warhammer Fantasy)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dark_Elves_(Warhammer_Fantasy)&amp;diff=165242"/>
		<updated>2023-05-13T22:15:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dark Elves.jpg|right|350px|thumb|An example of elves who are neither pansies or mary sues (It helps that they&#039;re surrounded by corpses and the leader is riding a [[Awesome|dinosaur]]). ]]&lt;br /&gt;
{{topquote|This isn&#039;t happening to you for a reason. Well, one reason. I enjoy it.|Ramsay Bolton, who would have made an excellent Dark Elf...and then the actor who played him [[Rakarth the Beastlord|ended up playing as one too]]}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Bones will be shattered, necks will be wrung! You&#039;ll be beaten and battered, from racks you&#039;ll be hung! You will die down here and never be found! &#039;&#039;&#039;Down in the deep of &amp;lt;s&amp;gt;Goblin Town&amp;lt;/s&amp;gt; Naggarond!&#039;&#039;&#039;|Malekith to prisoners (don&#039;t tell him it doesn&#039;t rhyme)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dark Elves&#039;&#039;&#039; (or &#039;&#039;&#039;Druchii&#039;&#039;&#039; in Druhir) of [[Naggaroth]] are one of the major civilizations of [[Warhammer Fantasy]] and the dark kin of the [[High Elves (Warhammer)|High Elves]]. They&#039;re also the Fantasy counterpart to the [[Dark Eldar]] of 40k.&lt;br /&gt;
&lt;br /&gt;
Unlike many other non-Tolkien elves, these elves usually get approval of /tg/ for a variety of reasons. This includes taking their arrogance to its peak and seeing non-elves as slaves/vermin, using technology, scantily clad women (for the fa/tg/uys), not being nature-lovers but being able to tame awesome monsters (including the aforementioned dinosaur mounts) and using ranged weapons other than bows. Sure, they&#039;re totally awful, but unlike with over-arrogant non-Dark Elves, you&#039;re &#039;&#039;supposed&#039;&#039; to find these ones unlikable.&lt;br /&gt;
&lt;br /&gt;
== Dim history to modern day ==&lt;br /&gt;
Once upon a fucking time, there was an elf named [[Malekith]], who was the child of the King Aenarion and the Sorceress Morathi. When Aenarion died attempting to fuck a Daemon of Chaos, there was a debate amongst the Princes of Ulthuan as to who would become the next Phoenix King. Now Malekith expected the princes to choose him, but they instead chose Prince Bel Shanaar of Tiranoc, because they (rightly) feared that Malekith would militarize Ulthuan and go about destroying and conquering shit around the world. Now of course, this decision made Malekith have a huge temper tantrum and vowed to take his rightful place as ruler of [[Ulthuan]].&lt;br /&gt;
&lt;br /&gt;
So after a series of events that involved lots of lying, backstabbing, secret bargains and other douchebaggery, Malekith poisoned Bel Shanaar (specifically, he grabbed him and forced him to drink a goblet of poisoned wine after being offered it but tried to politely refuse), and killed many of the Princes gathered in the Shrine of Asuryan. When Malekith stepped into the Flame of Asuryan&lt;br /&gt;
to prove he was the true king of Ulthuan, the flames burned his ass and spat him out because it didn&#039;t like the taste of his dickery. So after his followers escaped with their charred leader, Morathi saved her son from death and commissioned a renegade priest of Vaul to create the Armor of Midnight and welded it to Malekiths flesh.&lt;br /&gt;
&lt;br /&gt;
So after a long civil war, Malekith and his followers were banished from Ulthuan and sailed to a new land, via the city-sized Black Arks, which they named [[Naggaroth]] and renamed themselves the Druchii (Dark Elves). To this day, Malekith and the Druchii continue fighting the Asur in order to take revenge against their hated kin (because daddy&#039;s little prince can&#039;t be happy being king of a race and a new land, no he has to have the one particular crown after all...kind of being a bit spoiled there Malekith me old chum).&lt;br /&gt;
&lt;br /&gt;
== The End Times == &lt;br /&gt;
So Games Workshop decided to end the canon stalemate that the Dark Elves and High Elves have enjoyed for the last fifteen or so years by pressing the big red button and activating complete destruction on the Warhammer world. The sheer amount of changes are staggering but for the Dark Elves it primarily means this:&lt;br /&gt;
&lt;br /&gt;
*It seems Malekith was meant to be the one true Phoenix King all along and only didn&#039;t get the crown because he didn&#039;t stay in the flames one second longer (wut?) but this is now corrected and now he is not the Witch King but Eternity King Malekith, all hail!&lt;br /&gt;
*Naggaroth got invaded by a big horde of stinky Khornates who pretty much destroyed the country. Malekith though couldn&#039;t care less about it and left along with his people after salting the earth and wrecking the cities so the Chaos hordes won&#039;t have any plunder.&lt;br /&gt;
*Morathi was left to rot in her tower by her son after he finally tired of her slagging figure and now she has been picked up by grand pimp Slaanesh. Cue lolz for the epic just desserts for the spiteful bitch.&lt;br /&gt;
*Malus got ripped apart by his own inner daemon as it grew strong enough to escape thus causing many fan powers of Darkblade to grief and gnaw on their fingernails in fury.&lt;br /&gt;
*The Dark Elves are no more as Malekith becomes rightful king of all elfkind and merges the three kinds (dark, high and wood) back into one flavour and sets up his new kingdom in Athel Loren.&lt;br /&gt;
&lt;br /&gt;
All in all the Dark Elves don&#039;t really exist any more. We just now have Elves. Cue the arguments among elf players over the fact they now have to be besties with races they considered their arch-foes in the past. Enjoy!&lt;br /&gt;
&lt;br /&gt;
== Age of Sigmar ==&lt;br /&gt;
&lt;br /&gt;
The transition into the Mortal Realms saw the Dark Elves unnecessarily splintered up into many tiny factions. Of these, only the [[Daughters of Khaine]] truly took off as its own independent thing, with the rest of the former Dark Elf range being among the many that were subsumed into [[Cities of Sigmar]]. Strangely enough, with the majority of High and Wood Elf units being squatted, this results in the majority of the aelven representation in Cities consisting of units that were murderers, criminals, and edgelords.&lt;br /&gt;
&lt;br /&gt;
Broken Realms has seen a pseudo-rebirth of the Dark Elves, introducing a new faction of Har Kuron that can only take the former Dark Elf units but also has access to Daughters of Khaine units. Lore-wise this represents Morathi conquering the city of Anvilgard and starting a new Khaine-worshipping aelven empire.&lt;br /&gt;
&lt;br /&gt;
In addition to this, there are also various hints at a new faction of aelves (thought to be called Umbraneth after an accidental mention on Warhammer Community) lead by Malerion (the AoS rename of Malekith), which will likely be to Dark Elves what [[Lumineth Realm-Lords]] were to High Elves. Except presumably they&#039;ll have [[Mandrakes|badass shadow dragons]] instead of battle cattle.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Dark Elf society can be summed up as pretty much fucked up.&lt;br /&gt;
&lt;br /&gt;
Druchii love raiding, pillaging, enslaving and killing the lesser races but especially their hated kin. May whatever God have mercy on the bastards that have been unlucky enough to be enslaved by them. Chances are that they&#039;ll inflict such horrific tortures upon the slaves that it will make Ramsay Bolton&#039;s torture of Theon Greyjoy look like a picnic (funnily enough Ramsey now voices a Druchii by the name of Rakarth). Alternatively they will gruesomely sacrifice them to Khaine. Doing slave labor isn&#039;t any better, since they&#039;ll be continuously whipped or beaten to work until exhaustion, after which they&#039;ll still be tortured or sacrificed (and on the rare occasions they do get fed, you don&#039;t want to know what the food is or where they got it).&lt;br /&gt;
&lt;br /&gt;
The Druchii also have this fun little event called &amp;quot;Death Night&amp;quot;, a ten-day (8th edition changed it to just one) orgy of bloodshed where the Witch Elves go door to door and kill some people in sacrifice to Khaine and kidnap children. Females are sent to become Witch Elves &amp;lt;s&amp;gt;or Sorceresses&amp;lt;/s&amp;gt; (Witch Elves and Sorceresses hate each other) whilst males are thrown into a boiling cauldron of blood, and any lucky enough to survive are trained to become Assassins. All the inhabitants can do during this particular night is to blockade their homes and pray for the best, for if the Witch Elves decide to choose theirs, tough luck for them (unless they can bribe the temple with a HUGE slave donation, then they might be spared). The next day, it&#039;s customary for families spared the attentions of the Witch Elves to sacrifice a member of their household to Khaine in gratitude (in practice often a slave or an elderly relative). Recently, a number of Dark Elf social commentators have complained that Death Night these days is far too commercialized, what with Death Night cards and Morathi costumes going on sale as many as six months in advance. Honestly, Elflings these days have quite forgotten about the true meaning of Death Night. Back in my day, it was all about Khaine! The slaughter! The tradition! Don’t forget the reason for the season, folks!&lt;br /&gt;
&lt;br /&gt;
How the fuck they get anything done is anyone&#039;s guess. It&#039;s odd that they seem to still outnumber the High Elves (despite High Elves almost always inflicting far heavier casualties then they do), although their constant sexual orgies may be a contributing factor to their population size. Also, some parts of the lore have implied they kidnap High Elf children and babies to raise as Dark Elves. Then there&#039;s High Elf and Wood Elf defectors. In reality, it&#039;s because Games Workshop has admitted they just write whatever numbers they want at the time and there are as many Elves as the plot demands.&lt;br /&gt;
&lt;br /&gt;
Druchii believe that the strong should rule over the weak. They plot against each other on a daily basis in order to advance themselves in the noble hierarchy (just think the great houses playing the game of thrones in a Song of Ice and Fire except with Dark Elves and dialed to eleven). The only ones above them all are Malekith and Morathi.&lt;br /&gt;
&lt;br /&gt;
Because of a prophecy which states that Malekith will be killed by a Sorcerer, males have been forbidden to practicing magic. 7th edition does state that male spellcasters exist, they just have to keep their practices a secret. 8th edition shows the ones who were alive when Malekith came to power are still around, only Malekith sold their souls to Slaanesh so they&#039;re too busy trying not to get their souls raped to try and murder his ass.&lt;br /&gt;
&lt;br /&gt;
Dark Elves have a hobby of taming vicious monsters to serve as beasts of war (though with great difficulty depending on what they are). They are able to tame Cold Ones, Manticores (though their bloodlust leads to temporary losses of control as the Manticore goes LEEROY), sea monsters including the Kharibdyss (though they&#039;re so ravenous and primeval the Dark Elves occasionally lose control of them with mass Dark Elf casualties, starting with the handlers), fire breathing Hydras and Black Dragons (though the dragons are intelligent enough that it&#039;s as much an alliance as taming). But for some reason, they are unable to control Harpies.&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
Due to the End Times canon, you can consider this list of cities now outdated because at the last count they are now all salted and burned to the ground.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Naggarond&#039;&#039;&#039;, the Tower of Cold, capital of the realm: A ECKSBAWKSHUEG city (the gates alone are fifty feet high, and the wall is double that), Naggarond has everything a Dark Elf could want. Sacrificial altars, barracks, a citadel in the middle and even shops (many that sell BDSM attire). At the top of the citadel is the Witch King&#039;s throne room where he can (via magic) view anywhere in the entire world (watch his armies march, obsess over Ulthuan, spy on people in the shower, that sort of thing).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ghrond&#039;&#039;&#039;, the North Tower: Less a city and more a fortress, it&#039;s proximity to the chaos wastes lets Dark Elf sorceresses see the future in the magical auroras or something.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karond Kar&#039;&#039;&#039;, the Tower of Despair: Pretty much the main city for all the Dark Elves beastmasters, and where they keep their zoos. Since Dark Elves view non Elves as little better than animals, it&#039;s also the first place in Naggaroth that most of the slaves who survive the journey will see.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hag Graef&#039;&#039;&#039;, the Dark Crag: This delightful place is a slave&#039;s worst nightmare. Hag Graef is a city located in a valley where the mountains reach so high that it blots out the sun (hence the name &amp;quot;The Dark Crag&amp;quot;). Slaves are forced to work day and night without rest or else feel the sting of the whip or (of course) something even worse. And if the slaves are lucky to die, the Warpstone mine reanimates their corpses. Hag Graef was also the site of one of Malekith&#039;s dickeries where he poisoned the rebelling lords and only gave them the antidote if they swore fealty to him... Yeah, what a dick.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Har Ganeth&#039;&#039;&#039;, City of Executioners: This is the last place you want to be, since this is the HQ of the Cult of Khaine. If you are a resident, be prepared to fight for your life on a daily basis, since your neighbor or the local priest/priestess of Khaine will want your blood running in the streets. If you are a slave, prepare to be sacrificed to Khaine by hot, sexy and psychopathic Witch Elves in the most gruesome way imaginable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clar Karond&#039;&#039;&#039;, the Tower of Doom: Naggaroth&#039;s primary shipyard. Surrounded by forests and near the entrance to the underground sea the Dark Elves use to travel to kingdoms worth plundering safely. Regular passtimes include hunting escaped slaves, monster hunts, and gladiator matches between those same slaves and/or monsters. [[Matt Ward|Now rivals of Karond Kar in place for the beastmaster roles]].&lt;br /&gt;
&lt;br /&gt;
[[Matt Ward|The following was added in 8th Edition]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Har Kaldra&#039;&#039;&#039;, the Forgotten City: Little is known about it, except Morathi covertly incited them to rebel against Malekith&#039;s rule to make him stop spending all day in front of his computer in the basement and get shit done again. Malekith destroyed the city in a night with magic, but went right back to his usual business. A theory is that Har Kaldra was Naggaroth&#039;s breadbasket and the city&#039;s destruction reduced the harvest enough that it&#039;s the reason the Dark Elves turned to piracy to sustain their nation, but GW wasn&#039;t clever enough to come up with that.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
See [[Warhammer Fantasy Elf Gods]] for further details on just who&#039;s who in the Dark Elf religious circles.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
* &#039;&#039;&#039;[[Malekith]]&#039;&#039;&#039;: The Witch King of Naggaroth and ruler of the Dark Elves who still lives with his mother. Scratch that, he is now the pimped out Eternity King Malekith, kicker of asses, particularly his mother&#039;s since he left her to Slaanesh&#039;s sweet graces.&lt;br /&gt;
* &#039;&#039;&#039;[[Morathi]]&#039;&#039;&#039;: Hag Queen of Naggaroth, Mother of Malekith and leader of the Sorceresses of Ghrond. Often tried to undermine him and manipulate him. She got swallowed by Slaanesh during the End Times but she&#039;s back now, and she recently became the new Goddess of Murder.&lt;br /&gt;
* &#039;&#039;&#039;[[Malus Darkblade]]&#039;&#039;&#039;: A champion of the Witch King and lord of Hag Graef who is cursed with the Daemon Tz&#039;arkan inhabiting his body. He is also the wielder of the Warpsword of Khaine. As part of the character cull in fantasy he is dead, very dead, after Tz&#039;arkan gained a great deal of power during the recent Chaos uprising and ripped Malus&#039;s body apart from the inside to escape. Ouch!&lt;br /&gt;
* &#039;&#039;&#039;[[Hellebron]]&#039;&#039;&#039;: Second oldest of the Hag Queens and leader of the Cult of Khaine. Daughter of Alandrian, one of Malekith&#039;s lieutenants during the Sundering, and super-hot in her prime (Malekith called her more beautiful than Morathi, who was herself a candidate alongside Alarielle and Neferata for most beautiful woman in the Warhammer world). She loathes Morathi because she has locked her into an addictive cycle of taking age rejuvenating bloodbaths (no pun intended) in the Cauldron of Blood which are temporary since Morathi kept the best for herself. Also a cradle-snatcher secretly banging Tullaris. After Malekith became Eternity King and Khaine died Hellebron had a crisis of faith and was corrupted by Be&#039;lakor. At Middenheim she got into a catfight with Alarielle, where the former cured Hellebron of her psychosis then stabbed her in the heart.&lt;br /&gt;
* &#039;&#039;&#039;Ebnir Soulflayer&#039;&#039;&#039;: Most trusted general of Malekith. Tried to unite the Druchii in the Witch King&#039;s absence against the Bloodied Horde at the onset of the End Times. Wasn&#039;t easy. Didn&#039;t work.&lt;br /&gt;
* &#039;&#039;&#039;Tullaris Deathbringer&#039;&#039;&#039;: Champion of the Har Ganeth Executioners. Like older women because he was secretly banging Hellebron (then again, Hellebron was super-hot when she was young and periodically looks that way again thanks to the rejuvenating bloodbaths) Actually managed to critically wound Phoenix King Tyrion in close combat, at the battle of Reaver&#039;s Mark and would have killed him had it not been for Nagash&#039;s earth shaking ritual of undeath. Point for Dark Elves. Well liked by everyone really.&lt;br /&gt;
* &#039;&#039;&#039;Kouran Darkhand&#039;&#039;&#039;: Master of the Black Guard of Naggarond during the End Times. Took overall command of the city&#039;s defenses when the Chaos forces broke into the realm in their millions. Held the city for three months until Malekith&#039;s return (He’s actually loyal to the guy). Fought Valkia the Bloody to a stalemate on more than one occasion. Royal boss.&lt;br /&gt;
* &#039;&#039;&#039;Drane Brackblood&#039;&#039;&#039;: Admiral of the Fleet on the last assault on Ulthuan.&lt;br /&gt;
* &#039;&#039;&#039;Lokhir Fellheart &#039;&#039;&#039;: Pirate Lord. Defended the ports of Karond Kar.&lt;br /&gt;
* &#039;&#039;&#039;Drusala&#039;&#039;&#039;: Sorceress Bitch. &amp;lt;s&amp;gt;Agent of Morathi&amp;lt;/s&amp;gt; Morathi in disguise, see above.&lt;br /&gt;
* &#039;&#039;&#039;Urian Poisonblade&#039;&#039;&#039;: The best warrior Malekith had ever commanded. Killed everyone who taught him how to fight, and was said to know 10,000 ways to kill a person and 10,000 more to cripple them. After some of Urian&#039;s prisoners said it&#039;d be better to choke to death on their tongues than get tortured by him, [[Grimdark|he made sure they didn&#039;t have tongues to choke on when he found out]]. Fought Tyrion to a standstill (in a duel that lasted over an hour while Urian&#039;s previous opponents lasted less than a minute, and that Urian would&#039;ve won if not for Morathi&#039;s trickery and Tyrion wearing Aenarion&#039;s near-impenetrable armor), then got killed by Tyrion with a cheap blow.&lt;br /&gt;
* &#039;&#039;&#039;Lurhan&#039;&#039;&#039;: Assistant to the ruler of Hag Graef. Malus&#039; father. Horrible father (though an excellent one by Dark Elf standards). Hates Malus and wants him dead, and the feelings mutual. Tries to have him killed covertly because a direct attempt on his life would provoke the wrath of Malus&#039; mother. Killed by Malus on Malus&#039; quest.&lt;br /&gt;
* &#039;&#039;&#039;Eldire&#039;&#039;&#039;: Dark Elf Sorceress and Malus&#039; mother. Violated her oath to Malekith in a gambit for power by having a child with Lurhan. Malus is the closest thing she has to someone she loves, and vice versa (Malus seems to love Spite, but Spite is a pet and steed).&lt;br /&gt;
* &#039;&#039;&#039;Bruglir&#039;&#039;&#039;: Oldest half brother of Malus. In an incestuous relationship with his sister Yasmir. Renowned captain of a Corsair fleet, though not that renowned otherwise he would&#039;ve been given a Black Ark. Has a moustache in the books, making him one of those rare elves with facial hair besides eyebrows. Killed by Malus.&lt;br /&gt;
* &#039;&#039;&#039;Isilvar&#039;&#039;&#039;: Half brother of Malus and an entrepreneur among Dark Elf merchants. Covert Slaanesh worshipper and in an incestuous relationship with his sister Nagaira.&lt;br /&gt;
* &#039;&#039;&#039;Yasmir&#039;&#039;&#039;: Half sister of Malus and the most beautiful woman in Hag Graef Was in an incestuous relationship with her brother Bruglir. Called the Bride of Ruin, while Malus is the Lord of Ruin.&lt;br /&gt;
* &#039;&#039;&#039;Nagaira&#039;&#039;&#039;&amp;quot; Half sister of Malus, a sorceress of some power and very curvy, which makes her fat by Dark Elf standards. Had an on-again off-again incestuous relationship with Malus, an ongoing one with her brother Isilvar and she was also a secret Slaanesh worshipper until she failed to conquer Ghrond quickly enough so the Chaos Gods consumed her.&lt;br /&gt;
* &#039;&#039;&#039;Urial&#039;&#039;&#039;: Half brother of Malus. Born crippled because Malus&#039; mother poisoned him during pregnancy. He was given as a sacrifice to Khaine for being a cripple, but a miracle occured and he became a rare male priest of Khaine. Lusts for his sister Yasmir.&lt;br /&gt;
* &#039;&#039;&#039;Urian&#039;&#039;&#039;: Agent of Malekith within Ulthuan (no relation to Urian Poisonblade above).&lt;br /&gt;
* &#039;&#039;&#039;Hauclir&#039;&#039;&#039;: Malus&#039;s bro.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* According to the map, Naggaroth takes up part of what is the United States. Goes to show what GW thinks of the colonies.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Warhammer/Tactics/Dark Elves]] Tactics page&lt;br /&gt;
* [[Warhammer/Tactics/6th_Edition/Dark_Elves|Dark Elf tactics for the glorious 6th edition]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Dark Elf Forces}}&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Dark Elves]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cult_of_Slaanesh&amp;diff=156598</id>
		<title>Cult of Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cult_of_Slaanesh&amp;diff=156598"/>
		<updated>2023-05-13T22:09:54Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cult Of Slaanesh is an army addition for the 6th Edition [[Warhammer Fantasy]] campaign [[Storm Of Chaos]].&lt;br /&gt;
&lt;br /&gt;
Its a [[Slaanesh|Slaaneshi]] army made up of [[Dark Elves (Warhammer Fantasy)|Druchii]], [[Warriors Of Chaos|Mortals]], and [[Daemon|Daemons]]. This force is lead by [[Morathi]], and the Sorceresses then [[Keeper of Secrets|Keepers Of Secrets]] &amp;lt;strike&amp;gt;blow&amp;lt;/strike&amp;gt; below her.&lt;br /&gt;
This came from the era when all of Chaos was one faction, [[Hordes of Chaos]].&lt;br /&gt;
&lt;br /&gt;
Sadly 7th Edition retconned Chaos Elves from existing, [[Skub|switching them all from Slaanesh to Elf gods that are Slaanesh in all but name]], so the Cult Of Slaanesh only exists in old continuity.&lt;br /&gt;
&lt;br /&gt;
=Fluff=&lt;br /&gt;
==Origin==&lt;br /&gt;
The Cult of Slaanesh, in-universe called the Cult Of Pleasure, began some time after Chaos first entered the Warhammer World. Previously, the Elves had a golden age where there was no misery of any kind (allegedly) where they were free to explore the world and pursue the refinement of martial skills, art, poetry, song, and so on. As the [[Warp Gate|Warp Gates]] collapsed the Daemons ran amok through the world, and the creations of the [[Old Ones]] were first tested. Elves were skilled in combat, but had no experience as armies against anything but each other and without any background of strategy or tactics. They suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Each of the Elf Kingdoms of [[Ulthuan]] suffered, some more than others. The western side of the continent in general got the worst of it, in particular Tiranoc. Eventually, the hero [[Aenarion]] was blessed by the Elf god [[Asuryan]] and he set forth to become Elf Doomguy which caused the Elves of the time to unite and call a vote to create a new patriarchal position called the Phoenix King to match the existing matriarchal royalty their creator gods had established. Aenarion married the [[Everqueen]] of his day and had two children with her, but when Chaos attacked Avelorn the Everqueen animated the forest as Treemen while her children were carried to safety. What happened next isn&#039;t recorded, but is implied to have been terrible for the Everqueen and the Chaos forces, with her soul surviving and inhabiting her subsequent female descendants with all other Everqueens (this was retconned in [[The End Times]], as it originally included [[Isha]] herself who was retconned into being a different character).&lt;br /&gt;
&lt;br /&gt;
Aenarion, reeling from the loss of his entire family, went full-retard and traveled to the forbidden island of the Elf war god [[Khaine]] and drew the [[Widowmaker]], a cursed weapon from their mythology that was involved in Khaine almost destroying the Elf race. The Widowmaker appears as a different weapon based on who views and wields it, and brings eternal ruin not just to the wielder but their entire line. By drawing the blade, Aenarion unknowingly damned himself and all his descendants to make really terrible decisions and come to bad ends, including his own children that survived that he never learned were alive.&lt;br /&gt;
&lt;br /&gt;
Aenarion went on another Daemon-killing tour, this time saving a young Elf maiden named Morathi who was being harassed by [[Nurgle]] Daemons. She spent time with him, gradually seducing him (later retcons as of The End Times in fact had them both fall in love with each other, Morathi pining for him eternally and in her deeper madness confusing young Elf men of his bloodline for him). Aenarion decided to retire from the life of Daemon-killing, despite the fact that the fucking apocalypse was still raging all around the world, and carved a path of destruction to the westernmost nation of Nagarythe to settle down and marry Morathi. She gave birth to a son named [[Malekith]] who was doted on and spoiled, looking up to his father and dreaming of being a world explorer like his old man rather than the warlord he had later become. Nagarythe became a miserable place of lavish decadence under the leadership of the Morathi-intoxicated Aenarion while the rest of Ulthuan burned. Gigantic ornate palaces were carved, slaves from all the world suffered for the pleasure of the court, and every sin was indulged in.&lt;br /&gt;
&lt;br /&gt;
Eventually [[Caledor The Dragontamer]], Aenarion&#039;s old friend, went all-in by setting up a ritual to save the world which Aenarion would either join or destroy and damn them all. He chose the former (although initially planning the latter) and died in the process. Now without a leader, the Elves debated who would succeed Aenarion as Phoenix King and lead the united armies of Ulthuan (as the Phoenix King had no other job). Malekith put forward his name, but was turned down in favor of another who was believed could lead the Elves into a peaceful future rather than a warrior one (also, the Elves had decided that to lend legitimacy to the Phoenix King position he would always have one year to have sex with the Everqueen to give her a female heir, after which they were free to marry whoever they wanted, and the fact that Malekith would have been having kids with his half-sister was a little too Nagarythe for the rest of the Kingdoms).&lt;br /&gt;
&lt;br /&gt;
Malekith sailed the world, setting up relations with [[Dwarfs (Warhammer Fantasy)|Dwarfs]] and fighting against Chaos. In the Frozen Wastes Malekith got a vision of an apocalypse that would come from within the Elf race, and rushed home to root out corruption. He discovered that Slaanesh (called &amp;quot;Shornaal&amp;quot; by Elves) actually had worshipers within his race, that his home of Nagarythe was corrupted to the core, and his own mother was the High Priestess. He spared her life, and summoned all of the military and political leaders of his day other than the Everqueen to the Shrine of Asuryan, although some declined the summons after suspecting his motives. Sure enough, Malekith falsely accused the Phoenix King of Slaaneshi corruption and killed him on the spot, then attempted to prove his legitimacy as replacement Phoenix King by walking through Asuryan&#039;s holy flames, which burned his sinful form (The End Times retcon is apparently that he really was the legitimate heir and chosen of Asuryan, but felt fear in the flames and was burned to teach him a lesson which...did not go well). Morathi took command and killed the nobles, then summoned the high pries of the Elf smith god [[Vaul]] to forge him armor to keep him alive.&lt;br /&gt;
&lt;br /&gt;
This began a horrible civil war, the worst of the Warhammer settings, between the [[High Elves (Warhammer Fantasy)|High Elves]] and Dark Elves. Nagarythe was split between the freedom fighters not within the decadent nobility and those who were corrupted to the core. Khaine, previously banned from being worshiped but otherwise appeased out of fear, developed a [[Cult Of Khaine|cult]] which drew devotees from all Kingdoms and formed the largest chunk of Malekith&#039;s army. Meanwhile, Morathi and the Cult Of Pleasure largely revealed themselves (leaving spies within High Elf society that would plague them through the modern day) and became the highest ranks. As the Dark Elves were losing, they tampered with the Vortex that Caledor had created with Aenarion, causing massive tidal waves, earthquakes, Daemon invasions, and storms while the Dark Elves animated large chunks of Ulthuan called [[Black Arks]] to set sail west to the continent of [[Naggaroth]] that the Dark Elves claimed for their own.&lt;br /&gt;
&lt;br /&gt;
Dark Elf society organized largely around the Cult of Khaine, with the Cult of Pleasure being outlawed and any found practicing it put to death...unless under the protection of Morathi, who Malekith gave free reign to do as she pleased so long as it didn&#039;t interfere with his own plans. In older continuity Malekith and Morathi were lovers who hated each other, mother and son always planning against each other when not fucking. Later continuity portrayed Morathi more as a manipulating mastermind also stricken with Alzheimers, caught between masterfully bending the politics of the world to her favor for the purpose of destruction and corruption in the name of the not-Slaanesh Elf god, and episodes of believing she was still in Nagarythe with Aenarion. Meanwhile Malekith cuckolded every nobleman in the Dark Elf race by demanding &amp;quot;access&amp;quot; to their wives and, in his words, making most Dark Elves his descendants (which passed the Curse of Aenarion race-wide, explaining why Dark Elves are insane Chaotic Evulz). Regardless of faith, Khaine or Shornaal, all Dark Elves are expected to bow first to the atheist Malekith, then to Morathi below him.&lt;br /&gt;
While technically [[Witch Elves]] are devotees of Khaine who kill Slaanshi whenever they find them, the term is also used to describe Morathi&#039;s frenzied daughters of Slaanesh. The primary devotees are actually the Sorceresses, female-only because Malekith fears a prophesy about a male Elf sorcerer killing him. The sorority of Slaaneshi are the only magic-users other than Malekith allowed among the Dark Elves, and eventually created a new form of magic called [[Dhar]] or Dark Magic. This later became the basis of Necromancy when it reached the humans of [[Nehekhara]] and the priest [[Nagash]].&lt;br /&gt;
&lt;br /&gt;
The Cult of Pleasure acted the same as your standard Chaos Cult within the High Elves by corrupting society and summoning Daemons to wreak havoc, eventually getting so bad that a Phoenix King had to create an entire system of Witch Hunters called the [[Swordmasters of Hoeth]] as well as an information network spying on the entire world from the Tower of Hoeth to organize them to police the High Elf race.&lt;br /&gt;
&lt;br /&gt;
==Modern History==&lt;br /&gt;
Whether her own hallucinations or guidance from Slaanesh, Morathi became obsessed with [[Lustria]] and any secrets of the Old Ones still remaining in the world. Morathi&#039;s first plan was to gain the loyalty of disposable humans, and brought a small force of elite loyal Slaaneshi Elves to the Frozen Wastes where foolish [[Warriors Of Chaos]] had raided the world, including weak Dark Elves settlements, for many centuries. She conquered small Chaos tribes and united them under the [[Hung]] tribe, which was large and had traditionally leaned Slaanesh (who they called Shaarnor). She found their fighters to be entranced by the forms of naked female Elves, willing to wear armor and carry weapons in defense against attacks but unwilling to actually engage in combat against them and instead stood still in the snow staring at Morathi&#039;s forces. Their Warlords and Wizards were unwilling to serve her but were just as unwilling to insult her as they believed she was what she claimed to be; the bride of Slaanesh himself.&lt;br /&gt;
&lt;br /&gt;
To earn their loyalty, Morathi summoned sixty troupes of six [[Daemonettes]] which she sent to wipe out the [[Kurgan]] tribes. The Kurgan settlements were destroyed and their people devastated, forcing them to flee westwards for survival (note that this was quite some time before what humans would consider the modern era, as the Kurgan have repopulated since then).&lt;br /&gt;
&lt;br /&gt;
Morathi has ever since held the loyalty of Hung forces, and used them on many occasions. She used these forces to invade Lustria and claim artifacts and knowledge, even a lobotomized [[Slann]] that was turned into living fireworks as a spectacle execution to celebrate a holiday in Naggaroth. She also used the Hung lead by a Champion of Slaanesh in a two-pronged assault of Ulthuan in the [[Defenders Of Ulthuan/Riders Of Ellyrion]] book series where she attempted to summon Slaanesh himself directly into the world via the Vortex while her army and Malekith&#039;s pure Dark Elf army both distracted the High Elves (she failed, and getting her brain directly blasted with enough Chaos to turn a thousand humans into [[Chaos Spawn]] drove her even more insane).&lt;br /&gt;
&lt;br /&gt;
The last time the Cult of Slaanesh was active was in the [[Storm Of Chaos]] campaign where she invaded Lustria to wipe out the [[Lizardmen]] and claim all the Old Ones secrets, both for her own and the glory of Slaanesh. They were also active in the [[Albion Campaign]], trying to claim the land of supercharged magics and unknown relics of the Old Ones.&lt;br /&gt;
&lt;br /&gt;
=Crunch=&lt;br /&gt;
==Army Rules==&lt;br /&gt;
* The General is always a High Sorceress, or a regular Sorceress if no HS are present.&lt;br /&gt;
* The General must have a Mark Of Slaanesh.&lt;br /&gt;
* Units must remain purely Elf, Mortal, or Daemon. This includes characters joining Units.&lt;br /&gt;
* Chaos Marks function as normal. Dark Elves retain Hatred: High Elves and Cold Ones retain Stupidity regardless of having a Mark Of Slaanesh.&lt;br /&gt;
* Sorceresses with Mark Of Slaanesh use the Lore Of Slaanesh and have +1 to Casting.&lt;br /&gt;
* Dark Elves with a Mark Of Slaanesh can take Hordes Of Chaos &amp;quot;Models With Mark Of Slaanesh Only&amp;quot; Magic Items. Hordes Of Chaos models cannot use Dark Elf Magic Items.&lt;br /&gt;
* A Dark Elf Unit with Marks Of Slaanesh that can take Magic Standards may take a Rapturous Standard from Hordes Of Chaos.&lt;br /&gt;
==Army==&lt;br /&gt;
===Lords===&lt;br /&gt;
* &#039;&#039;&#039;Morathi&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** Always the General&lt;br /&gt;
** Beloved Of Khaine replaced by Mark Of Slaanesh&lt;br /&gt;
** Morathi chooses her spells instead of rolling for them from Lore of Slaanesh and Lore of Dark Magic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Sorceress&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** May take a Mark Of Slaanesh for 25 points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Keeper Of Secrets&#039;&#039;&#039;&lt;br /&gt;
Same as Hordes Of Chaos, but with the following:&lt;br /&gt;
** Max 1 per army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Druchii Anointed&#039;&#039;&#039;&lt;br /&gt;
** Cannot be General&lt;br /&gt;
** Does not count as Daemonic, can only join Dark Elves Units&lt;br /&gt;
** Uses a 20mm square base if on foot&lt;br /&gt;
** M6 WS8 BS7 S5 T4 W3 I9 A5 LD9&lt;br /&gt;
** Has Hatred: High Elves, Cause Fear, 5+ Anointed Ward Save (does not protect from Magic Attacks), Mark Of Slaanesh&lt;br /&gt;
** Has Hand Weapon, Chaos Armor. May take either an Additional Hand Weapon for 6 points, a Halberd for 6 points, a Great Weapon for 6 points, or a Lance if Mounted for 6 points. May take a Repeater Crossbow for 15 points, and a Shield for 3 points.&lt;br /&gt;
** May be a Sorcerer at Level 1 for 40 points or Level 2 for 80. Has access to the Lore of Slaanesh and the Lore of Dark Magic, and has +1 to Cast.&lt;br /&gt;
** May ride a Cold One for 39 points, a Dark Steed for 18 points, a Barded Chaos Steed for 24 points, or a Steed Of Slaanesh for 40 points.&lt;br /&gt;
** May take Anointed Daemonic Gifts, Dark Elf Magic Items, any Slaanesh Daemonic Gifts, and any &amp;quot;Models With Mark Of Slaanesh Only&amp;quot; upgrades to a grand total of 100 points&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
* &#039;&#039;&#039;Noble&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** Cannot take Sea Dragon Cloak&lt;br /&gt;
** Can take Chaos Armor for 10 points&lt;br /&gt;
** May take a Mark Of Slaanesh for 25 points. If taken, may also take a Steed Of Slaanesh for 40 points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sorceress&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** May take a Mark Of Slaanesh for 25 points. If taken, may also take a Steed Of Slaanesh for 40 points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aspiring Champion Of Chaos&#039;&#039;&#039;&lt;br /&gt;
Same as Hordes Of Chaos, but with the following:&lt;br /&gt;
** Cannot be the Battle Standard Bearer&lt;br /&gt;
** Must have a Mark Of Slaanesh&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
* &#039;&#039;&#039;Dark Elf Warriors&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** May take Marks Of Slaanesh for +20 points per Unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Devoted Of Slaanesh&#039;&#039;&#039; (Witch Elves)&lt;br /&gt;
** Must take at least one Unit of Devoted Of Slaanesh&lt;br /&gt;
** 12 points per model&lt;br /&gt;
** M5 WS5 BS4 S3 T3 W1 I6 A2 LD8&lt;br /&gt;
** Unit Size 10+&lt;br /&gt;
** Use Two-Handed Weapons, no Armor&lt;br /&gt;
** Have Mark Of Slaanesh, Hatred: High Elves, Soporific Musk&lt;br /&gt;
** May take a Musician for 6 points, a Standard Bearer for 12 points, and a Champion (Mistress, gains 1 more Attack) for 12 points&lt;br /&gt;
** Mistress may be upgraded with Speed Of Slaanesh (Always Strikes First) for +10 points&lt;br /&gt;
** May take a Magic Standard up to 50 points&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shades&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** May take Marks Of Slaanesh for +10 points&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauders Of Chaos&#039;&#039;&#039;&lt;br /&gt;
Same as Hordes Of Chaos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daemonettes Of Slaanesh&#039;&#039;&#039;&lt;br /&gt;
Same as Hordes Of Chaos.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
* &#039;&#039;&#039;Dark Riders&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** May take Marks Of Slaanesh for +10 points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cold One Knights&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** May take Marks Of Slaanesh for +20 points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mounted Daemonettes Of Slaanesh&#039;&#039;&#039;&lt;br /&gt;
Seekers Of Slaanesh, first introduced in Cult Of Slaanesh army lists and made useable for Hordes Of Chaos players with access to it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warriors Of Chaos&#039;&#039;&#039;&lt;br /&gt;
Same as Hordes Of Chaos, but with the following:&lt;br /&gt;
** Cannot be upgraded with Chosen&lt;br /&gt;
** Must take Marks Of Slaanesh for +20 points&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Furies&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** Max one Unit per army&lt;br /&gt;
&lt;br /&gt;
===Rare===&lt;br /&gt;
* &#039;&#039;&#039;Spawn Of Chaos&#039;&#039;&#039;&lt;br /&gt;
Same as Hordes Of Chaos, but with the following:&lt;br /&gt;
** Must be upgraded to Fiend Of Slaanesh&lt;br /&gt;
** May be taken in Units of two&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Repeater Bolt Throwers&#039;&#039;&#039;&lt;br /&gt;
Same as Dark Elves, but with the following:&lt;br /&gt;
** May take Marks Of Slaanesh for +5 points&lt;br /&gt;
** May be fielded in Units of two&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Knights Of Chaos&#039;&#039;&#039;&lt;br /&gt;
Same as Hordes Of Chaos, but with the following:&lt;br /&gt;
** Cannot be upgraded with Chosen&lt;br /&gt;
** Must take Marks Of Slaanesh for +20 points&lt;br /&gt;
** Counts as two Rare selections&lt;br /&gt;
&lt;br /&gt;
==Magic Items==&lt;br /&gt;
In addition to the items from the Dark Elves and Hordes Of Chaos Army Books, Cult Of Slaanesh AND ordinary Dark Elf armies have access to the following:&lt;br /&gt;
* Draich Of Dark Power: 50 point Magic Weapon. +2 Strength, Killing Blow, requires two hands.&lt;br /&gt;
* Blade Of Spite: 25 point Magic Weapon, To Hit rolls of 5 or 6 Wound automatically.&lt;br /&gt;
* Heart-stone Of Darkness: 45 point Talisman, grants an4+ Ward Save.&lt;br /&gt;
* Wand Of The Kharaidon: 40 point Enchanted Item, once per Magic Phase the bearer can cast Doombolt as a Level 4 Bound Spell. Each time it is used a die is rolled, on a result of 1 it stops working for the rest of the game.&lt;br /&gt;
* The Cloak Of Dark Souls: 25 point Enchanted Item, Character on foot gets Scout.&lt;br /&gt;
* Soul Shadows Standard: 50 point Magic Standard, Unit may Flee if Charged even if they have Immune To Psychology and if they outrun the enemy they automatically Rally.&lt;br /&gt;
* Quickening Blood: 25 point Anointed Daemonic Gift, grants Always Strikes First even if Charged or carrying an Always Strikes Last weapon. Strike at Initiative against other ASF foes. &lt;br /&gt;
* Avatar Of Slaanesh: 35 point Anointed Daemonic Gift, all Units within 12 inches including the bearer itself with a Mark Of Slaanesh reroll failed Break Tests.&lt;br /&gt;
* Allure Of Slaanesh: 25 point Anointed Daemonic Gift, models trying to Shoot the bearer or their Unit must pass a Leadership Test or cannot Shoot that turn.&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Dark Elves]][[Category:Warriors of Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Zarakynel&amp;diff=573041</id>
		<title>Zarakynel</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Zarakynel&amp;diff=573041"/>
		<updated>2023-05-13T22:07:02Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zarakynel Art.png|300px|right|thumb|Zarakynel strutting her/his/they&#039;re stuff.]]&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
&#039;&#039;&#039;Zarakynel, the Bringer of Torments&#039;&#039;&#039; is the best and (apparently) most beautiful of Slaanesh&#039;s creations, but his/her/its model is a six-titted monstrosity that looks like Shiva had a baby with a daemonette and an [[Raven Guard|albino]]. He/she/they/them has fun [[Anal_circumference|raping]] Eldar, especially the exodites, and her favorite delicacy is spirit stones. She is well known as the bringer of torments, the [[Anime|soul-eater]], the unholy one, and fucking ugly. She quadruple-wields swords and is a complete [[rape]] monster. Literally.&lt;br /&gt;
&lt;br /&gt;
At one point, she had a run in with [[Iskandar Khayon]], taking the life of his bitch Nefertari. Before he/she/it could take Nefertari&#039;s soul, Khayon used his psychic powers to blast her into the warp. Even though she survived the encounter, it was more than a millennium before she could regain corporeal form. He/she/it vowed to [[FATAL|fuck up]] the goddamn space pansy.&lt;br /&gt;
One of her most notable appearances is on a planet called Sherilax. A bunch of pleasure cults were having a violent uprising against the planetary governor. The pleasure cults were [[/d/|pleasing]] [[Slaanesh]] greatly, so he/she/it/Hermaphodite/who the fuck even knows sent Zarakynel who then appeared and converted the Entire planet. It was, in fact, so horrid that even the Inquisition refused to write what really happened there. [[Rape|Oh God]].&lt;br /&gt;
&lt;br /&gt;
==On the TT== &lt;br /&gt;
She is an unholy rape monster (literally), dropping to just 450 points in the new edition rather than the previous 666, and is still a Lord of War. She has a 14&amp;quot; move at full wounds.&lt;br /&gt;
&lt;br /&gt;
Her first weapon, the Souleater blade, is S+2 for 6 attacks at s9 AP-4 D3, but to wound rolls of a 4+ deal 3 mortal wounds instead. Like regular Keepers she has 4 additional attacks, her slicing claws are S7 AP-4 D3. Like all Slaanesh daemons, she fights first even if she didn&#039;t charge. &lt;br /&gt;
&lt;br /&gt;
To get her into combat Shalaxi has 4++ and can cast 2 powers (she can also deny 2 powers). Zarakynel has gained ability to regain d6 wounds if she killed a model in combat. From the recent forgeworld book she hasn&#039;t turned out too badly.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Zarakynel Model Front close.jpg|One boob encased in spikes, the other with a stylish piercing and the four others with eyes. Yep, that&#039;s a Slaanesh daemon alright.&lt;br /&gt;
Image:Zarakynel model butt.jpg|Ass to the wind is all the rage these days.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Daemons-Characters}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Verminlord&amp;diff=523478</id>
		<title>Verminlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Verminlord&amp;diff=523478"/>
		<updated>2023-05-13T22:05:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Verminlord.jpg|right|thumb|800px|YOU MESS-MESS WITH THE WRONG-BAD NEIGHBORHOOD FUCKER-THING!]]&lt;br /&gt;
&#039;&#039;&#039;Verminlords&#039;&#039;&#039; (or &#039;&#039;&#039;Vermin Lords&#039;&#039;&#039;, the spelling has gone back and forth) are a [[Greater Daemon]] variant from [[Warhammer Fantasy]] and later [[Age of Sigmar]]. Unlike most Greater Daemons, Verminlords do not belong to the [[Daemon]] armies but rather the [[Skaven]] and represent the [[Horned Rat|Horned Rat (later Great Horned Rat once he took Slaanesh&#039;s place in the Big Four)]], and so far comprise the only shown daemons of that god.&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
Unlike the other Chaos Gods, either because he is weaker or because Games Workshop never bothered with expanding on the idea, the Horned Rat has only a single breed of Daemon, the Greater Daemon/[[Daemon Prince]]-like entities known as Verminlords.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Original Verminlord.jpg|The first Verminlord model.&lt;br /&gt;
Image:Exalted Verminlord.jpg|The &amp;quot;Exalted Verminlord&amp;quot; [[Forgeworld]] variant, later known as the Warpgnaw Verminlord.&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
These guys were first introduced in 4th edition, where it was stated they are believed to be the reincarnated spirits of deceased Lords of Decay. Verminlords are feared even by the backstabbiest Skaven, to the point that even the most insane and egocentric of Grey Seers will not consider summoning one lightly (they tend to immediately impose their will on the surrounding ratfolk, killing and consuming a great deal and fucking up the local plotting). They are the embodiment of all the unpleasant qualities of the Skaven all rolled up into one, although most will embody one aspect over the others. Some of them are true Daemons brought into existence by their &amp;quot;father&#039;s&amp;quot; thoughts. Others are Skaven heroes who made such on impression on the horned rat that he decided to raise them to Daemonhood. Note to those wanting to buy something other than a Corruptor; they use the exact same kit.&lt;br /&gt;
&lt;br /&gt;
Until [[End Times]] there was only one variant of Verminlord, but the death of Fantasy gave them a revamp by splitting them into four variants in [[White Dwarf]] #49. Oddly, three of the four are shitty rat-themed imitations of the [[Nurgle|themes]] [[Khorne|of other]] of [[Tzeentch|Chaos Gods]]. The resemblance is so strong that we&#039;re not even going to tell you which is which, because we [[Mephet&#039;ran|trust you]] to be able to figure it out. Only the backstabby Verminlord Deceivers are not obviously themed the same flavor as one of the original Chaos Gods, and seem to be most strongly aligned with the Skaven themselves, leaving Slaanesh without a pathetic Skaven greater daemon impostor. This is &amp;lt;s&amp;gt;very strange&amp;lt;/s&amp;gt; [[Just as Planned|brilliant]] as Slaanesh becomes an elf sex toy in Age of Sigmar and is replaced by the Rat.&lt;br /&gt;
&lt;br /&gt;
They also have a named character called [[Skreech Verminking]]. Now followed by Kratterklaw and Skewerax in AoS.&lt;br /&gt;
&lt;br /&gt;
==Verminlord Corruptors==&lt;br /&gt;
Also known as Pestilent Reapers and the Cullers of Civilization. The least sneaky and impressive, representing the disease portfolio and representing the [[Clan Pestilens|Pestilent Brotherhood Skaven Clans]]. Like the Plague Monks they are fearless and painless spreaders of misery. They cause plagues with a thought, are surrounded by parasites, and when they encounter an enemy not already dead from their presence they use weapons called Plaguereapers to cut them to pieces and leave to rot. They also use a spear, and have spellcasting ability. In Age of Sigmar, they actively seek to destroy all aspects of the Horned Rat that isn&#039;t the disease god worshipped by Pestilens, and thus hate every other Verminlord type for embodying different aspects of their god. The named Corruptor is &#039;&#039;&#039;Vermalanx the Poxlord&#039;&#039;&#039;- Verminlord of Clan Pestilen. [[Nurgle]] does approve of these toxic muthafuckas.&lt;br /&gt;
[[File:Verminlord Corruptor.jpg|thumb|center|400px|A Corruptor.]]&lt;br /&gt;
&lt;br /&gt;
==Verminlord Deceivers==&lt;br /&gt;
Called Lords of Assassins and The Shadows That Kill. Representing the [[Clan Eshin|sneaky Skaven Clans]], they use [[Tzeentch|trickery and madness to cause complex schemes]]. When they intend to assassinate they teleport within the frame of a second to throw throwing stars that entirely behead their enemies, teleporting in to redirect them until one long motion leaves a headless army (which is likely exaggeration because otherwise that would happen fucking constantly and there&#039;d be no need for anything else in the GHR&#039;s armies). When they get into melee they use the Warpstiletto, a dagger the size of a human which delivers a venom so powerful it can [[Mary Sue|kill anything]] regardless of its size (which, again, is a bit ridiculous). The named Deceiver is &#039;&#039;&#039;Lurklox - Master of Deception&#039;&#039;&#039; and Verminlord of Clan Eshin.&lt;br /&gt;
[[File:Verminlord Deciever.jpg|thumb|center|400px|A Deceiver.]]&lt;br /&gt;
&lt;br /&gt;
==Verminlord Warbringers==&lt;br /&gt;
Also called Tyrants of Battle and the Great Stabber-slicers. Representing the warlord Clans, they are pompous and act as if they are gods despite being the most common form of Verminlord. When they appear they do so theatrically, [[JoJo&#039;s Bizarre Adventure|using light and smoke while striking poses and speaking in booming voices to announce their intent.]] Not surprisingly the warrior Skaven types idolize them, each seeking to emulate them. Predictably they are more blustery than actually delivering on threats, preferring to lead from behind while surrounded by the common Stormvermin like a lone warlord surrounded by ordinary rats. For a weapon they simply carry a spear and a simple Spike-fist. The named Warbringer is &#039;&#039;&#039;Kreeskuttle&#039;&#039;&#039;- Verminlord of the Warlord Clans. &lt;br /&gt;
[[File:Verminlord Warbringer.jpg|thumb|center|400px|A Warbringer.]]&lt;br /&gt;
&lt;br /&gt;
==Verminlord Warpseers==&lt;br /&gt;
Called Lords Of Black Lightning and Great Manipulators. Basically just mini-Tzeentches, with the same ALLACCORDINGTOPLAN multitrack plotting that every similar character has. Representing the Grey Seers, they are the most powerful wizards among the Verminlords and carry a spear along with their Scry-orbs, magical spheres which show them all potential futures. They can throw these as a weapon, giving every vision to those who breathe in the fumes it releases and causing madness as a result. The named Warpseer is &#039;&#039;&#039;Soothgnawer&#039;&#039;&#039;- Verminlord of Clan Scruten. Warpseers are in turn wielded by gloating Bloodthirsters who grab them by their ridiculous horns and drag them around while these magic rats cry magic rat tears.&lt;br /&gt;
[[File:Verminlord Warpseer.jpg|thumb|center|400px|A Warpseer.]]&lt;br /&gt;
&lt;br /&gt;
==Warpgnaw Verminlord==&lt;br /&gt;
A Verminlord type exclusive to Age of Sigmar, the Warpgnaw Verminlord is able to create Gnawholes, interdimensional tunnels through which the Skaven travel the realms, and they claim they were the first to teach the Skaven how to use them. They have spent so much time inside these gnawholes that they have gone out of sync with reality, giving them a chance to have enemy weapons phase through them. When the servants of the Horned Rat swarm, it is often these abominations that take the lead. They wield polearms called gnaw-glaives. They resemble the closest to the classical Verminlord model.&lt;br /&gt;
[[File:Warpgnaw_Verminlord.PNG|thumb|center|400px|A Warpgnaw.]]&lt;br /&gt;
&lt;br /&gt;
=Crunch=&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
[[File:Vl3.jpg|350px|right|thumb|My horns-horns are &#039;&#039;absolutely&#039;&#039; fabulous-fabulous!]]&lt;br /&gt;
When they debuted in the 4th edition Skaven army book, having not been present in the 3e Warhammer Armies [[splatbook]] where the Skaven debuted, Vermin Lords were simple creatures; costing 600 points, they had Movement 8, Weapon Skill 8, Ballistic Skill 8, Strength 8, Toughness 7, Wounds 7, Initiative 10, Attacks 8 and Leadership 10. They couldn&#039;t, however, take any gear apart from their signature Doom Glaive, a magic weapon that causes D3 Wounds on a hit. They had the special rules Greater Daemon (4+ daemonic aura save) and Cause Terror, and were level 4 Magic Users who could use all spells from the Skaven spell deck, including those normally restricted to Grey Seers. They were considered &amp;quot;Characters&amp;quot; under the rules of this edition.&lt;br /&gt;
&lt;br /&gt;
Like the Skaven themselves, Vermin Lords technically didn&#039;t appear in 5th edition, as there was no Skaven army book released for that edition. Instead, they were stuck waiting for Ravening Hordes, the &amp;quot;get you by&amp;quot; book that sat on the cusp of 5th and 6th edition. In this iteration, their stats were Movement 8, Weapon Skill 8, Ballistic Skill 0, Strength 6, Toughness 6, Wounds 6, Initiative 10, Attacks 6 and Leadership 10. They were Large Targets, Caused Terror, and were Daemons. They had the spellcasting abilities of Level 4 Wizards, had a 4+ Armor Save, and wielded Doom Glaves, which were magic weapons that caused D3 Wounds on a hit. They couldn&#039;t take extra magic items, join the unit, or be the army&#039;s general. This iteration cost 475 points and used up a Lord slot and a Hero slot.&lt;br /&gt;
&lt;br /&gt;
As with most of the Skaven &amp;quot;characters&amp;quot;, Vermin Lords didn&#039;t make it into the 6th edition Skaven army book - instead, you had to either wait for them to make it into Citadel Journal, or look them up on GW&#039;s website of the edition. This iteration of the Vermin Lord is almost identical to its Ravening Hordes counterpart, save for dropping 1 Leadership (so from Ld 10 to Ld 9). It&#039;s a 0-1 character that takes up a Lord, Hero and &#039;&#039;Rare&#039;&#039; army slot, costs 650 points, and has the following special rules:&lt;br /&gt;
::Daemonic (Instability, 5+ Daemonic Aura)&lt;br /&gt;
::Immune to Psychology&lt;br /&gt;
::Cause Terror&lt;br /&gt;
::Stands Alone: A Vermin Lord can&#039;t join units.&lt;br /&gt;
::Horned Rat Incarnate: A Vermin Lord &#039;&#039;must&#039;&#039; be your Army&#039;s General if taken, and all friendly Skaven units with a model within 6&amp;quot; of a Vermin Lord are Immune to Psychology.&lt;br /&gt;
::Doom Glaive: A Vermin Lord&#039;s attacks ignore armor saves.&lt;br /&gt;
::Spellcaster: A Vermin Lord is a Level 4 [[Wizard]] who uses the Skaven Magic spell list, though it has no Warpstone Tokens.&lt;br /&gt;
&lt;br /&gt;
After this, Vermin Lords disappeared from all subsequent Skaven Army Books, only returning as part of [[The End Times]].&lt;br /&gt;
&lt;br /&gt;
8.5 Verminlords all cost 500 points and have Movement 8, Weapon Skill 8, Ballistic Skill 8, Strength 6, Toughness 6, Wounds 6, Initiative 10, Attacks 5 and Leadership 8. The exception is the Warbringer, who costs 550 points and has Attacks 6. They share the following special rules:&lt;br /&gt;
* Immune to Psychology&lt;br /&gt;
* Large Target&lt;br /&gt;
* Scurry Away!&lt;br /&gt;
* Terror&lt;br /&gt;
* &amp;quot;Horned Rat&#039;s Blessing&amp;quot;: This unnamed rule means that all Verminlords are 4th level Wizards who can generate any combination of three spells from either or both of the Skaven Spells of Ruin and Plague. Their fourth spell is chosen automatically for them based on what kind of Verminlord they are.&lt;br /&gt;
* Daemonic Attacks: All attacks this model makes, including Stomp, count as magical.&lt;br /&gt;
* Protection of the Horned Rat: 5+ Ward Save.&lt;br /&gt;
* Rat-Daemon: Verminlords count as daemons for any special rules, abilities, weapons, spells and so on that affect Daemons. They may never be the army&#039;s General.&lt;br /&gt;
&lt;br /&gt;
Verminlord Corruptors have the special rules Frenzy and Plaguemaster (Plague is automatic spell, can re-roll failed casting rolls when casting Plague), and wields the Plaguereapers (Magic Paired Melee Weapons, Always Strikes First).&lt;br /&gt;
&lt;br /&gt;
Verminlord Deceivers have the special rules Shrouded in Darkness (enemy units suffer an additional -1 penalty when making shooting attacks against the Verminlord) and Shadowstrider (Skitterleap is automatic spell, can re-roll failed casting rolls of Skitterleap, can cast Skitterleap on itself). It has the magic weapons Warp Stiletto (Magic Melee Weapon, Armor Piercing and Poisoned Attacks) and Doomstar (Magic Ranged Weapon, Range 12&amp;quot;, Strength User, Arcing Death [may make as many shots as the number of models in the front rank of the target unit that are in range], Poisoned Attacks, Quick to Fire).&lt;br /&gt;
&lt;br /&gt;
Verminlord Warbringers have the Verminous Fury (Death Frenzy is automatic spell, can re-roll failed casting rolls when trying to cast Death Frenzy) special rule and wields the Doom Glaive and Punch-dagger (Magic Paired Melee Weapons, Killing Blow, Multiple Wounds D3).&lt;br /&gt;
&lt;br /&gt;
Verminlord Warpseers have the Master of Lightning (Warp Lightning is automatic spell, can re-roll failed casting rolls of Warp Lightning, always counts as rolling a 6 for number of hits inflicted with Warp Lightning) special rule. It wields a Doom Glaive (Magic Melee Weapon, Multiple Wounds D3). It carries the Scry-orb (Enchanted Item, +1 to Ward Save, can sacrifice the item and thus the ward bonus to make a once-per-game attack that forces D6 models under the small round template within 12&amp;quot; + scatter to pass Initiative or be destroyed automatically).&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]] [[Category: Skaven]] [[Category: Chaos]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ulkair&amp;diff=516265</id>
		<title>Ulkair</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ulkair&amp;diff=516265"/>
		<updated>2023-05-13T22:05:11Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ulkair.jpg|thumb|200px|right|You won&#039;t see much of this face, but you&#039;ll hate every moment that you do.]]&lt;br /&gt;
A [[Great Unclean One]] bound in planet Aurelia by Chapter Master Moriah of the [[Blood Ravens]], &#039;&#039;&#039;Ulkair&#039;&#039;&#039; serves as the main antagonist of [[Chaos Rising]], trying to get free and sacrifice the chapter to Chaos. Before turning to Khorne and becoming a pretty cool guy, [[Azariah Kyras]] first helped to bind Ulkair, then made a pact with him for power, after being shat out of the warp and onto the [[Space Hulk]] Judgement of Carrion, where Ulkair&#039;s power was greatest. Since the seal placed upon him was failing, he began corrupting subsector Aurelia, allowing traitors such as apothecary Galan to infiltrate the Blood Ravens.&lt;br /&gt;
&lt;br /&gt;
Ulkair is voiced by the manly bit of [[awesome]] known as Fred Tatasciore, who also voices [[Davian Thule]], the Bloodletters, and Veldoran.&lt;br /&gt;
&lt;br /&gt;
This big bastard gets name-dropped in [[ Horus Heresy#Books LI-LIV | The End and the Death: Volume 1]], when &#039;&#039;&#039;FUCKING&#039;&#039;&#039; Horus lists off the veritable shitstorm of daemons that are serving under him. Good to know that Dawn of War hasn&#039;t been completely forgotten.&lt;br /&gt;
&lt;br /&gt;
==Chaos Rising==&lt;br /&gt;
Ulkair is mentioned throughout the second half of the campaign, when your squads see the amount of corruption within the Blood Ravens. One of his minions corrupted the apothecary Galan, and Ulkair himself made bargains with Azariah Kyras. He only appears properly in the last mission, where your men, [[Gabriel Angelos]], and an assortment of &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; unnamed marines launch an assault on Selenon Keep after softening it up with tanks.&lt;br /&gt;
&lt;br /&gt;
The level of bullshit here is already high: you need to escort your brother marines through a gauntlet of Black Legion marines, Chaos Dreadnoughts, Predator tanks, and daemon-spewing shrines. If all of them die, Ulkair&#039;s health doubles; on Primarch difficulty, this might as well be a fact of life. Notably, the count isn&#039;t stopped when you fight him, and since Ulkair starts off with ridiculous health values as it is, you&#039;d better get used to having the count suddenly skyrocket unless you destroyed every single temple and shrine beforehand, which is itself time-consuming and often ends with the redshirts dying anyway. The count also doesn&#039;t stop when you fight Eliphas, who handily takes the spot of Chaos Rising&#039;s second worst boss by spewing insta-kill doombolts everywhere and summoning swarms of Bloodletters onto you. Note that all of this occurs before the fight itself. This means that if you took the all-pure path and had Martellus tard out, you fight the 3 hardest bosses in the entire game in the span of 2 missions.&lt;br /&gt;
&lt;br /&gt;
Once you get up close and personal with the fat cunt, it starts getting worse. Ulkair can vomit onto you, scattering your squads and doing the same amount of damage as artillery. If you try to kite him, he [[Rape|grabs]] you with his intestines, instantly killing whatever unlucky sergeant got caught and moving them to his body, making it all the more difficult to get them back. He also has a supercharged version of the sweeping doom attack that Eliphas gets in Retribution, which is liable to instantly kill anything caught in it except a terminator force commander or [[Tarkus]], and has a massive blast radius. As if damage output to put the Avatar of Khaine to shame isn&#039;t enough, his health also hits the seven-digit mark. Like Martellus, he likes calling in heavy units as backup, to distract you and make everything worse. It adds up to a festering shitheap that makes the Hive Tyrant Alpha look like a defanged puppy. You can&#039;t just have [[Cyrus]] drop bombs and blow him up, either; he sees through stealth and has an area that causes them to instantly detonate and likely damage Cyrus while he&#039;s attempting to place them. He&#039;s arguably even worse than Kyras, since you could at least spam that fucker to death with troops.&lt;br /&gt;
&lt;br /&gt;
Do note that despite how we&#039;ve portrayed him, Ulkair IS beatable in harder difficulties, even in Primarch. It&#039;s only that it&#039;s &#039;&#039;very long and tedious&#039;&#039; to do so, requiring plenty of repetitive strategies and micro-management for around 20-30 minutes that, over time, it really starts to get boring. If you do want to take him down fast, however, bring plenty of dakka (as in everyone in your squad is capable of shooting): the battle is heavily inclined to shooty than choppy players. Of course, given [[Cyrus|the amount]] [[Jonah Orion|of stupidly]] [[Tarkus|game-breaking]] [[Davian Thule|variety]] you get, it&#039;s not that there&#039;s any doubt of victory, it&#039;s that it takes &#039;&#039;so long&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On the whole, Ulkair is the crowning example of why Chaos Rising&#039;s bosses are stupid hard, taking the worst bits from everything you meet in the campaign.&lt;br /&gt;
&lt;br /&gt;
==Retribution==&lt;br /&gt;
Ulkair returns in Retribution as a corrupting influence still infesting Aurelia. He corrupts an Imperial Guard regiment stationed there and eventually had them turn traitor, which you have to eliminate as part of an optional mission. Why the Inquisition or the Guard thought it was a good idea to station guardsmen in a planet infested by a greater daemonic entity is unknown.&lt;br /&gt;
&lt;br /&gt;
In the Chaos campaign though, [[Eliphas]] frees him, acting as the relic unit for the Chaos Space Marines. Much like Eliphas and Carron&#039;s daemon prince forms, he&#039;s no longer incredibly tough or strong, although he certainly does his job well and is especially devastating against vehicles (other than Kain with a lascannon, he&#039;s easily your best asset against metal bawkses). He doesn&#039;t have much bearing on the plot, however. He also talks in some of the missions and in the planetary briefings, which is a welcome addition, as only Eliphas and Neroth talk in that campaign. He seems to be far, far less powerful than the Khornate daemon of Tartarus (or at the very least an ascended Kyras) given the ridiculous disparity in power between him and Kyras. Though this does make narrative sense, the Daemon of Tartarus is essentially the arc villain of a plotline started in the very first game, while Ulkair was simply the main villain of one game; so having the closest thing Dawn of War has to a big bad be the most powerful villain encountered; even including Ulkair, is simply sensible writing. Not only that, but given he was destroyed and reawakened by Eliphas a few days ago, so he might still need to shake off the Daemon-sleepiness and get back in the swing of things with some tasty souls to juice him back up.&lt;br /&gt;
&lt;br /&gt;
In canon, after the [[Great Rift]], Ulkair was still kept in Aurelia, but is starting to stir quite a bit now.&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Dawn of War]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tower_of_Skulls&amp;diff=508234</id>
		<title>Tower of Skulls</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tower_of_Skulls&amp;diff=508234"/>
		<updated>2023-05-13T22:04:46Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
[[File:TowerOfSkulls2.jpg|400px|right|thumb|Its like a set ripped straight out of Iron Maiden.]]&lt;br /&gt;
The Tower of Skulls is a Daemon Engine of [[Khorne]] based upon the [[Baneblade]] chassis. What makes this daemon engine unique from the rest of [[Khorne]]&#039;s toy garage is that it is painted black rather than blood red or rustic brass, that and it has a pretty cool looking tower too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 13.5m &lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 10m; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 350-370 tonnes; approx &lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 10 crew&lt;br /&gt;
*&#039;&#039;&#039;Max Speed:&#039;&#039;&#039; 25kph &lt;br /&gt;
==Overview==&lt;br /&gt;
The Tower of Skulls is hammered out of arcane Warp-forged brass and black iron at the very foot of the Blood God&#039;s mighty throne located within the Realm of Chaos and infused with the essence of countless damned souls. There are sixty-four Towers of Skulls, each one named for an aspect of Khorne&#039;s beloved bloodletting. Khorne view his Tower of Skulls as part of his much loved collection of skulls and [[Blood]]. These arcane engines roam around the great arid wastes before the Blood God&#039;s citadel, [[Troll|unleashing their bellowing cannons to reap enemy and ally alike for shits and giggles]] while also defending the citadel from any idiot brave enough to invade the Blood God&#039;s home.&lt;br /&gt;
&lt;br /&gt;
In order to summon these motherfuckers, you must have a slaughter of a [[Exterminatus|truly apocalyptic scale]] (Now we know why [[Azariah Kyras|Kyras]] wanted to have the whole [[Blood Ravens]] sector bombed, so he could have one of these sweet ass toys). The arrival of such potential ass fucking is often seen by followers of Khorne as tangible proof of Khorne&#039;s favor. Whereas Khorne&#039;s enemies promptly soil their pants a new shade of brown. Destroying one is seen as a colossal pain in the ass as [[Lulz|each and every soul claimed by the Tower of Skulls infuses it with unholy power, allowing the machine to reknit even the most catastrophic damage.]] The war engine is powered by a Warp-spawned device known as a Doomsday Engine, a form of daemon-forged Chaotic technology that generates tremendous amounts of power for a Daemon Engine by [[Grimdark|burning the souls of the victims trapped within the war machine&#039;s mass of collected skulls located within its tower.]]&lt;br /&gt;
&lt;br /&gt;
[[Awesome|It also looks fucking metal as hell.]]&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
The Tower of Skulls is one of the most heavily armed Daemon Engines ever encountered by the forces of the Imperium. This war machine of unholy [[Rape|rape]] is armed with with an armament befitting for a small army, and its gargantuan chassis and massive tower bristles with weaponry.&lt;br /&gt;
&lt;br /&gt;
The vehicle&#039;s main weapon is its great, forward-firing [[Daemon Weapon#Balemaw Cannon|Balemaw Cannon,]] a ballistic weapon of extreme power and is essentially a Demolisher cannon on steroids. Further up the tower&#039;s height are two hull-mounted [[Autogun#Skullreaper Cannon|Skullreaper Cannons,]] large hexa-barrelled weapons. The engine is also armed with two top sponson-mounted [[Autogun#Doomfire Cannon|Doomfire Cannons]] and two sponson-mounted twin-linked [[Autogun#Skullshredder Cannon|Skullshredder Cannons]] for anti-infantry defence. In addition to its potent firepower, the Tower of Skulls is capable of crushing infantry and vehicles with its considerable bulk and bladed hull. The Tower of Skulls normally takes advantage of its formidable armaments and armour by plunging directly into the midst of enemy formations.&lt;br /&gt;
&lt;br /&gt;
The Tower of Skulls, like many other Khornate Daemon Engines, is inscribed with the Runes of the Blood God, granting it added defence against psychic powers, acting as a reflection of the hatred that Khorne and his followers display for those who practice such arts.&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;br /&gt;
[[Category:Daemons]][[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Toad_Dragon&amp;diff=500240</id>
		<title>Toad Dragon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Toad_Dragon&amp;diff=500240"/>
		<updated>2023-05-13T22:04:08Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toad Dragons are a breed of monstrous reptile sometimes allied with the forces of [[Chaos]], usually [[Nurgle]], in the world of [[Warhammer Fantasy Battle]]. They are a [[Forge World]] creation, released as part of [[Tamurkhan: Throne of Chaos]]; [[Tamurkhan]] himself rides a Toad Dragon by the name of Bubebolos, whilst the book also contains stats for including Toad Dragons as monsters via the [[Storm of Magic]] rules.&lt;br /&gt;
&lt;br /&gt;
Toad Dragons are enormous, reeking, primeval horrors from the Cold Mires of the Chaos Wastes, earning their name for their squamous, reptilian yet toadish forms and immense power. Despite this, it seems they are more likely some breed of primordial lizard, akin to the saurian beasts that infest Lustria and which are tamed by the [[Lizardmen]], rather than some profane branch of the Dragon family tree. Near-mindless, endlessly hungry and unthinkingly violent, Toad Dragons are colossal creatures that are almost impossible to kill, with strength as near-endless as their appetite. That which they do not rend apart in their gaping maws or tear apart with their claws is crushed under their bulk, struck down by their flickering, venom-seeping tongue, swallowed whole, or dissolved into rancid goo by their unspeakable breath weapon, a corrosive gas that liquiefies flesh and steel and leaves nothing but gore-flecked pus in its wake.&lt;br /&gt;
&lt;br /&gt;
Use the Bound Monster rules from Storm of Magic, Toad Dragons cost 350 points for a single-model sized Monster typed unit. Is it worth it? Well... for starters, it&#039;s a hell of a lot faster than you&#039;d think (Movement 8!), and virtually impossible to kill (Toughness 7 - plus the Colossal Beast rule below - and &#039;&#039;Wounds 10&#039;&#039;!) whilst hitting like a dumptruck (Strength 7). On the other hand... its combat stats aren&#039;t that great (Weapon Skill 4, Initiative 2, Attacks 4, Leadership 6).&lt;br /&gt;
&lt;br /&gt;
In terms of special rules, Toad Dragons have the Universal Rules Large Target, Scaly Skin (3+), Immune to Psychology and Terror, as well as the unique rules Colossal Beast, Unspeakable Foulness, and Tongue Lash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Colossal Beast&#039;&#039; makes a Toad Dragon almost indestructible. For starters, they can&#039;t be hurt by anything that isn&#039;t at least Strength 4. Period. And no matter how strong or what special rules the attacker has, Toad Dragons can&#039;t be hurt on anything better than a 3+. Attacks or spells that&#039;d cause Instant Death? They just inflict D6 wounds instead, thanks to this rule. As a side bonus, Toad Dragons deal out 2D6 hits when they use Thunderstomp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unspeakable Foulness&#039;&#039; is the Toad Dragon&#039;s Breath Weapon, which requires those struck to take a Toughness test at -1 or suffer D3 armor-ignoring wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tongue Lash&#039;&#039; gives the Toad Dragon an extra attack that is Strength 4, Poisoned, and Always Strikes First, which can be dealt against any enemy model in base contact. Those hit by this attack and surviving still take a -1 penalty to their To Hit rolls for the rest of the combat turn.&lt;br /&gt;
&lt;br /&gt;
All in all, Toad Dragons are expensive, but could potentially be worth it. Thanks to their huge array of wounds, their insanely fast movement and Colossal Beast, these things are the ultimate anti-[[tarpit]] unit; able to charge 16 inches, a Toad Dragon can slam into almost any tarpit unit first. It may settle to a war of attrition, but as long as the tarpit is tied down with the Toad Dragon, it&#039;s not bogging down any of your other gribbly units, and with 2D6 Strength 7 Thunderstomp hits per turn, well... most tarpit units won&#039;t hold out for long.&lt;br /&gt;
&lt;br /&gt;
In fact, Toad Dragons make pretty damn good tarpits themselves. Throw one of these things at a big nasty killy monster or character, and between its 3+ save, Colossal Beast and 10 Wounds, they are &#039;&#039;not&#039;&#039; getting away from ol&#039; toady any time soon.&lt;br /&gt;
&lt;br /&gt;
====Bubebolos====&lt;br /&gt;
&lt;br /&gt;
Bubebolos is an upgraded Toad Dragon that can only be taken with [[Tamurkhan]], it essentially functions like an even harder to kill Toad Dragon since it gains Mark of Nurgle and +1 WS (meaning everyone WS 5 and under targetted by his Tongue Lash can only hit him on a 6), along with +1 Strength, +1 Ld and an upgrade to his Colossal Beast rule, making it so that he can only be hurt on a 4+. Greatest of the Toad Dragons indeed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Chaos]] [[Category:Daemons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Masque&amp;diff=490835</id>
		<title>The Masque</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Masque&amp;diff=490835"/>
		<updated>2023-05-13T22:03:42Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
[[File:The Masque 4.jpg|thumb|right|400px]]&lt;br /&gt;
Formerly [[Slaanesh|Slaanesh&#039;s]] favorite [[Daemonette]], now on his permanent shit list.&lt;br /&gt;
Created when Slaanesh had a fixation on dancing, she is literally the most perfect dancer ever (except for that one time in 40k when an [[Eldar]] [[Solitaire]] (possibly just a troll by [[Cegorach]]) beat her in a dance-off). Supposedly a hermaphrodite &amp;lt;s&amp;gt;as others daemonnetes&amp;lt;/s&amp;gt; but this is likely imperial propaganda as she won&#039;t return any of their calls.&lt;br /&gt;
==The Legend==&lt;br /&gt;
After [[Tzeentch]] baited Slaanesh into a war against [[Khorne]] and [[Nurgle]] that resulted in his biggest ass-whooping to date, he sat back on his throne fuming. Not about the loss, but about being humiliated in front of the entirety of [[Chaos]] because that&#039;s just how Slaanesh operates. Masque, seeing her master was sad, started dancing as best as she could to cheer him up, intending to get him so horny he&#039;d forget about the whole thing (having forgotten the key part of Interpretive Dance is &#039;&#039;&amp;quot;Interpretive&amp;quot;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Slaanesh thought she was dancing to mock his defeat, and snapped his fingers to place a curse on her. She&#039;s perma-banned from any pleasure that isn&#039;t dancing, including sight, sound, sex, drugs, pride, and so forth. She can only tell the stories that make Slaanesh look badass, and only through dancing. No longer the best Daemonette ever, she&#039;s just a moving flag for Slaanesh. Note that no other Daemonette was ever identified, meaning it is possibly still Masque despite her...&amp;quot;disability&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
So why is she so damn special anymore? She doesn&#039;t just play the part of Slaanesh, she draws anyone around her into doing the same. If she dances a story of [[Dechala]] carving through [[Bretonnia|Bretonnian Knights]], [[Grey Knights]] may find themselves prancing forward as if riding invisible horses before their entrails spill out of their [[Power Armor]]. If she dances the story of Slaanesh in 40k consuming the Eldar, the souls of [[High Elves (Warhammer Fantasy)|Asur]] find themselves pulled into the gullet of her master.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
&lt;br /&gt;
===[[Warhammer Fantasy]]===&lt;br /&gt;
Being unable to join Units, Masque is not that great a choice. If carried into an enemy Unit she can deal some decent punishment and play some games, but she&#039;s not tournament tier.&lt;br /&gt;
&lt;br /&gt;
===[[Warhammer 40000]]===&lt;br /&gt;
====Pre-8th====&lt;br /&gt;
Counts as a Herald, but without any of the Herald benefits. Her sole purpose is debuffing a [[Deathstar Unit]], otherwise she&#039;s even worse than in Fantasy.&lt;br /&gt;
&lt;br /&gt;
====Post-8th====&lt;br /&gt;
85 points gets you a unique Herald. Masque loses the Locus of Slaanesh and access to psychic powers, but gains the ability to advance and charge, fall back and charge, and some buffs and debuffs. One squad Masque is locked in combat with suffers the debuff, and are +1 to be hit in melee. All daemonettes within 6 inches gets a defense buff, and are -1 to be hit in melee.&lt;br /&gt;
&lt;br /&gt;
===[[Age of Sigmar]]===&lt;br /&gt;
A bit more survivable than in the other Warhammers, she now has a rolloff against opponents trying to hurt her where she can shut down their attack if he gets a higher result. She can also reroll her Hit rolls if she has the same Movement as her opponents. Her main ability is making enemy models within 12 inches move at half speed, so getting her near your opponent&#039;s models will makes them move like they&#039;re in tar for at least one turn.&lt;br /&gt;
&lt;br /&gt;
===[[The 9th Age]]===&lt;br /&gt;
Masque doesn&#039;t exist in T9A rules as of yet. There are no named characters in the game at the moment, but the most important abilities have either been incorporated directly into the army or through magic items that allow you to emulate the character. Masque however has no equivalent, meaning her model is just a standard Herald with a backstory.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:The Masque 1.jpg|The Masque&#039;s old model.&lt;br /&gt;
Image:Masque New.jpg|The Masque&#039;s new model.&lt;br /&gt;
Image:The Masque 2.png|The Masque in the trading card game.&lt;br /&gt;
Image:The Masque 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category: Hedonites of Slaanesh]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Changeling&amp;diff=479245</id>
		<title>The Changeling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Changeling&amp;diff=479245"/>
		<updated>2023-05-13T22:03:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The changeling 8th edition.png|thumb|May be related to certain [[Watchers in the Dark|little guys]]]] {{NeedsImages}}&lt;br /&gt;
In both [[Warhammer Fantasy Battles]] and [[Warhammer 40,000]], &#039;&#039;&#039;The Changeling&#039;&#039;&#039; is one of [[Tzeentch]]&#039;s servants and is a total dick. He&#039;s a special type of [[Horror]] that has the ability to disguise itself as anything, and uses that ability to [[Troll|wreak all manner of mischief]]. However, because he has shifted forms so many times, he has forgotten hiss original form. Only Tzeentch knows what the Changeling originally looks like, and commonly uses this as a bargaining tool to bind his loyalty to him, not to mention that Tzeentch himself is the only being the Changeling can&#039;t mimic the appearance of. He occasionally retains enough memory of hiss appearance to show it&#039;s true face, although due to Tzeentch&#039;s dickery, any being looking upon his will immediately forget it afterwards. Ahriman is one of the few living beings to have seen him and survived, although his true appearance was enough to shock even a sorcerer.&lt;br /&gt;
&lt;br /&gt;
One of the most famous hijinks involving the Changeling happened when it impersonated the Governor of the [[Hive World]] Raxos and threw it into total civil war, eventually conjuring a warp portal and having his other daemon buddies join in the fun. As usual, the [[Grey Knights]] were called in to contain the situation, which resulted in the total pacification of daemons in the uprising. However, the Grey Knights could not account for the Daemon that started the war and assumed that he escaped in one of the evacuation shuttles that were taking refugees off-planet. So in typical Inquisitorial fashion, the Grey Knights shot down all of the fleeing shuttles, killing thousands of civilians in an effort to kill off this single daemon that MIGHT have boarded one of the shuttles. Overall, whether the Changeling was there or not, Tzeentch was most likely pleased by the amount of &amp;quot;[[Just as Planned]]&amp;quot; he did to bloody an entire planet.&lt;br /&gt;
&lt;br /&gt;
Another one of his famous pranks was when a renegade governor&#039;s fortress was under siege by the the [[Dark Angels]], he summoned up a [[Keeper of Secrets]] for help by sacrificing his daughters in a ritual. You can probably see where this is going. When the governor asked for something &amp;quot;to end the siege&amp;quot;, the &amp;quot;Keeper of Secrets&amp;quot; only gave him a mysterious device and fucked off (likely taking and consuming the sacrifices&#039; souls). When he activated it: Surprise! The Deathwing popped in and gunned him down; it was really a homing beacon stolen off of a wrecked Ravenwing bike. The lesson is that you have to be &#039;&#039;really&#039;&#039; specific when you make a bargain with daemons, and that Tzeentch isn&#039;t above helping out the Imperium to troll his Chaos [[BFF]] [[Slaanesh]].&lt;br /&gt;
&lt;br /&gt;
The Changeling&#039;s dickery isn&#039;t limited to mortals either. In the new Daemons codex, he cut Slannesh&#039;s hair off, in 40k he whoopy cushioned Khorne with Nurglings. And in Fantasy, he locked Khorne&#039;s fortress while Khorne was outside of it, forcing Khorne to forcibly break his way into his own &amp;lt;s&amp;gt;house&amp;lt;/s&amp;gt; citadel. [[Awesome|Seriously!]] It also attempted to thwart Ahriman&#039;s plans of undoing the Rubric by impersonating huge numbers of people, coming dangerously close to succeeding before Tzeentch changed his mind because another hapless minion had done it for him. And in the new Curse of the Wulfen campaign book, it impersonated Sammael of the Dark Angels in order to trick the Dark Angels into bombing the Space Wolves&#039; home world of [[Fenris]] (if this reminds you vaguely of [[Prospero]], it should- that&#039;s exactly what [[Magnus the Red]] had in mind). Not only that, it released numerous Fallen from the Rock, setting their hunt back by several decades and only being prevented from freeing Luther by the intervention of the [[Watchers in the Dark]].&lt;br /&gt;
&lt;br /&gt;
In Fantasy, he isn&#039;t any less of a dick despite having considerably less fluff. In the Archaon books, he is one of the only ones with the balls to fuck with the Lord of The End Times himself. Archaon, in his pursuit for the artefacts of chaos is busy trawling around the southern wastes (even more savage and chaosish than the Northern ones) to track down Be&#039;lakor. After finally reaching his obsidian fortress which is a total troll itself, Archaon climbs in to confront his father in shadow. Upon finding him and having a small &#039;duel&#039; it turns out it was this blue dick the whole time. Archaon slaps him about for this shit though, but he still probably had a good time anyway.&lt;br /&gt;
&lt;br /&gt;
In the End Times he attempts to fuck up the Empire even more than it already was. At the Auric Bastion, Balthasar Gelt is basically struggling to keep his shit together, seeing as he&#039;s turned to necromancy, albeit thanks the the persuasive skills of a resurrected Vlad von Carstein, and no one knows. But there&#039;s a demon running about killing all the priests who are ensuring that the wall of faith is standing against the Chaos forces. He and Ar-Ulric begin to investigate the occurrences and deduce a demonic shapeshifter is the culprit, especially when Ar-Ulric tells Balthazar it attacked him and he barely fended it off. They followed the trail until the Emperor himself appears, demanding an audience. Well, Gelt basically shits himself and is then told in no uncertain terms that Karl Franz demands no refusal. Thinking this a plot to assassinate the Emperor and that Valten could be the demon in disguise, Gelt rushes to it, trying to assuade the Emperor, who is having none of it as he goes to give Valten Ghal Maraz. Gelt freaks out, unleashes his new necromantic power and is cast out. Ar-Ulric runs towards Karl Franz, and suddenly spouted pink fire from his hands to incerate the guards, revealing that he was the Changeling in disguise. Valten tackled the real Changeling and they fight, with the Changeling briefly impersonating Valten so no one can tell them apart. Karl Franz&#039;s griffon Deathclaw sniffed out the real Changeling, who looked but doesn&#039;t smell human, and swatted it aside long enough for Valten to take up Ghal-Maraz and finish it off.&lt;br /&gt;
&lt;br /&gt;
In Age of Sigmar he helped found the Greywater Fastness city as Valium Maliti, a polluting industrial city of many weapon forges in the Realm of Life to create tension between the Sylvaneth and Sigmar. The city was almost starved to death by the Sylvaneth until Alarielle arranged a compromise.&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Disciples of Tzeentch]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Blue_Scribes&amp;diff=478657</id>
		<title>The Blue Scribes</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Blue_Scribes&amp;diff=478657"/>
		<updated>2023-05-13T22:02:23Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The blue scribes.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|I&#039;m blue&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
I&#039;m blue&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di&lt;br /&gt;
Da ba dee da ba di.|What they sing when they think no one is looking}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Blue Scrubz&#039;&#039;&#039;, otherwise known as Xirat&#039;p and P&#039;tarix (yep, their names are just reversed) are a pair of Blue Horrors in the service of Tzeentch. &lt;br /&gt;
&lt;br /&gt;
Tzeentch has tasked them with discovering every last spell and piece of forbidden knowledge there is to know, in an attempt to boost his own power and rise to the top of the Great Game. However, wary of what might happen if someone else got their hands on this information, or the pair began letting all this knowledge get to their head, he put a safeguard in place. P&#039;tarix is able to use runes and glyphs to record spells, but [[derp|can&#039;t read]] so has no idea what he&#039;s writing. Xirat&#039;p can read the spells his brother writes, but has no idea what spell it actually is. Presumably this leads to Three Stooges-esque arguments at every opportunity.&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
Filling the category of Tzeentch&#039;s unique Herald alongside the Changeling, the Blue Scribes are a HQ unit for Chaos Daemons. This is your anti psyker unit, but at short range 12&amp;quot; don&#039;t expect them to live long unprotected. In the enemy psychic phase the opponent will take -1 to their psychic test and if the enemy fails a test that power is siphoned. With a power siphoned they get to use smite but not as a cast so it cannot be denied and it counts as the minimal needed to cast. On each turn during the psychic phase, pick a psychic table and roll a d6, auto-manifesting that power with no warp charges expended.&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Disciples of Tzeentch]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tarik_Torgaddon&amp;diff=467896</id>
		<title>Tarik Torgaddon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tarik_Torgaddon&amp;diff=467896"/>
		<updated>2023-05-13T22:01:37Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarik Torgaddon&#039;&#039;&#039; was Captain of the Luna Wolves 2nd Company and a member of [[Horus]]&#039; Mournival. He was known for his sense of humour and tendency to play jokes on other Marines while also being a skilled warrior. He was a friend of Garviel Loken and was the one to introduce him to the warrior lodges. Sadly, he was more loyal to the Emperor than to Horus so he was sent to die on Isstvan III. He died in a duel against a reluctant Horus Aximand. Unfortunately, Erebus the douchebag took his gene-seed and used it on Calth to create a daemon called Tormageddon. However this ritual resulted in Tarik&#039;s spirit remaining free and able to communicate with Loken. Tormageddon stuck around for most of the Heresy and was elevated to the Mournival, but was eventually slain and banished by Loken during the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
[[Category:Daemons]]&lt;br /&gt;
[[Category:Black Legion]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tamurkhan:_Throne_of_Chaos&amp;diff=466686</id>
		<title>Tamurkhan: Throne of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tamurkhan:_Throne_of_Chaos&amp;diff=466686"/>
		<updated>2023-05-13T22:01:22Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
[[File:Tamurkhan.jpg|300px|thumb|right|Tamurkhan: The Throne of Chaos]]&lt;br /&gt;
&#039;&#039;&#039;Tamurkhan: Throne of Chaos&#039;&#039;&#039; is a sourcebook released from [[Forge World]], essentially a [[Warhammer Fantasy Battle]] equivalent to their &amp;quot;campaign themed&amp;quot; volumes of [[Imperial Armour]]. It contains a huge amount of fluff and a bevvy of new rules, units and characters.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
The idea of the fluff is the Chaos Gods were sick and tired of this unreliable &amp;quot;Everchosen&amp;quot; shit and just decided to have a Battle Royale to determine who was da biggest and da best, promising the winning champion the &amp;quot;Throne of Chaos,&amp;quot; which was to be eternal dominion of the mortal world in a Daemonic Body. Surprisingly Nurgle won because his champion, Tamurkhan showed up a little late to the party and spent that time recruiting many monsters who could handle whatever was thrown at them. Tzeentch&#039;s forces fled, sensing Tamurkhan&#039;s hour was at hand (ironically fleeing might have caused that), the Slaanesh forces were defeated when Tamurkhan killed Sargath the Vain and took his body as his new body, and the Khorne forces were defeated when their leader was eaten by Bile Trolls.&lt;br /&gt;
&lt;br /&gt;
After he was crowned the winner Tamurkhan prepared his assault on The Empire by doing some awesome things like enslaving Giants, capturing Mammoths, making deals with the Chaos Dwarfs and eventually gaining a total of three armies, as well as trading Sargath&#039;s body for the body of an Ogre Tyrant, which unfortunately for him slowly made him dumber over time as a part of the Ogre personality apparently seeped through.&lt;br /&gt;
&lt;br /&gt;
He was eventually defeated outside of Nuln, the final city he needed to take before being granted the Throne of Chaos. After conquering all the way to it he was met by Nuln&#039;s gathered forces. His own horde of miscreants were decimated by short-ranged cannon fire and couldn&#039;t break through the defenders&#039; lines. His second army-- specifically an army of Warrior of Chaos-- were undone when they fought next to a wide, fast-flowing river never thinking that you could float siege machines down said river; they had no defence against them and no way to attack them back. The third army, an army of Chaos Dwarfs, got locked in an artillery duel against the defenders of Nuln and though they eventually won they were undone by fast cavalry and Marienburg Class Landships. They weren&#039;t destroyed but their leader decided enough Dwarfs had died and didn&#039;t want to help anymore so they left. Without Mammoths, Giants, or siege machines Tamurkhan was left without a way to break into the city itself, so he ran away to try and summon a Daemonic Horde, sacrificing many people and his pet Toad Dragon to do so. He was eventually counterattacked by Empire warriors who used a Grey Wizard to teleport themselves to him and was killed trying to possess the body of Theodore Bruckner, whereupon the amulet given to Bruckner destroyed him.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fiction:&#039;&#039;&#039; The campaign of Tamurkhan, a [[Warriors of Chaos|Chaos Lord]] of [[Nurgle]] on his route to pursue the titular Throne of Chaos, covering his victories and eventual defeats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Narrative Missions:&#039;&#039;&#039; Rules for narrative campaigns in general, and missions specifically reflecting the path of Tamurkhan.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Great Hosts]]:&#039;&#039;&#039; Convulated rules that basically let you go back to the old [[Hordes of Chaos]] playstyle in your Chaos forces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Warriors of Chaos]]:&#039;&#039;&#039; Rules for the special characters [[Tamurkhan]] the Maggot Lord on his [[Toad Dragon]] Bubebolous, [[Sayl the Faithless]], [[Nightmaw]], and [[Kayzk the Befouled]], rules for the Rotbeast of Nurgle steed, and rules for the units Chaos Siege [[Giant]], [[Plague Toads]] of Nurgle, [[Bile Trolls]] of Nurgle, Pox Riders of Nurgle and Chaos War Mammoth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Empire]]:&#039;&#039;&#039; Rules for the special characters [[Theodore Bruckner]] on Reaper, [[Lietpold the Black]], [[Captain Edvard Van Der Kraal]], Magisterix [[Elspeth von Draken]] on a [[Carmine Dragon]], and Castellan-Engineer [[Jubal Falk]], and rules for the new unit Marienburg-class Land Battleship.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Dwarfs]]:&#039;&#039;&#039; Rules and army list for the Chaos Dwarf faction [[Warhammer/Tactics/8th Edition/Legion of Azgorh|Legion of Azgorh]], including the special character [[Warhammer/Tactics/8th_Edition/Legion_of_Azgorh#Named_Characters|Drazhoath the Ashen]], [[Warhammer/Tactics/8th_Edition/Legion_of_Azgorh#Magic_Items|Chaos Dwarf magic items]] and the [[Warhammer/Tactics/8th_Edition/Legion_of_Azgorh#Lore_of_Hashut|Lore of Hashut]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Storm of Magic]]:&#039;&#039;&#039; Scrolls of Binding for the Chaos Siege [[Giant]], [[Bile Trolls]], [[Toad Dragon]] and [[Carmine Dragon]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://www.goodreads.com/book/show/20942304-tamurkhan Tamurkhan: The Throne of Chaos], by Alan Bligh; Games Workshop, 2011; ISBN 978-1-90796-465-7&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Chaos]] [[Category:Dwarfs]] [[Category:The Empire]] [[Category:Daemons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Syll%27Esske&amp;diff=462385</id>
		<title>Syll&#039;Esske</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Syll%27Esske&amp;diff=462385"/>
		<updated>2023-05-13T21:59:49Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
[[File:SyllEsskeCuddling.jpeg|300px|thumb|Even Slaanesh would approve of this scene.]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|You wished for union, in pursuit of power and glory. Now you have it. Vengeance comes for you.|The pair to their new initiate}} &lt;br /&gt;
&lt;br /&gt;
Who says daemons can’t find love?&lt;br /&gt;
&#039;&#039;&#039;Syll’Esske&#039;&#039;&#039; is the collective name for a [[Daemonette|Herald of Slaanesh]] and [[Daemon Prince]] pair. A synchronized union where neither being is greater or lesser than another. They are two halves of one glorious whole, and possibly the most wholesome relationship in the Warhammer universe (in its own twisted way).&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Once there was a cunning Herald of Slaanesh called &#039;&#039;&#039;Syll Lewdtongue&#039;&#039;&#039; (yes, that’s really her name). She did the usual Slaanesh gig of inspiring mortals to grandiose acts of depravity and indulgence, her ultimate goal being to create a glorious champion of Slaanesh to present before the Dark Prince himself. However what separated her from her kin was her tendency to grow emotionally attached to her chosen recipient, which earned her the ridicule of fellow Heralds. She ignored these jeers and eventually she found a new champion that would change her life forever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Esske the Scarred&#039;&#039;&#039; was a proud but jaded warrior-slave in the gladiator pits of Slaanesh’s gardens. His origins are a mystery, apparently coming from neither the Mortal Realms nor [[Warhammer: The Old World|The Old World]] (so as far as we&#039;re concerned he&#039;s confirmed as a former [[Blood Bowl]] player until stated otherwise). The leader of some tribal society, he willingly traversed the Realm of Chaos to swear fealty to the Dark Prince, only to be stuck in the Moebius loop that was the outer arenas of Slaanesh’s Palace. Then came Syll.&lt;br /&gt;
&lt;br /&gt;
She saw magnificence in the warrior and offered her service as a patron. He proved to be a perfect host for Syll’s blessings, causing him to skyrocket in the arena’s leaderboard, much to the ire of the Herald’s many rivals. Syll was killed in her sleep and then banished from Slaanesh’s palace by her jealous peers, leaving both her and Esske out in the cold. While Esske continued his fighting, Syll made a deal with some daemonsmiths to regain her original form. As part of the deal, she was temporarily reborn as a fucking [[Soul Grinder]] and began an obsessive search to return to her sugar baby. She did find him, fighting off an invading Khorne army, and attacked him in her mindless rage. This was the ultimate joke of her rival daemonettes; if she won, she would come to her senses and despair at the death of her favorite mortal, and if she died, she would be stuck for all eternity in a cycle of endless debt to the Forge of Souls. Esske, realizing the true nature of the creature before him, laid down his weapons, for he would forsake his dream to earn the favor of Slaanesh if it meant he could not keep the only other being he ever truly connected with. As Esske’s lifeless body fell to the ground, Syll returned to her original form. Howling in anguish, she desperately returned his soul to his body and fed him her own blood to return him to life. Although it worked, it seemed that they were doomed to be killed by the encroaching Khornate host, as Syll had lost much of her power to resurrect her lover and Esske had lost his eyes from his battle wounds. Forced to work together to survive, Syll stood atop Esske’s shoulders to serve as his eyes. They hacked and whipped their way into Slaanesh’s chambers, forming a rag-tag army out of their fellow gladiators and daemons which they led to slay a trio of Bloodthirsters just before the Dark Prince’s throne.&lt;br /&gt;
&lt;br /&gt;
Slaanesh applauded the efforts of the bloodied mortal and broken lesser daemon, especially since he could gloat to Khorne about how his invasion was thwarted by an outcast Herald and a blind mortal, and rewarded them with stronger bodies, new weapons, and ascension to Daemon Prince (for Esske). And in front of the Dark Prince, the two swore to fight at one another’s side in synchronized harmony. They were now Syll’Esske, the Vengeful Allegiance. And their first action after swearing the oath to each other was slaughtering the gossiping heralds that tried to tear them apart.&lt;br /&gt;
&lt;br /&gt;
===The Syll&#039;Esskan Host===&lt;br /&gt;
&lt;br /&gt;
In the Mortal Realms, Syll&#039;Esske is worshipped by Slaaneshi cults as a demigod that represents symbiosis between mortals and the daemonic, especially for the purposes of revenge. Thus, the host of Syll&#039;Esske consists of both mortals and daemons, who join in hopes of obtaining a permanent pact with the other half. Hellstriders are a common sight in these forces, since the union between mortal rider and daemonic steed is exactly the kind of thing the symbiosis cults are into. Another common unit are Soul Grinders; since the Forge of Souls was not very pleased about Syll saving Esske&#039;s soul instead of giving it to them, they have made a deal to compensate that they will always bring a cohort of Slaaneshi Soul Grinders with them to war, with the addition that every sixth soul the Grinders collect do not count towards their personal debt.&lt;br /&gt;
&lt;br /&gt;
While there is little information on the two in the 40k setting (aside from a mention of participating in Shalaxi Helbane&#039;s attack on the Ynnari), one can easily assume they could have a similar alliance with Daemonkin cults of the Chaos Space Marines, also based on the union of mortal and daemon (albeit through [[Possessed Marine|possession]]).&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
===40k===&lt;br /&gt;
So lets start off with points, because since Syll&#039;Esske is an amalgamation of a Herald of Slaanesh and a Daemon Prince, lets compare them. As of Chapter Approved 2019, a basic Herald is 50 points and a Daemon Prince without wings and an axe (since Syll&#039;Esske has an axe) is 156 points, for a combined total of 206 points and two HQ slots. Syll&#039;Esske is a straight 210. Four extra points for a whole lot of goodness.&lt;br /&gt;
&lt;br /&gt;
Now for their stat line, Syll&#039;Esske has 9&amp;quot; movement (pretty alright given they don&#039;t have wings and are Slaaneshi), with 2+ weapons and ballistic skills (standard for DP&#039;s), S 4 (don&#039;t worry it&#039;s not that bad), T 6 (again, standard for DP), an ungodly 8 attacks (although at max a Daemon Prince of Khorne with duel Malefic Talons can make 8 as well, 9 with Hateful Assault, but hey, this is better), 9 Leadership (not like that matters) and a 4+.&lt;br /&gt;
&lt;br /&gt;
Syll&#039;Esske has the following weapons:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Axe of Dominion&#039;&#039;&#039;: S+3, AP-3 and D3. That&#039;s it, so S7 attacks, pretty nice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourging Whip (melee)&#039;&#039;&#039;: S&#039;&#039;user&#039;&#039; AP-1, D1. Every attack you make you does d3 additional attacks instead. So if you&#039;re super lucky you can make a total of 24 shots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scourging Whip (ranged)&#039;&#039;&#039;: Range 6&amp;quot;, Assault d6, S&#039;&#039;user&#039;&#039;, AP-2, D1. Standard whip profile, basically a 6&amp;quot; pistol that has the assault keyword&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Now onto the cool shit, Syll&#039;Esske&#039;s abilities&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They have Daemonic (5++), Quicksilver Swiftness (fight first in the fight phase except for charged units) and Daemonic Ritual (summon daemons). Standard Slaanesh daemon abilities.&lt;br /&gt;
&lt;br /&gt;
Prince of Slaanesh: reroll hit rolls of 1 for Slaanesh models w/in 6&amp;quot;. Standard for Daemon Princes&lt;br /&gt;
&lt;br /&gt;
Regal Authority: re-roll morale tests for Slaanesh Daemons w/in 6&amp;quot;. Standard for Heralds (wow what a shocker)&lt;br /&gt;
&lt;br /&gt;
Locus of Slaanesh: Slaanesh Daemons w/in 6&amp;quot; gain 1+ to Strength (including himself). So that whip is actually S5 and the Axe is S8, goodbye tanks!&lt;br /&gt;
&lt;br /&gt;
Now the last ability, Deadly Symbiosis: In the fight phase, you select only ONE melee weapon to attack with. Once a consolidation move is made, you can then make attacks equal to the model&#039;s attack characteristics (so 8, duh) with the other melee weapon this model has. So basically unless the tanks and infantry are right next to each other, like in the case of transports who just dropped off their payload, you&#039;re going to be doing overkill on some guardsmen or throwing a bunch of light taps on a Taurox. Pretty sweet ability but its max capabilities are kinda niche.&lt;br /&gt;
&lt;br /&gt;
If they&#039;re your warlord, they gain the &#039;&#039;Bewitching Aura&#039;&#039; ability from the Slaanesh Warlord table, so -1 attacks (with a minimum of 1) to enemy attack characteristics w/in 6&amp;quot;. Not bad considering the amount of attacks they can dish out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALSO&#039;&#039;&#039;&lt;br /&gt;
Shoulda mentioned earlier that Syll&#039;Esske is also a psyker. Cast two, deny one, knows smite and two powers from the Slaanesh Discipline. No surprise here, has the combined spell casting of a Herald and Prince, but only the denial of one.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Syll&#039;Esske in AoS at first seems weaker than in 40k. The buff aura now requires a Command Ability to activate instead of being a passive, they aren&#039;t as good at magic, they have less attacks, and can&#039;t use the whip in the shooting phase. Sounds bad, right? Wrong. The real reason you take Syll&#039;Esske is because White Dwarf gives them their own subfaction, which gives out a few battalions that help you use Slaves to Darkness units in Hedonites and gives you a bunch of free command points for having an equal amount of Mortal and Daemon units, but most importantly it gives them an aura that double the amount of Depravity Points generated around them. Given that before their nerf, Hedonites of Slaanesh had the most powerful summoning in the game, this tells you how strong that ability is.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Grumlok and Gazbag]], an [[Orcs &amp;amp; Goblins]] pair who had the same concept.&lt;br /&gt;
* [[Vlad von Carstein|Vlad]] and [[Isabella von Carstein|Isabella]], another surprisingly wholesome couple belonging to a dark faction.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Champions}}&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category:Chaos]][[Category:Hedonites of Slaanesh]][[Category:Daemons]][[Category:Age of Sigmar]][[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Swarm&amp;diff=461163</id>
		<title>Swarm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Swarm&amp;diff=461163"/>
		<updated>2023-05-13T21:58:15Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsImages}}&lt;br /&gt;
[[File:Insect swarm MM 2e.png|thumb]]&lt;br /&gt;
In &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039; a &#039;&#039;&#039;swarm&#039;&#039;&#039; is a monster that&#039;s not a single individual, but a collection of much smaller creatures which are of (at best) animal level intelligence. A swarm may or may not fly, though ground-bound swarms exhibit excellent climbing ability, so high ground won&#039;t save you. Despite their large numbers, a swarm has a single statistic block, including one hit point total. Classic types of swarms are large masses of [[Giant_Rat|Rats]], [[Spider]]s, [[Bees]], and Egyptian Scarab Beetles.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Swarms are notorious for their host of immunities and special abilities. Since killing a few rats in a swarm of hundreds isn&#039;t very useful, weapon attacks do half or &#039;&#039;&#039;zero&#039;&#039;&#039; damage (depending on the type of swarm). A swarm is immune to spells that target a specific number (including one and touch attack based spells) of creatures. Energy attacks do their normal damage, and area of effect damage abilities actually do 1.5 times as much damage. They don&#039;t target armor class, doing damage simply by being in your square.&lt;br /&gt;
&lt;br /&gt;
While many swarms have a low [[Challenge Rating]], they are notorious for being very deadly to low level parties, who have very few reliable means of damaging a swarm. Area of effect spells are rare and don&#039;t do that much damage anyways, and splash weapons are prohibitively expensive. Energy damage is virtually impossible outside of your precious few spells, many of which don&#039;t even work on swarms since they are single-target based. There are only two weapons cheap enough for low level parties to field against swarms: Torches and lantern oil.&lt;br /&gt;
&lt;br /&gt;
Torches are improvised weapons that deal some fire damage on top of minor bludgeoning, but the rules aren&#039;t even consistent on how much fire damage (torches themselves say 1, swarms say 1d3). Since torches are an &#039;&#039;improvised&#039;&#039; weapon you take a -4 penalty to hit if using one. Good luck hitting an effective 18 AC at level 2 (and you need to do it ~6 times)! Lantern oil is a bit better, dealing 1d6 damage and then 1d6 damage the next round (both multiplied by 1.5, so two successful ones might kill a rat swarm), but it takes a full round to prepare (rules are mum on if you can keep them prepared for throwing long term) and only works half the time!&lt;br /&gt;
&lt;br /&gt;
Alongside the [[House Cat|housecat]] and incorporeal foes (e.g., [[ghost]]s) swarms are some of the deadliest monsters for their CR in the [[Monster Manual]]/bestiary. They kill a lot of unprepared adventurers and even some prepared ones. The &#039;&#039;Mummy&#039;s Mask&#039;&#039; [[Adventure Path]] includes an early &#039;&#039;summoned&#039;&#039; scarab swarm that, being a summoned creature, disappears in two rounds. Jim Groves, the author of this part, [https://paizo.com/threads/rzs2qsco?The-HalfDead-City#47 outright stated] this was to warn players that there were swarms in the adventure and to prepare accordingly. Yes, he felt the PCs needed to be warned about a generic nameless enemy type before any of the threats that were important to the story. And he was &#039;&#039;right.&#039;&#039; The video game &#039;&#039;Pathfinder: Kingmaker&#039;&#039; (the only D&amp;amp;D rules based video game to actually feature swarm monsters) featured a cave with spider swarms early on, it was possible to make this your third fight after the prologue sequence, and this prompted much butthurt. In response the developers made it optional and gave further warning/explanation in the Enhanced Edition.&lt;br /&gt;
&lt;br /&gt;
Interestingly, since undead creation is based on hit die instead of creatures targeted, swarms can be made into [[Undead]]. Insects in particular can become exo[[skeleton]] creatures difficult to distinguish from normal instances. Thankfully this doesn&#039;t increase their lethality and even drops it slightly: [[Turn Undead]] (and Channel Positive Energy in [[Pathfinder]]) actually work against them, as does holy water (though it&#039;s still expensive).&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What if we made swarms, but of human sized enemies?&amp;quot; was the natural evolution of swarms, and there&#039;s at least 3 different variants in d20 based games and none of them are that good.&lt;br /&gt;
&lt;br /&gt;
3.5&#039;s &#039;&#039;Dungeon Master&#039;s Guide 2&#039;&#039; introduces Mobs. Mobs are supposed to be spontaneous groups with no leader, like an angry mob or stampede of animals, but while officially a template that alters a creature a mob is effectively a single CR 8 creature that gets a few changes from the base creature.&lt;br /&gt;
&lt;br /&gt;
[[Star Wars D20]] Saga Edition introduces Squads in &#039;&#039;The Clone Wars Campaign Guide&#039;&#039; as a +2 Challenge Level template. Unlike other examples, squads are a relatively small number of foes, generally 3/4, but share many similarities. Squads are bigger, harder to injure, have double the HP, get +4 to attack (as they are considered to be aiding another), make all attacks (except Attacks of Opportunity) as selective area effects and can&#039;t be grappled. On the weakness side they take extra damage from area attacks, which are &#039;&#039;&#039;everywhere&#039;&#039;&#039; in Saga Edition, and don&#039;t get any bonuses to autofire themselves, even though autofire is an expendable foe&#039;s best chance of hurting a PC that outclasses them. Also they can&#039;t walk through narrow spaces even though they&#039;re still just a bunch of medium creatures who should be able to walk in sequence. Interestingly the template doesn&#039;t restrict what it can be used on, so you can technically apply it to spacecraft and vehicles... where it actually works quite well since autofire is rarer in space and narrow obstacles are rarely extant.&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder]] introduced troops. Unlike the rest, troops aren&#039;t a template but a type of creature. Troops don&#039;t quite work since &#039;&#039;all&#039;&#039; their attacks are automatic or (for ranged attacks) reflex save based, meaning AC is useless, and they don&#039;t really play nice with allies since they can&#039;t really be buffed. As of the end of the system&#039;s official support there were a mere dozen troops, most of which were only published in [[Adventure Path]]s.&lt;br /&gt;
&lt;br /&gt;
== [[Warhammer 40,000]] ==&lt;br /&gt;
&lt;br /&gt;
Several factions in 40K have access to swarm units, which&#039;re several models on the same base. The [[Greater Daemon]]s of [[Nurgle]]&#039;re always surrounded by a living sea of [[Nurgling]]s, and forces facing the [[Necrons]] soon learnt to fear the [[Scarab]]s they unleashed to dissolve vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Necrons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Steeds_of_Slaanesh&amp;diff=454738</id>
		<title>Steeds of Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Steeds_of_Slaanesh&amp;diff=454738"/>
		<updated>2023-05-13T21:57:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wh40k-stub}}&lt;br /&gt;
[[File:Seekers of Slaanesh.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
When a normal person looks at an anteater, they think something between &amp;quot;Aww, how cute&amp;quot; and &amp;quot;So THAT&#039;S what an anteater looks like&amp;quot;.&lt;br /&gt;
What happens when the [[Chaos God]] of [[Slaanesh|pride, perfection, and...physical sensation]] looks at one? (And oddly enough, anteaters mate without...&amp;quot;intromission&amp;quot;.) &lt;br /&gt;
&lt;br /&gt;
Why, the same thing that happens when he/she/it/they/pan looks at a [[Daemonette|lobster]]. [[/d/|Magic happens]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steeds of Slaanesh&#039;&#039;&#039; are the creatures that the Chaos God Slaanesh in the [[Warhammer Fantasy]], [[Warhammer 40000]], and [[Age of Sigmar]] (before &amp;quot;he&amp;quot; was [[Fail|kidnapped by Elves]]) universes grants to &amp;quot;his&amp;quot; highest ranked followers among the [[Warriors of Chaos|Mortal]] [[Chaos]] devotees (although only in the non-space settings, as [[Chaos Space Marines]] are too fatty in their armor to ride one) and Daemonettes. They are creatures resembling a [[Dinosaur|Raptor Dinosaur]] with no arms, no feathers, skin that constantly shifts in color, bulging black eyes, and a VERY long tongue that extends from an elongated snout. Said tongue is covered in tiny razor barbs and secretes toxins that can induce mortals into a death caused by an intense seizure-inducing orgasmic bliss. The tongue is also a VERY sensitive sensory organ which allows the Seeker to taste thoughts and emotions on the air (not chemicals, they are literally tasting your feels and wants). &lt;br /&gt;
Faster than the eye can see, possibly via time manipulation as suggested in the 8th edition Army Book, Steeds track the very souls of mortals by sensing them on the Winds of Magic that blow through all of reality and can find their desired quarry no matter where they hide.&lt;br /&gt;
&lt;br /&gt;
Steeds roam and play in fields made of silver and gold where Slaanesh faps them into being, waiting for a master to claim them and bring them to exotic locations and exciting battles with plenty of tasty feelings and souls.&lt;br /&gt;
&lt;br /&gt;
They can be found in four capacities in Slaanesh&#039;s forces: as the mounts for Daemonettes in [[Seekers of Slaanesh]], and as the teams on [[Seeker Chariots of Slaanesh|Seeker Chariots of Slaanesh, Exalted Chariots of Slaanesh]], and [[Hellflayer Chariots of Slaanesh]].&lt;br /&gt;
&lt;br /&gt;
The design of the Steeds, just as that of the Daemonettes, has been changed back and forth between model releases. V1 and V3 (current) Steeds have scaly skin, segmented undersides, more pronounced horns and claws, and an anatomy somewhere between an ostrich and a sea horse. V2&#039;s had smooth skin, fewer pointy protrusions, a sleeker outline and a more dinosaur-like posture.&lt;br /&gt;
&lt;br /&gt;
When Games Workshop first released the [[Hordes of Chaos]], the original &amp;quot;Steed of Slaanesh&amp;quot; was replaced by a new version, which essentially had the old one&#039;s head on the body of a many-tittied snake. The precise difference between the two was convoluted and never made clear, and ultimately it was discarded, being dismissed as &amp;quot;just&amp;quot; a Slaaneshi take on the generic daemonic steed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Age of Sigmar]] introduces Exalted Steeds, which appear to be much larger and thicker Steeds of Slaanesh. So far they&#039;ve only been seen used by mortals, as the mounts of the Slickblade and Blissbarb Seeker units.&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Steed 3e.jpg|3e&lt;br /&gt;
File:Steed 4e.jpg|4e&lt;br /&gt;
File:Oldschool daemonette.png&lt;br /&gt;
File:Steed art.png&lt;br /&gt;
File:Seeker.jpg&lt;br /&gt;
File:SeekersofSlaanesh.png&lt;br /&gt;
File:Steed border.jpg|thbptttttttt...&lt;br /&gt;
File:Pffbbbfttfppfffbbbttt.gif|On this episode of things that Slaanesh has that you do not want anywhere near your face...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Daemons}}&lt;br /&gt;
{{Emperor&#039;s Children}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]][[Category:Hedonites of Slaanesh]][[Category:Monstergirls]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Soul_Grinder&amp;diff=438181</id>
		<title>Soul Grinder</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Soul_Grinder&amp;diff=438181"/>
		<updated>2023-05-13T21:57:22Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
[[File:Soulgrinder.jpg|550px|right|thumb|&#039;&#039;&#039;*CLANG*&#039;&#039;&#039;]]&lt;br /&gt;
Soul Grinders are [[Daemon Engine]]s that are essentially the mascots of the Warp Forge, equal parts daemon and machine with the weaknesses of neither (no, that doesn&#039;t sound like something from another intellectual property at all), meaning that they can last forever in the material world. They&#039;re also one of the few units you can use for a Daemons army that has ranged attacks.&lt;br /&gt;
&lt;br /&gt;
So, if any daemon wants to get to be one of these babies, they have to duke it out with other aspirants near the Forge of Souls in the Warp and prove themselves worthy of becoming a [[Rip and tear|Cyberdemon]]. The winners get merged to machinery by the Forge&#039;s daemonic smiths and must take three oaths before getting let loose:&lt;br /&gt;
&lt;br /&gt;
# All the souls harvested by the Soul Grinder will be used to fuel the Forge. Okay, that&#039;s reasonable. They&#039;re Daemons after all, right?&lt;br /&gt;
# The wrecked remains of any war machines destroyed by the Soul Grinder will be offered to the Forge. Well, that&#039;s fair considering the gift of near-unstoppability they have.&lt;br /&gt;
# Should any of the Chaos Gods attack the Forge of Souls and try to rule it, the Soul Grinder must discard all of their previous loyalties and fight in its defense. Here&#039;s where some daemons might cross lines, as this effectively makes them Undivided Daemons. Badass Undivided Daemons unlike those pansy-ass Furies, but still. However, they still have to &amp;lt;s&amp;gt;buy a Mark&amp;lt;/s&amp;gt; dedicate themselves to a Chaos God. Presumably that&#039;s their day job when the forge is not under attack by a chaos god. Exactly &#039;&#039;who&#039;&#039; ran the forge was a mystery for years until [[Vashtorr]] made himself known, though [[Be&#039;lakor]] took over the forge in [[Total War: WARHAMMER#Total War: WARHAMMER_3|Total War: WARHAMMER 3]]&#039;s campaign.&lt;br /&gt;
&lt;br /&gt;
But &#039;&#039;wait!&#039;&#039; you may ask, If the Soul Grinder cannot collect souls or machine parts for themselves, then how do they advance as either Demons &#039;&#039;&#039;or&#039;&#039;&#039; War Machines? Now you&#039;re catching on! The Soul Grinder may be more powerful than they were before, but they&#039;re pretty much trapped at that new level for eternity. As it turns out Daemons have no problem fucking &#039;&#039;each other&#039;&#039; over with deals, either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On 40K Tabletop==&lt;br /&gt;
===4th and 5th edition===&lt;br /&gt;
The Soul Grinder was introduced in 4th edition when the Chaos Space Marines and Daemons were separated into their own garbage codices. It&#039;s baseline stats are pretty neat, with F/SA13, two dreadnought close combat weapons, a Harvester Cannon (which on launch was basically a shootier heavy stubber) and a Mawcannon with three optional profiles: &amp;quot;phlegm&amp;quot; or what is basically a battle cannon pie plate, &amp;quot;vomit&amp;quot; or an S+1 heavy flamer and &amp;quot;tongue&amp;quot; - the S10 AP1 shot. Tongue and phlegm had to be bought and former was just not worth it - 1 shot at BS3 was too sketchy. It might occasionally hit something but considering that it had to be deepstruck to get onto the table, you would likely get one shot before the Soul Grinder&#039;s fiery demise... which said nothing about the risk in deepstriking this model&#039;s [[Rip and Tear|HUEG GUTS]]. You would basically be relying on another squad&#039;s icon to guide you or praying a bad scatter doesn&#039;t throw your model into the bin. Worst of all was the model&#039;s cost, at over 200 pts. base and one of two HS choices in the codex.&lt;br /&gt;
&lt;br /&gt;
5th edition made Soul Grinders even more useless with Wardex Spess Muhreens fucking with deep strikes, blasting them into oblivion and even granting new HS choices--Seeker Chariots specifically--to the Daemons. The Soul Grinder would have to wait until 6th edition in order to get &#039;&#039;any&#039;&#039; use.&lt;br /&gt;
&lt;br /&gt;
===6th and 7th Edition===&lt;br /&gt;
With the coming of Fliers, the Grinder has gotten some new use, as its Harvester Cannon (now an autocannon with an extra shot and shorter range) can Skyfire, but doing so disallows the use of it&#039;s other guns. It no longer has a Mawcannon, which means you have to buy any ranged weaponry aside from its harvester; the upside is that losing a Mawcannon no longer removes all purchased weapon profiles, so there&#039;s that. The old Vomit profile is now called &#039;Baleful Torrent&#039; and is identical save for gaining torrent, Phlegm Bombardment is Ordnance as opposed to heavy and the Tongue profile is now called &#039;Warp Gaze.&#039; The dreadnought close combat weapon gets renamed in the new Codex to an &amp;quot;[[Daemon Weapon#Iron Claw|Iron Claw]]&amp;quot; and additionally, you can give it a [[Daemon Weapon#Warpsword|Warpsword]], striking at the model&#039;s basic strength with AP3, but it also grants the grinder another attack, plus a back-up CC weapon. Since 6th Ed, it &#039;&#039;has to&#039;&#039; be dedicated as a Daemon to one of the Gods, which comes with specific benefits as listed in the Codex. Being a Daemon of Khorne gives it Furious Charge, Tzeentch lets it re-roll 1s on its 5++ save,  Nurgle grants it Shrouded as well and Slaanesh gives it fleet, +3&amp;quot; to running distances and rending.&lt;br /&gt;
&lt;br /&gt;
Tactically speaking, most players prefer to roll with a Nurgle Grinder equipping Phlegm Bombardment with the occasional Torrent and rarely Warp Gaze; the reasoning here is that this shores up the Daemons&#039; lack of ranged support by providing a camping artillery walker with slow and purposeful. Others have found it useful as a close combat walker in dedication to Slaanesh; this build is done with Baleful Torrent and a Warp Sword and is ideal as a support unit in an allied daemons detachment. Let&#039;s put it this way, not much can stand up against 6 S10 AP2 rending attacks on the charge, especially not after a scorching from Baleful Torrent; additionally, the Grinder&#039;s armour allows it to survive a jog across a battlefield mostly intact. Khorne Grinders had the cheapest point cost (that of the old Soul Grinder cost), making it ideal for players that favor swarm tactics. For the distant few that want a vanilla Soul Grinder for fun, [[homebrew]] logic suggests using Khorne Grinder rules while subtracting Mark of Khorne and Furious Charge.&lt;br /&gt;
&lt;br /&gt;
===8th Edition===&lt;br /&gt;
Well things have changed a bit now, haven&#039;t they? Now the Soul Grinder has the vehicle keyword, T8, 14 wounds and a 3+ armour save - neato! The downside? It&#039;s heavy weapons are at -1 to hit when you move for 5+ which sucks and you want to be on the move to smash things in close combat. Its close combat weapons have more use now instead of Iron Claw backup to somewhat drive home the idea that the Soul Grinder needs to be in close combat.&lt;br /&gt;
&lt;br /&gt;
==On WFB Tabletop==&lt;br /&gt;
It&#039;s one of the only artillery weapons Daemons get, and for that, it works pretty well.&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Daemons]][[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slaughterbrute&amp;diff=433383</id>
		<title>Slaughterbrute</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slaughterbrute&amp;diff=433383"/>
		<updated>2023-05-13T21:56:09Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:99120201021_WoCSlaughterbrute01.jpg|240px|right|thumb|A creature filled with so much [[Rage|rage]] it is baffling that it wasn&#039;t a creature aligned to [[Khorne]] from the start.]]&lt;br /&gt;
{{Topquote|A Slaughterbrute is a hulking monster of muscle and aggression. Such a creature cannot be broken by conventional means, and those foolish enough to try are torn apart and eaten for their efforts. The Slaughterbrute is the epitome of violence. It possesses four front arms of differing sizes, a muscular body, a triplex tongue, whilst its massive head shows a cluster of eyes and multiple rows of teeth. It possesses skin that is chitinous, creased and spiked, and the creature stands on hoofed feet. Chaos icons, a ritual dagger of binding, and various weapons skewer into its back.|[[Games Workshop]]}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Slaughterbrute&#039;&#039;&#039; is a monstrous, ape-like, blood-crazed mass of spikes, fangs and muscles native to the Realm of [[Chaos]]. It is occasionally bound to the service of the [[Warriors of Chaos]], requiring arduous magical rituals involving repeated impalement with enchanted blades, subduing its mind and linking it to the will of a controlling [[Chaos Champion]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Though some champions control a Slaughterbrute through the movement of a marionette, most are able to manipulate the creature through surpassing force of will; controlling its every action as if they were their own. Under such dominion, a monster that would otherwise lash out with blind fury, instead strikes with the skill of a warrior born. Every sweep of its over-muscled arms leaves behind a trail of broken and mangled bodies; every bite from its massive jaws rips another enemy in half.&lt;br /&gt;
&lt;br /&gt;
However, if the Slaughterbrute’s puppeteer should ever be slain, the magical shackles binding the monster will sever. Unbound, a Slaughterbrute reverts to its natural state, and a red haze descends that makes no distinction between friend and foe. To a Slaughterbrute free of enslavement, everything it sees is prey to be crushed, stomped, and ripped apart. The only way to halt the resultant rampage is to hack the beast down, and few warriors are up to such a task.&lt;br /&gt;
&lt;br /&gt;
The Slaughterbrute used to not be aligned to any of the [[Chaos God]]s, but as of 2017, it became aligned to [[Khorne]].&lt;br /&gt;
&lt;br /&gt;
The Slaughterbrute was introduced in late 7th edition/early 8th edition, and shares a model basis with the [[Mutalith Vortex Beast]].&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Daemons}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Blades of Khorne]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slaanesh_Subjugator&amp;diff=433167</id>
		<title>Slaanesh Subjugator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slaanesh_Subjugator&amp;diff=433167"/>
		<updated>2023-05-13T21:55:49Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SubjugatorArt.jpg|246px|right|thumb|And you thought the Lord of Skulls looked bad…]]&lt;br /&gt;
{{fail}}&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
The &#039;&#039;&#039;Slaanesh Subjugator&#039;&#039;&#039; or &#039;&#039;&#039;Subjugator Titan&#039;&#039;&#039; is a [[Daemon Engine]] of [[Slaanesh]]. It is infamous for being one of the [[Herp|most stupidly designed]] Chaos vehicles which is a [[Blood Reaper|colossal feat]] [[Doom Blaster|on its own]] [[Death Dealer|especially when]] [[Contagion|you consider]] [[Nurgle Plague Tower|the pure stupid]] [[Lord of Skulls|this thing must compete with]]. This is mainly due to the awkward motion of its combat claws, whose rigid articulation means it has the range of motion of an injured crossfitter in a straightjacket. You may ask what the problem is - Chaos isn&#039;t meant to make sense, after all. Well, that &#039;&#039;may&#039;&#039; be true, the problem stems from the simple fact that this thing is almost as big as a [[Titan (Warhammer 40,000)|Titan]]. So this means that the claws are extremely limited and are only useful against other Titans, and even then there are much better CQC weapons available than fucking claws. [[Tl;dr]] the claws are fucking useless. And this is without getting into the fact on how stupid it looks, resembling more of a mutated chicken with painful non-rotating weapons that completely betray the aesthetics of fine beauty and elegance of Slaaneshi constructs.&lt;br /&gt;
&lt;br /&gt;
Ranting aside, while the Subjugator may look [[Fail|ridiculous (in a bad way)]], it is not without a few perks. This giant walker is incredibly swift and is able to move quickly whilst still able to use its weapons meaning that it is one of the few super-heavies that can fire on the move rather than needing to stop. This construct is then armed with both titan-grade sonic weapons such as the [[Doom Siren]] and [[Blastmaster]], as well as the psychically-powered [[Tormentor Cannon]]s that unleash the energy within the walker to kill the victims with unbearable agony, leaving their bodies charred by the twisted energies. The stupid looking and impractical claws are called the [[Daemon Weapon#Hellslicer Battle Claw|Hellslicer Battle Claws]]. Oh yeah, and it is as [[Herp|tough as a]] [[Dreadnought]], seriously you would think that something the size of a Titan could be expected to survive a Guardsmen chucking a Krak grenade at its crotch. [[Fail|So much for a Daemon Engine]].&lt;br /&gt;
&lt;br /&gt;
According to [[GeeDubs]], the Subjugator is quote-unquote, [[What|&amp;quot;As hard as it is to believe, it is even more skilled in close combat&amp;quot;]]. Yes, it is hard to believe. Maybe they shouldn&#039;t play themselves like this in the flavour text.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 19.5m&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 1-1.2 kilotonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 0-1 crew; approx&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SlaaneshSubjugator.jpg|If you let Pin-Head build his own AT-ST you get this Beautiful Monster.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Epic 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
[[Category:Old school]]&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
[[Category: Walkers]]&lt;br /&gt;
[[Category: FAIL]]&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
&lt;br /&gt;
{{Emperor&#039;s Children}}&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skulltaker&amp;diff=431919</id>
		<title>Skulltaker</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skulltaker&amp;diff=431919"/>
		<updated>2023-05-13T21:55:23Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Skulltaker8th.PNG|300px|thumbnail|right|[https://www.youtube.com/watch?v=x7KK7bXJV2c TOASTY!!!]]]&lt;br /&gt;
Skulltaker is the greatest of Khorne&#039;s bloodletters, though like Ku&#039;gath Plaguefather, his personality differs greatly between 40k and Fantasy.&lt;br /&gt;
&lt;br /&gt;
==40k: The Ragemonster==&lt;br /&gt;
&lt;br /&gt;
The moment Khorne created him was also the day he scored his first kill by slaying the first creature he met via chopping off its head. That creature was another Bloodletter.&lt;br /&gt;
&lt;br /&gt;
After scoring his 888th skull for the Skull Throne, Khorne promoted U&#039;Zhul to the rank of Sacred Executioner, and thus he earned his moniker of Skulltaker, swelling in size, and his blade growing in power.&lt;br /&gt;
&lt;br /&gt;
Skulltaker is extremely competent and dead serious when it comes to fighting (and that&#039;s saying something about him, as Bloodletters treat war and slaughter as serious business). When the fighting is extreme, and the slaughter is immense, he will walk the battlefield looking for exceptionally powerful warriors and challenge them to manly combat one on one. Those who flee are immediately murdered, and those who stand their ground are murdered at a much slower rate, as Skulltaker likes to toy with his prey like a cat before killing it. Skulltaker is a master duellist beyond and above the capabilities any other Bloodletter could possibly achieve. The daemon cuts off his adversary&#039;s limbs, and when they&#039;re reduced to a helpless, limbless mass, grabs their heads and utters the eight Words of Sacrifice. This wreaths his victim&#039;s head in magical flames that burn away their flesh; sparing only a bare skull that he throws into a sack he carries, along with the other skulls he collected while fighting. He&#039;ll often lift said skulls up in the air for everyone to see them.&lt;br /&gt;
&lt;br /&gt;
After a battle, he returns to Khorne&#039;s Brass Citadel to give the skulls he collected as offering to the Blood God. Most of them Khorne collects, but the skulls of the most exceptional of opponents he lets Skulltaker keep as personal trophies that he sews into his cloak.&lt;br /&gt;
&lt;br /&gt;
[[File:Skulltaker.jpg|200px|thumb|right]]&lt;br /&gt;
The Bloodletter&#039;s achievements are as follows:&lt;br /&gt;
* Slaying a quarter of the Grey Knight Brother Captains during the First War for Armageddon. Even though this only adds up to two, this is still enough to seal his status as total badass since he&#039;s a daemon that killed two experts at daemon-slaying.&lt;br /&gt;
* Slaying the Ork Warboss Grimsnag Urk and his Mega Armoured Nobz on Agripina-6.&lt;br /&gt;
* Slaying 17 Eldar Exarchs on Haranshemash (seems they gravely underestimated him).&lt;br /&gt;
* Dueled [[Castellan Crowe]] for SEVERAL HOURS (keep in mind that the Grey Knight &amp;lt;strike&amp;gt;cheated&amp;lt;/strike&amp;gt; &#039;&#039;evened the handicap&#039;&#039; by throwing super-special holy water at Skulltaker before the duel).&lt;br /&gt;
* Dueled [[Doom|DoomGuy]] for SEVERAL DAYS (48 to be precise) doom guy considered it more of a sparring match and warm up, but would gladly do it again, ad infinitum.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy: The Honourable Warrior==&lt;br /&gt;
Skulltaker in Warhammer Fantasy is strikingly different than his 40k counterpart in one very notable way: you make him go away by ignoring him. Seriously.&lt;br /&gt;
&lt;br /&gt;
In Warhammer Fantasy, when he is not campaigning, Skulltaker roams about on the back of Kuhl&#039;tyran, his Juggernaut, and seeks out mighty fortresses and strongholds, either in the Realm of Chaos or in the mortal plane. When he finds one, he calls out those inside, throwing challenge after challenge until one of them get fed up with the jackass (presumably for not letting them sleep) and leaves to shut him up. This is always a terrible idea; Skulltaker knows every possible weakness of their opponent, and after saluting them for being brave enough to challenge him (and dismounting from his Juggernaut so that it will be a fair fight), he will break/cleave their limbs, before gripping their skull, burning their flesh off with magical flames that emerge from his fingertips, before ripping the clean bone away from their corpse with a single practiced twist.&lt;br /&gt;
&lt;br /&gt;
Once he fells his initial opponent and throws their skull into his trophy sack, Skulltaker resumes challenging those who remain, striking down any further challengers, until there&#039;s either nobody left, or he grows bored, after which Skulltaker leaves.&lt;br /&gt;
&lt;br /&gt;
This makes Skulltaker one of the easiest Daemons to deal with, as despite being the greatest of Khorne&#039;s Bloodletters, Skulltaker actually cares about consent, weirdly enough. He wants a challenge; tales of martial prowess and rumour of mighty combatants draw him towards anybody who might give him some kind of fight, and he will not fight anyone who refuses to accept his duel to the death. There&#039;s nothing to lose but ego (and possibly sleep assuming he yells loudly enough) if you ignore him, so if you put up with the annoyance, he&#039;ll leave eventually.&lt;br /&gt;
&lt;br /&gt;
The only time Skulltaker is ever recorded as having lost is when he challenged Sigmar himself in the World&#039;s Edge Mountains. Supposedly the duel lasted for three days without pause, but ultimately Sigmar stood triumphant, banishing the daemon and leaving him a permanent scar. Because of this, Skulltaker takes great pleasure in targeting challengers from the Empire specifically, after all, he has a very long memory and little desire to grant forgiveness.&lt;br /&gt;
&lt;br /&gt;
Skulltaker&#039;s cloak in Warhammer Fantasy also has a special function besides ego: with every skull added to it, he inherits a portion of his enemy&#039;s strength. Because of this, he only keeps the skulls of mighty opponents, ones who could give him a satisfactory fight or a close call, and all others he gives to Khorne. These skulls he truly cherishes, and he&#039;s always looking for more to add to his cloak.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DaemonsSkulltakerMain 445x319.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Blades of Khorne]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skull_Cannon&amp;diff=431844</id>
		<title>Skull Cannon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skull_Cannon&amp;diff=431844"/>
		<updated>2023-05-13T21:53:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Skull_Cannon.jpg|250px|right|thumb|Khorne&#039;s Wrath [[Wat|now has range]] ]]&lt;br /&gt;
The [[Skull Cannon (Weapon)|Skull Cannon]] is a Daemon Engine used by the Daemon Legions of Khorne. The means of its creation are unknown, but it seems that the chariot itself is a daemon, whose bloodlust equals that of its pilots. It fires skulls at his enemies, which [[Awesome|are so full of Rage they catch fire]]. Although it is an artillery piece, it is still a daemon of Khorne, so is no slouch in melee: its vicious spikes rend flesh and break bone, and it crushes any enemy infantry foolish enough to try to try to assault it, while its pilots claim skulls for [[Khorne]] with their Hellblades. In fact, it&#039;s in melee where the Cannon obtains its ammunition: it munchs on its fallen victims with his half metal half flesh mouth, then takes their skulls and shoots them. So, it&#039;s a war machine that wants to be close and personal: you can say that Khorne doesn&#039;t truly understand the concept of a cannon... Or how wheels even work...&lt;br /&gt;
&lt;br /&gt;
Although [[Khorne]] is the god of [[RAGE]], he is also the god of battle, and his daemons are among the most disciplined of the Legions of the Warp (outside of melee at least). When his legions finally break formation and charge into melee to [[RIP AND TEAR]], Skull Cannons will provide covering fire and claim skulls.&lt;br /&gt;
&lt;br /&gt;
== On the tabletop ==&lt;br /&gt;
[[File:Skull_Cannon_GW.jpg|250px|right|thumb|The GW photo]]&lt;br /&gt;
===Fantasy===&lt;br /&gt;
The Skull Cannon is very mobile for a war machine, because it can move and still shoot. And because these are Flaming Attacks (the blazing skull things, remember), it&#039;s particularly good against big regenerating Monsters or Treemen. Very good, particularly for Chaos, that has very little in the way of shooting, and Khorne, that has basically none.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Here is where this contraption is truly a thing of Khorne: the cannon WANTS to go to melee, because if it kills something with his chariot mouth (some like a 40-50% chance of it happening) it can make an extra shot right there and then. And you can even shoot a different unit that the one you&#039;re fighting, madness, I tell you! And with 7 wounds and 4+ save the Cannon can take some abuse, too, so it isn&#039;t shy of combat. Unless you need it to kill some inaccesible crucial unit, guide it to the biggest blob you can see, because it also gets +1 to hit with its shoot against units with 10+ minis. Dangerous and versatile, it won&#039;t let you down if you use your head with it (wink wink).&lt;br /&gt;
&lt;br /&gt;
===40k===&lt;br /&gt;
Rules-wise, the Skull Cannon is an open-topped Chariot [[Derp|with a transport capacity of 0]], BS 5, 3 HP and AV 12/12/10. It has the usual Daemon of Khorne and Deep Strike rules, and Gorefeast and a Skull Cannon. [[Awesome|All of this for the cost of a Maulerfiend]].&lt;br /&gt;
&lt;br /&gt;
The Gorefeast rule means that when the chariot inflicts 1 or more unsaved wounds with its Hammer of Wrath hits, roll a d6. On a 4+, it regains 1 Hull Point.&lt;br /&gt;
The Skull Cannon itself has 36 inch range, S8, AP5, Heavy 1, Dreadskulls, Ignores Cover and is a Large Blast.&lt;br /&gt;
The Dreadskulls rule is fantastic, and essential for basically any infantryspam Khorne armies. It reads: &amp;quot;Place a marker on each unit that takes one or more hits from this weapon. Any friendly Daemon unit that charges a unit so marked does not suffer the Initiative penalty when charging through difficult terrain.&amp;quot; Remember how one of the main flaws of Khornate daemons was lack of assault grenades [[Warp Talons|on a]] [[Mutilators|dedicated]] [[Bloodletter|assault]] [[Derp|unit]]?&lt;br /&gt;
Yeah, that problem&#039;s solved.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Blades of Khorne]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skreech_Verminking&amp;diff=431214</id>
		<title>Skreech Verminking</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skreech_Verminking&amp;diff=431214"/>
		<updated>2023-05-13T21:53:42Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Verminking.jpg|thumb|right|400px|Skreech Verminking, looking more like a goat than a rat.]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Skreet Verminkin]], who is some random nobody Warlord who&#039;s never done anything cool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skreech Verminking&#039;&#039;&#039; is a [[Warhammer Fantasy]] character, specifically a [[Verminlord]] special character who appears in &amp;quot;nu-[[White Dwarf]]&amp;quot; #49, and in [[The End Times]]: [[Thanquol]] and subsequently [[Age of Sigmar]].&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Whereas most Verminlords are explicitly compared to Greater [[Daemon]]s, Skreech Verminking shares more in common with a [[Daemon Prince]] in that his essence was originally mortal. When the [[Skaven]] first warred against [[Nagash]], the Council of Thirteen eventually managed to slay the ambitious founder of necromancy. Though initially Impressed by this, the [[Horned Rat]] got pissed when the Skaven went right back to their petty rivalries instead of claiming dominion of the world. In rage, he plucked those Lords of Decay from the mortal world and threw them into a dark pit in his realm, where they languished for centuries. In the pit, they could do nothing but blame each other and feed on the scraps of failed plot thrown at them by the Horned Rat. Eventually, the horned one realized that they had still accomplished much, so he dug them out of the pit. By this point they were a horrible mewling mass of 12 rats fused into one, so he blasted the twelve Lords of Decay with a single searing bolt of black warp-lightning, sweeping up their souls and merging them into a singular entity. Thus was born Skreech Verminking, greatest of all verminlords, the purest representation of all the spiritual aspects of Skavendom and truest avatar of the Horned Rat. Not only does this make him a disturbing parallel to [[God-Emperor|a certain gestalt leader]], he&#039;s also a subtle reference to the Rat King, both the Nutcracker villain &#039;&#039;and&#039;&#039; the disgusting real-life occurrence (the latter is gross; essentially a bunch of rats have their tails stuck together by tree sap, hair, or some other kind of sticky or entangling substance but thankfully this is very rare, real rats are nothing like Skaven and take care of their young quite well and they even appear to take care of the rat king themself bringing them food, wich if you think of it is the most non-skaven thing to do.).&lt;br /&gt;
&lt;br /&gt;
And of course, only the greatest of Skaven could summon the greatest of Verminlords: Thanquol. Together, the two lay waste to Nuln and eventually Skreech tells the psychotic Grey Seer to make parley with [[Archaon]], leading to the creation of the &#039;&#039;Grand Legion of the Everchosen&#039;&#039;. From there...they just got forgotten. According to [[Josh Reynolds]], he and Thanquol manage to relocate [[Skavenblight]] into the Warp...which half-fails. But at least they survive to see the coming of [[Age of Sigmar|their god&#039;s rising]]. Most importantly of all, he has a whole bunch of [[Hat|horns]].&lt;br /&gt;
&lt;br /&gt;
Some have theorized he is the Verminlord known as “[[The Screaming One]]” from [[Blood In The Badlands]], but since TSO was already in the world whereas it took Thanquol’s immense power in End Times to summon Skreech, its unlikely.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
On the tabletop, Skreech Verminking has the exact same attributes as any Verminlord, but costs a good 150 points more. His &amp;quot;affinity spell&amp;quot; (the automatic spell he starts with and which he can re-roll failed casting attempts for) is The Dreaded Thirteenth Spell, and he wields the Doom Glaive (Multiple Wounds D3) and Plaguereaper (Always Strikes First) magic weapons, though he only benefits from one in each Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Skaven]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Silver_Tower_of_Tzeentch&amp;diff=427163</id>
		<title>Silver Tower of Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Silver_Tower_of_Tzeentch&amp;diff=427163"/>
		<updated>2023-05-13T21:52:00Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
[[File:SilverTowers.jpg|300px|left|thumb|Are the [[Space Wolves|Space Furries]] fucked? Hell yeah they are fucked! Also, one of the only times art has shown the presumed giant exterior guns of an Imperial ship firing]]&lt;br /&gt;
&lt;br /&gt;
[[File:Silver Towers.png|200px|right|thumb|No this is not a level in Super Mario Galaxy.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Silver Tower of Tzeentch&#039;&#039;&#039; (AKA the flying [[Video game|Super Mario Level]]) is a [[Daemon Engine]] of [[Tzeentch]], the Dark God of Sorcery. A Silver Tower as you can imagine from its nickname is ridiculous. The only reason why it avoids the stamp of [[Fail]] unlike half of [[Khorne]]&#039;s Daemon Engines is because it comes from Tzeentch who is known to not give a flying fuck on making sense, so it can afford to look as bizarre as possible. The flying Mario Level is a collection of stunningly beautiful, intricately carved towers resting upon a circular disc; it floats above the battlefield supported by nothing but sorcery. Each Silver Tower is subtly different in its creation, yet all are disturbingly beautiful, with fine snouts of weird, magically-powered weapons studding forth from their walls. Each tower is full of dozens of Tzeentchian [[Thrall Wizards]], who all focus their powers to [[Powergamer|rain magical destruction upon the foes of their master below.]] The Thrall-wizards do not control the tower itself, as it is controlled by a trapped daemon of Tzeentch, this meaning that if the thralls are all slain, then the tower can simply retreat to gather more.&lt;br /&gt;
&lt;br /&gt;
In addition to its considerable offensive capability, a Silver Tower is protected by powerful wards which form a wall of energy shielding not only the Tower itself, but also other nearby allied vehicles and infantry.&lt;br /&gt;
&lt;br /&gt;
Though the Silver Towers as of the &#039;&#039;&#039;Wrath of Magnus&#039;&#039;&#039; expansion for Warzone: Fenris look more appropriate for a creation of Tzeentch; Gigantic, mutated and fleshy looking constructs with scary faces. They are also arguably the largest Daemon engines seen, big enough to rival [[Imperial Navy|Imperial ships]] and vast enough to have their own &#039;Warpfleets&#039;. Seriously talk about a modern facelift, now these Flying Mario Levels can be taken as an actually frightening piece of constructs once more.&lt;br /&gt;
&lt;br /&gt;
The updated Silver Towers appear in [[Battlefleet Gothic: Armada II]] as background props.&lt;br /&gt;
&lt;br /&gt;
The Silver Towers exist in [[Age of Sigmar]], serving as the strongholds of the nine [[Gaunt Summoner of Tzeentch|Gaunt Summmoners of Tzeentch]]. This serves as the setting for [[Warhammer Quest: Silver Tower]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 15-20km; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 144-196 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 12-72 crew; approx&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
The Silver Tower&#039;s weapon systems are powered by the [[Thrall Wizards|Thrall-wizards]] that operate within the tower. These [[psyker]]s power the tower&#039;s many weapons using the power of the [[Warp]], and thus all weapons used by the tower fire beams of pure Warp energy at their targets. Each Silver Tower is usually armed with at least a single turret-mounted [[Beam of Power]] weapon which serves as the tower&#039;s primary offensive weapon. It is powerful enough to engage and destroy enemy armoured vehicles. The tower is also armed with several other turret-mounted weapons known as [[Bolts of Change]]. These weapons are not as powerful as the [[Beam of Power]] weapon, but instead feature a [[Dakka|higher rate of fire]] than the tower&#039;s main weapon. The [[Bolts of Change]] are fired in volleys, and the number of shots fired from the tower&#039;s secondary weapons is always random, as befitting the Lord of Change.&lt;br /&gt;
&lt;br /&gt;
The exact number of secondary cannons mounted on the construct are unknown to the [[Inquisition]], though the number may simply be different from one Silver Tower to the next, as befitting the randomness and love of change for its own sake of Tzeentch.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Battlefleet Gothic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Fleets of Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Thousand Sons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Ships]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Flyers]]&lt;br /&gt;
&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
[[Category:Epic 40,000]]&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Shalaxi_Helbane&amp;diff=423346</id>
		<title>Shalaxi Helbane</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Shalaxi_Helbane&amp;diff=423346"/>
		<updated>2023-05-13T21:51:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shalaxi Helbane.jpeg|thumb|I&#039;ve seen enough hentai to know [[/d/|where]] this is going (since Shalaxi&#039;s a Slaaneshi daemon, it might even be true)]]&lt;br /&gt;
&lt;br /&gt;
One day, Slaanesh looked at how all the other Chaos Gods had their own Greater Daemon special characters. Since [[N’kari]] is a nonentity at this point, he/she/it created &#039;&#039;&#039;Shalaxi Helbane&#039;&#039;&#039;, a [[Keeper of Secrets]] made &#039;&#039;specifically&#039;&#039; to [[rape|peg]] the champions of other Gods, with [[Bloodthirster]]s getting the absolute brunt of it. To this end, Slaanesh also gave Shalaxi [[/d/|a cloak with tassels that lengthen and morph into tentacles to ensnare its opponents]].&lt;br /&gt;
&lt;br /&gt;
It has done this numerous times, and the almighty goat has fought [[Skarbrand]] himself twice, both times &amp;lt;s&amp;gt;Shalaxi got cockblocked&amp;lt;/s&amp;gt; the forces of Order interrupted the duel, making Shalaxi more eager than ever to best their nemesis. Despite this, Shalaxi still doesn&#039;t have the plot armor necessary to best GW&#039;s pet Chaos faction, and was banished into the Warp by the [[Grey Knights]] during a confrontation, which greatly displeased Slaanesh and threw them into the Palace of Punishments &amp;lt;s&amp;gt;, dayum&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Eventually, Slaanesh thought the torments were enough, and dispatch Shalaxi to stop and destroy the [[Ynnari]] by any means necessary. So far, they&#039;ve assembled an army of daemons and mortals to help them in this, and is having a blast proverbially fucking with the Ynnari.&lt;br /&gt;
&lt;br /&gt;
This all came to a head in the Battle of Iathglas, where a colossal battle between Shalaxi&#039;s and the Ynnari&#039;s armies. A gigantic battle ensured in the climax where the best of the Ynnari was gathered for a duel with Shalaxi, and it seemed like they were beating them, but turned out it was just a very powerful &amp;quot;glamour&amp;quot; (an illusion strong enough that it seemed like it was a solid entity) to test their strength and a bit of a flex on how powerful they truly were. [[Just as planned|This was all a trick]] and Shalaxi left after a laugh, [[troll|proclaiming that the Ynnari were just small fry to them and not worth their time]], putting into perspective on:&lt;br /&gt;
&lt;br /&gt;
*How powerful Shalaxi actually is and that even at their best, the Ynnari probably wouldn&#039;t be able to withstand them personally taking to the field.&lt;br /&gt;
*How overpowered/inconsistent the Grey Knights are in fluff.&lt;br /&gt;
&lt;br /&gt;
Of course, there&#039;s also the possibility that Shalaxi was just straight up lying.&lt;br /&gt;
&lt;br /&gt;
Other than this, they are known for their fabulous hair reminiscent of David Bowie.&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category: Hedonites of Slaanesh]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Seekers_of_Slaanesh&amp;diff=420198</id>
		<title>Seekers of Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Seekers_of_Slaanesh&amp;diff=420198"/>
		<updated>2023-05-13T21:51:05Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seeker Of Slaanesh.jpg|thumb|right|400px|One may wonder how the [[Daemonette|Daemonettes]] manage to stay on such skinny and lithe creatures. Well the secret is that the [[/d/|beast has horns on its ridges to...you know...&#039;connect&#039; to the Daemonette&#039;s crotch...]]]]&lt;br /&gt;
Seekers of Slaanesh are [[Slaanesh|Slaanesh&#039;s]] cavalry, made up of [[Daemonettes]] and [[Steeds of Slaanesh]].&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;Riders of Slaanesh&amp;quot;, &amp;quot;Disciples of Decadence&amp;quot;, and &amp;quot;Darkling Delighters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
During 6e, they were temporarily renamed &amp;quot;Mounted Daemonettes&amp;quot;, mostly due to the way the [[Steeds of Slaanesh]] were initially portrayed during the [[Hordes of Chaos]] era.&lt;br /&gt;
&lt;br /&gt;
===Fluff===&lt;br /&gt;
Seekers are Daemonettes that have shown promise in some way, and been allowed to the fields where Steeds roam to select and train a mount. The lucky Daemonette finds itself in good company, as the &amp;quot;playful&amp;quot; games of the Seekers are far more thrilling than those of ordinary Daemonettes. Gathering in bands of merry riders, they select an extraordinarily unfortunate soul and pursue them across reality wherever they go, just fast enough to stay on their heels before suddenly vanishing at the point of exhaustion for the victim and playing as if they have found them again when it can continue on. They continue to do this however long it takes until the victim goes insane from fear, be it days or years, and they finally surrender. The riders are inevitably disappointed that the game has come to an end and slay them to take their soul back to the [[Palace of Pleasure]] for an eternity as a torture victim for the ever-growing number of Daemonettes and [[Daemon Prince|Daemon Princes]] within.&lt;br /&gt;
&lt;br /&gt;
===On The Tabletop===&lt;br /&gt;
====[[Warhammer Fantasy]]====&lt;br /&gt;
Steeds of Slaanesh are the fast cavalry option for the [[Daemons of Chaos]] army. While they aren&#039;t as useful as [[Fiends of Slaanesh]] as hard-hitters in a monotheistic army, they require less points to get the full use making them a good budget investment. [[Warriors of Chaos]] have an analogous unit called the [[Hellstriders of Slaanesh]] as well.&lt;br /&gt;
&lt;br /&gt;
====[[Warhammer 40000]]====&lt;br /&gt;
Seekers of Slaanesh are quite popular in 40k Daemon armies due their ability of being &amp;quot;Like Daemonettes, but even better&amp;quot;.&lt;br /&gt;
They are faster and have more attacks, and while they do cost more, that extra-cost is negligible for the advantages they bring on the table.&lt;br /&gt;
The disadvantage is that they are susceptible to dangerous terrain tests (forcing you to bring and Herald with them, and taking the Locus of Grace instead of the amazing Locus of Beguilement).&lt;br /&gt;
&lt;br /&gt;
====[[Age of Sigmar]]====&lt;br /&gt;
Seekers of Slaanesh hold the place for the single fastest unit in the game (not considering teleporting units, of course).&lt;br /&gt;
They are not just fast, they are stupidly fast. They also hit reasonably hard, especially when buffed, and so are commonly use to &amp;quot;snipe&amp;quot; annoying enemy units (such as artillery, ranged units, wizard and/or heroes) before they can do their thing.&lt;br /&gt;
It&#039;s not uncommon for them to be able to completely dodge poorly placed frontline units and straight up assault the very units they were trying to protect.&lt;br /&gt;
&lt;br /&gt;
====[[The 9th Age]]====&lt;br /&gt;
Now called &amp;quot;Mounted Sirens&amp;quot;, Steeds are now a balanced option and are something to be taken alongside Fiends rather than an alternative choice. Due to T9A Daemons giving greater incentives to monotheistic armies, players playing a &amp;quot;Lust&amp;quot; AKA Slaaneshi army list will invariably take them. Players going for a mixed army still will want to choose between them or Fiends.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Seeker Of Slaanesh Art.png&lt;br /&gt;
Image:Seekers of Slaanesh.jpg&lt;br /&gt;
Image:Gen 1 Daemonettes.jpg|The original Seeker of Slaanesh artwork, created by [[Tony Ackland]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Daemons}}&lt;br /&gt;
{{Emperor&#039;s Children}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]][[Category:Hedonites of Slaanesh]][[Category:Monstergirls]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Seeker_Chariots_of_Slaanesh&amp;diff=420169</id>
		<title>Seeker Chariots of Slaanesh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Seeker_Chariots_of_Slaanesh&amp;diff=420169"/>
		<updated>2023-05-13T21:50:43Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Seeker Chariots.jpg|270px|right|thumb|Time to whip up some boys Girl Pals!]]&lt;br /&gt;
When the [[Daemon]] armies of [[Slaanesh]] need something with a little more oomph to their cavalry forces than [[Seekers of Slaanesh]], they hitch two [[Steeds of Slaanesh]] to a chariot. When ridden by a Herald, it is called an Exalted Seeker Chariot of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;Shrieking Shandredhans&amp;quot;, &amp;quot;Glorious [[Doomrider|Doomriders]]&amp;quot;, and &amp;quot;Pallid Vanguards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Seeker Chariot of Slaanesh==&lt;br /&gt;
&lt;br /&gt;
===Fluff===&lt;br /&gt;
[[File:Seekerchariot.jpg|thumb|right|300px|Its basically a Chaos lawnmower.]]&lt;br /&gt;
The chariot is designed to be &amp;quot;appreciated&amp;quot; in motion as an abomination of shifting shapes due to the bizarre structure of the wheels and the polished metal of the vehicle itself casting reflections and shadows that strain the sanity of the viewer. The axles cause a screeching noise that is appreciated by [[Daemonettes]], but is a nightmarish cacophony to everything else (so [https://youtu.be/2CTbycx2Pfo power electronics] wheels). The Daemonettes aboard are comfortable with the movement and literally dance back and forth as the cart jostles across terrain, slashing at foes and enjoying the ride every inch of the way. The spiked bottom of the cart and the blades on the wheels turn the vehicle into a thresher that runs over foes.&lt;br /&gt;
&lt;br /&gt;
===On The Tabletop===&lt;br /&gt;
====[[Warhammer Fantasy]]====&lt;br /&gt;
Seeker Chariots are an upgrade from Seekers of Slaanesh, and aren&#039;t special enough to really merit much discussion otherwise. More expensive in points, slightly more killy, fulfills the same role. Take it if it suits you, or skip it in favor of Fiends of Slaanesh the same as you would Seekers.&lt;br /&gt;
&lt;br /&gt;
====[[Warhammer 40000]]====&lt;br /&gt;
Seeker Chariots are very cheap suicide units. They are fragile to both ranged and melee, but they shine when making Hammer of Wrath attacks. If you manage to pull off a charge, they can do some serious damage. They are also one of the cheapest way to complete the Grand Cavalcade formation, which buff their HoW attacks even further. Just don&#039;t expect to be able to pull off a charge all that often, they are more like a mini version of the [[Distraction Carnifex]].&lt;br /&gt;
&lt;br /&gt;
====[[Age of Sigmar]]====&lt;br /&gt;
A cheap and convenient way to deal Mortal Wounds, but only against infantry (and cavalry with smaller bases). Since you don&#039;t generally need Mortal Wounds against mass infantry, Chariot really shine against elite mono-wound infantry.&lt;br /&gt;
Don&#039;t be afraid to retreat them from combat to use their impact ability again, they really don&#039;t deal that much damage in continuous combat.&lt;br /&gt;
If you need a fast Hero to complete your army, a Herald on Seeker Chariot is quite a good solution. They are fast, cheap, versatile and their big base will give you quite a good Locii triggering range.&lt;br /&gt;
&lt;br /&gt;
====[[The 9th Age]]====&lt;br /&gt;
Same as Fantasy, take them as an alternative to Steeds. They got even more destructive with a buff however, but as they only exist in a Unit of one they actually become the superior Hammer than a Unit of Seekers. If the Fast Cavalry rule is what you need, or if you intend to use a larger Unit or a Herald in a bunker, go with Steeds. If you need something that hits hard with some staying power, use Fiends. But if you need something fast that can bring the pain, Chariots are the way to go.&lt;br /&gt;
&lt;br /&gt;
==Exalted Seeker Chariot of Slaanesh==&lt;br /&gt;
[[File:Exalted Seeker Chariot.JPG|thumb|right|300px|An excessive amount of blades you say? Why not?]]&lt;br /&gt;
===Fluff===&lt;br /&gt;
Exalted Chariots are Seeker Chariots that carry a [[Daemonette#Herald of Slaanesh|Herald of Slaanesh]]. They are much larger (literally being made of two Seeker Chariot model kits), with four Steeds and three Daemonettes as crew while the Herald brandishes two whips from the elevated platform on the back. The thresher is expanded, and now looks like it could literally just run over a unit of almost anything.&lt;br /&gt;
&lt;br /&gt;
Heralds will pluck victims from the masses running from the blades to...enjoy...in vile ways while the battle rages if they get bored going at several hundred miles an hour in an open vehicle.&lt;br /&gt;
&lt;br /&gt;
===On The Tabletop===&lt;br /&gt;
====[[Warhammer Fantasy]]====&lt;br /&gt;
While a bit of an investment, and certainly cannon-bait like everything fun you can field in Fantasy, an Exalted Chariot is a fucking BEAST. It literally will eat an entire Unit. Unfortunately, they tend to become a centerpiece model as they REALLY eat the Rare points. Still always worth considering.&lt;br /&gt;
&lt;br /&gt;
====[[Warhammer 40000]]====&lt;br /&gt;
&lt;br /&gt;
====[[Age of Sigmar]]====&lt;br /&gt;
&lt;br /&gt;
====[[The 9th Age]]====&lt;br /&gt;
Now called a &amp;quot;Shrine Of Temptation&amp;quot;, it has gotten a buff to offensive capabilities and a nerf to defensive stats. It also has a nifty new ability that grants ASF to your Slaaneshi forces in the same Combat, making this model even more of a glass cannon of a hammer than it was before. Still worth it, but remember that its going to take some serious flak.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]][[Category:Hedonites of Slaanesh]][[Category:Monstergirls]][[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Screamerstar&amp;diff=417390</id>
		<title>Screamerstar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Screamerstar&amp;diff=417390"/>
		<updated>2023-05-13T21:50:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Powergamer}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
The [[Screamerstar]] is a Warhammer 40,000 tactic using 7th Edition Chaos Daemons. [[Meme|It is made of rerollable 2++ and FUUUU-]]. When used right it can be a devastating move (and a major annoyance) to the enemy player, but will quickly lose you friends.&lt;br /&gt;
&lt;br /&gt;
Has absolutely nothing to do with [[Transformers|Starscream]], despite being just as annoying (Wanna&#039; bet?)&lt;br /&gt;
&lt;br /&gt;
== How to Lose Friends and cause Heart Attacks ==&lt;br /&gt;
&lt;br /&gt;
Basically you take some heralds of Tzeentch on discs, roll on divination and try to get forewarning, as well as taking the Grimoire of True Names and preferably Fateweaver for his rerolls. Once you have a herald with forewarning you cast it on a unit of [[Screamers of Tzeentch|Screamers]] (usually 6-9) and grant them a 4+ invulnerable save. The grimoire then brings it up to a 2++. Since they are [[Tzeentch]] units they reroll saving throws of 1, giving you a crazy death star that can only be killed by convoluted or rare means. Keep in mind the herald on the disc can still be killed, so remember to roll for Look Out Sir! for those precision shots and do not keep him in the front of the unit.&lt;br /&gt;
&lt;br /&gt;
The unit can dump a large number of attacks at either range or melee, with enemies up close getting to suck on a large number of lamprey bites and greater etherblade swings while enemies from afar get to chew on flickering fire boosted to warp charge 3. Thus your enemy can&#039;t really ignore it because not only is it absurdly durable, but it&#039;s also extremely killy against just about any target. For added rage inducement, someone can throw endurance on it, and in rolling for forewarning you&#039;ll probably have a bunch of other goodies from divinitation to throw around buffs and debuffs like an asshole.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
You can try to tarpit them, although given the fact that screamers have access to AP2 attacks and a good number of attacks normally, you&#039;ll need something purpose-built to last, like Azrael inside a 50-man guard blob. Shadow in the Warp, Rune Staffs, and other anti-psyker gear also helps a lot here. If your army lacks both of those, killing Fateweaver and his rerolling bullshit helps lower the reliability of the Grimoire.&lt;br /&gt;
&lt;br /&gt;
There are a couple other ways to lessen the effectiveness of this unit. The weakest one is to use something that forces rerolls of successful invulnerable saves; as a die can only be re-rolled once, it makes a slight dent in the unit&#039;s effectiveness, although not by much. The second method is to bring Strength D weapons, from Lords of War or an allied [[Imperial Knight|Knight]] allied detachment&#039;s melee, drowning out his cheese with your own. The third, optimal way is to grab your opponent and [[Rage|beat his brains into paste for being a cheese-mongering cunt.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Screamers_of_Tzeentch&amp;diff=417380</id>
		<title>Screamers of Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Screamers_of_Tzeentch&amp;diff=417380"/>
		<updated>2023-05-13T21:49:48Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Screamers_miniatures.jpg|370px|right|thumb|Scream! Scream my pretties!]]&lt;br /&gt;
&#039;&#039;&#039;Screamers&#039;&#039;&#039;, often referred to as Sky-sharks, are the Daemonic Beasts of [[Tzeentch]]. They soar through the warp in groups in search for souls. They look more like [[Cloaker|flying manta rays]] than sharks in all honesty though.&lt;br /&gt;
&lt;br /&gt;
Screamers are very agile due to their ability of flight and possess a feral but cunning intellect. Though they are able to use magic-based attacks, their greatest weapons are their so-called Warp Jaws which allow them to chew through all kinds of solid matter, even the armoured hide of a space ship. In a direct confrontation there are few that can withstand their jaws or outrun their wings. How these daemons remain aloft is something of a mystery, and they can navigate planetary atmospheres, the void of space, and the Immaterium with equal ease and speed. Some have theorized that they fly upon or swim through ambient Warp energy rather than upon actual air or water. As they fly, Screamers leave behind contrails of multi-colored sparks, [[Sonic Weaponry|and they emit the piercing, high-frequency whine that gives these creatures their name.]] Whatever it is, [[Emperor&#039;s Children]] [[Noise Marines]] have always dreamt of owning one as part of their cocaine fueled band of ROCK&#039;N ROLL! But alas, the [[Tzeentch|Master of Change]] always denies access to his magical zoo creatures, watching in delight as the Slaaneshi Space Marines throw a temper tantrum. [[Just as Planned|Just as Planned!]]&lt;br /&gt;
&lt;br /&gt;
Large packs of Screamers can often be found outside the realm of Tzeentch where they hunt after ships that traverse the Warp. Like all Daemons the only real burden they have to face with man-made vehicles are the Gellar Fields, which they systematically probe for weak spots. In the Realm of Chaos, Screamers roam the tides of magic, preying upon the shadow-souls of mortal creatures, lone Chaos [[Fury|Furies]] and other unfortunate magical ephemera. Once the Screamers catch their doomed prey it is torn to pieces in an eye blink, the gossamer shreds of its soul-stuff offered up as a gift to Tzeentch.&lt;br /&gt;
&lt;br /&gt;
When manifesting in the Materium, Screamers hunt with a cunning that belies their rather base intellect. From this vantage point they search the ground below for worthy sacrifices to their master. Once they have located suitable prey, the Screamers dive down from on high, emitting unnatural arcs of warp lightning. Anything left standing after their initial slashing attack is snatched up in the Screamer’s jaws, to be either devoured on the wing or dropped from great heights to smash into the ground far below. As they possess only a modicum of intelligence, Screamers are often used as scouts and skirmishers by other, more powerful daemons or ambitious sorcerers. However, if control ever lapses, the Screamers return to their more instinctive behaviour and are likely to [[Orks|turn on their former master.]]&lt;br /&gt;
&lt;br /&gt;
Screamers that are chosen to serve as mounts for a Champion of Tzeentch are bound in magnificent bands and blades and turned into a [[Disc of Tzeentch]]. These flying Daemonic Steeds are tied to the will of their masters, combining great mobility and calculated thinking.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Disciples of Tzeentch]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Scabeiathrax&amp;diff=415870</id>
		<title>Scabeiathrax</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Scabeiathrax&amp;diff=415870"/>
		<updated>2023-05-13T21:49:31Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Scabeiathrax the Bloated&#039;&#039;&#039; is the most powerful of the Great Unclean Ones of Nurgle and the second most disgusting thing in the Warp or outside of it. He has only been summoned twice in the last thousand years (thankfully for those in realspace) due to the fact that only Nurgle&#039;s most devoted cultists have the persistence to summon him. These two instances were the Contagion of Viriath and the Siege of [[Vraks]] itself, and in neither case did he stay long, preferring to chill out at his plague planet, the Blighted Pit.&lt;br /&gt;
&lt;br /&gt;
Despite his loathsome appearance, Scabeiathrax is a happy guy (like most of Nurgle&#039;s followers), even though his mere presence causes living things to rot away into toxic sludge. On Vraks he did just that to the Ordo Malleus Inquisitor Vokes before getting banished by Captain Stern of the Grey Knights.&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
&lt;br /&gt;
Nurgle&#039;s representative for the uber-daemons club, a Daemons Lord of War choice clocking in at 777 points. He can only be used in armies of 2000 or more points, leaving him mostly the domain of Apocalypse games. Sporting a ridiculous toughness of 9 (making him immune to S5 and below), 6 wounds, FNP(4+), a 3++, and Shrouded due to being a Daemon of Nurgle, he&#039;s damn near impossible to kill. His weapon is the Blade of Decay, which makes every wound he inflicts become 2, and anything within 6&amp;quot; of him that doesn&#039;t have Mark of Nurgle or Daemon of Nurgle has to take a toughness test or lose a wound with no armor or cover saves allowed. Between this and Stomp for being a Gargantuan Creature, he&#039;s almost impossible to tarpit.&lt;br /&gt;
&lt;br /&gt;
In 8th he&#039;s still propa tanky. He has retained his toughness of 9, which isn&#039;t as good as it used to be, but he now boasts 22 Wounds, almost as many as a knight, bit less than his Khorne or Tzeentch counter-parts. He has disgustinly resilient on top of his 4++, so his FnP and save have gotten slightly worse. His shrouded rule has been replaced with a -1 to hit penalty to to melee attacks that target friendly &amp;quot;Nurgle and Daemon units&amp;quot; within 6&amp;quot;. Which RAW gives him synergy with the Daemons of others Gods, Plague Daddy&#039;s generosity truly knows no end. But since he lets friendly Nurgle units use his leadership, its still probably better to use with other Nurgle units.&lt;br /&gt;
His other stats are typical for an Arch Daemon, WS and BS are 2+, Strength starts at 10, Movement at 7&amp;quot; (This pleases Nurgle) 6 attacks and he has a healthy leadership of 10.&lt;br /&gt;
Like the other Arch Daemons, he had Arch-Daemon ritual, letting you roll 9 die to reach 30 powers and summon him. Also like other Arch Daemons, he had degrading stats, specifically his movement, strength and attacks.&lt;br /&gt;
For weapons, he&#039;s lost stomp, but he gained Horrific Vomit, a 2D6, 9&amp;quot; Pistol that auto hits at strength 6 -2AP and D3 damage. So he is easier to tarpit with cultists and conscripts, but harder to tarpit with Space Marines. In melee he still has the Blade of Decay which is S+2 -4AP and does 6 damage. The Nurglings infesting him also get to make D6 attacks at strength 2, but they get to re-roll wounds, how nice.&lt;br /&gt;
On top of this, he is a Psyker that can manifest and deny 3 powers. He knows smite and 2 powers from the Nurgle Daemon&#039;s list.&lt;br /&gt;
Ultimately, he just Greater, More Unclean Big One, if that&#039;s a bad thing.&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Samus&amp;diff=413497</id>
		<title>Samus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Samus&amp;diff=413497"/>
		<updated>2023-05-13T21:48:51Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
[[File:1297484139104.png|300px|thumb|right|Samus Aran, destroyer of worlds, terror of the space pirates, the hunter, killing one eldritch abomination at a time.]]&lt;br /&gt;
&#039;&#039;&#039;Samus&#039;&#039;&#039; is a [[/v/|vidya gaem]] [[Female Space Marines|Female Space Marine]], not to be confused with the [[Samus#In_Warhammer_40,000|spooky scary daemon in the &#039;&#039;Horus Heresy&#039;&#039; series]], who wouldn&#039;t really be that notable on [[/tg/]] except for the fact that pretty much everything she does or sees in the games she stars in (the &#039;&#039;Metroid&#039;&#039; Series) is basically tailor-made to insert into a [[Dark Heresy]] or [[Star Frontiers]] game. The sheer volume of stuff about her and her universe that [[/tg/]] [[/tg/ gets shit done|has found a way to integrate]] is something to behold, and has led to a lot of [[awesome]] and [[neckbeard]]ery, all at once. She&#039;s also a stupidly hot (she&#039;s nearly always in top 10 hottest video game girls lists, what with her slender [[-4 STR|and sometimes buff]] body, 6&#039;3&amp;quot; height, golden blonde hair and blue/green eyes) and highly intelligent asskicking woman with no social skills, a [[neckbeard]]&#039;s wet dream come true.&lt;br /&gt;
&lt;br /&gt;
Her &#039;&#039;modus operandi&#039;&#039; is to [[Dungeon|enter a planet&#039;s cave system, explore it, and find upgrades hidden throughout]], which then open up new areas to explore, using weapons, armor, and other upgrades in lieu of finding keys in chests, &#039;&#039;[[The Legend of Zelda]]&#039;&#039;-style. Note that if you&#039;re not in the &#039;&#039;Prime&#039;&#039; subseries, the planets she lands on have [[Exterminatus|a habit of exploding]]. Yet even then those planets that survived her visits had massive damage equal to that of a Imperium high ordnance orbital bombardment done to enemy controlled sectors, buildings, and ground forces.&lt;br /&gt;
&lt;br /&gt;
Also paid a visit to a [[Mission_to_OR-42|Necron-infested shithole]].&lt;br /&gt;
&lt;br /&gt;
==Games in Which Samus Stars==&lt;br /&gt;
* The original NES &#039;&#039;Metroid&#039;&#039;, released in &#039;86. This game was one of the first nonlinear platformers, and was incredibly influential, kicking off an entire subgenre. Sadly, it hasn&#039;t aged well; the large game world has no in-game map, and this is a real problem because the level design &#039;&#039;sucks&#039;&#039;. Long vertical shafts you need to explore look the same as long vertical dead-ends, and other dead-ends are actually covered by invisible walls or indistinguishable destructible blocks. The American version has no save function, instead you use a twenty-four-character password.&lt;br /&gt;
** In &#039;03, it received a GBA re-imagining called &#039;&#039;Metroid: Zero Mission&#039;&#039; that implemented elements from later titles of the series. Basically &#039;&#039;Metroid 1&#039;&#039; in &#039;&#039;Fusion&#039;s&#039;&#039; engine with the sequence breaking of &#039;&#039;Super&#039;&#039;, and therefore way better.&lt;br /&gt;
* &#039;&#039;Metroid II: Return of Samus&#039;&#039;, for the original grey-brick Game Boy. This one is sort of a black sheep in the franchise and isn&#039;t normally thought too highly of, but it has its fans. The AM2R remake has been extremely well received and is frankly a joy to play.&lt;br /&gt;
** Was given two remakes. The first was the fanmade &#039;&#039;Another Metroid 2 Remake&#039;&#039; (AM2R) which is amazing in every way. Too bad Nintendo brought the hammer down a day or two after it was released, but its on the internet now, ha ha ha. Got an &#039;&#039;official&#039;&#039; remake not long after in the form of &#039;&#039;Metroid: Samus Returns&#039;&#039; (below) for the 3DS, which probably explains why Nintendo came down so hard on AM2R.&lt;br /&gt;
* &#039;&#039;Super Metroid&#039;&#039;, released in &#039;94. This one is easily the best and most influential of the bunch. The reasons why it&#039;s awesome are too long to list here, so let&#039;s just say it&#039;s [[Awesome|really fucking badass]] and leave it at that. It&#039;s notable for formally introducing the notion of &amp;quot;sequence breaking&amp;quot;, where the ostensibly linear game is only made so through the implementation of obstacles that can, with practice, be surmounted prematurely. This is very much by design; the game even features tutorials to teach you some basic sequence breaking techniques (the wall jump and the super jump/shinespark), neither of which is required to complete the game.&lt;br /&gt;
* &#039;&#039;Metroid Fusion&#039;&#039;, released in &#039;02. This one is a lot [[Tl;dr|wordier]] than previous games, [[Railroading|and also a lot more linear]], sort of running in the face of the &amp;quot;free-form exploration platformer&amp;quot; design principles the series had demonstrated up to that point. [[Skub|This, naturally, caused flame wars]], though it speaks volumes for the series as a whole that you can &#039;&#039;still&#039;&#039; get genuinely lost while searching for hidden powerups. It was the latest chronologically in the timeline for 19 fucking years until Dread was finally brought out of development hell. [[https://www.youtube.com/watch?v=lXqyCamxx-Q| A very good game, all said an done, look at it.]],&lt;br /&gt;
* [[Monty Python|And now for something completely different]]: &#039;&#039;Metroid Prime&#039;&#039; and its sequels. These games keep the exploration premise, but change the skin from that of an action platformer to a first-person-shooter. These were actually made by American developers, which makes sense, given Japan&#039;s general distaste for the camera angle - and Metroid was never particularly popular in Japan anyway, which is why Nintendo was more willing to let someone else handle it, which is something they very rarely do with their big franchises. They were generally pretty well-liked in the West, but not so much in Japan. While nowhere near as linear as Fusion, the Prime Trilogy is quite a bit stricter than most Metroid games in terms of exploration. The devs even removed exploits in updated versions to remove sequence breaking opportunities. One thing that is inarguable is that the Metroid Prime trilogy has some of the best music ever composed for video games. The soundtrack is incredibly unique, with very little else like it in video game history, and is one of the only soundtracks that can pull off unironic/100% serious Theremin usage and make it sound amazing. Rock/Metal, Industrial, Electronica, Chiptunes, and Orchestral music are everywhere in games, but the trilogy&#039;s soundtrack not only stands out with uniqueness, it&#039;s just really beautiful and its great for setting the atmosphere for your games.&lt;br /&gt;
** &#039;&#039;Metroid Prime 1&#039;&#039;: Plays a lot like &#039;&#039;Super Metroid&#039;&#039; in 3D, right down to having the intro be on a spaceship that explodes followed by running around Pirate-infested Chozo ruins. Introduces Phazon, a living poison that mutates people, and the titular Prime Metroid is the final boss.&lt;br /&gt;
** &#039;&#039;Metroid Prime 2&#039;&#039;: Samus investigates distress signals from the planet Aether. Immediately her ship gets hit by magic lightning, and she&#039;s attacked by [[Daemon|extradimensional invaders looking to use her body as a flesh suit to invade realspace.]] Turns out Aether got split into two dimensions by Phazon, and the two halves are at war, each side [[Warp|draining the energy from the other, obeying different laws of physics, and utterly inhospitable to creatures from the other]]. The light side (realspace) has been [[Grimdark|losing badly]], Samus representing the last hope of the moth-like Luminoth to not get their world shattered and their people viciously eaten by ravenous Ing. All the while Space Pirates are trying to test Metroids, and Dark Samus is running around just [[Troll|fucking with everyone]]. In terms of gameplay, exploration is centers around hunting down the Ing that stole all your gear in both normal Aether and all the cloned rooms in Dark Aether, where the air is toxic but safe zones can slowly regen your health.&lt;br /&gt;
** &#039;&#039;Metroid Prime 3: Corruption&#039;&#039;: The first game where you get to see the Galactic Federation in any real detail. Phazon has been spreading everywhere, and the Feds have their hands full with Space Pirate raids. They hire four bounty hunters, Samus included, to investigate a series of Phazon-leaking Leviathan Seeds and cull the Space Pirates and their new leader Dark Samus. Naturally, Dark Samus corrupts all four of them and only Samus is able to resist the doppelganger&#039;s mind control. Gameplay starts out with you exploring small separate chunks of four different planets, some of which get more interconnected as you get more gear, and trying to balance how much health you spend on Hypermode.&lt;br /&gt;
** &#039;&#039;Metroid Prime 4&#039;&#039;: After a long, dark content drought plagued by entries such as Federation Force, Nintendo finally unveiled the logo and announced the ongoing development of Metroid Prime: 4 at E3 2017... and virtually nothing else is known about it other than that. Originally under development by Bandai Namco, Nintendo evidently became fed up with them and completely scrubbed their progress and had Retro Studios start over from scratch in 2019. Despite the delays incurred from switching developers and COVID-19, Nintendo did confirm that development is still ongoing as of E3 2021. Should Prime 4 continue off of where Prime 3 left off, it&#039;s likely that Sylux, the dark horse bounty hunter introduced in Hunters, would play an antagonistic role against Samus. Given Tanabe&#039;s 2015 interview where he stated his intentions for a Sylux-centric story, this is a safe assumption.&lt;br /&gt;
** The Prime series also includes two spin offs on the DS. Metroid Prime Pinball, surprisingly for a pinball spin off, is actually very solidly made and seamlessly blends in iconic gameplay elements from the series with excellent pinballage. Metroid Prime Hunters is usually regarded as a rather solid, if short, entry into the series that was one of the first really multiplayer-friendly games on the DS. Pinball is for understandable reasons, not really canon (it is a retelling of Metroid Prime 1), while Hunters neatly stuffs itself in the in-universe two year gap between Prime 1 and 2. Hunters, like the Prime series, added quite a bit of detail to the background of the Metroid universe without explaining too much in depth, maintaining the nebulous mystery that the Metroid setting is known for. It&#039;s also unique as being the first Metroid game where characters other than Samus are playable, with the six alien Bounty Hunters introduced in the game being selectable for the Multiplayer modes.&lt;br /&gt;
* &#039;&#039;[[Fail|Metroid: Other M]]&#039;&#039;, released in &#039;10. [[Skub|It&#039;s best not to discuss this one]], as a combination of badly written dialogue, a simplistic yet somehow convoluted story that contradicts itself and prior entries in the series, and a decent gameplay system held back from its full potential by a flawed execution resulted in an even wordier and railroadier game than &#039;&#039;Fusion&#039;&#039; that messed with Samus&#039;s characterization and [[Rage|continues to cause flamewars on /v/ to this very day]]. In a series known for its gorgeous and memorable music, Other M also switched to an &#039;&#039;incredibly&#039;&#039; generic orchestral soundtrack. It&#039;s not poorly done, the composer did a perfectly competent job - it&#039;s just a disappointingly generic addition to the discography of the series. It&#039;s like going from excellent home or restaurant cooked meals to ready-to-eat dinners; it&#039;s technically competent but it&#039;s nothing new or interesting.&lt;br /&gt;
* &#039;&#039;Metroid Prime: Federation Force&#039;&#039;. This &amp;quot;continuation&amp;quot; of the Prime series features no Samus, no Metroids, no proper exploration, absolutely no shared art style with super-deformed chibi characters, space soccer, a crude attempt to chase the co-op multiplayer shooter train on foot years after it left the station &#039;&#039;for a handheld console rather than the PC&#039;&#039;, [[Skub|and one of the most lopsided dislike to like ratios of any video game revealed in E3]]. Five years of frustration and annoyance erupted in a spectacular fashion at its reveal... and it didn&#039;t stop there.&lt;br /&gt;
**[http://nintendoenthusiast.com/review/metroid-prime-federation-force-review-for-3ds/ Fed Force was confirmed for hardcore suckage] almost immediately upon release, containing stupidity such as &amp;quot;Master Brain&amp;quot;, a plot that&#039;s little more than another generic &amp;quot;stop the death star knock off&amp;quot; story, &#039;wat&#039;-worthy moments like [[Derp|Samus being mind controlled by the space pirates]], and slow-as-shit and dreadfully boring gunplay. The game has driven the fandom into despair and rage to degrees that only Command and Conquer fans and [[Tyranid]] players can truly understand. It&#039;s like if EA wasn&#039;t content with just one lore breaking character defiling series mechanics defying game and instead made another one with an awful art style on top of that. And unlike C&amp;amp;C, Metroid fans don&#039;t have mods and fan games to content themselves with as Nintendo is anal retentive to absurd degrees regarding fangames. tl;dr FedForce was a terrible idea that&#039;s going to be shat on by the entire fandom and even casuals bewildered that Nintendo would yank the fandom&#039;s chains in such a way.&lt;br /&gt;
* &#039;&#039;Metroid: Samus Returns&#039;&#039;. Revealed in the Nintendo Treehouse portion of E3 2017, The aforementioned Return of Samus remake is 3DS only-with new 2.5 D graphics and added content it is a full reimaging of the series&#039; least played entree. Reviews are coming out pretty positive alongside of fan option so it looks like there may be hope yet that Nintendo as more then a passing interest in the series now. Just like the Prime sub series. Samus Returns was made by a Western Studio with minimal involvement from Sakamoto. This time by a studio in Spain. Reception of the game was much better than both Other M and Federation Force. Proving fan statements that &amp;quot;dark&amp;quot; in the current Japanese entertainment environment means pandering to Otakus with Waifu-bait. While those outside of a tiny island can properly portray a bad ass women from the future. With a very small handful of exceptions. It also introduces a rogue evil faction of Chozo, making them the Dark Mechanicus to the Chozos&#039; Adeptus Mechanicus. Whether if something comes from this remains to be seen. Since Mercury Stream also made Dread this is more or less confirmed. It is also the first time Samus&#039;s primary rival Ridley is the final boss. With three phases. Hope you like his theme because you&#039;ll be listening to all three variants for a good while.&lt;br /&gt;
** Official Nintendo policy and Sakamoto himself more or less deem the remakes(Samus Returns and Zero Mission) as canon over the 8-bit games. Everyone who claims the contrary is lying.&lt;br /&gt;
* &#039;&#039;Metroid Dread&#039;&#039;. My god, after nearly 20 years the timeline advances! Nintendo pulled back the curtain on this title after briefly mentioning the continued yet clandestine development of Metroid Prime 4 at E3 2021, having been developed by the same studio that handled Metroid: Samus Returns. Its title also betrays that it&#039;s the original sequel planned for Fusion (though obviously altered from what it started out as due to the passage of time, both the series and the industry as a whole have grown and changed), released from over a decade and a half of development hell by Sakamoto getting MercurySteam to finally make it a full ass game. Set at an indeterminate time following Metroid Fusion, this entry seems to be doubling down on the survival segments Fusion had by having seven nigh-indestructible Federation robots named E.M.M.I.s relentlessly pursue Samus as she explores the environment. An E.M.M.I is completely impervious to all of Samus&#039;s weaponry and can instantly kill her if it manages to catch her, unless she manages one of the two borderline-unhittable counters to break their hold; to take them down, Samus has to find the Control AI (a kind of discount Mother Brain) and kill it, which temporarily powers up her arm cannon into the Omega Cannon. Metroid Dread is stated to be the last game of the story arc between Samus and the Metroids, chronologically at least. Samus investigates a planet suffering an outbreak of the X-Parasites which leads her to battle with an evil Chozo named Raven Beak who betrayed the other Chozo who created the Metroids, wanting to use them as weapons to conquer the galaxy/universe (making him first in the long line of people who wanted to do so). The Metroid DNA infused with Samus means she is in fact the last Metroid. Most shocking of all is that Samus actually talks in one scene in this game.&lt;br /&gt;
&lt;br /&gt;
:Later updates added a one-hit death mode so you can have [[Rage|fun times]] (or have your no-hit run enforced by the game), among other things. The smallest, most pathetic of enemies become just as deadly as an E.M.M.I. bot in this mode, so spatial awareness is a must. Around the same time as this was added the game defied the odds and won something at the notoriously Western IP-biased Game Awards, meaning Dread may have singlehandedly made Nintendo pay more attention to the black sheep of its big properties.&lt;br /&gt;
&lt;br /&gt;
==Characterization And Shit==&lt;br /&gt;
&lt;br /&gt;
Samus Aran is the protagonist from the Metroid video game series. When she was three years old, Space Pirates attacked her homeworld, a small out of the way mining colony called K-2L because of the presence of a crystal called Aflorite which could be used to fuel space ships. At first, they just demand Rodney Aran (Samus&#039;s father, leader of the colony) to hand all mined supply over to them while their ships blockading all travel to and from the colony, but when he refused they quickly sent in troops to destroy all shield generators and communications before bombing the majority of the colony then going in and killing everyone except for Samus in a horrifically violent manner, because from what little we&#039;ve seen of Space Pirate culture [[Dark Eldar|they glorify sadism and bullying the weak]]. Oh and their leader, a sadistic space dragon called Ridley, tried to kill lil&#039; Samus for trying to befriend him, but her mom pushed little Samus out of the way and was charred to death and promptly eaten in front of her, and her father snuck aboard their ship before using a repurposed damaged blowtorch to blow up all the stolen crystals (and himself) to destroy the Space Pirate&#039;s main supply ship.&lt;br /&gt;
&lt;br /&gt;
Samus was left for dead, but for the grace of the Chozo, [[Eldar|an ancient, long-lived, highly advanced, psychic, slowly aging and dying out]] bird-like species of aliens. Their lowering numbers were due to spending a little too much time reaching enlightenment and not enough time making eggs; that and a run of severely shitty luck for the last century or so, what with evil glowing space rocks, their own creations turning on them, and the pirates thinking that their homeworlds are a cool place to kick it whittled them down quite a bit.&lt;br /&gt;
&lt;br /&gt;
At any rate, they rescued her, raised her, enhanced her with the best parts of their genes so she could survive on their homeworld of Zebes, and trained her in the art of combat, giving her a suit of [[powered armor]] to fight the Space Pirates. After reaching &amp;lt;s&amp;gt;adulthood&amp;lt;/s&amp;gt; the age of &#039;&#039;fourteen&#039;&#039; according to the manga that functions as her origin story (apparently the Chozo didn&#039;t know that much about human growth cycles), Samus went to work for the Galactic Federation for a while, and then left to work on her own as a bounty hunter. Well, that&#039;s what the writers call her; much like most countries, literal bounty hunting is illegal in Japan, so nobody at Nintendo realized what exactly a bounty hunter &#039;&#039;is&#039;&#039; until Metroid Prime&#039;s American developers explained it. So... while that&#039;s technically her title, she&#039;s more like a freelance soldier on retainer with the Galactic Federation. Or something.&lt;br /&gt;
&lt;br /&gt;
She soon came into conflict with the Space Pirates again; they had seized her adoptive homeworld, killed off most of what little remained of the Chozo with maybe one or two dozen of the old bird people remaining (who all promptly fucked off into isolation), and were attempting to weaponize dangerous creatures known as Metroids, hovering jellyfish-things that drained life-force. She fought them, and came face-to-face with Ridley, the space dragon who had killed Samus&#039; mother right before her eyes and boasted about eating her parents&#039; corpses in front of her. She defeated him as well, and then destroyed the Mother Brain (the Chozo&#039;s defense AI who [[Men of Iron|went rogue and tried to kill them]], ultimately joining the Space Pirates) triggering the Space Pirate base&#039;s self-destruct sequence.&lt;br /&gt;
&lt;br /&gt;
The Space Pirates tried several more times to weaponize the Metroids, using a substance called Phazon to mutate them (and mutate themselves, for that matter); Samus defeated them time and again, even coming face-to-face with an evil, Phazon-born twin of herself. She also squared off against Ridley time and again, as the Pirates resurrected him in increasingly-creative ways, first cyborgizing him, then upgrading his cybernetics, then upgrading his cybernetics and then mutating him with Phazon.&lt;br /&gt;
&lt;br /&gt;
After making a costly but devastating assault on the Space Pirate Homeworld, the Galactic Federation decided that it would be cheapest to send Samus to destroy the Metroids once and for all, rather than having to pay her to deal with each new iteration of the Metroid threat. Even this plan was of limited success, because no matter how many Metroids Samus killed, there always seemed to be more (and this also seemed to be true of the Space Pirates themselves); even when the galactic population had been reduced to one Metroid, the Pirates managed to steal it, but finally, they were exterminated once and for all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Metroids were needed to keep a population of dangerous, adaptible, mind-controlling parasites in check, and without the Metroids, the parasites were able to reproduce without limit. After getting almost killed by one of these creatures, only to have her life saved by an emergency injection of Metroid DNA, Samus wiped them all out, but given the number of times that the Metroids and Space Pirates have supposedly been &amp;quot;exterminated without a trace&amp;quot; and come back, the so-called &amp;quot;X parasites&amp;quot; won&#039;t be gone for long, especially as the Federation has already tried cloning Metroids and Space Pirates before. Samus put a stop to those efforts as well, but she earned the enmity of the Federation in the process; at the moment, it seems that she&#039;s on the run. At this point, all we can do is wait for her next mission.&lt;br /&gt;
&lt;br /&gt;
As for Ridley, his history with Samus after she stopped being afraid of him goes like this:&lt;br /&gt;
&lt;br /&gt;
* Blown up with missiles. (Metroid and Zero mission)&lt;br /&gt;
** A robot built like Ridley was blown up much the same way. (Zero Mission)&lt;br /&gt;
* Knocked off a cliff with lasers and then exploding. (Prime)&lt;br /&gt;
* Brought back again as an improved cyborg, shot in the mouth, fell down an impossibly deep geothermal shaft, and then blew up. (Prime 3: Corruption)&lt;br /&gt;
* Brought back as an even more improved cyborg except mutated with Phazon, shot repeatedly in vital organs, overloaded with more Phazon, and then blown up so spectacularly he disintegrated into little blue particles. (Prime 3: Corruption &#039;&#039;again&#039;&#039;)&lt;br /&gt;
* Comes back as a partially regenerated Cyborg again to try and steal the infant metroid on SR388 with fewer metal parts than last time. Is shot to hell and back and repeatedly attacked by a metroid before having to abandon much of his cyborg parts due to heavy damage and get the hell off the planet. It could also be because his lost body parts eventually healed back though. His next appearance had a fully organic body with no cybernetics or missing limbs (Metroid: Return of Samus) &lt;br /&gt;
* Manages to successfully steal the infant Metroid in the Ceres station because this time Samus just had her basic power suit and power beam. Is then chased down and blasted apart with missile and beam fire some hours later as Samus conducts a one woman exterminatus. And then the entire planet he was on blew up so fiercely it could be seen for light years. Safe to assume even he couldn&#039;t survive that. (Super Metroid)&lt;br /&gt;
* Cloned off of the little bits of him remaining on Samus&#039; suit (by &#039;&#039;the Federation&#039;&#039;), shot repeatedly in the head and mouth (a couple of times -- he didn&#039;t stick around to let Samus finish him off). Finally, he got all the life energy sucked out of him by a queen metroid and left as a mummified corpse. (Other M)&lt;br /&gt;
* Said corpse was hauled out of Bottle Ship into BSL and stuffed in a freezer where it shattered, but was cloned by the X-parasites. Samus blew that up, too, and absorbed the remnants to get her Screw Attack back. Then she crashed the station into the planet that it was orbiting, destroying them both. This time with no DNA left to clone Ridley from, and with Ridley being completely absent from Metroid Dread, this seems to be his final death, but knowing the giant lizard he’s probably got some backup clone body or relative that will start chasing Samus in the next game. (Fusion)&lt;br /&gt;
&lt;br /&gt;
Which is still a better track record than [[Abaddon|Failbaddon]], because Ridley is costing the Federation assets that it cannot easily replace.&lt;br /&gt;
&lt;br /&gt;
Ridley is highly competent and experienced at his role of being both muscle and a general, and is incredibly sadistic and ruthless. When not faced with Samus, he can deal extreme damage and devastation and was a scourge on Federal society for years. The problem of course is that he is faced with a protagonist equipped with the war gear of the most advanced factions to have ever been seen in the galaxy/universe whose suit can plug and play any piece of tech (or even someone&#039;s superpowers) like they&#039;re god damn USB sticks who has made it her life&#039;s goal to make him pay. So his constant, increasingly over the top defeats aren&#039;t completely without excuse.&lt;br /&gt;
&lt;br /&gt;
Personality-wise, there&#039;s not much to say about her - she never speaks in the majority of the games and serves primarily as a silent protagonist for the player to identify themselves with. Fusion had some brief snippets of inter-monologue, some short conversations, and even some mentions of Samus&#039;s life before she was a bounty hunter, usually relating to her former CO, Adam. Other M attempted to expand on the relationship between Samus and Adam, but it [[Fail|backfired spectacularly]] to say the least.&lt;br /&gt;
&lt;br /&gt;
:: In Metroid Prime, scanning the various logs of Space Pirates would reveal that the pirates refer to Samus as [[Awesome|&amp;quot;The Hunter of Our Kind&amp;quot;]], always in the reverential form, always scared shitless of every mention. Essentially she&#039;s shown there to be a completely ruthless hunter that will ALWAYS catch space pirates eventually, to such an extent that they can never escape her once she&#039;s on the trail. The pirates on that Frigate mention in their logs that they&#039;ve pretty much lost all hope as soon as they discovered that Samus was tailing them. At the same time, we &#039;&#039;do&#039;&#039; still get little snippets of characterization here and there, with her mourning a little when finding brave Federation Marines dead at the hands of the Ing in &#039;&#039;2&#039;&#039;, and frustration and grief at the corruption of her fellow Hunters in the finale.&lt;br /&gt;
&lt;br /&gt;
Pre-Other M material (i.e. a number of manga, Fusion, and the handful of notes she makes to her logbook, as well as some scenes in Metroid Prime) paint her as a noble soul, [[Space Wolves|much more concerned with doing what is right than what is technically the letter of the law]] and [[Salamanders|deeply passionate about protecting those who cannot protect themselves with a noted soft spot for children.]] When Retro wanted to implement a bounty hunting mechanic into Metroid Prime 3 and explained the concept to Nintendo, Nintendo adamantly refused and clarified that &amp;quot;Bounty Hunter&amp;quot; was actually a mistranslation and she wouldn&#039;t stoop to murdering and capturing other sapient beings for pay, with Retro describing that it was revealed that she was more of a &amp;quot;Pro Bono&amp;quot; Hunter, who does the public good without expectation of recompense. She was also something of a fiery tempered hot-head who&#039;d disregard regulations and plans to go off and do her own thing in her youth but mellowed out once she came of age. She seems to be an introspective and somewhat introverted person with at least something of a scientific streak as well as a pretty nifty hand at engineering, having designed her own ship.&lt;br /&gt;
&lt;br /&gt;
tl;dr Like most Nintendo protagonists, Samus is very much an incorruptible spark of nobility in an often very dark universe (with Metroid perhaps being the grimmest with the relentlessly cruel space pirates, a deeply corrupt federation, the all corruptive phazon, the demon-esque Ing, the &amp;quot;zombie virus cranked up to fucking eleventy one&amp;quot; X-parasites, the &amp;quot;Xenomorphs on radioactive steroids&amp;quot; Metroids, and the Lovecraftian God-like Gorea just to name a few issues), an ever dependable hero who will go alone and smite the hordes of evil no matter the odds and come out victorious in the end even at personal loss to herself. So very much a [[Nobledark]] sort of hero. She&#039;s more of a Knight Errant in space than she is a proper bounty hunter. Indeed if you take a look at her, you&#039;ll see knight tropes &#039;&#039;everywhere&#039;&#039;. A warrior who came from a child orphaned by a dragon and lawbreakers, raised by monks to be a hero of prophecy destined to wield an incomparable weapon to smite the darkness wherever it may be by traveling the lands, or stars in this case.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
&lt;br /&gt;
As would be expected of the inheritor of one of her galaxy&#039;s most advanced civilizations, Samus has ready access to some of the most overpowered weapons and armor in existence. Even weapons and tech not created by the Chozo can still borderline effortlessly be integrated into her power armor for use at her leisure. Unfortunately for Samus, despite becoming a force no natural disaster could ever compete with by the end of every game, some unprecedented event or catastrophe resets her suit to a much more basic form at the beginning/near beginning of almost every single main-stream sequel that follows. While the obvious, practical reason this happens is entirely to make the game an actual &#039;&#039;game&#039;&#039;, the fluff reasons tend to be pretty hit-or-miss (if there even is a reason) These include:&lt;br /&gt;
* Getting shot down while leaving Zebes, which also somehow completely destroyed Samus&#039; power suit. This resulted in Samus having to infiltrate a Space Pirate-occupied Chozo temple in order to get a completely new Power Suit. While actually occuring rather far into the game, it does completely negate literally every weapon, armor and utility upgrade Samus collected until then. (Zero Mission)&lt;br /&gt;
* Getting caught in a chain reaction of explosions while investigating a derelict Space Pirate Frigate. The damage causes her suit to malfunction and reboot in the most basic loadout (Prime)&lt;br /&gt;
* While investigating the planet Aether for a Federation Patrol that went MIA, Samus entered a portal to an alternate version of the planet. She was promptly mugged by the resident Ing, each of which stole a piece of tech that Samus had to hunt down and pry from their cold, dead claws to retrieve. In another instance of post-game downgrading, despite acquiring weapons [[Warp Weapons|capable of sending their targets into alternate dimensions]], Samus voluntarily reverts her suit and weapons to their pre-Aether adventure state and returns the tech to the Luminoth before departing. (Prime 2)&lt;br /&gt;
* While mounting a defense against a Space Pirate invasion of Norion, Samus was ultimately corrupted by Phazon. While this didn&#039;t necessarily remove many abilities, it did require a refit of her Power Suit to keep her from turning into &#039;&#039;another&#039;&#039; Dark Samus. (Prime 3)&lt;br /&gt;
* While there was no explanation, Samus began her Metroid-Extermination mission on SR-388 and her second raid on Zebes in her basic Power Suit. Possibly to avoid losing some of the fancy toys she picked up between the first Metroid game and now? (Metroid II and Super Metroid, respectively)&lt;br /&gt;
* In a rather unusual turn of events, Samus retained most of her armor abilities from the beginning of Other M, but [[wat|lacked the clearance]] to use them initially. In a way, this does kind of make sense, as flying around in a giant energy death ball while dropping bombs that atomize borderline anything with a pulse doesn&#039;t exactly create an environment conducive for allied Federation forces. That said, it&#039;s safe to say [[Marines Malevolent | Samus isn&#039;t retarded enough to indiscriminately nuke friend and foe alike]], so it&#039;s kind of a hollow excuse. (Other M)&lt;br /&gt;
* While escorting a research team on the recently de-Metroided SR-388, Samus is infected by an X-Parasite. Shortly afterwards, Samus narrowly escaped death when she lost consciousness and her ship ejected her before it crashed into an asteroid belt. Scientists had to surgically strip Samus&#039; still-active power suit down in order to operate, with the infected parts consequently becoming a murderous clone of Samus at the peak of her power. Samus, on the otherhand, was left with a watered down power suit that actually rendered her genetically incompatible with several of her former abilities while making her cripplingly weak to anything cold. (Fusion)&lt;br /&gt;
* When sent to investigate signs of a possible X-Parasite sighting on planet ZDR by the Galactic Federation (as the only one immune to them), Samus gets thoroughly bodied by Raven Beak. Rather than kill her, however, Raven Beak saw some latent potential within her and simply decided to take a majority of Samus&#039; gear and install it within the E.M.M.I hunting her. (Dread)&lt;br /&gt;
&lt;br /&gt;
Ultimately all these increasingly dramatic incidents prove to be minor inconveniences at best, as even when completely stripped of her fancy toys and tools, Samus still reclaims most if not all the lost equipment in short order. More often than not, she even picks up yet more powerful goodies along the way too.&lt;br /&gt;
&lt;br /&gt;
===Standard Suits===&lt;br /&gt;
These suits often have some incarnation or another in most Metroid titles, with Samus usually starting in either the Power or Varia suit, depending on how bad her suit got scratched that day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Suit:&#039;&#039;&#039; The base and vanilla form of Samus&#039; power armor, the power suit was tailor-made specifically for Samus by her adoptive Chozo parents. Able to be summoned and dismissed at will, the power suit provides basic protection against hostile environments and any local fauna that might be feeling extra frisky. Ultimately, the basic power suit is actually rather fragile and is probably comparable to Eldar mesh armor for all the protection it provides, of course ignoring the shields that make up her actual defence. While a number of games start Samus off in this, several others go ahead and just have Samus keep the more advanced Varia suit instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Varia Suit:&#039;&#039;&#039; The iconic suit Samus is most often portrayed in, the Varia suit is a stark upgrade over the Power Suit in every way. In addition to a much improved defense, the Varia suit provides incomplete protection from high temperature environments (unsurprisingly, substances like lava still severely damage the suit) and is often acquired relatively early on in most games. It&#039;s also the first suit that gives Samus unyieldingly massive pauldrons. Its durability would probably compare to Space Marine power armor, while sacrificing none of her insane mobility (in fact, she often gets far more potent mobility enhancing upgrades &#039;&#039;after&#039;&#039; this armor upgrade). It also provides complete immunity to acid in Zero Mission, though apparently Zebesian acid isn&#039;t anywhere near as strong as Pirate Homeworld Acid or Fuel Gel given that those can still damage the shielding of the suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Suit:&#039;&#039;&#039; Often the last or second to last suit upgrade acquired, the Gravity Suit offers complete immunity to high temperature environments, yet higher defensive capabilities, and allows Samus to operate in both underwater and underlava environments completely unrestricted. While Samus still retains her super-olympian maneuverability, this thing is probably comparable to Tartaros-Pattern Terminator armor for all the punishment it can take.&lt;br /&gt;
&lt;br /&gt;
===Non-Standard Suits===&lt;br /&gt;
These suits are all unconventional, one-off suits Samus acquires either through circumstance or being &amp;quot;gifted&amp;quot; to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phazon Suit:&#039;&#039;&#039; An unintended &amp;quot;upgrade&amp;quot;, this is actually a corrupted version of Samus&#039; Gravity Suit that was created when a giant, Phazon-enhanced Space Pirate fell on top of her and melted. While no negative traits manifested, it provided Samus with immunity to most forms of Phazon and the ability to channel it into a highly destructive beam of energy (in the right circumstance). Samus loses it when Metroid Prime attacks her in a last ditch effort to save itself. This sort of works; though Samus walks away unharmed, Metroid Prime is able to use the Phazon Suit to reconstitute itself into Dark Samus. (Prime)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Suit:&#039;&#039;&#039; A piece of Luminoth technology, the Dark Suit was created to provide some protection from the lethal atmosphere of Dark Aether. This suit falls roughly in between the Varia/Gravity suit in that an upgrade confers the unrestricted movement underwater the Gravity Suit is capable of, but lacks the physical and environmental protection it has. It also has a noticeably different design from most of Samus&#039; suits, due to its Luminoth heritage. (Prime 2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Suit:&#039;&#039;&#039; A fuck-awesome suit that seamlessly merges Luminoth and Chozo tech into one of the sleekest looking suits Samus has ever worn. In addition to the complete immunity to the toxic atmosphere and water of Dark Aether, it confers Samus with the ability to ride through the shafts of light spread across Aether, allowing instantaneous travel between the major regions of the planet. Unlike almost every other suit downgrade Samus goes through, Samus voluntarily returns the Light Suit tech (and presumably all other related weapons and armor upgrades) to the Luminoth after she destroyed Dark Aether. (Prime 2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PED Suit:&#039;&#039;&#039; A Federation-modified version of Samus&#039; Varia suit that, while intended to contain and harness Samus&#039; Phazon corruption, actually made her more susceptible to said corruption. This suit allows Samus to tap into the Phazon she naturally generates post-corruption and use it to empower her attacks and defense dramatically (most attacks cannot damage her). The cost, however, is that should she engage this mode and not vent or maintain this rapidly-generating energy for too long, it will result in her transforming into a second Dark Samus, which is an automatic game over. Upon destroying the sentient planet Phaaze (and thus the source of all Phazon), Samus reverts back to her Varia suit. (Prime 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Shield:&#039;&#039;&#039; While not called a suit upgrade outright, this Metroid prime 3 only upgrade serves the gameplay purpose that a new suit upgrade does. Though the changes it makes to the suit are fairly low key, making Samus&#039; pauldrons shaped like D12 dice instead of the usual spheres, by the time you get them Samus&#039; phazon corruption has already progressed far enough to give most of her suit; particularly her limb armour, a purple hue that&#039;s a fairly deliberate visual reference to the Gravity Suit. This upgrade makes Samus immune to the very worst of corrosive chemical agents that can damage even the normally acid immune Varia Suit&#039;s shielding; letting her take a dip in fuel gel or take a stroll outdoors in the space pirate homeworld [[Forgeworld|where centuries of pollution from unclean industrial technology have fucked up the atmosphere so hard that the raindrops there are some of the most destructive chemical agents in the universe.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Suit:&#039;&#039;&#039; A watered down power suit that was created as a result of Samus&#039; Metroid hybridization. Due to inheriting the genetics of the Metroids, Samus gains the ability to consume X-Parasites simply through contact, but gained a crippling weakness to cold environments and weaponry. Aesthetically, due to the fact a majority of her original suit was surgically removed, the Fusion Suit is thus far the slimmest suit Samus has ever worn, lacking any sort of major armor plating (including a complete lack of pauldrons). The introduction of Metroid DNA also created a fleshy coating to ensconce a majority of her armor, giving it a very organic, muscular appearance. Per Metroid Dread, she is still utilizing a variant/upgraded version of the Fusion Suit that once again has prominent pauldrons, but still has muscular tissue weaving across her armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metroid Suit&#039;&#039;&#039;: Gained at the climax of Dread. This suit was gained upon the Metroid DNA within Samus fully awakening mere moments before Raven Beak could kill her at the conclusion of their final duel. The suit itself is almost entirely organic in design, resembling some form of carapace with harsh, red lines of energy lining it (and more than a passing resemblance to Dark Samus, albeit palette-swapped). Though she only had this suit for a brief time, it immensely increased Samus&#039; metroid characteristics, enabling her to rapidly drain the life force of Raven Beak and the flying command center they were in to the point that it simply dropped out of the sky. Unfortunately, Samus had little to no control of this ability and risked draining her own starship of energy simply from interacting with the controls of the ship. Fortunately, an X-Parasite infected Quiet Robe willingly allowed itself to be absorbed, providing enough Thoha DNA to suppress Samus&#039; metroid abilities and revert her back to her Gravity Suit. It is unknown if Samus retains the ability to activate this suit or if it has been suppressed permanently. During the brief segment where the player controls Samus in this suit she has unlimited health and can only die if the timer before ZDR exploding runs out.&lt;br /&gt;
&lt;br /&gt;
===Standard Arm Cannon Loadouts===&lt;br /&gt;
Another feature synonymous with Samus&#039; Power Suit is the highly advanced multi-purpose gun that always comprises her suit&#039;s right arm. Her armament varies between games; some versions simply stack beam upgrades while other beams are mutually exclusive selections. That said, there is always a golden standard readily available to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Beam:&#039;&#039;&#039; Just as the Power Suit forms the foundation for all of Samus&#039; other suits, so too does the Power Beam for almost all of Samus&#039; weapons. In all cases, the Power Beam is a relatively weak energy weapon that makes up for its minimal damage output with an absurdly high rate of fire and unlimited ammunition. In almost all circumstances, the Power Beam is rendered obsolete by all other beam technologies, if it&#039;s not outright upgraded into them. In the first game and zero mission, it requires the Long Beam to be able to shoot across the entire screen which also gives it a bit of a damage boost but in every other game the Power Beam seems to have the long range function by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile:&#039;&#039;&#039; One of the few weapons Samus regularly uses that requires ammunition, Missiles are often utilized against moderately armored foes and to destroy various pieces of terrain or barriers barring Samus&#039; path. In the Prime series of games, Missles are able to lock onto and track targets. This makes them modestly useful against fast and/or airborne targets. Additionally, an upgrade in Prime 2 and 3 allows Samus to fire up to 5 of them simultaneously, either in a spread, tracking up to 5 separate targets, or all 5 locked onto one single target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super Missile:&#039;&#039;&#039; Another ammunition reliant weapon, the Super Missile is a high-powered projectile that deals heavy damage to most targets. While in most traditional games it uses an entirely separate ammo, the Prime games simply utilize 5 standard missiles in conjunction with a charged beam to fire. In the first two prime games, every Beam type has a Super-Missile variant, with the form, function and ammo cost changing based on the beam. Each is still usually a powerful blast that can hit multiple enemies with one shot, however several of these variants have limited or situational uses compared to the standard Super Missile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge Beam:&#039;&#039;&#039; Not necessarily a beam in its own right, this upgrade adds the functionality to focus any beam&#039;s energy into a single charged shot (as the name implies). While dramatically reducing the rate of fire, the resulting charged beam is often many times more powerful than the standard shot and usually amplifies the secondary effects the beam might cause. In Fusion, it also upgrades the base beam, making it fire crescent wave shots that do more damage and can potentially hit more than one target at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ice Beam:&#039;&#039;&#039; Occasionally a direct upgrade, occasionally an alternate beam altogether, the Ice Beam is a low-to-non damaging weapon that is primarily used to immobilize hostile targets to use as either parkour platforms, or to shatter through judicious use of missiles. The Prime variant of the Ice-Beam is notable for having a Super-Missile variant called the Ice Spreader, which fires a medium-sized sheet of freezing energy over an area. The most prominent targets for this beam are the namesake Metroids Samus often finds herself hunting, with almost all sub-breeds and evolutions having a horrible weakness to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave Beam:&#039;&#039;&#039; Often a direct upgrade of the Power Beam, most incarnations of the Wave Beam increase the damage of Samus&#039; primary energy projectiles while allowing them to completely phase through most terrain and structures. In most cases, there is no additional effects tied to the beam itself, though being able to kill someone in the next room over is hardly arguable. Interestingly, the Prime version of this weapon is drastically different. With a slightly slower rate of fire than the Power Beam, and not retaining the wall penetrating aspects all other versions have, the Wave Beam is an electric-based energy weapon that will moderately track targets that Samus locks onto. Additionally, many targets hit by the charged shot are stunned for several seconds, allowing Samus to swiftly dispatch them in the interim. The Super-Missile variant unleashes a devastating torrent of energy that latches onto targets, it depletes missiles at a rapid rate in order to fuel. Also kinda gives off ghostbuster vibes while channeling it. While generally not amazingly useful for most situations, the Wavebuster combo makes an invisible drone that serves as the boss guarding the power bombs a complete joke since it automatically tracks the fucker and stunlocks it to death, sparing you from what is otherwise a difficult fight with an enemy that hits like a truck and can only be manually targeted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Beam:&#039;&#039;&#039; Usually a near-endgame upgrade, the Plasma beam dramatically increases the damage of Samus&#039; base projectiles. In most cases, the Plasma beam also penetrates targets, allowing Samus to slaughter multiple enemies with only a few well-aimed shots. Similarly to the Wave beam, the Plasma Beam is considerably different in its Prime incarnation. With a shorter range, but same rate of fire as the Power Beam, the Plasma Beam is the strongest conventional weapon available to Samus, with the Charged shot being slightly stronger than a super-missile. Additionally, the few creatures not outright disintegrated by a charged shot are usually set ablaze afterwards. If Samus is feeling a bit like a Salamander or Sister of Battle, she can use the Super Missile variant of the Plasma beam to channel a high-powered flamethrower to roast whatever moronic creature pissed her off.&lt;br /&gt;
*Works a bit differently in &#039;&#039;Prime 3&#039;&#039;: it&#039;s a direct upgrade to the Power Beam, deals somewhat increased damage to armored Pirates, charged shots deal damage-over-time to enemies, and it can melt scrap metal and solder circuit boards to solve environmental puzzles. But besides that it deals no increased damage on its own, to force the player to keep using Hypermode instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spazer Beam:&#039;&#039;&#039; Alternatively known as the Wide Beam in Fusion, this direct upgrade splits Samus&#039; projectiles into three separate shots, without sacrificing rate of fire or beam strength. It allows Samus to hit multiple targets simultaneously, or simply broaden just how much space she can fill with overpowered dakka.&lt;br /&gt;
&lt;br /&gt;
===Non-Standard Arm Cannon Loadout===&lt;br /&gt;
Similarly to the specialized, one-off suits Samus acquires, there are select beams that only ever see one, maybe two incarnations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phazon Beam:&#039;&#039;&#039; While some variant of this exists in all 3 Prime games, they&#039;re all situational, specialized beams that rely on either an external factor or risk in order to use. Even though they differ drastically, each is an extremely powerful weapon that does ludicrous amounts of damage to a given target, with most of said targets being impervious or highly resistant to all other weaponry Samus has access too. As stated though, the circumstances that Phazon can be used as a weapon are severely limited and either require an external source of Phazon, or the usage of Samus&#039; own energy to access. (All 3 Prime games). The Phazon beam is quite different in all three games, in the first it only activates when Samus stands in pools of pure Phazon produced by the Metroid Prime and only has an automatic firing mode that spits out a spray of blue laser beams of death that are the only thing that can hurt the true form of the metroid prime, while also one shotting the metroids it spawns (even the nasty Fission Metroids that can normally only be damaged by the beam corresponding to their color). In metroid prime 2 it is gained by using the charge beam to suck up phazon particles Dark Samus vents in her final, phazon overloaded form to cause her hurt and if you hack the game to fire it at anything else it basically one shots them. In Prime 3 it&#039;s basically a standard beam whose charge shot function is to very rapidly fire a lot of bursts, the damage is toned down since it&#039;s not a final battle supermode, but it is necessary to beat phazon based enemies or enemies engaging hypermode in anything resembling a timely manner. It still packs a hell of punch so even against the enemies it&#039;s not required to kill it&#039;s a useful weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Beam:&#039;&#039;&#039; Unusual in that it is a beam that utilizes ammo, the Dark Beam concentrates the energies native to Dark Aether into a relatively slow moving projectile that, when charged, immobilizes targets with tendrils of darkness that sear their bound targets with its malevolent energies. Additionally, the Super-Missile variant [[rape| rips open a portal to an alternate dimension and drags hapless, nearby creatures and humanoids into what is effectively a miniature black hole that tears them apart on the molecular level]]. Unsurprisingly, using this beam on the denizens of Dark Aether is like trying to kill a shark with a water gun, so it is largely useless in that dimension. Also behaves like a pseudo-Ice Beam, in that dark blobs immobilize targets (including Metroids) for easy missile kills. (Prime 2).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Beam:&#039;&#039;&#039; Like all the other beams in Prime 2 (Power Beam exempted), the Light Beam relies on ammunition to remain effective. Similar to the (Prime) Plasma Beam, the Light Beam fires off rapid fire, short range bursts of focused light energies that burn through Ing and things possessed by them like a hot knife through butter. The charged shot functions like a shotgun, firing a spread of individual shots that ignite targets indiscriminately. Contrarily to the Dark Beam, the Super-Missile variant of the light beam creates what is basically a miniature sun which slowly drifts forward immolating all in its path. Upon striking an enemy or surface, it then explodes in a burst of fire. Overall serves as a pseudo-Plasma beam, with charged attacks giving it the firepower of the BFG 9000 but coloured white instead of green. (Prime 2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Annihilator Beam:&#039;&#039;&#039; A combination of both the Light and Dark beams, using both of their ammo reserves to function, the Annihilator beam is among the most lethal of all Samus&#039; rather diverse selection of weaponry (seeing as how she had to rip it out of an Ing-possessed robot roughly half-again taller than an Imperial Knight, one would hope it would be respectively powerful). The lore says it slams dark ammo and light ammo into each other to create [[awesome|antimatter]], which in turn slams into regular matter for a big bang. While shot-for-shot not as powerful as using the Light Beam vs. Ing or Dark Beam vs. Non-Ing, its rapid rate of fire, range, generous tracking capabilities and with no enemy resisting it make this beam a potent all around force to be reckoned with. The Super Missile variant of the Annihilator beam, upon firing, instantaneously strikes the first target or surface it was pointed at and creates a sizable rift in space that rips apart everything unfortunate enough to be in the area. This power comes at a heavy price though, consuming both a number of Samus&#039; missiles and a sizable portion of both her Dark and Light beam ammo reserves. (Prime 2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metroid Prime Hunters Beams:&#039;&#039;&#039; Each of the Bounty Hunters introduced in Metroid Prime Hunters had a unique beam that Samus was able to acquire for her personal use over the course of the game. Each of these beams utilized ammo in order to fire, much like the Dark and Light beams from Echoes. While Samus was able to utilize these weapons effectively, they had more powerful effects in the hands of their original hunters.&lt;br /&gt;
*&#039;&#039;BattleHammer&#039;&#039;: Weavel&#039;s signature weapon, this rapid-fire beam lobs a steady stream of explosive rounds at medium ranges. This beam has no charged variation and each shot detonates upon contact with any surface. When Weavel uses it, the rate of fire decreases, but the damage and explosion radius of each round increases significantly. Additionally, when Weavel cuts himself in half (his &amp;quot;morph ball&amp;quot;), his legs transform into a stationary turret that lobs BattleHammer shots at nearby foes. The BattleHammer is notably a nuclear weapon, not in the sense that it fires nuclear warheads, but that its shells apparently are so heavy they need a nuclear reaction to launch. Okay then.&lt;br /&gt;
*&#039;&#039;Imperialist&#039;&#039;: Trace&#039;s signature weapon is the only instance of a sniper-type weapon introduced in any Metroid game and fires a big red hitscan laser, which unfortunately makes it really easy to track where the shot came from. While it has no charge ability and an incredibly low rate of fire, it has the single longest range of any other weapon available to the hunters (to the degree that it actually has a scope functionality) and can kill any of the Hunters with a headshot. While the weapon itself doesn&#039;t change in the hands of Trace, it does cloak him while he stands still with it equipped. &lt;br /&gt;
*&#039;&#039;Judicator&#039;&#039;: Noxus&#039;s signature weapon has a slow rate of fire as it shoots forth shards of supercooled plasma chilled to just a smidgen above absolute zero, but deals respectable damage at mid range with the shots ricocheting off of surfaces. When Samus or any other hunter charges the beam, it fires three shots at once in a manner quite similar to a shotgun. Noxus, however, converts it into a short-ranged sheet that instantly freezes any enemies engulfed by it.&lt;br /&gt;
*&#039;&#039;Magmaul&#039;&#039;: Spire&#039;s signature weapon is functionally a grenade, launching short-ranged chunks of superheated magma waiting for an excuse to explode into rock vapour that can bounce off surfaces until they either detonate a few seconds later, or on contact with hostile forces. Charging the shot results in a much larger blast radius that does significantly more damage, with Spire&#039;s Magmaul igniting enemies engulfed by it for additional damage.&lt;br /&gt;
*&#039;&#039;Shock Coil&#039;&#039;: Sylux&#039;s signature weapon is the only sustained fire beam available, launching a short-range arc of &amp;quot;high density neutrinos&amp;quot; (even though the amount of neutrinos you&#039;d need to cause harm to a living being would need so much energy you&#039;re better off just using your &amp;quot;lance bombardment ain&#039;t shit&amp;quot; levels of energy instead to kill the guy) that latches onto nearby targets automatically and rapidly drains their health. As time progresses, the damage done per second increases to absurd levels and can slaughter enemy hunters in mere moments. Unlike anyone else who uses it, Sylux absorbs all damage done point for point, making him extraordinarily hard to kill in close quarters.&lt;br /&gt;
*&#039;&#039;Volt Driver&#039;&#039;: Kanden&#039;s signature weapon operates like a hybrid of the power beam and wave beam (prime 1). Basic shots are for all intents and purposes, just the power beam. Charged shots, however, transform into a slow moving explosive that does significant damage to enemies caught in its blast. Kanden&#039;s charge blast homes in on nearby targets and disrupts their visors in a burst of electricity. Said to have &amp;quot;terawatts&amp;quot; of energy in every shot, meaning each impact is comparable to a tactical nuclear warhead or greater than the entirety of the world&#039;s energy demands. It is also said to draw this from the planet&#039;s magnetosphere which is even sillier as powering even one of these shots would drain an entire thunderstorm dry.&lt;br /&gt;
*&#039;&#039;Omega Cannon&#039;&#039;: The super weapon of the Hunters game, the Omega Cannon is a single shot beam that does massive damage to everything within a massive radius, including the user in the multiplayer mode where it kills literally anyone who can see the blast. In the single player it doesn&#039;t do anywhere near as much self damage but you can fire it more than once. Due to the unique nature of this beam, it is only available during the fight against Gorea in the Single Player, or only on one stage in the Multiplayer as a power up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nova Beam:&#039;&#039;&#039; Both an upgrade to the &#039;&#039;Prime 3&#039;&#039; Plasma Beam and a new take on the the traditional Wave beam, the Nova beam has the capacity to ignore and simply pass through surfaces and armor comprised of a material known as Phazite. When used in conjunction with the X-Ray visor, Samus can use it to identify vital organs of certain enemies like Metroids and Space Pirates, and snipe them with a single shot. [https://www.youtube.com/watch?v=7YyBtMxZgQs This allows Samus to kill formerly formidable Space Pirate Commandos like they were some backwater Conscript fresh out of boot.] (Prime 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyper Beam:&#039;&#039;&#039; An extremely potent weapon (in game stats show it does enough damage to kill most anything in one hit, even a number of bosses), Samus only obtains this weapon from the Sacrifice of the Baby Metroid she rescued. It makes extremely short work of the recently resurrected Mother Brain, and aids in Samus&#039; hasty escape from Zebes as it begins to explode following MB&#039;s death. It&#039;s not explained if this beam was simply a temporary effect of the Metroid&#039;s energy infusion, or if it&#039;s a permanent weapon upgrade Samus shelved following the mission. Regardless, it is safe to say Samus no longer possesses it.&lt;br /&gt;
* A new version of this appears at the end of Dread. Samus taking energy from Raven Beak allows her gun fire a &#039;&#039;&#039;giant&#039;&#039;&#039; continous red energy stream of pure death. Samus first using it on Raven Beak after he&#039;s infected by an X-Parasite and blasts him to tiny parasite. She then uses the beam to finish off the X-Parasite, not even needing to absorb it like the others. The player gets to play around with this for the escape sequence. Everything shot by this beam is killed instantly, enemies, obstactles that are immune to beams, &#039;&#039;&#039;everything&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diffusion Beam:&#039;&#039;&#039; A pretty forgettable beam originating from Other M that is rather uniquely; for Other M that is; acquired the conventional metroid way by destroying a drone miniboss that has the requisite technology that Samus then acquires after defeating it. It doesn&#039;t really seem to affect the base beam all that much, but it gives the charge shot a big sparkly area of effect to wipe out large numbers of enemies at a time. It&#039;s pretty boring overall though the SFXes it produces are kind of pretty.&lt;br /&gt;
&lt;br /&gt;
===Utilities and other abilities===&lt;br /&gt;
In order to progress through otherwise impassable obstacles and terrain, Samus has access to a wide variety of multi-purpose tools that aren&#039;t necessarily used strictly to vaporize anything with sharp teeth (that doesn&#039;t stop her from using some of these tools to do just that anyways). The recurring ones are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morph Ball:&#039;&#039;&#039; Another iconic ability, and often one of if not the first upgrades acquired (if not already just loaded in by default), this allows Samus to transform into a compact sphere roughly 1 meter in diameter. In addition to allowing her to slip into otherwise tight spaces, it also allows her to activate a good many devices through rather conveniently shaped power conduit sockets. This form has a variety of abilities and weapons exclusive to it as well:&lt;br /&gt;
*&#039;&#039;Bomb:&#039;&#039; Sometimes included by default, other times a separate upgrade, Samus can use this to lay up to 3 consecutive energy bombs that serve multiple purposes. In addition to being the default manner of attack for the Morph Ball, the bombs are also used to destroy weakened or lightly armored structures, to power on aforementioned power conduits or devices, or to propel Samus into the air in a technique aptly named the &amp;quot;bomb jump&amp;quot;. As of Samus Returns, the bomb upgrade now has no limit on the number of bombs it can have on screen at a time as a convenience factor. A rather obscure trick is that in some two dimensional games, if you have a beam charged and enter morph ball mode you&#039;ll drop a whole bunch of bombs, not exactly useful as usually the charge shot would do more damage but it is still there all the same.&lt;br /&gt;
*&#039;&#039;Power Bomb:&#039;&#039; One of the most powerful weapons Samus gets access to, Power Bombs are used to destroy heavily armored structures and terrain while straight up obliterating anything within its rather large blast zone. Unlike the regular bomb, the Power Bomb is reliant on relatively limited ammunition. It has some combos with the beams in Super Metroid but these are obscure tricks the game never tells you about of somewhat questionable utility that have never appeared since Super Metroid. It&#039;s also used as fuel for Samus&#039; crystal flash move, another obscure super metroid only manoeuvre that sacrifices Samus&#039; stocks of ammo to restore her shielding to full capacity. &lt;br /&gt;
*&#039;&#039;Spider Ball:&#039;&#039; The first strictly non-lethal upgrade to the Morph Ball enables Samus to cling to most surfaces and scale them with ease. This ability is somewhat limited in the Prime franchise, as it can only cling to magnetic rails specifically designed for it so as to not trivialise platforming or open Pandora&#039;s box of level geometry abuse.&lt;br /&gt;
*&#039;&#039;Spring Ball:&#039;&#039; Basically it lets her jump in morph ball mode without having to wait for a bomb to detonate. It&#039;s mostly a convenience thing and while not initially present in the first two prime games, it&#039;s a default ability in prime 3 and was retroactively added to the other two in the re-release. It notably makes the Spider Ball Guardian, perhaps the most frustrating boss in Metroid Prime 2 due to its reliance on extremely exacting morphball platforming puzzles and very limited opportunities to recover shielding, much easier on any difficulty.&lt;br /&gt;
*&#039;&#039;Boost Ball:&#039;&#039; Exclusive to the Prime games, this allows Samus to charge up her Morph Ball with energy and launch forward at high speeds. In addition to letting her act as a literal cannonball, it is also used to perform sick tricks in half-pipe structures and burst through things like metal grates. Aside from the Speed Boost, this is Samus&#039; fastest &amp;quot;standard&amp;quot; method of travel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple Beam:&#039;&#039;&#039; A coherent beam of energy that allows Samus to tether to points either in the environment or on specific creatures. Environmentally, it allows Samus to swing from point to point, crossing otherwise impassable or treacherous crevices and the like. Not usually an offensive weapon, Samus still does use the Grapple Beam to rip off shields and armor of certain enemies in order to promptly execute them. When charged with Phazon, she can also either use it to either sap all the energy/phazon out of a target, or flood it with so much Phazon that it simply explodes in a shower of gore and blue goo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Jump Boots:&#039;&#039;&#039; Like the name implies, this boosts the height and speed of Samus&#039; base jumps. Effectively outmoded the moment she acquires the Space Jump.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Jump:&#039;&#039;&#039; Another common ability, the Space Jump effectively gives Samus the ability to fly by letting her jump repeatedly through the air. As an efficient and expeditious manner of travel, it is admittedly lacking, but as it normally has an unlimited number of uses, it still allows Samus to bypass almost every environmental obstacle not involving water, lava or destructible terrain. Combined with the screw attack however, it lets Samus be a constantly moving whirling buzzsaw of death that&#039;s almost impervious to attack while instantly destroying nearly everything it touches. The Prime series limits the Space Jump into a single mid-air jump, though the reasons for this are strictly for the gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screw Attack:&#039;&#039;&#039; An augment of the Space Jump, the Screw Attack envelops Samus in a sheathe of energy that outright evaporates all lesser creatures that come into contact with it and severely injures everything else. As it is activated by jumping through the air, Samus can remain in this state almost indefinitely and can only be knocked out of it by a similarly powerful attack or projectile (like the SA-X who can also use the Screw Attack). In the Prime games, it functions similarly, however it allows Samus to propel herself forward up to 5 times as well as wall jump up specific surfaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Boost:&#039;&#039;&#039; This upgrade allows Samus to run at ludicrous speeds, enveloping herself in a shroud of lethal energy that not only lets her simply charge through anyone foolish enough to stand in her way, but also straight up ram through a variety of terrain that would otherwise block her way. This energy can be temporarily stored by abruptly crouching mid run, then promptly used to propel Samus in a completely different direction, or simply launch herself through the air until she collides with a solid object in a technique called the &amp;quot;Shinespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeion:&#039;&#039;&#039; A unique energy found on SR-388 that was responsible for the Metroid&#039;s original evolutions and the power source for a variety of abilities Samus can perform, should she have the Aeion reserves needed.&lt;br /&gt;
*&#039;&#039;Scan Pulse/Pulse Radar:&#039;&#039; Upon activation, a wave of energy bursts forth from Samus, identifying hidden items, pathways or destructible terrain that may have otherwise escaped Samus&#039; notice.&lt;br /&gt;
*&#039;&#039;Lightning Armor:&#039;&#039; A protective and damaging shield of green lightning, Lightning Armor allows Samus to enter otherwise hazardous environments and avoid taking damage from attacks, at the cost of Aeion energy for damage absorbed.&lt;br /&gt;
*&#039;&#039;Beam Burst:&#039;&#039; Exchanging the ability to use her Charge Beam, this turns Samus&#039; arm cannon into a fully automatic, rapid-firing weapon capable of outputting an immense barrage of firepower, while her Aeion reserves allow.&lt;br /&gt;
*&#039;&#039;Phase Drift:&#039;&#039; Arguably one of the most powerful abilities Samus had access to, this enabled her to perform any action 50% faster than normal. This effectively slowed the flow of time for Samus while active, allowing her to easily outmaneuver enemies and cross unstable terrain before it can collapse underneath her feet.&lt;br /&gt;
*&#039;&#039;Phantom Cloak:&#039;&#039; This ability functions as a cloaking device, silencing any movements Samus makes while rendering her invisible to most enemies and sensors. Her Aeion gauge depletes much more quickly if she moves or fires any weapons while it&#039;s active.&lt;br /&gt;
*&#039;&#039;Flash Shift:&#039;&#039; Another evasive ability, Flash Shift grants Samus up to three consecutive bursts of speed, enabling her to swiftly dodge enemy attacks or quickly close the distance for a counter attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Visors:&#039;&#039;&#039; Often only playing a role in the Prime series, Samus&#039; visor is surprisingly one of the most useful tools at her disposal. The default mode it is in is simply the Combat Visor, which displays her HUD as well as an advanced targeting system that lets her lock onto opponents or objects should the need arise.&lt;br /&gt;
*&#039;&#039;Scan Visor:&#039;&#039; Though it wouldn&#039;t seem it, the Scan Visor is probably the single most powerful tool Samus has access too. In addition to providing background information on individuals, native flora, fauna, etc., it allows her to quickly translate most alien languages at a glance, identify structural or anatomical weaknesses on a target, hack into computer terminals and remotely activate a great many devices when the need arises. As this is never a function Samus has to acquire from an external source, it&#039;s also safe to say it&#039;s just a baseline feature of her Power suit.&lt;br /&gt;
*&#039;&#039;Thermal Visor:&#039;&#039; This gives Samus thermal-based vision. Kind of self explanatory, really. Still relatively useful in low-light or otherwise visually obscured conditions.&lt;br /&gt;
*&#039;&#039;X-Ray Visor:&#039;&#039; Another relatively straight forward visor, this gives Samus the ability to see through a variety of terrain, structures, enemies, or other miscellaneous objects. In Prime 3, it can be used in conjunction with the Nova Beam to simply snipe the vital organs of a good many foes, killing them with as few as one to two standard shots. This was the first variant visor to appear in the series, as an equivalent called the &#039;&#039;X-Ray Scope&#039;&#039; was an optional power-up hidden in the Brinstar region of Super Metroid.&lt;br /&gt;
*&#039;&#039;Dark Visor:&#039;&#039; Kind of a hybrid between the Thermal and X-Ray visor, the Dark Visor allows Samus to track cloaked enemies by seeing into other dimensions.&lt;br /&gt;
*&#039;&#039;Echo Visor:&#039;&#039; This gives Samus the ability to &amp;quot;see&amp;quot; sound, including sounds that are otherwise outside the normal range of hearing. Used in conjunction with the Annihilator beam to interact with sonar-based equipment.&lt;br /&gt;
*&#039;&#039;Command Visor:&#039;&#039; Essentially a remote control for Samus&#039; ship, this allows her call down bombing runs, use her ship to lift massive objects out of the way, or simply tell it to land in another location. Surprisingly one of the least useful visors Samus uses, as 99% of the time, she&#039;s not in a location or position to utilize her ship offensively.&lt;br /&gt;
&lt;br /&gt;
==Allies, Enemies and Misc==&lt;br /&gt;
===Allies===&lt;br /&gt;
&#039;&#039;&#039;Galactic Federation&#039;&#039;&#039;: Basically the UN in SPESS, (most of) the Federation is a relatively benevolent government that governs over its subject worlds in a relatively fair and just manner. However, it is noted to be extremely sectionalized, with different groups having different approaches to governance and military tactics. Samus often works for or with groups of Federation forces in dealing with Space Pirate incursions and other potential threats to galactic peace (including the very rare inter-service conflict). In more recent times however, a darker side seems to be more and more prevalent, with not just one, but two attempts to breed and weaponize Metroids (after they ordered them to be wiped out, mind you) as well as the intention to do the same with the X Parasites. This last endeavor was thwarted by Samus. This has made her an enemy of one particular subsection of the Federation (which is officially unnamed, but has been given the nickname. see below)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The &amp;quot;Ringleaders&amp;quot;&#039;&#039;&#039;: A collection of military and ex-military bureaucrats, amoral scientists, and war profiteers. this particular group of war hawks are the ones trying to clone Metroids and later X Parasites for use as bioweapons. Due to a botched translation job, the English version of Other M doesn&#039;t make it clear they are a distinct political party in the Federation, and the English version of Fusion leaves them out entirely. In the Japanese Other M they are politically defeated, turning the Federation as a whole back into Samus&#039;s allies and employers once more. Though apparently, some still remain, time will tell if they become antagonists in the future game.(Metroid gear solid.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adam (Ship AI)&#039;&#039;&#039;: The first NPC introduced in a Metroid game, heck the first interactable character other than Samus at all at the time, the AI came with the ship the Federation gave Samus after she survived getting space AIDS as part of the deal. Acts like every other stereotypical AI command center in gaming with a go here, kill this, fix that type deal it till Samus decides to go suicide run the BSL station when she finds out about the hidden program they had running there. After calling out her stupidity and hearing her rant about Adam it apparently uploaded his memories and personality then proposes a better solution and repeats his catchphrase to convince Samus it was him. Whether he was uploaded when she got the ship or the AI uploaded the personality on the fly is unknown. As of Metroid Dread, he is still serves as Samus&#039; mission advisor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adam Malkovich (Human)&#039;&#039;&#039;: Currently the only relevant GF character, Adam Malkovich served as a commander for GF forces and often as Samus&#039; commanding officer during joint missions together. His relationship with Samus was [[skub | intended to be like that of a surrogate father-figure, though the main source material he&#039;s involved tends to cause a lot of debate regarding how well that was portrayed]]. He&#039;s also an alleged military genius, though between forcing Samus to shut down most of her gear, splitting up his team (who all together couldn&#039;t handle the threats they were fighting initially, much less divided) and [[wat | freezing Samus with an ice beam right in front of a live Metroid]] [[Derp | despite admitting that he didn&#039;t know if cold weapons even worked on them]], this also is a hotly debated claim. He later sacrificed himself to blow up said Metroids, though a copy of his personality was uploaded as an AI that acted as a liaison between Samus and the Federation while she was aboard the BSL. (a running theory is that he faked his own death, and that he is in fact sylux)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chozo&#039;&#039;&#039;: Samus&#039; foster parents aren&#039;t really around anymore, but they were [[Tau | originally a militant warrior people who prided in scientific progression and enlightening the lesser races]]. However, as they mellowed out in their old age, many of them sought to explore their more spiritual aspects, with many [[Exodite | forsaking their technology to live in harmony with the natural world]]. The Thoha, one of the major Chozo tribes, were such a group. Between dying out from old age, getting slaughtered by Space Pirates/Ridley, getting nuked by Meteors filled with Phazon and generally fucking off to parts unknown, their ruins and technology are currently the only known remnants of their civilization. A far more militant group are known as the mawkin Who decided to stick with the militant warrior traditions, and were led by a psychotic tyrant with galactic domination ambitions. (as usual Samus ended him)&lt;br /&gt;
*&#039;&#039;&#039;Grey Voice&#039;&#039;&#039;: One of the only two named Chozo, Grey Voice was a curmudgeon who initially objected to adopting Samus before relenting with the knowledge that she literally had nowhere and no one else to go to. To help her adapt to Zebes, it was Grey Voice&#039;s DNA that was used to genetically enhance Samus into what she is today. While he feigned servitude to Ridley and Mother Brain to avoid getting his people wiped out, he eventually dusted off his old power armor and tried to kill the two of them despite having been genetically engineered to be incapable of violent acts. Ultimately Ridley slaughtered him and most of the remaining Chozo in response. Is highly likely to be a thoha.&lt;br /&gt;
*&#039;&#039;&#039;Old Bird&#039;&#039;&#039;: The other named Chozo, Old Bird was friendlier than Grey Voice and actually played with toddler Samus a little bit before the Space Pirates raided her colony. He also tried to teach her the lesson that just because someone looks different, you can always find good in them and become friends in the end. [[not as planned | Suffice to say, this advice backfired spectacularly when 3-year old Samus told Ridley this and he responded by incinerating her mother]]. When they returned to investigate the carnage, Old Bird was the one who found her amidst the ruins and basically strong armed Grey Voice into adopting her. After the events on Zebes that decimated the Chozo population and killed Grey Voice, Old Bird led the precious few Chozo who survived into hiding, leaving their ultimate fate unknown.&lt;br /&gt;
*&#039;&#039;&#039;Quiet Robe&#039;&#039;&#039;: The first living, breathing, unmasked Chozo to ever be portrayed in the flesh in a Metroid game. Quiet Robe rescued Samus from the clutches of an E.M.M.I. during her mission on ZDR and informed her as to the identity of her true enemy on the planet, Raven Beak. Leader of the mawkin. Quiet Robe revealed to Samus that the Thoha Tribe, to which he was the sole survivor of, were the Chozo who were responsible for the creation of the Metroids and the only ones with the genetic code capable of controlling them. After informing Samus of what the E.M.M.I were programmed to steal, Quiet Robe was assassinated by a robotic Chozo Warrior. Later, his body was infected and controlled by an X-Parasite who used his knowledge to re-activate all the remaining E.M.M.I and send them after Samus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luminoth&#039;&#039;&#039;: Giant bipedal moth people, the Luminoth are an elder race much like their Chozo buddies. Unlike the Chozo, the Luminoth are still around and kicking (if only barely. With only a few dozen of them left, they are all but extinct thanks to their war with the Ing, though the war has ended, and they are now recovering). They are known to have met and collaborated with the Chozo on a few projects, as well as assisting the Galactic Federation with cleaning up residual Phazon on their planet, but they have not done much since.&lt;br /&gt;
*&#039;&#039;&#039;U-Mos&#039;&#039;&#039;: The last sentinel of the Luminoth, U-Mos was charged with watching over the remainder of his race (who were in stasis at this point) and defending the final remnants of planetary energy remaining on the original Aether. While initially wary of Samus (and despite her initial distrust of him), his heartfelt pleas for her to save his people and planet, as well as the threat the Ing would possess should they escape to the galaxy at large/the universe as a whole (Metroid is inconsistent on whether it&#039;s intergalactic or not) gained Samus&#039; cooperation. To aid in her one-woman war, he eventually gifted her the slick-as-hell Light Suit. Notably considered to be a pretty young man; especially for someone entrusted with the duties of chief guardian and head of state; by the standards of his species at 250 years of age though he mostly got the job because nearly everyone with more experience was dead by the time he was elected. Kind of like a twenty five year old ending up as head of the administratum or Captain General of the Custodes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alimbics&#039;&#039;&#039;: Yet another elder race, the Alimbics were insectoid-like beings who, like the other elder races, had a thing for science and technologies of borderline magic. Originally from another galaxy altogether, the Alimbics engaged in some minor trading of tech with a variety of races such as the Chozo, Vhozon, Kriken, etc. Ultimately, a love-craftian horror named Gorea came to their civilization and began assimilating their race to grow stronger. The leaders of their race sacrificed themselves in a process to seal Gorea away in an alternate dimension. The fate of any remaining Alimbics (who weren&#039;t assimilated) isn&#039;t entirely clear, but they&#039;re presumed to be either extinct or in the same plane of existence their leaders went into upon sealing Gorea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baby Metroid&#039;&#039;&#039;: The last &amp;quot;natural&amp;quot; Metroid in existence, this infant Metroid hatched right in front of Samus just after she had slain the last Queen Metroid. It immediately imprinted on Samus, who couldn&#039;t bring herself to kill a defenseless baby. She quickly took it to a Galactic Federation research lab for safe keeping, only for Ridley to show up, kill everybody on the station and steal the metroid. Samus eventually found the Metroid on Zebes, who had grown to massive proportions of its original size and nearly killed her before recognizing her as her &amp;quot;mother&amp;quot;. It slinked off in shame before intervening in Samus&#039; fight against Mother Brain, draining the later&#039;s energy and feeding it to Samus. Turns out MB didn&#039;t really appreciate this, and so she killed the Metroid before it could attack again. (which caused it‘s surrogate mother to go on one hell of a rampage) This would have been the end of the story if not for the fact that the Federation would later use what genetic samples they had of this metroid to later save it&#039;s mother&#039;s life from that X infection.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&#039;&#039;&#039;Ridley&#039;&#039;&#039;: Sometimes heralded as the leader of the Space Pirates, other times just a high-ranking warlord or an enforcer, Ridley is one of the most evil fucks in the galaxy/universe. Despite being a fully sentient and highly intelligent being, he takes extreme pleasure in the bestial brutality of indiscriminate slaughter of anyone or anything unfortunate enough to be on the same planet as him. [[Grimdark | His sadism even goes so far as to gloat to Samus who was at the time, only a teenager and was caught in her first ever PTSD episode about eating her freshly murdered parents (while mimicking their voices) before promptly killing her adopted chozo-dad]]. What&#039;s worse, is that in most cases he kills people just for the shits and giggles (which, by Nintendo&#039;s standards, is pretty damn dark) rather than to fulfill some ulterior motive or power play. He joined the space pirates as an enforcer of its mysterious High Command not for any higher goal or even for his own gain, he&#039;s only in it because he likes to hurt and kill people and the space pirates were the army that would let him do that the most. As mentioned above, he currently holds the Nintendo record of fastest respawn times (Even Ganon from LoZ usually takes at least a lifetime or longer to reincarnate, Ridley just pops back a week later like it&#039;s just another damn day at the office). While most Nintendo villains are evil in a grand, cosmic way; Ridley is mean and cruel in a very personal and ugly way and his opposition to Samus is born entirely out of personal rather than destiny related reasons and ideology is only in play to the extent that &amp;quot;I deserve to have fun by killing and torturing people&amp;quot; versus &amp;quot;That&#039;s really fucked up&amp;quot; is an ideological conflict. As of Metroid Dread, he has yet to reemerge in some shape or form, so for now it is modestly safe to assume he has perished permanently. Until some Space Pirates eventually pull back the curtain on a secret clone army of the dragon, at least.&lt;br /&gt;
*The only major Metroid games Ridley is absent for are Metroid Prime 2, Metroid Prime Hunters and Metroid Dread. He was formerly absent from Metroid II: Samus Returns, but a cybernetic iteration of him randomly popped in to fill the role of final boss in the remake of it.&lt;br /&gt;
*While the Metroid Prime, Mother Brain, and High Command are all more influential or powerful than he is and he&#039;s always operating as someone else&#039;s soldier, he&#039;s Samus&#039; arch-enemy, not them. As mentioned before, Samus&#039; conflict with him is almost entirely driven by personal reasons and at the same token, he&#039;s the only reoccurring villain who definitely opposes her for reasons beyond being an obstacle in his plans. The others are her enemies or villains; only he can genuinely claim to be her nemesis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kraid&#039;&#039;&#039;: A massive, morbidly obese Godzilla that serves as another high-ranking Space Pirate commander. Despite having a position similar to Ridley&#039;s, he&#039;s not remotely as revered or competent as his draconic counterpart; a detail likely noticed by most of the Space Pirates in charge of rebuilding Ridley every time Samus kicks his ass. To that extent, Kraid has only ever stood in Samus&#039; way twice, both times on the planet Zebes (it&#039;s entirely probable that his size prevents most conventional ships from moving him anywhere else anyways). Even though he was planned to show up in Metroid Prime in a deeper section of the Phazon Mines, it wasn&#039;t until Metroid Dread where he makes a re-appearance chained up in a facility with no explanation or fan-fare as a boss fight. Samus was resolutely unimpressed with his reappearance and dispatched him rather effortlessly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mother Brain&#039;&#039;&#039;: A giant, literal brain that functioned as something of an overseer for the Chozo society. Over time, she grew rather sick of cleaning up after Space Pirate raids and the Chozo&#039;s new pacifistic outlook on life and began wishing to instill her concept of &amp;quot;order&amp;quot; unto the galaxy/universe. To this end, she conscripted Ridley and the Space Pirates to act as her personal army in a bid to take control of the Galactic Federation to achieve this goal. She also seemed to think that the Metroids are the perfect life form, and sought to evolve them into a fully intelligent race. Suffice to say, between her second death and the extinction of Metroids, the odds of her goal being realized are real fucking slim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space Pirates&#039;&#039;&#039;: These awesome fuckers have been the biggest thorn in the Federation&#039;s side since god knows when. The exact nuances of their government and society at large aren&#039;t really clear (different games show them as Arthropods or Reptoids, not helped by the official stance they are an amalgam of many species) but they are an extremely militaristic race that tends to have a [[ork | &amp;quot;might is right&amp;quot;]] mentality. Despite this, they are still a fairly advanced race in their own right and are capable of creating (crude) technology that allows them to rival the Galactic Federation. Unlike the Federation, the Pirates are much less concerned with the safe applications of said technology, so much of their newer or experimental technology tends to be considerably less refined than their GF counterparts. Their tech also tends to suffer from particularly fatal flaws (such as notable vulnerabilities to specific beam weapons, or high equipment temperatures making them liable to explode). The R&amp;amp;D aspect of their technology also tends to have a staggering mortality rate on the personnel testing it, a hilarious example being when they tried (and failed) to copy Samus&#039; Morph Ball. After &#039;&#039;Prime 3&#039;&#039; and &#039;&#039;Super Metroid&#039;&#039; they have been almost completely defeated, having lost both their homeworld and their backup bases on Talon IV and Zebes, though as with any video game antagonist it wouldn&#039;t be hard to bring them back if Nintendo really wanted.&lt;br /&gt;
*&#039;&#039;&#039;Disciples&#039;&#039;&#039;: A sect of Space Pirates who worship Phazon as a holy substance, and Dark Samus as their new goddess. During &#039;&#039;Prime 3&#039;&#039; they held most of the political power in the Space Pirate hierarchy, though the destruction of Phaaze means any survivors probably aren&#039;t high on the totem pole any longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ing&#039;&#039;&#039;: When Aether was hit by a Phazon-infused meteor, the impact in tandem with the Phazon reacting with the natural energies of the planet split Aeither between two dimensions of reality. Most of the Phazon and half of this planetary energy shifted over to the half that became known as &#039;Dark Aether&#039;. This realm became populated by the Ing, literal daemons of darkness who possessed and killed things in the original Aether (not necessarily in that order either, their possession abilities aren&#039;t even limited to organics which the Luminoth found when the Ing turned their war machines against them) in order to slaughter the Luminoth and steal the remaining energy to stabilize their dimension and erase the original planet. Once Samus drained every bit of planetary energy and murdered their Emperor, the entirety of Dark Aether imploded upon itself, taking the rest of the Ing with it ([[Grimdark|many of whom were so desperate to escape their apocalypse they tried to force themselves through an unstable portal to a realm that&#039;s atmosphere would&#039;ve very likely killed them anyways]]). This is kind of noteworthy, as this is the first instance of complete and utter genocide Samus has committed against a fully sentient (if strictly hierarchical and extremely hostile) race to the point of extinction.&lt;br /&gt;
*Metroid Prime 3 gives a hint to their origins with a minor enemy known as the Phaaz-Ing which looks and acts an awful lot like a recoloured version of an Inglet. It&#039;s likely that the Ing Horde was birthed from a collection of Phaaz-Ing that hitched a ride on the leviathan heading towards aether and were mutated by the dark dimension when Aether&#039;s bizarre energies sent the meteor into another dimension.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Samus&#039;&#039;&#039;: The first of Samus&#039; doppelgangers, Dark Samus is an &#039;&#039;extremely&#039;&#039; mutated Metroid first appeared as titular final boss in Metroid Prime. After it was defeated by Samus it survived by stealing the Phazon Suit to effectively turn into a deranged murder-clone of her. While she was relatively directionless on Aether, she eventually became obsessed with spreading Phazon corruption to every known planet of importance. Due to being almost pure Phazon, Dark Samus&#039; personality is twisted and manic. The Space Pirates corrupted by her came to see her as something of a prophet or harbinger, with many all but worshiping her. Her final death came with the destruction of the planet Phaaze, which effectively cause all Phazon to become inert and fade away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SA-X&#039;&#039;&#039;: The Samus Aran X-Parasite was created shortly after a Federation sponsored visit to the recently de-Metroided SR-388 when one of the little STD blobs crawled into Samus&#039; suit. After promptly infecting and copying her at the height of her power, it began wreaking havoc on the Space Station it was contained in. By the time Samus was strong enough to face off against it, it had asexually reproduced into no less than 10 copies of a fully powered Samus. All these copies are presumed to be destroyed along with the entirety of SR-388 and the Space Station they were held on. Unlike Dark Samus, this thing might have copied some of the original&#039;s personality, though mostly it seemed to imitate just the part that was obsessed with murdering metroids. Given that the X-Parasite mimicking Quiet Robe willfully sacrificed itself to bring Samus&#039; metroid form under her control so that she could escape the about-to-explode planet ZDR, it may be more towards the former.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;E.M.M.I.&#039;&#039;&#039;: Extraplanetary Multiform Mobile Identifier, E.M.M.I.s are cybernetic probes created by the Galactic Federation for the express purpose of tracking down and identifying potential X-Parasites on a recently identified planet known as ZDR. To do this, they made these things out of &amp;quot;the toughest stuff&amp;quot; in the galaxy, to wit, none of Samus&#039; conventional weaponry can damage an E.M.M.I. under any circumstances. Of course, all the E.M.M.I. sent to ZDR went rogue and now want to take a sample from Samus... by impaling her with a massive proboscis-like needle. Upon encountering Quiet Robe, he reveals that Raven Beak has re-appropriated the E.M.M.I., equipped them with some of Samus&#039; stolen gear and has tasked them with extracting the Metroid DNA from within her so that he can create an army for galactic conquest. As their acronym suggests, E.M.M.I. adapt their forms to better track their prey. As far as Samus is concerned, she has to spend a majority of her time fleeing from these robots, as the most she can do is &#039;&#039;potentially&#039;&#039; escape their grasp if they manage to pin her. Why the Federation thought designing a droid this difficult for their top bounty hunter to deal with when she&#039;s still working for them is an enigma at best. Fortunately, by the time Samus encounters the last E.M.M.I, she&#039;s able to dispatch of them by using her Metroid abilities to simply drain them of their energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raven Beak&#039;&#039;&#039;: An evil Chozo who leads the warlike Mawkin Tribe. The Thoha Tribe contracted him to stop the Metroids after they ran out of control on SR388. He obliged in their request, but upon the the Thoha requesting that they destroy SR388 to ensure the Metroids and X-Parasites couldn&#039;t pose a threat, Raven Beak betrayed and slaughtered them. Raven Beak instead decided to hop on the bio-weapon bandwagon and use the Metroids as weapons for galactic conquest, only sparing Quiet Robe from the Thoha genocide as a means to control them. However, his plans were delayed slightly after it was revealed that an X-Parasite managed to infect one of his soldiers and was wreaking havoc upon ZDR, the Mawkin base of operations. By the time Raven Beak managed to contain the X-Parasites, all of his soldiers had succumb to the parasite, leaving him as the sole survivor. Undeterred, Raven Beak set out to resume his plans for the Metroids, only to discover that while he was preoccupied with the X, Samus had wiped out all the Metroids on SR388. Again undeterred, once he discovered that Samus had been inoculated with Metroid DNA, he shifted his plans to capturing Samus to harvest her DNA. To this end, he leaked footage of an X-Parasite to the federation and captured all the E.M.M.I. units dispatched to investigate by the time Samus got to the planet. Though he was originally planning on simply killing Samus during their initial encounter, his plans shifted once he noticed Samus&#039; latent Metroid DNA was beginning to awaken. Thus, he knocked her out, stole most of her powersuit&#039;s equipment and disseminated them to the E.M.M.I under his control and engineered a majority of the trials Samus had to endure with the intention of fully awakening her powers for his personal use.&lt;br /&gt;
*Raven Beak thus far is the most powerful opponent Samus has ever faced (you don&#039;t survive an outbreak of X-Parasites by being easy to kill); even at full power, he is able to best Samus in combat in both of their encounters, Raven Beak emerged victorious. Only upon Samus&#039; metroid powers fully awakening did he lose against her.&lt;br /&gt;
**Raven Beak is the source for the other half of Samus&#039; Chozo DNA infusion, providing the martial prowess the Mawkin (and by extension, the former Chozo people) were known for. In a sense, this effectively turns him into Samus&#039; bird Darth Vader-dad. This relation does little to prevent Metroid-Samus from going full [[Doom|Doomslayer]] on him.&lt;br /&gt;
&lt;br /&gt;
===Bounty Hunters===&lt;br /&gt;
While all of them were or are enemies of Samus, a few of them were allies for a short time, or would otherwise be likely to ally with her in normal circumstances. Their motivations also continue to prove that Nintendo still only has a tenuous understanding of what a bounty hunter actually is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sylux&#039;&#039;&#039;: A &amp;quot;Bounty Hunter&amp;quot; who apparently has a hate-boner for the Federation. All that&#039;s really known about him is that he&#039;s native to the planet of Cylosis, he stole his power suit and the Shock Coil weapon from the Federation and when he&#039;s not spending his time killing their outlying forces, he&#039;s stalking Samus across the Galaxy/Universe. Unlike the other hunters introduced in his debut game, it seems that Nintendo has actual plans for him. Plans big enough to build an entire trilogy around him as either an antagonist or Deuteragonist. (Hunters, likely Prime 4 as well)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rundas&#039;&#039;&#039;: An alien bounty hunter with cryokinetic powers, Rundas was initially employed alongside several other hunters to work with Samus on Norion. He had your typical cool-guy type attitude with an arrogant flair, but was at least competent enough at his job to justify &#039;&#039;part&#039;&#039; of it. Among other things he saves Samus from falling to her death. Following his corruption and deployment to a planet called Bryyo, he lost his mind and was enthralled to Dark Samus. After being defeated by Samus, he regained his sanity, though either upon realizing what he&#039;d done or possibly Dark Samus&#039; overriding his will, he killed himself with his own ice powers before having his essence absorbed by Dark Samus. Visually, he kinda looks like a Wraithlord from 40k. (Prime 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghor&#039;&#039;&#039;: A cyborg bounty hunter who [[This guy | would often donate his rewards to the victims of his marks]], Ghor utilized his space ship as a mech suit to murder the hell out of any Space Pirates in his way. He has a weird sort of split personality thing where out of his mech suit he&#039;s like a kindly robo-grandpa, but when he&#039;s in the suit he becomes EXTREMELY ANGRY AT EVERYTHING ALL THE TIME. He&#039;s also something of a tech expert (being a cyborg, this is unsurprising), and is able to remotely access computers and networks with a flick of a hand. Despite falling to corruption much like his bounty hunter colleagues, Ghor regained enough mental clarity to tell Samus how to repair the damage he inflicted on an orbital station and its resident AI overseer before retreating to attack her ship. Much like Rundas, he too was consumed by Dark Samus upon his defeat at Samus&#039; hands. (Prime 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gandrayda&#039;&#039;&#039;: A Shape-Shifter who can copy the appearance and some abilities of other people/races, Gandrayda was an arrogant show-off bitch who was skilled at infiltration (a shape-shifter who specializes in infiltration, shocking, I know) and liked to toy with her targets before killing them, usually as one of their supposed &amp;quot;allies&amp;quot;. Unlike the other two bounty hunters who were corrupted, Gandrayda actually seemed to embrace her new powers and role under Dark Samus and above her Space Pirate legions. Just like the two hunters before her, however, she was defeated and ultimately slain by Samus and Dark Samus, respectively. (Prime 3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weavel&#039;&#039;&#039;: The only other named Space Pirate. During one of her raids, Samus wasn&#039;t as thorough as she thought she was and didn&#039;t quite kill Weavel, just horribly maim him. Thankfully, some of his chaps had enough tech that all they really needed was his brain and spinal column and shoved that into a robotic shell that could split in half and turn its legs into a battle turret. Since then, he&#039;s been a bounty hunter for the space pirates, causing chaos wherever he can. An interesting note is that his anatomy is practically human in design when most Space Pirates are digitgrade insectoids with crab-claw hands. Possibly was an attempt to replicate Samus&#039; power suit, since it&#039;d hardly be the first time they&#039;ve tried. (Hunters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kanden&#039;&#039;&#039;: An individual from a race called &amp;quot;Enoema&amp;quot; who was used as an experiment to create an ideal super-soldier. The process worked, physically speaking, though Kanden&#039;s mind couldn&#039;t handle whatever the hell they did to him and caused him to go insane. Evidently, he now has the single-minded goal to become the single greatest bounty hunter in existence, and is willing to kill anyone or anything to prove it. He uses his Volt Driver and the electromagnetic field he emits to disrupt enemy suit systems. (Hunters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trace&#039;&#039;&#039;: A member of the insect like Kriken, Trace is currently undergoing the rite of passage for his people: to find a suitable planet to conquer or to claim powerful technologies to help the Kriken Empire become stronger than the Galactic Federation or any force of Space Pirates. He happened to decide that the Super Weapon all the other hunters were also seeking happened to be the perfect prize, and so joins the rat race for it. He fights primarily by sniping at long range, or by cloaking himself and ambushing his prey. (Hunters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noxus&#039;&#039;&#039;: One of the few bounty hunters on this list that actually has some sense of morality, Noxus is a Vhozon who uses his position as a &amp;quot;bounty hunter&amp;quot; to basically be Batman without the whole &amp;quot;no guns&amp;quot; policy. His conflicts with Samus were primarily because he believed she was just as unworthy as all the other hunters who were looking for the super weapon mcguffin featured in Hunters, or simply because he only trusted himself to keep it out of the wrong hands. Any other day of the week, it&#039;s likely that he and Samus would probably get along just fine. Has a notably goofy alt-mode in that he literally just hugs his legs to his chest and spins around on his tip toes like a top and attacks by sticking his arm out to hit things. (Hunters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spire&#039;&#039;&#039;: A morally neutral dude who&#039;s the last surviving member of the Diamont race, all he wants to do is find out what the hell happened to his people (who mysteriously vanished without a trace). Evidently his job as a &amp;quot;bounty hunter&amp;quot; helps him get around or access any information he seems to deem important for that cause. Likely the only reason he had any beef with Samus is because he thought that the Super Weapon everyone and their dog was looking for could give him answers to what happened to the Diamonts and he didn&#039;t want to risk losing the opportunity to someone else. (Hunters).&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
&#039;&#039;&#039;Phazon&#039;&#039;&#039;: An organic, highly radioactive substance that can be utilized as an extremely high-yield energy source, but is likewise extremely toxic to almost all organic life exposed to it. This semi-sentient substance, when left to its own devices, perpetuates itself by corrupting any nearby matter (organic or no) and converting it into yet more Phazon. Unrefined, Phazon often takes shape as lightning blue and black tendrils or actual physical crystals. Refined or pure Phazon takes the form of a gel-like fluid, and as can be expected, is considerably more potent in both energy yield and in its mutagenic effects on lifeforms. Exposure to Phazon, even briefly, can have severe detrimental effects on the physical and mental well-being of anything that comes into contact with it. In the &amp;quot;best&amp;quot; case scenario, individuals corrupted by this substance gain powerful new abilities and become stronger and more resilient, but they often become psychotic, erratic and extraordinarily hostile towards anything and anyone else. In most cases, creatures or individuals will die horrible, painful deaths caused by unstable, uncontrollable mutations. Select few creatures can ever find a &amp;quot;happy medium&amp;quot;, but the few who survive are often still very unhinged and often have dramatically reduced life spans from the prolonged exposure. The substance itself originates from a planet called Phaaze, which was effectively a single massive super-organism. Phaaze &amp;quot;reproduces&amp;quot; by gestating massive Phazon meteors named Leviathans within it&#039;s womb (yes, the planet actually has functioning genitalia) then hurling them into space with the hope that they impact a planet. Upon impact, the Leviathan selects and heavily modifies a powerful creature to act as a guardian for the Leviathan itself (the namesake Metroid Prime and Emperor Ing were two such guardians) while it begins to spread Phazon throughout the planet. Had Samus not destroyed all these Leviathans, they would have eventually transformed their host worlds into more Phaaze planets. Dark Samus, once she got her shit together, implanted a sophisticated Galactic Federation AI into Phaaze and used it to forcibly launch Leviathans at specific worlds in an effort to subdue/destroy all other life in the galaxy/universe and turn everything into Phazon. Ultimately, Samus managed to destroy all of Dark Samus&#039; leviathans and, true to her reputation, permanently ended the Phazon threat by blowing up Phaaze (which somehow rendered &#039;&#039;all&#039;&#039; Phazon completely inert, which begs the question of how sustainable Phaaze&#039;s reproductive system would actually be - maybe the Phazon only becomes independent when it fully creates another Phaaze?). Was ripped off in the expanse by the proto-molecule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metroid&#039;&#039;&#039;: The eponymous creature for which the franchise is named, Metroids are artificial creatures created by the Chozo specifically to combat the X-Parasite they discovered on SR-388. The initial form resembles a floating jellyfish with two sets of fangs instead of tentacles, however many different evolutions and sub-breeds spawned depending on what forms of energy they have consumed or been exposed to, though the &amp;quot;traditional&amp;quot; life stages involve Metroids metamorphizing from floating jellyfish into [[Tyranid|massive insect/dinosaur hybrids]]. On this note, Metroids derive sustenance entirely from energy; primarily by rapidly draining the life force out of any living creature (and any powered armors they also may be wearing) until it turns into a withered husk and crumbles to dust. This, combined with their surprising resilience to most conventional weaponry makes them extremely dangerous and apparently prime candidates for weaponization through both the Space Pirates and Galactic Federation. That said, they do have a notable vulnerability to extreme cold and &#039;&#039;can&#039;&#039; still be killed by sustained, concentrated fire. Eventually, the Galactic Federation officially recognized the danger they possessed to the galaxy/universe at large (while being completely unaware of the X-Parasite that was being kept in check by them), and ordered Samus to commit full-scale genocide on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-Parasite&#039;&#039;&#039;: The &amp;quot;original&amp;quot; life consuming entity on SR-388 (seriously, that place could put many-a death world to shame with the kind of fauna regularly growing there), X-Parasites are roughly basketball sized yellow blobs that infect organic creatures, consume them from the inside while propagating rapidly, then ultimately kill their original host and shape-shift into near perfect copies of them. If their mimic-body is killed, they can even just make a new, identical body a few seconds afterwards if their true forms aren&#039;t killed in time. They also assimilate the host&#039;s memories in order to properly mimic the creature, and can utilize that knowledge for their own gain. Once they realized the threat Samus possessed to their species they attempted to scuttle the station with her on it. In the form of a BSL scientist they utilized the host&#039;s knowledge to destabilize the main reactor&#039;s cooling system to cause a meltdown and cause a destructive chain reaction. Later on, upon learning Samus&#039;s weakness to cold, they bred a cold sub-breed solely designed to chase down and kamikaze into her to freeze her to death by absorption. But after she acquires a way to mitigate this weakness and went through a room full of the new breed absorbing them all without harm they then flee just like the rest of their brethren. They&#039;re immune to almost all known weaponry and are able to infect people or creatures even through vacuum-sealed power armor, which arguably makes them more dangerous than the Metroids created specifically to kill them. This is especially true for creatures with cybernetic or robotic implants/cybernetics/equipment, as not only can they be infected by the X-Parasites, but their technological components can also be fully replicated. This includes but isn&#039;t limited to Samus&#039; power suit, missile launchers, beam cannons and even [[what|gravity generators]]. Despite the Galactic Federation&#039;s intentions to the contrary, Samus has likely ensured their total extinction when she blew up the lab they were contained in alongside SR-388. Until it was revealed some had made it off-world to ZDR, which also got blown up, so they might be extinct now but since they&#039;ve now gotten off-world before who&#039;s to say they didn&#039;t do the same elsewhere?&lt;br /&gt;
&lt;br /&gt;
TLDR: An even worse version of what the monster from the 1982 movie &#039;The Thing&#039; would have become if it landed on a zoo space station and not an area of barren tundra.&lt;br /&gt;
&lt;br /&gt;
==In Warhammer 40,000==&lt;br /&gt;
===Daemon===&lt;br /&gt;
[[File:Samus.jpg|thumb|The &#039;&#039;other&#039;&#039; Samus that you probably aren&#039;t here for.]]&lt;br /&gt;
Near the end of the [[Great Crusade]], the Luna Wolves pacified a planet catalogued as 63-19, known to its inhabitants as Terra. In the final stages of compliance, a Luna Wolves speartip went into the Whisperhead Mountains to eliminate a rogue force loyal to the planet&#039;s slain emperor. During the descent, the drop ships picked up a transmission that appeared intended to scare them, a repeating whisper of the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Samus. That&#039;s the only name you&#039;ll hear. Samus. It means the end and the death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw on your bones. Look out! Samus is here.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Then the Legionary Xayver Jubal succumbed to Samus&#039;s corruption and it possessed him, using him to attack the speartip. After a concerted effort, Garviel Loken killed the mutated Jubal and had his warped body destroyed. [[Horus]] ordered the suppression of the records of the encounter, especially Jubal&#039;s corruption, and denied that &amp;quot;Samus&amp;quot; was anything supernatural. {{BLAM|Horus is a traitor to mankind, and any reports of the Adeptus Astartes succumbing to Chaos are clearly lies and propaganda. --Commissar Rosethorn}}&lt;br /&gt;
&lt;br /&gt;
Samus becomes a recurring character in the &#039;&#039;Horus Heresy&#039;&#039; series. He is summoned by various traitor forces into various corpses at key battles like [[Battle of Calth|Calth]] and the [[Siege of Terra]], and proceeds to die in every one of these appearances. Forge World gave him a model called &amp;quot;[https://www.forgeworld.co.uk/en-US/Samus-Daemon-Prince-of-the-Ruinstorm Samus, Daemon Prince of the Ruinstorm].&amp;quot; Apparently he is a daemon prince of the Ruinstorm and may have killed Dorn had the duel continued any longer. Though the only one to make that claim was Samus himself, so it&#039;s hard to take that boast seriously. &lt;br /&gt;
&lt;br /&gt;
Upon attempting to fight Metroid&#039;s Samus for the right to be the one true Samus, the Daemon Prince was promptly pile driven and then drop kicked so hard he has yet to do anything of importance since the Horus Heresy.&lt;br /&gt;
&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
&lt;br /&gt;
===Samus Aran===&lt;br /&gt;
The hunter Samus Aran is indoctrinated by the Chozo (and then given Chozo genes at the age of three, and given that she lacks feathers, a beak, or talons they probably gave her the &amp;quot;latent psychic and superhumanly strong and fast&amp;quot; genes and not the &amp;quot;bird people&amp;quot; ones.) and (as of Metroid Fusion) part-Metroid, which does not endear her to Imperial authorities, but her power suit has massive [[pauldrons]] that demand respect, and would put a [[Space Marine]] to shame. For this reason, not to mention her status as a one-woman [[Exterminatus]], Samus is sometimes portrayed as a [[Primarch]] of a legion of [[Female Space Marines]]. It&#039;s said that the Space Pirate xenos describe the hunter Samus Aran to each other with the same chant as the aforementioned warp-entity: &amp;quot;Samus; it means the end and the death. Samus is all around you. Samus will gnaw on your bones...&amp;quot; She also possesses a righteous hatred for the space pirates, who are responsible for her orphaning and loss of a homeworld, twice, once for her birthworld and parents on K-2L, and again for her adoptive Chozo parents and world on Zebes. The pirates even fear to mention her name just calling her the Hunter, treating her as if she were some kind of supernatural spirit of vengeance more than a person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Unknown Primarchs]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rotigus&amp;diff=409591</id>
		<title>Rotigus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rotigus&amp;diff=409591"/>
		<updated>2023-05-13T21:45:27Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rotigus-The-Rainfather.png|thumb|Such a jolly fellow]]&lt;br /&gt;
After the release of the Nurgle Battletome and Chaos Daemons Codices near the beginning of 2018, we were blessed with a plastic [[Great Unclean One]] whose kit was accompanied by the creation of a new special character, &#039;&#039;&#039;Rotigus the Rainfather&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Also known as the Rainmaker and the Generous One, Rotigus is a Great Unclean One most attuned to the fecundity and generosity of [[Nurgle]] and, by extension, the natural world. As such, he&#039;s seen by many primitive peoples as a fertility God. But since he&#039;s still a Great Unclean One, there&#039;s an AIDS-y twist to it. For example, someone praying for more fertile livestock [[Not as Planned|will find that this does happen, but the offspring produced will be malformed diseased monstrosities, or someone praying for rain after a drought will be flooded with gross and brackish waters.]] He, like every Great Unclean One, is creepily happy about the jobs he does, actually &#039;&#039;humming&#039;&#039; while he infects loads of people with his diseased shitwater. He is constantly surrounded by a storm of filth and disease known as Nurgle&#039;s Deluge, so merely being near him is likely to get you drowned in sewage.&lt;br /&gt;
&lt;br /&gt;
In the 8th Edition Chaos Daemons Codex, it says that, after the [[Tau]] conquest of the planet Dh&#039;arthan, a massive drought and the failure of their hydrotech forced the Earth caste farmers [[Heresy|to convert to the natives religion and start praying for rain]]... [[Troll|only for them to learn that their fertility god was Rotigus, who quickly transformed their desert planet into a stinking bog]].&lt;br /&gt;
&lt;br /&gt;
We got a little bit more information about Rotigus during the events of the War of the Spider chapter of the Psychic Awakening, as it was him who gifted Typhus the cornucopia relic thingy that Fabius Bile was after.&lt;br /&gt;
&lt;br /&gt;
Later, he plays a much larger role during the third book of the Dark Imperium series, &#039;&#039;Godblight&#039;&#039;. In the third book, we see that Rotigus is one of Ku&#039;gath&#039;s biggest rivals, with the two vying for the very special role of &amp;quot;Nurgle&#039;s Big Fat Favorite Boy&amp;quot;. During the closing chapters of the Plague Wars, Rotigus indeed ends up surpassing Ku&#039;gath as Nurgle&#039;s favored son, as it was because of him that Fabien Guelphrain, a not-Remembrancer tasked by Guilliman himself to uncover the true history of the Imperium, uncovered the only book left intact in Macragge&#039;s largest library after a battle between Rotigus and [[Varro Tigurius]] himself. Said book is a historic account of the Imperium Secundus, of all things, the truth of which Rotigus claims will ensure the decay of the Imperium from the inside out.&lt;br /&gt;
&lt;br /&gt;
==On the TT==&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Rotigus || 7/5/3 || 2+ || 3+ || 7/6/5 || 7 || 18 || 5/4/3 || 10 || 6+ || 330&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rotigus has the exact same cost and statline as a regular Great Unclean One so the comparisons are pretty straightforward. Both are psykers, with a GUO knowing two spells from the Nurgle discipline and Rotigus knows one spell more and can also deny two times instead of just one. On the shooting phase department, the GUO can be equipped with a Flail for an Assault 3 AP-3/D2 that uses his own strength, can be shot like a pistol and distributes all its damage whereas Rotigus has the &amp;quot;Streams of brackish filth&amp;quot;, a decent 2d6 flamethrower with AP-3/D1 that uses his strength that rerolls failed wounds. The Biggest difference is that the Unclean one can choose his warlord trait whereas Rotigus comes already equipped with a Pestilent miasma, an aura that causes mortal wounds on every enemy unit in melee on a +4&lt;br /&gt;
&lt;br /&gt;
In the fighting department, Rotigus can slap some bitches hard with 5 S8/AP-2/W3 attacks rerolling failed wounds(both attacks and Strength decaying as he loses wounds) and to help with hordes he gets an additional 1D6 attacks with S7/AP-1 thanks to his fanged maws and a bit some with some weak nurglings helping for an extra D6 attacks with paltry 2S. &lt;br /&gt;
&lt;br /&gt;
Overall a nice guy all around, Nurgle guarantees that his boy will certainly liven up any party he is thrown at with competency&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rot_Fly&amp;diff=409534</id>
		<title>Rot Fly</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rot_Fly&amp;diff=409534"/>
		<updated>2023-05-13T21:45:03Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RotFly.jpg|260px|right|thumb|A &#039;&#039;really&#039;&#039; pissed off Fly (with a screaming dick).]]&lt;br /&gt;
&lt;br /&gt;
Rot Flies (Not to be confused with the [[Battle Fly]]) are the result of a [[Butthurt|&#039;&#039;very angry and very upset&#039;&#039;]] [[Beast of Nurgle]]. It starts when a Beast of Nurgle develops a slight bitterness within (Either due to all its playthings dying from its horrid diseases and weight, being slain again and again, or even being told off by Papa Nurgle himself), eventually becoming heartbreak that manifests into frustration and resentment. Over millennia, malice grows within as depression and angst fills the Daemon&#039;s core, until the Beast of Nurgle mutates into a cocoon that spawns a nightmarish insectoid-like creature that have a appearance so repugnant it is said to be able to scar the mind. Rot Flies are among Nurgle&#039;s most loathsome creations, and only the Black Library of Chaos speaks of the process by which they are created. Rot Flies are fucking nasty to say the least.&lt;br /&gt;
&lt;br /&gt;
Rot Flies are often used as mounts by the high-ranking [[Plaguebearer|Plaguebearers]] who form squadrons of aerial cavalry with their Rot Fly steeds known as [[Plague Drones]]. The [[Black Crusade (RPG)|Black Crusade]] supplement Tome of Decay claims Nurgle assigns them Plaguebearer riders because he doesn&#039;t want to see his children suffer, and thus gives them an eternal companion to ease their bitter hearts. Aww...&lt;br /&gt;
&lt;br /&gt;
In terms of its role in war Rot Flies act as fast aerial moving beasts that dives down on unsuspecting prey. As the Rot Flies fall upon their prey, leathery wings buzz in a flapping purr of motion and clouds of deathbottle flies fill the air above, choking airborne warriors and clogging engine intakes. Prehensile probosces and posterior mouth-parts latch onto the faces of their victims, and the Rot Flies let out titters of mean-spirited laughter [[RIP AND TEAR|as they pluck heads from necks and swallow them down.]] &lt;br /&gt;
&lt;br /&gt;
When facing the common soldiery of Realspace, a Rot Fly will slowly digest all meat from a skull before extruding a plague-infested death&#039;s head that its Plague Bearer rider can hurl at the foe. Given the chance, though, Rot Flies will hunt down the heroic warriors that slew their previous incarnations. A special fate is reserved for such individuals; by opening their maws wider than physical law should allow, the Rot Flies swallow their prey whole, [[/d/|keeping them trapped in their mucous-filled abdomens for eternity.]]. Or at least until the badass in question pulls the trigger. Yeah, eating some sort of extraordinarily awesome warrior whole is a really bad idea.&lt;br /&gt;
&lt;br /&gt;
They are the closest thing in [[Nurgle]] that inspire as much [[Rage]] and [[Butthurt]] as [[Khorne]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Megafauna]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Questor_Scout_Titan&amp;diff=393455</id>
		<title>Questor Scout Titan</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Questor_Scout_Titan&amp;diff=393455"/>
		<updated>2023-05-13T21:43:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fail}}&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
[[File:Questor.jpg|240px|right|thumb|The slightly less retarded version of the Subjugator.]]&lt;br /&gt;
The Questor Scout Titan is yet &#039;&#039;another&#039;&#039; super-heavy walker dedicated to Slaanesh. The Questor for all intents and purposes is used when their [[Daemon Knights|smaller]] [[Slaanesh Subjugator|brothers]] need some fire support or when the forces of Slaanesh lost any [[Warhound Scout Titan#Chaos Warhound Titan|Feral Warhound Titans.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 20-25m; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 1.2-1.5 kilotonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 0-1 crew; approx&lt;br /&gt;
==Overview==&lt;br /&gt;
Since the Questor Scout Titan looks almost identical to the Slaanesh Subjugator in all but size and armament, it has thus retained its old Epic look which as you can imagine...is full of [[Derp|derp.]] Like most daemon engines and chaos vehicles that did not have a facelift, the Questor did not age very well and has thus sometimes been a subject of mockery.&lt;br /&gt;
&lt;br /&gt;
Other than being larger in size, the Questor have thicker armor which is then protected by the coruscating &#039;Glamour of Slaanesh&#039; (think Slaaneshi Shields). The arms of the Titan are tipped with two rapid-firing [[Tormentor Cannon]]s. Its very long and lithe legs allow the Questor to move with almost impossible grace, speed and agility with only [[Eldar]] Titans rivaling it. It is so fast for a walker this size, that it sometimes run circle around more lumbering and slower Imperial Titans and even smaller vehicles. As well as the Tormentor, the Questor also carries two power [[Lascannon]]s, one mounted in the head and the other [[/d/|slung between the legs,]] also known as the [[Dick|COCK CANNON!]] Although how the lascannons are going to do much to enemy Titans is a mystery, maybe against smaller vehicles, but that lascannon is only going to tickle a [[Warlord Battle Titan|Warlord.]]&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
[[Category:Emperor&#039;s Children]]&lt;br /&gt;
[[Category:Daemons]][[Category:Vehicles]][[Category: Walkers]][[Category: FAIL]][[Category:Epic 40,000]][[Category:Old school]]&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Plaguebearer&amp;diff=380012</id>
		<title>Plaguebearer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Plaguebearer&amp;diff=380012"/>
		<updated>2023-05-13T21:41:35Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
[[File:Plaguebearer.jpg|thumb|right|240px|Plaguebearer hobbies include OCD, rotting, and killing you.]]&lt;br /&gt;
&#039;&#039;&#039;Plaguebearers&#039;&#039;&#039; are the most common of [[Nurgle]]&#039;s lesser daemons, though they are not the only ones. Because [[nurgling]]s weren&#039;t tall enough to hurt big things or smart enough to count diseases, Papa [[Nurgle]] decided to give his most well-behaved kids arms, legs, rusted swords and big brains for numbering sores, pustules and festering wounds. They sit at tables counting and naming all sorts of disgusting things and unlike most of Nurgle&#039;s [[daemon]]s, they are somber and focused on their work, and even in battle they incessantly count the number of people they&#039;ve killed. They represent the futility of mankind&#039;s obsession with bringing order from chaos. They document the gifts of Nurgle, and the constant droning chant of their findings inflicts the diseases described within the chant on all who hear it. Your average plaguebearer (judging from the models and artwork featuring them) is almost nine feet tall and looks like the corpse of a drowned human with almost skeletal limbs, two-toed feet (or three-toed feet), a horn (or three), with a single eye (or three, but only if arranged like Nurgle&#039;s symbol), all carrying [[Daemon Weapon#Plaguesword|Plaguesword]]s.&lt;br /&gt;
&lt;br /&gt;
Uniquely among daemons, plaguebearers are formed from the souls of mortals, specifically, from the victims of Nurgle&#039;s Rot. As the victim grows physically sicker, his soul begins to decay as well, forming a monstrous pod-like structure in Nurgle&#039;s garden which breaks open to form a new plaguebearer as soon as the victim either accepts Nurgle&#039;s &amp;quot;gifts&amp;quot; or succumbs to the disease… whichever comes first.&lt;br /&gt;
&lt;br /&gt;
The souls of mortals which survive the longest before finally giving into Nurgle&#039;s Rot go on to form the Heralds of Nurgle. The most common variant of which is the Poxbringer. These larger, more powerful Plaguebearers often lead armies of their kind and sometimes mount [[Rot Fly|Rot Flies]] to form squadrons of [[Plague Drones]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Plaguebearers==&lt;br /&gt;
*[[Epidemius]] is the Tallyman of Nurgle, his most favored plaguebearer. A regular Herald of Nurgle on the tabletop aside from his Tally. Every turn that passes, it will make you more and more annoying and your opponent will [[rage]], devoting a lot of aggression to getting rid of this palanquin-riding fatboy. Unless he&#039;s playing [[Grey Knights]], in which case you shouldn&#039;t even be playing with him. Once legendary-- Epidemus&#039;s tally once actually allowed Plague Marines to fire bolters with AP &amp;quot;ignores armor saves&amp;quot; and granted them a 3+ feel no pain. These days are over, as the power of Nurgle wanes... But Nurgle&#039;s power always returns...&lt;br /&gt;
*[[Horticulous Slimux]] (or &amp;quot;Old Sour-Seed&amp;quot;, as the Nurglings call him when he&#039;s not around) is rumored to be the oldest of all of Nurgle&#039;s daemons. As the Grand Cultivator, he&#039;s in charge of maintaining the Garden of Nurgle. Aiding him in this is his mount, the giant snail Mulch. He originally appeard in the AoS Blightwar boxed set, but like every other Daemon unit he has rules in the 40K Codex for Chaos Daemons. &lt;br /&gt;
&lt;br /&gt;
==Herald of Nurgle==&lt;br /&gt;
[[File:Herald_of_Nurgle.jpg|350px|right|thumb|WRRRRYYYYYYYYYYYY!]]&lt;br /&gt;
Basically what happens when a lesser daemon earns an upgrade by basically being the teacher&#039;s pet. Daemonic Heralds are exalted Lesser Daemons who have gained the favor of their Gods, often leading Daemonic armies into battle. &lt;br /&gt;
&lt;br /&gt;
===Poxbringers===&lt;br /&gt;
[[File:Poxbringer.jpg|150px|left|thumb|How’s this guy the most normal one?]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The one you want to bring if you want to make your standard Plaguebearer even more [[Tarpit|mindbogglingly hard to kill.]]&lt;br /&gt;
&lt;br /&gt;
One of the most common variants and the one that is [[Reasonable Marines|the most sensibly named]]. Poxbringers are a type of Herald of Nurgle and are the most common lieutenants of the Great Unclean Ones, in the Chaos God&#039;s Daemonic armies. They stand taller and broader than the Plaguebearers that surround them and project an air of malign authority, which help ensure the Great Unclean Ones&#039; orders are carried out to the letter and allow a more cohesive and tactical mindset. &lt;br /&gt;
&lt;br /&gt;
In battle the Poxbringers wield their [[Daemon Weapon#Balesword|Baleswords]] with prodigious strength, to hack down the enemy&#039;s champions and sorcerers, while also unleashing their own special versions of unclean spells to corrupt and despoil.&lt;br /&gt;
&lt;br /&gt;
Poxbringers, like most Heralds of Nurgle, possess a strength and hardiness that belies their rotten frames, as well as a jovial nature somewhat at odds with the world-weary aspect of their droning minions.&lt;br /&gt;
&lt;br /&gt;
===Sloppity Bilepipers===&lt;br /&gt;
[[File:Sloppity.jpg|150px|left|thumb|His entire life is a fart noise followed by a laugh track.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
Sloppity Bilepipers are a type of Herald of Nurgle, that perfectly sum up the repugnant jollity of the Plague God. Essentially a Nurglite [[Harlequin]].&lt;br /&gt;
&lt;br /&gt;
The Sloppity Bilepipers have a ridiculous name, and are ridiculous enough to match: they&#039;re jesters that spread a disease that can make you laugh yourself to death, Joker-style. The disease itself is called the Chortling Murrain, and the Heralds are themselves also the victims and carriers of the disease. Any Plaguebearer that is deemed incompetent is turned into one as a punishment; when the Herald dies, their bowls are ripped out to become a musical instrument for the next Sloppity Bilepiper to use. They&#039;d be right at home in the [[Mordheim|Carnival of Chaos]]. &lt;br /&gt;
&lt;br /&gt;
Sloppity Bilepipers cavort and joke with Nurglings, Great Unclean Ones and Beasts of Nurgle (but not Plaguebearers, who lack a sense of humor) and their appearance on the battlefield strikes both a lethal amount of [[Wat]] and [[Lulz]] into the hearts of their mortal foes.&lt;br /&gt;
&lt;br /&gt;
Their equipment are crafted with a set of jolly gutpipes and a marotter.&lt;br /&gt;
&lt;br /&gt;
===Spoilpox Scriveners===&lt;br /&gt;
[[File:Spoilpox.jpg|150px|left|thumb|If Ebenezer Scrooge counted pimples instead of coins.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
If you thought regular Plaguebearers lacked a sense of humor, the Spoilpox beats them to the ground. Spoilpox Scriveners are a type of Herald of Nurgle, that are downright dour creatures when compared to the Plague God&#039;s other Daemons. &lt;br /&gt;
&lt;br /&gt;
Whereas the Sloppity Bilepipers entertain both the enemies of Nurgle and Nurgle&#039;s children with plenty of joy, the Spoilpox Scriveners on the other hand are in charge of making sure Plaguebearers meet their tallies. To aid them in this, they have a gigantic mouth to fling abuse and insults to their minions. This causes the Plaguebearers to fight even harder and makes them a strategic linchpin in Nurgle&#039;s armies.&lt;br /&gt;
&lt;br /&gt;
Their [[Perturabo|constant bitching and whining]] is helped with their access of a giant fucking mouth-trunk that would look not so out of place in a set for Little Shop of Horrors.&lt;br /&gt;
&lt;br /&gt;
It is said their only pleasure in existence is in catching one of their underlings slacking off so they can yell at him. Yeah, they&#039;re almost as [[butthurt]] and [[Rage|unnecessarily pissed off]] as the [[Rot Fly|Rot Flies]].&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
In 40k these guys were the second hardest thing to kill right behind Plague Marines, but in 7th edition changed them up a bit. They&#039;re not nearly as durable, but they&#039;re a lot cheaper, and gain shrouded, giving them staying power when in cover comparable to the old version. They still excel at holding objectives, especially those in cover (2+ cover save in ruins, without having to go to ground), but are otherwise a mixed bag. They are 9 point infantry that can literally kill &#039;&#039;&#039;&#039;&#039;ANYTHING&#039;&#039;&#039;&#039;&#039; in the game, but that doesn&#039;t change the fact that small groups of them struggle in combat against guardsmen.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition these blokes are even more shit. They&#039;ve lost Shrouded, which has been replaced with Cloud of Flies, definitely not nearly as useful as it only provides a -1 to-hit modifier for enemy attacks and only if there are 20 or more Plaguebearers in the unit. Similar to AoS except it&#039;s -1 for both melee and shooting attacks. While they have the usual 5+ Invulnerability and Disgustingly Resilient (5+ FNP) they are only T4 with 1 wound. The good news is [[Daemon Weapon#Plaguesword|Plagueswords]] allow you to reroll &#039;&#039;&#039;any&#039;&#039;&#039; failed wound rolls (tho again this is a nerf from previous incarnations), and Daemonic Icons can be interesting as rolling a 1 on any Morale test lets you add D6 additional Plaguebearers to the unit. Instruments of Chaos just add 1&amp;quot; to any Advance/Charge rolls.&lt;br /&gt;
&lt;br /&gt;
9th edition has fucked them really hard. Like a messy turd, plaguebearers are little different with their T5 W2 stats plus usually-weak 5/4 daemonic save. On top of that, they have two attacks and autowound on 6s to hit. Unfortunately, having a second wound means they cannot resurrect from their own Warp Storm ability. They&#039;ve lost disgusting resilience, so good luck keeping alive along with their low leadership. Worth noting that despite having a movement of 5, due to advance rolls and deep strike plague bearers are extremely Mobile and easy to drop wherever you want, so they at least have easy board control. Unfortunately, it’s more efficient to run Horrors due to having 1 wound and being able to do more splits from warp regen.&lt;br /&gt;
&lt;br /&gt;
In Age of Sigmar, Plaguebearers serve as the ultimate tarpit. Their abilities not only effectively give them TWO SAVES (one save against mortal wounds as well), being near a &#039;&#039;&#039;HERO OF NURGLE&#039;&#039;&#039; lets them reroll 1s from their first save. Combined with units of 20+ giving -1 to hit them in melee and -2 for ranged means they can easily hold their ground for the entire battle, even against mortal wound-centered armies.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Plague_Toads&amp;diff=379860</id>
		<title>Plague Toads</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Plague_Toads&amp;diff=379860"/>
		<updated>2023-05-13T21:40:48Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Nurgle-plaguetoad.jpg|300px|right|thumb|RIBBIT!]]&lt;br /&gt;
&#039;&#039;&#039;Plague Toads&#039;&#039;&#039; are a breed of [[daemon]] aligned to the [[Chaos]] God [[Nurgle]], lord of decay and pestilence. They first appeared as one of the bindable monsters in [[Storm of Magic]], though [[Tamurkhan: Throne of Chaos]], from [[Forge World]], would later come out with rules of its own for them. It also gave stats for [[Pox Riders]], Nurgle&#039;s Daemonic Cavalry; Plaguebearers riding Plague Toads.&lt;br /&gt;
&lt;br /&gt;
Without a doubt the most miserable and wretched of all the daemons of the Plaguefather, Plague Toads are sometimes suggested as being an unusually advanced form of nurgling, grown to absurd proportions on a diet of the most noxious filth, but are more commonly believed to be plaguebearers devolved into a monstrous, toad-like form for the crime of failing Nurgle. This theory is certainly borne out by the abuse and petty ire that the rest of Nurgle&#039;s children callously dish out to them; in [[Storm of Magic]], it is even stated that when Nurgle is feeling upset due to setbacks in the Great Game, he likes to go into the swamps and lakes surrounding his manor and squash Plague Toads, listening to the pops, gurgles and squelches they make and watching the pretty patterns of spurting or spattered pus and filth they leave until his spirits lighten. For this reason, they are eager to leave the Realm of Chaos and enter the material world, commonly infesting sewer-pits, swamps and other places of noisome liquids and abundant foulness. Which implies they avoid being a problem enough to be killed and sent back to the Warp.&lt;br /&gt;
&lt;br /&gt;
Plague Toads are also known as Sewer-Kin and Rot-Eaters.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Chaos]] [[Category: Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Plague_Hulk&amp;diff=379712</id>
		<title>Plague Hulk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Plague_Hulk&amp;diff=379712"/>
		<updated>2023-05-13T21:27:40Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
[[File:Plaguehulk.jpg|300px|right|thumb|Plague Hulk just want some love.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plague Hulks&#039;&#039;&#039; are what happens when a [[Soul Grinder]] found [[Nurgle|Papa Nurgle&#039;s love]]. As you can imagine, Plague Hulks are a pain in the ass to kill in an already-pain-in-the-ass-to-kill Daemon Engine. The chassis of the machine supports a maggot-ridden mass of daemonic flesh, at the center of which sits a maw capable of vomiting a tide of filth that can rot flesh and corrode metal. Plague Hulks are essentially a even bigger and fatter bastard than the [[Great Unclean One]].&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
The biggest offense for the Plague Hulk is its natural decaying and bloated body filled to the brim with extremely hungry maggots and corrosive stomach acids. Other than its really dangerous physical hygiene, Plague Hulks also carry the iconic [[Mawcannon]], a gaping maw at the center that can vomit a tide of filth capable of reducing infantry into puddles of goo and turning vehicles into melted metal.&lt;br /&gt;
&lt;br /&gt;
The Plague Hulk armament also includes an arm-fused cannon of arcane origin known as a [[Rot Cannon]]. The Rot Cannon belches out shells that are so impregnated with dark ichor and infection that a mere scratch from one of the weapon&#039;s bone fragments will immediately and agonizingly fester into a crippling injury (think gangrene on steroids).&lt;br /&gt;
&lt;br /&gt;
The Plague Hulk, much like its unaligned cousins the [[Defiler]] and Soul Grinder, is armed with two massive mechanical Dreadnought Close Combat Weapons known as [[Daemon Weapon#Iron Claw|Iron Claws]], which are also sometimes called Servo Claws. These weapons usually take the form of large, piston-driven claws featuring three bladed talons, and are fully capable of [[RIP AND TEAR|ripping main battle tanks into scrap metal and swiping and crushing entire squads of infantry in a single sweep.]]&lt;br /&gt;
&lt;br /&gt;
The daemon-machine also carries a weapon in its single, massively powerful limb. This weapon usually takes the form of a [[Daemon Weapon#Bilesword|gigantic cleaver]] or [[Daemon Weapon#Great Plague Flail|huge rusted flail]] which can crush and slice heavy armor and rot soft flesh in seconds.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Death Guard]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Walkers]]&lt;br /&gt;
&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
&lt;br /&gt;
{{Lost-and-Damned}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Plague_Drones&amp;diff=379694</id>
		<title>Plague Drones</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Plague_Drones&amp;diff=379694"/>
		<updated>2023-05-13T21:23:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PlagueDrones.jpg|280px|right|thumb|What&#039;s worse than a really pissed off fly? A swarm of really pissed off flies.]]&lt;br /&gt;
Plague Drones are daemonic aerial steeds of [[Nurgle]] and are ridden by high-ranking [[Plaguebearer|Plaguebearers]] of the Lord of Decay&#039;s Legions who are given a putrid [[Rot Fly]] to make their steed. Acting as Nurgle&#039;s overseers, these warriors also ride upon their Rot Flies for assaults upon the Materium. Plague Drone squadrons specialize in spreading disease and havoc in the Plague God&#039;s name.&lt;br /&gt;
&lt;br /&gt;
In a collection of &#039;shit your bricks&#039; creations, it takes something especially hideous such as the Plague Drones of Nurgle to catch the eye. For each Plague Drone, a Plaguebearer sits atop an enormous Rot Fly, which features two pairs of large, ragged wings, as well as lumps and boils across its body. There are also exposed innards here and there, and in one of the creature&#039;s bulbous abdomen are the horrific, contorted faces of some poor, partially digested foe. Each of Rot Fly is unique, varying in features such as possessing a Plague Proboscis which can spread the various pathogens and toxins of the Lord of Decay to the flesh of any victim the Rot Fly sinks it deep into, mandibles and stinger. The Plaguebearers also feature an array of disturbing gifts of Nurgle, from their boils and open sores to their exposed entrails to rusting swords dipped in the contagion of diseases and boils.&lt;br /&gt;
&lt;br /&gt;
Plague Drones are an absolute nightmare to face as they&#039;re tough to kill, extremely fast and deadly cavalry is enough to make almost every non-Nurglite vomit from the [[Cheese]] and stench of these overgrown flies of death.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Perturabo&amp;diff=378030</id>
		<title>Perturabo</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Perturabo&amp;diff=378030"/>
		<updated>2023-05-13T21:22:52Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
{{Awesome}}&lt;br /&gt;
[[File:Perturabo_Portrait.jpg|400px|thumb|right|Perturabo&#039;s default expression throughout the Great Crusade, that of a man learning his [[Leman Russ|dog]] shat on the carpet.]]&lt;br /&gt;
{{Topquote|Tell them ruin has come to their world, death, despair and red war...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Tell them their hopes and pride have come to nothing.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Tell them their empty whispers fall upon deaf ears - their gods are dead, human logic has killed them.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Tell them the [[Space Marines|Angels of Death]] have come.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Tell them that nothing can save them now.|The Primarch himself}}&lt;br /&gt;
{{Topquote|O beware, my lord, of jealousy; It is the green-eyed monster which doth mock the meat it feeds on|Iago in William Shakespeare&#039;s &#039;&#039;Othello&#039;&#039;}}&lt;br /&gt;
{{Topquote|No one becomes depraved all at once.|Juvenal, &#039;&#039;Satires&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo&#039;&#039;&#039;, also known as &#039;&#039;&#039;&amp;quot;The Hammer of [[Olympia]]&amp;quot;&#039;&#039;&#039;,&#039;&#039;&#039;&amp;quot;The Lord of Iron&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;Leonardo DaVinci in outer space&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;The Lord of Shit (according to [[Abaddon]])&#039;&#039;&#039;&amp;quot;, &#039;&#039;&#039;Peter Turbo&#039;&#039;&#039;, &#039;&#039;&#039;Whiny Bitch #1&#039;&#039;&#039; and the &#039;&#039;&#039;&amp;quot;[[TTS|Petulant Manchild]]&amp;quot;&#039;&#039;&#039; is the permanently perturbed [[Primarch]] of the [[Iron Warriors]] and one of the most technologically-inclined of the Primarchs. He can look at a machine, disassemble it, and reassemble it stronger than before in the time it takes [[Magnus]] to cast a spell or [[Angron]] to swing an axe. He was famously cold and distant, having a very hard time relating with people and preferring to work with machinery and pursue his dream of [[Roboute Guilliman|building a great civilization]]. This attitude was not improved during the [[Great Crusade]] for even though he wished to [[Rogal Dorn|build, protect, and be celebrated for it]], the Imperium would never let him do so; he and his men were tasked with being the Emperor&#039;s workhorse/meat grinder Legion because the Legion&#039;s famous determination, endurance, and unflinching nature made them best for the job. Over the course of the Great Crusade, Perturabo and his Iron Warriors became increasingly jaded, angry, and wrought with despair at the horrors of war they were expected to face, and were awarded little renown due to the inherently mundane, dangerous, and mechanistic nature of their work (and that&#039;s without mentioning their MASSIVE casualties). By the end of the Great Crusade, Perturabo and the Iron Warriors were not the same. Determination turned to stubbornness; endurance turned to numbness; and grit turned to hopeless despair. This combined with Pert and the Iron Warriors having [[Rogal Dorn|no]] [[Corvus Corax|hope]] [[Roboute Guilliman|of]] [[Fulgrim|renown]], [[Sanguinius|love]], [[Ferrus Manus|or]] [[Horus|respect]] from the Imperium, caused him to give up on his previous dreams of a greater future and turn against the Big-E. He is also &#039;&#039;heavily&#039;&#039; hinted to be on the spectrum; whether this means he is a super autistic remains to be seen.&lt;br /&gt;
&lt;br /&gt;
It is important to note however that Perturabo was more responsible for his fall into bitterness and cold spite than anyone, and that he blamed pretty much everyone other than himself for his choices. He claimed to hate that his foster father and the Emperor used his genius for nothing other than crafting tools of war. However, he chose to not build anything which brought him personal satisfaction or joy even in his off-hours, and dreamt up schematics for revolutionary structures and devices that were left to gather dust simply because he thought they wouldn&#039;t be appreciated quite enough. He became embittered by the horrendous casualties his Legion suffered during the Crusade, but it seemingly never dawned on him that tactics other than massive frontal assaults and danger-close artillery barrages existed. He complained to anyone who would listen about how he was always underestimated and unappreciated by his brothers but was unapproachable himself, and never realized that his brutal, mathematical and blood soaked approach to warfare made his brothers dislike working with him. And when all his flaws were ultimately pointed out by his sister Calliphone as the Iron Warriors butchered Olympia&#039;s population, he strangled her rather than reflecting on his massive martyr complex (though to be fair he cried about it afterwards...and learned absolutely nothing).&lt;br /&gt;
&lt;br /&gt;
When Horus decided to throw his [[Horus Heresy|galaxy-shaking tantrum]], Perturabo already hated his brothers so much he LEAPT at the opportunity to dismantle the Imperial Palace that Dorn built. Unfortunately for him, things did [[Not as Planned|not go as planned,]] so he and his sons were booted back to the [[Eye of Terror]]. Despite currently being a [[Daemon Prince]] of Chaos Undivided, he and his legion don&#039;t really care for the [[Chaos Gods]] or their daemons, preferring to crush loyalist scum their own way: [[Land Raider|LOTS]] [[Typhon Heavy Siege Tank|OF]] [[Defiler|BIG]], [[Heldrake|SCARY]], [[Maulerfiend|FEROCIOUS]], [[Forgefiend|SHOOTY]] [[Vindicator|DEATHMACHINES]] [[Predator|OF]] [[Rhino|EVERY]] [[Helbrute|VARIETY]]!!! By the way, [[Ferrus Manus|we&#039;ve never actually seen a picture of him]] as a Daemon Prince, though he is described as the ultimate [[Obliterator]]. Probably best we don&#039;t then. (Perty fanboys and lore purists alike hope against hope that this is [[retcon]]ned. Seems like GW&#039;s writers agree with the general consensus that Perturabo being a Daemon Prince is both stupid-- the Gods wouldn&#039;t give it to him-- and incredibly unsatisfying.) Unfortunately, the snippet from the limited edition of Halfbreed - Storm of Iron, all but confirms his daemonhood, although whether this means Perty is merely using Warpstuff to fill in the spiritual damage done by Fulgrim&#039;s ascension and is still &#039;&#039;technically&#039;&#039; a renegade, is still up in the air.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
[[File:Past-Pert-Art.jpeg|300px|right|thumb|&#039;&#039;&amp;quot;Not just yet. When Terra is ashes... &#039;&#039;then&#039;&#039; you have my permission to die.&amp;quot;&#039;&#039;]]&lt;br /&gt;
Perturabo&#039;s first memory is finding himself halfway up a cliff with no idea how or why he got there. All he knew was that he could see this [[Eye of Terror|great ugly spot]] in the sky that seemed to be watching him. Without any other information to go on he climbed the rest of the way and reached the top of the cliff where he found a squad of soldiers waiting to take the boy to their king. When asked of his origins, Perturabo found that [[Mary Sue|he could speak the language, knew his own name, was proficient in combat, could merely look upon objects and materials to know their constructive properties, had an instinctive mastery of mathematics and engineering, could determine people&#039;s character like a psychologist just by watching them, and could reason matters of logic and philosophy from the get-go.]]&lt;br /&gt;
&lt;br /&gt;
This is what makes Perturabo different from all of his brothers; when each Primarch landed on their world, they spent their formative years being shaped by their experiences and exposure to learning. Where [[Fulgrim]] and [[Sanguinius]] were found as near-helpless babes and raised to appreciate the finer side of art and humanities, Perturabo [[Mary Sue|already knew about artifice and ethics]]. Where [[Lorgar]] and [[Magnus]] were taken in by scholars and practically consumed information until there was nothing left, Perturabo [[Mary Sue|already knew everything in the textbooks and didn&#039;t need to be taught]]. Where [[Vulkan]] was raised as the son of a blacksmith and learned craft through apprenticeship, Perturabo&#039;s literal first task upon being presented to his &amp;quot;father&amp;quot; was to [[Mary Sue|forge a &#039;&#039;perfect&#039;&#039; sword faster than any craftsman on the planet]]. Perturabo considered himself robbed of the sense of wonder he might have felt at looking on impressive works of art or learning how to do things the long way, if he did not already know how they were created and could critique them.&lt;br /&gt;
&lt;br /&gt;
The only things Perturabo didn&#039;t know was what he was doing before he awoke on the cliffside, and why the sky was [[Eye of Terror|watching his every move]]. He was told that before his recollection started, there were tales of a boy descending from the mountains and killing monsters on his own, but Perturabo had no recollection of any of that. Naturally he would appear a bit jaded and suspicious. Why would he already have access to so much information but have no memory of his past? And why was he the only one who could see that DAMNED INTRUSIVE eye in the sky? This wouldn&#039;t be helped when his adoptive &amp;quot;father,&amp;quot; Dammekos - Tyrant of Lochos, only saw the opportunity that Perturabo represented: rather than a son to raise or a brother to be admired, Perturabo was going to be used as a tool of war-- and he knew it. Or at least, that&#039;s what he THOUGHT he knew, and with an ego like his, who&#039;s gonna convince him otherwise?&lt;br /&gt;
&lt;br /&gt;
The tales of the boy descending from the mountains and killing monsters were true however, and the boy was in fact Perturabo. He had initially arrived upon Olympia in the same manner his brothers had landed upon theirs; with this gestation capsule meteorically smashing into the planet and releasing an infant super-being into the wilds. Perturabo had begun his life by annoying the local shepherds, killing their livestock and both eating and making clothes and tools from their remains. On one occasion, the shepherds had chased him away from their flocks in the hope of apprehending him, but even as a toddler, Perturabo was far too developed for them to do so. He was in the middle of climbing up a ravine a significant distance away from the shepherds when he&#039;d heard a cry. One of the troop, a young boy who was for some reason with the shepherds chasing Perturabo, was caught in the grip of a giant snake and was being eaten. The shepherds were both ineffectually attacking the beast and shouting for help. Perturabo considered doing so, but calculated that to attack the giant snake with nothing but his bare hands was stupid, and so went on his way. Afterwards however, Perturabo descended to the local smithy and began attempting to forge a weapon. The blacksmith, seeing that the boy could not communicate effectively but clearly knew something of what he was doing, began to help Perturabo. By the end of their encounter, Perturabo had a new sword, and [[The Legend of Zelda|he set out with it into the wilderness]]. He later returned to the father of the consumed boy, carrying the head of the snake that had killed his son.&lt;br /&gt;
&lt;br /&gt;
The father was both grateful and, because this was Olympia, a bit conniving. He thanked Perturabo for his deed and gave him food and clothing, but he also lamented that there were a great number of other beasts threatening the settlement. Then he oh so subtly opined on how fantastic it would be if they were dead. So Perturabo went and killed a bunch more of the beasts, and in return, the villagers gave him whatever they had to spare; food, clothing, tools, weapons etc. This lasted seemingly until Perturabo had found himself on the cliff with no memory. How and why he lost his memory is not certain, but it seems as though it was probably the result of Perturabo, in the way of most Primarchs, somehow &amp;quot;unlocking&amp;quot; the metric fuckton of knowledge that the Emperor had pre-programmed into them. Unlike his brothers however, Perturabo appears to have gotten all of the information in his brain unlocked at once, rather than having it present itself gradually as he matured. This may very well be what caused his memory to be erased, as before his memory loss he was learning in a normal, though vastly accelerated, sort of way. It is also interesting to note that Perturabo appeared not to have been able to see the Eye of Terror before this brain malfunction, but could both see it and obsessed over it afterwards. After his memory incident, he seemingly knew everything there was to know about everything instantly without any easy explanation as to why. Regardless however, tales of his exploits had reached the court of Dammekos, who like most thought that the child, if he actually existed, was of divine origin. The Tyrant sent out search parties to verify these rumors, and when Perturabo finished climbing the cliff, he encountered one of these parties. When they demanded he come with them to Lochos, Perturabo, having nothing better to do, acquiesced. Whereupon he met Dammekos, forged the aforementioned &amp;quot;perfect sword&amp;quot;, and was adopted.&lt;br /&gt;
&lt;br /&gt;
The older fluff initially stated that the only lesson Olympia had to teach him was of his own superiority. The truth was actually more complicated than that. Dammekos certainly exploited his new &amp;quot;son&amp;quot; because as an Olympian, you used every advantage at your disposal to one-up your rivals: with all this inherent knowledge, strength and skill, Perturabo was used as a kind of [[Angron|prize fighter]], paraded against the Tyrant king&#039;s enemies, humiliating them with displays of superior artistry, rhetoric and if need be, combat. He beat everyone effortlessly, vehemently refuting their claims of [[Emperor|his divinity]] and thinking of them as ignorant fools, even going so far as to recite the story of [[Magnus|Plato&#039;s cave]] to demonstrate how wrong they were, though he did concede that he was created by no human artifice, just not gods. He also grew tired of being used endlessly for the pursuit of supremacy, reasoning that his skills could be put towards architecture and engineering to make a better life for all-- but instead he was used as a weapon and he resented it. He knew he was better than all of them, but due to the constant political backstabbery of the court, mixed with their [[Ecclesiarchy|retarded religion]], Perturabo was constantly bombarded by pestering Luddites and disbelieving idiots who did not believe what he was capable of, and had no way to properly demonstrate it thanks to the technological limitations of the world he was marooned on. He was also still an aloof and arrogant prick; the only person who tried to understand him was Calliphone, his foster sister.&lt;br /&gt;
&lt;br /&gt;
Before he knew the full measure of what he was, Perturabo was a cultivated scholar and a gentle man of peace. He lived for the utopian ideal of peace, freedom and enlightenment for all mankind and he was all for [[Reasonable Marines|stopping conflicts through diplomacy if at all possible.]] His foster-father, in his eyes, was a tyrannical asshole who dismissed all of Perturabo&#039;s artful designs for theatres, museums, bridges as [[Fail|follies]] and kept expecting Perturabo to perform the function of weapon and take over the world for him (so his family life was a &#039;&#039;tad&#039;&#039; strained), though to be fair, Dammekos did genuinely try to include Perturabo in his family and raise him with Olympian values which mixed realpolitik and valuing family, as twisted as that was. Dammekos even allowed Perturabo to name himself at his coming-of-age ceremony, despite the fact that Perty choosing his name as opposed to that of traditional Olympian champions caused the hardline traditionalists to grow butthurt, prompting Dammekos to smooth things over. Perty did try his hand at art once by prodding and provoking his milder adoptive brother to have a contest of statues, but when his brother&#039;s soulful, expressive, nuanced work showed up his own [[Fulgrim|technically-perfect-but-emotionally-hollow]] piece, he promptly destroyed both statues in a bitchfit that would prove practically prophetic of his life&#039;s trajectory.&lt;br /&gt;
&lt;br /&gt;
After [[Emperor|E-Money]] showed up on the East Side lookin&#039; for his homeboys up in the &#039;hood, Perturabo had already taken over the planet for his other father and was ready to leave his petty little world in search for greater things. In joining the Imperium, he thought he was home.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Perturabo, the Imperium was EXACTLY like Olympia: the Emperor had no real desire for a diplomat/artist/philosopher but only a general. Perturabo&#039;s real father was every bit the tyrannical asshole his other parent had been, only thinking to use Perturabo&#039;s skills in matters of war rather than construction and peace... only this &amp;quot;father&amp;quot; was shinier and kinda &#039;&#039;&#039;GOD&#039;&#039;&#039;like. Or, at least, that was Perturabo saw it.&lt;br /&gt;
&lt;br /&gt;
[[FAIL|Oh, but Perturabo had already figured out on the day of his first memory that gods couldn&#039;t exist and were not worthy of his devotion.]]&lt;br /&gt;
&lt;br /&gt;
==The Great Crusade==&lt;br /&gt;
[[File:Perturabo.jpg|400px|thumb|right|Resentment and hatred even Angron could learn from....[[Derp|also, Christ! Look at how tiny his head is...and all that empty space...]]]]&lt;br /&gt;
&lt;br /&gt;
When they first met on the mountains of Olympia, the Emperor looked into Perturabo&#039;s mind and named him his &#039;&#039;&#039;Lord of Iron&#039;&#039;&#039;. He placed enough faith in Perturabo to expect him to do all of the unrelenting, indefatigable and thankless tasks, knowing full well the starry-eyed Perturabo was entirely sold on this whole &amp;quot;utopia&amp;quot; idea and would do &#039;&#039;anything&#039;&#039; to see it through. So if daddy needed a general, Perturabo was going to damn well give him a general, applying himself in the same clinical, detached and heartless manner that he always did. The utopian dream of the Imperium came first, all other &amp;quot;human&amp;quot; foibles came second.&lt;br /&gt;
&lt;br /&gt;
Though while it&#039;s certainly easy to [[Angron|blame]] [[Mortarion|everything]] on E-Money, it&#039;s also possible that Perty stage-managed some of his own reputation. In essence, painting himself as &amp;quot;the hard man making hard choices and sacrifices for the greater good&amp;quot;, because (like an [[Edgy|edgy]] teenager&#039;s first foray into [[World of Darkness]]) he thought that would make him DEEP and RESPECTED. Not necessarily a hard leap in logic; he was raised as a siegemaster in a ruthless culture, and was now part of a galaxy-spanning conquest that necessitated the spending of lives, with lots of rhetoric on the glory of sacrificing your lives for the Emprah. So why not play to his strengths? However, this idea would run into a major setback because, despite his undeniable intellect and mastery, Perturabo never really got that whole &#039;willing sacrifice&#039; garbage, and tended to fixate on the end result over the means to get there. From his clearly superior perspective, why should he care about how willing the rank and file were to give their lives for the cause? They&#039;re &#039;&#039;soldiers&#039;&#039;. [[Imperial Guard|They knew what they signed up for]]. Duty was something you did without complaint, and expecting praise for it was just [[Fulgrim|illogical vainglory]]...which is ironic considering how much validation and acclaim Pert craved for his every deed.&lt;br /&gt;
&lt;br /&gt;
But the thing is, sacrifice is worth more [[Vulkan|when it is done willingly]] (otherwise it&#039;s coercion), and often [[Sanguinius|at the cost of something valuable]] (otherwise it&#039;s cheap), and you certainly [[Lion El&#039;Jonson|never make others pay a price you would never pay yourself]], let alone in your place (otherwise it&#039;s hypocritical). And by that measure, Perturabo&#039;s approach could hardly be considered willing or valuable. Even when taking on jobs as a calculated move to gain &#039;respect&#039; for being &#039;dutiful&#039; (when he wasn&#039;t, admittedly, being handed shitty but vital assignments), he still did it resentfully while expecting you to bow at his feet for deigning to even fulfill your request. And as to the value of what he spent to achieve the greater goal, despite resenting how others looked down on his &#039;sons&#039;, he never actually showed that he valued them as anything other than tools and extensions of his will (even if he felt it); hard to convince others that you&#039;re giving up something precious when you&#039;re spending lives like an [[Video_Games|RPG player selling all the copper swords in their inventory]].&lt;br /&gt;
&lt;br /&gt;
Compared to his brothers, Perturabo spent a surprisingly short period of time on Terra learning how the Imperium functioned and was put in command of his Legion within a year. After he was reunited with his Legion, he went full Tyrant himself. His &#039;&#039;first&#039;&#039; act as Commander was to familiarize himself with the history of his Legion; his &#039;&#039;second&#039;&#039; was to enact the ancient tradition of [[Exterminatus|Decimation]], where one in ten soldiers (determined by lottery) would be beaten to death by the other nine. Most of the other Primarchs declared that Perturabo was insane, but the Emperor let it slide as Perturabo&#039;s reasoning was: &#039;&#039;&amp;quot;[[What|Not that they had failed... instead they had not reached their potential.]]&amp;quot;&#039;&#039; Therefore it was not enough to be merely superior, but Perturabo decided that his legion should be supreme. [[Roboute Guilliman]] was particularly critical of this, as he had personally known several of the Iron Warriors selected to die and objected to what he viewed as their unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that decimation originally applied to serious offenses like mutiny, or a humiliating defeat, not just being subpar. However the Legion (without their Primarch) had just finished the disastrous liberation of Incaladion, a campaign where their own stubbornness and determination to slog through whatever the Crusade could throw at them and doing what other legions couldn&#039;t had backfired on them. Their plan unraveled but they continued anyway, throwing more and more bodies at the problem until it finally caved in. This lead to immense casualties in a single engagement - some 29,000 frontline units, including many veterans of the legion, and something like 2 million imperial army soldiers. It was deemed unnecessarily costly, and both damaged and shamed the Legion&#039;s largest expeditionary fleet. So a humiliating victory rather than a humiliating defeat led to Perturabo calling for decimation. The casualties from this campaign also meant that Perturabo only met about 35,000 of his sons (with about half that number again scattered around the galaxy), meaning the decimation casualties were about three and a half thousand. While this does put things a little bit in perspective and somewhat provides a justification for such punishment, it was still a needlessly brutal and [[Assholetep|asshole-ish]] move.&lt;br /&gt;
&lt;br /&gt;
Interestingly, while mostly written to showcase Perturabo&#039;s ruthless and calculating nature, it also contrasts him against Guilliman quite neatly. Guilliman may have also been an organizational savant (also from a Greco-Roman culture...IN SPACE) who planned campaigns and battles meticulously, but he valued his sons and comrades keenly and wanted to avoid wasting lives in his strategies. Pert, by contrast, treated the Iron Warriors like bolter rounds, and only ever played the &#039;my poor sons I had to sacrifice&#039; card when he was fishing for pity or admiration without actually doing anything to, you know, spare them from painful, meaningless deaths. As a somewhat intriguing aside, one of Perturabo&#039;s only non-war related constructions was a magnificent clocktower that he made for Guilliman. Guilliman quite appreciated the tower, and in fact liked it so much that he had it displayed in the center of Macragge&#039;s capital city. Whether this happened before or after Perturabo decimated his Legion is unknown, but the clocktower was never dismantled. Even after the Heresy, Guilliman kept it where it was and in one piece (current status in the 42nd millenium unknown).&lt;br /&gt;
&lt;br /&gt;
His cold, mechanical restructuring of his legion can also be compared to many of his other brothers, as most of the Primarchs had a tendency to remake their forces to suit their preferences in culture and tactics. All said and done, Perturabo didn&#039;t actually fundamentally change the stubborn, dogged determination and technical expertise of the IVth Legion (unlike Vulkan and Guilliman, who DID take the stubborn, dogged determination of their men and tempered it with good judgement); he simply made it more ruthlessly efficient and enhanced it with his logistical and technological prowess, and arguably made it worse by fostering a culture of paranoia while micromanaging his troops to such a degree that many (though not all) of his officers were more worried about appearing indispensable than being independently competent. In essence, he took the &#039;&#039;easy&#039;&#039; way out by running the legion as if it was an Olympian war machine on a galactic scale, doing what came easily to him and fitting in some influence from his culture ([[Lulz|iron-ically]], in a manner similar to Ferrus Manus reforging the Xth Legion&#039;s hearty valor into a belligerent engine of war). By contrast, he had brothers who took the time to reforge their sons into more [[Blood Angels|noble]], [[White Scars|united]], [[Space Wolves|disciplined]], or [[Raven Guard|humanitarian]] legions, even though the process took time and effort. This makes his initial decimation of his Legion all the more retarded, as despite killing a tenth of his own men for suffering too many casualties through stubborn attrition, Perturabo [[derp|didn&#039;t fundamentally change anything about the way his men fought]]. Though to be fair, he wasn&#039;t the only one whose reorganizations weren&#039;t always for the better; veteran [[Word Bearers|Imperial Heralds]] hated being turned from fedora-tipping church burners into Lorgar&#039;s Space Bible study group, while the valiant [[Death Guard|Dusk Raiders]] were at odds with the toxic work environment of jockeying for Mortarion&#039;s favor. And of course, Angron sucked so hard at leading that the [[World Eaters|War Hounds]] turned themselves into frothing berserkers just to try and be closer to him.&lt;br /&gt;
&lt;br /&gt;
However, while his faults as a general and a father are significant, it&#039;s important to note that firstly, Perturabo&#039;s reputation wasn&#039;t all bad depending on who you asked (however small a minority they were), and secondly, those same faults of his [[/tg/ gets shit done|GOT SHIT DONE]]. His achievements, whether through ice-cold calculation or phenomenal technical brilliance, are well-documented here, so even if he was unimaginative and brutal, he was undeniably effective. He considered his own friendship as something that was hard to earn but impossible to break, and even befriended Magnus while possibly earning the respect of the Lion, who was arguably just as exacting in his standards and tightfisted with his praise, but whom at least acknowledged the men of his legion as his sons, and that he loved as such (albeit typically only ever in private). And even though he never actually demonstrated his love for his sons in any way that mattered, the Iron Warriors (at least those that didn&#039;t fear or resent him) looked up to Pert as a slayer of monsters (starting with when he first took command and slew the Black Judges) and toppler of tyrants, a distant, godlike father figure they fought and died for just so that they might live up to his standards and maybe, just maybe, get a &amp;quot;Great job, champ&amp;quot; from him. They felt this way about their Primarch &#039;&#039;all the way up to the actual uprising of Olympia&#039;&#039; even through serving under his remorseless command for a large part of the Great Crusade.&lt;br /&gt;
&lt;br /&gt;
At the time of the Crusade, Perturabo was a busy boy building citadels and forts on the planets that he had conquered, leaving always a small garrison behind. In the end it became a stereotype that the Iron Warriors had the best army for sieges. He was also kept far away by the other Primarchs, mainly because Perturabo had so much badass technology they did not possess and also because Big E wasn&#039;t too keen on having him ramble on about all this &amp;quot;democracy and peace&amp;quot; garbage. Perturabo had a big hard-on for Leonardo Da Vinci and spent much time searching the ruins of Old Earth for copies of his surviving journals, gathering his hidden papers and learning of the works he pursued in private. If the Emprah had named Perturabo his Praetorian and given him at least a share of the job fortifying the Imperial Palace, the Lord of Iron would&#039;ve been a far happier camper.&lt;br /&gt;
&lt;br /&gt;
One of Perturabo&#039;s most well known characteristics is his his hatred for [[Rogal Dorn]]. Their quarrels were equivalent to the typical sibling rivalry: while Dorn was [[God-Emperor of Mankind|Daddy&#039;s]] Golden boy, Perturabo served as the incredibly jealous brother who just wants to tear his brother limb from limb. Another reason why he was jealous of Dorn was due to Perturabo considering himself an architect and builder but left to destroy everything instead while Dorn did what Perturabo wanted to be doing. The most iconic incident occurred when Fulgrim asked Dorn if he could build a fortress that Perturabo couldn&#039;t crack; Dorn answered &amp;quot;Yes&amp;quot; and Perturabo threw a fit and left. Dorn also said this of Perturabo, &amp;quot;Perturabo throws men at walls. If the Araakites (opponents of that campaign) so much as thought a wall he would pelt it with our legionaries as if there were no other way.&amp;quot; This strained relationship was far, far worse on Perturabo&#039;s end than on Dorn&#039;s. Dorn apparently thought, for the majority of the Crusade, that his rivalry with Perturabo was a friendly one, whereas Perturabo just straight up despised Dorn. Dorn and Perturabo were both completely retarded when it came to social matters however. As such, Dorn seemingly just didn&#039;t catch on to the fact that Perturabo hated him so much, and Perturabo never actually confronted Dorn about it at any point.&lt;br /&gt;
&lt;br /&gt;
Perturabo also had an inferiority complex and was frustrated by the limited opportunities he and his Legion got to prove themselves-- as creatives they actually relished garrison duty, trying to build the cleverest and most impenetrable strongholds. When they went on campaign, they almost always ended up besieging the toughest fortresses opposing the Imperium and vented their frustration by massacring the defenders. This also tipped Perturabo into ganging up with Horus on his brothers; at the battle of Gate 44, he accused [[Corvus Corax]] of cowardice for not wanting to march his men into a meatgrinder assault. Considering Perturabo had a hard-on for following orders without question, even if it meant death, one can see why he bitched at Corax. Unsurprisingly, this put Corvus (and probably Russ) off working with him for good, which pissed Perturabo off even more. As far as he was concerned, hurt feelings was no reason for not functioning as a proper soldier, brothers or not. Corvus, Russ, and some other Primarchs strongly leaned towards caring more about personal relations than stone-cold professionalism.&lt;br /&gt;
&lt;br /&gt;
Because of this, Perturabo never got any recognition from the civilization he served for decades. Even the likes of Corvus and the Khan (aaaaaaall the way out in the periphery) found it easier to gain a reputation as heroes because they got chances to perform their deeds out in the open in front of their fellow Legions and the Imperial Army (well, you didn&#039;t see Corvus do anything, but you suddenly realized that the hostile world wasn&#039;t hostile any more, and there were still inhabitants to integrate into the Imperium). The likes of [[Angron]] and [[Mortarion]] might not have been seen as heroes, but their feats of arms were sure as shit witnessed. Even Konrad Curze at least got credit for being an absurdly effective terror weapon; anyone who so much as heard &#039;&#039;rumor&#039;&#039; of the Night Lords approaching would be begging for mercy before the VIIIth even arrived in-system. If anyone saw the Iron Warriors doing anything it was either camping on an enemy&#039;s doorstep for weeks on end while sending Army units to &amp;quot;identify the least defended spots&amp;quot; or butchering the locals after kicking the door down. All this made poor old Pert more and more frustrated. In fact, quite possibly the only brother who got less recognition for his deeds than Perturabo was &#039;&#039;Alpharius&#039;&#039;, and that&#039;s because he deliberately made it so.&lt;br /&gt;
&lt;br /&gt;
In a foreshadow of the Imperium&#039;s future stupidity, Perturabo never tried doing things the Imperial Fist way of directing the Legion&#039;s might against a weak point in enemy defenses to swiftly smash through and win (this is, in fact, how the Imperial Fists got their name and a large part of how they were able to Crusade so quickly and successfully). All the same, &#039;&#039;&#039;despite chastising his Legion for throwing men at walls when meeting them&#039;&#039;&#039;, he refused to alter his Legion&#039;s ways and kept on throwing more men at more walls. And after having refused to take advice from his brothers, he sure as shit wouldn&#039;t take any from his sons.&lt;br /&gt;
&lt;br /&gt;
The Legion&#039;s preeminent [[Warsmith]], [[Barabas Dantioch]], having seen half his Grand Company lost in a campaign against the Hrud and himself crippled and prematurely aged by the xenos&#039; entropic powers, questioned the Primarch&#039;s choices during the campaign. Suddenly Dantioch was not Perturabo&#039;s favored son anymore and was left to rot on permanent garrison duty as a result. Ironically, this meant that the disgraced Warsmith was now busy building a unique fortress and generally enjoying his life-- exactly the kind of work Perturabo wanted to be doing. In the Hrud campaign Perturabo refused to retreat even as the Iron Warriors were &#039;&#039;&#039;LOSING HORRIBLY.&#039;&#039;&#039; Dantioch&#039;s lieutenant even advised retreating over holding a position that was impossible to hold. When Dantioch&#039;s aged frame bowed in failure before Pert, the primarch thought Dantioch was weak for failing; meanwhile Dantioch spoke only that they should have retreated, that even their victories were making the Hrud fight harder. The only thing that saved the Iron Warriors was a supply ship from Olympia with news.&lt;br /&gt;
&lt;br /&gt;
At this point, it could be easily argued that Perturabo was deliberately acting terrible at Crusading because he just hated doing it and was hoping Emps or [[Malcador]] would notice how much he was putting on a struggle to get shit accomplished and assign him to anything else. After all, for all of his over the top Mary Sue shit, there&#039;s legitimately no reason that a mathematical and philosophical savant, let alone a &#039;&#039;Primarch&#039;&#039;, should ever have trouble with field tactics. The Hrud problem could&#039;ve been solved with a simple orbital bombardment but Pert insisted instead that his legion push themselves into the meat grinder on the ground only to end up accomplishing nothing in the end anyway. Pair that with the unprecedented squash match he had with Dorn in the Iron Cage and it seems like he&#039;s only as incompetent at combat as he&#039;s motivated to be. On that note, while Perturabo did get the bulk of his men killed over and over and over and... over, again, his logistical skill was such that this was never actually a problem for the Legion&#039;s combat effectiveness. In an incredibly grimdark example of &amp;quot;if it ain&#039;t broke don&#039;t fix it&amp;quot;, Perturabo was known to regularly lose up to 90% of an attacking force in any given action. However, he would so quickly and effectively have his entire Legion restocked, resupplied, and reinforced for the next campaign that it was as if the previous losses hadn&#039;t even occurred. Since his soldiers were performing their jobs, if there was no tactical or strategic reason to change his way of making war, why bother? The answer of course is that he was getting all of his men killed, but since that seemingly never really entered his calculations in an oddly autistic sort of way, change never came. It was a bit like his men were, say, [[Age of Darkness-Warhammer 30k/2.0 Tactics/General Tactics|tabletop models]], and one does not mourn when such models are removed from play. So long as one wins, it does not matter how much of one&#039;s army was destroyed. So with regard to something like the Hrud, it may very well have simply been Pert coldly knowing that the attrition of the conflict would ultimately favor him, rather than incompetence or spite.&lt;br /&gt;
&lt;br /&gt;
Worse, the rest of his brothers treated him like shit and called him a stupid hick (except [[Sanguinius]], best of men; [[Magnus the Red|Magnus]], who appreciated Perturabo&#039;s scholarly side; [[Horus]], who gets along with everyone; and [[Lorgar]] who was not in a position to despise anyone). He and his legions never got credit for their work, and even when they did it was in a half-assed kind of way. That fight with Corax above &#039;&#039;also&#039;&#039; saw him cracking an orbital defense that had withstood assaults by three different Legions, historians [[troll|recorded him as &amp;quot;a nameless comrade-at-arms that calculated the most efficient attack vector.&amp;quot;]] He held it all in for a long, long time, until, after a grueling three-part campaign in which the Iron Warriors, Blood Angels, and Imperial Fists all ganged up on a Fortress World, Rogal Dorn was given a medal while Perturabo was given nothing, and a master artist showed him a masterwork painting depicting the battle, in which the Imperial Fists won a heroic victory while the Iron Warriors were &#039;&#039;&#039;literally&#039;&#039;&#039; ground face-first into the mud (then again, looking at Pert&#039;s favorite tactics, it&#039;s probably accurate). In truth, it showed a IV Legion apothecary giving a stricken warrior the Emperor&#039;s Peace with an Imperial Fists flag in the background, but there was only one way Pert could interpret it. Perturabo actually bought that painting, then &#039;&#039;[[rage|burned it, stamped on it and pissed on it]]&#039;&#039;, and then when Dorn went to the artist to commission a second one, the painter wisely refused for fear of the same happening to him. And that painting, as they say, was the straw that broke the camel&#039;s back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weeeell&#039;&#039;, strictly speaking that wasn&#039;t the &#039;&#039;final&#039;&#039; straw.&lt;br /&gt;
&lt;br /&gt;
That came when Olympia rose up against Imperial rule. With a little egging on from [[Word Bearers]] Chaplains sent by [[Lorgar]] to manipulate them into heresy, the Iron Warriors crushed the uprisings in a time-honored way: kill them all and let Big E sort them out! It wasn&#039;t quite Curze destroying Nostromo, but it was still pretty damn genocidal and tipped Perturabo over the edge, especially when he murdered Calliphone in a fit of rage after she pointed out that his flaws and refusal to listen to others led to his homeworld&#039;s rebellion. And when [[Horus]] came to him telling him it wasn&#039;t that bad because ultimately might makes right, Pert turned his back on the Imperium without much second thought.&lt;br /&gt;
&lt;br /&gt;
==Horus Heresy==&lt;br /&gt;
{{topquote|The Imperium is my father&#039;s folly. I try to believe in it because I want it to be true, just like I wanted my great buildings to be true, and the perfect societies that would use them to exist. But they cannot be. There is no such thing as perfection, humanity is too chaotic to accept true order.|Perturabo, after sacking Olympia. 000.M31 and passing blame for his own bad choices, as usual.}}&lt;br /&gt;
{{Topquote|You are like a child, purposefully hiding in a dark corner, angry that no one gives him notice.|Calliphone, right before Perturabo strangled her for pointing it out}}&lt;br /&gt;
&lt;br /&gt;
Perturabo joined Horus and the other Traitor Legions during the Horus Heresy when they promised him that he would be forgiven for his actions on Olympia in exchange for his loyalty. At first, he tried to get revenge on Dorn by annihilating his Retribution Fleet, but that didn&#039;t work out too well since bad intel left him expecting the fleet would be led by [[Sigismund]] where it was led by [[Alexis Polux]] instead. Then after licking his wounds (and becoming increasingly paranoid), he went on a joint operation with the Emperor&#039;s Children on the premise they&#039;d go look for a superweapon or other Fulgrim had heard rumors of that would tip the balance in Horus&#039; favor. Pert wasn&#039;t really impressed, but Fulgrim promised him he&#039;d let Pert get the accolades for finding and using the thing, so he agreed. In the end, [[troll|he was nearly killed by Fulgrim]] when the latter tried to suck the life out of him to aid his ascension to [[Daemon Prince|Princedom]]. This didn&#039;t help with his paranoia, and the best part? He smashed Fulgrim&#039;s face [[rage|in anger]] when he realized he&#039;d been trolled-- [[just as planned|which finally triggered Fulgrim&#039;s ascension]]. And so began Pert&#039;s long run of being dicked over by his supposed comrades. [[FAIL|AGAIN]].&lt;br /&gt;
&lt;br /&gt;
[[File:Angron vs Perturabo.jpg|thumb|right|&#039;&#039;The battle for &#039;Saltiest Primarch of M31&#039; begins.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Having gotten really tired of that shit, Perturabo returned to doing what he did best- losing thousands of his sons on battlefields across the galaxy, doing the necessary bleeding in order to keep Horus&#039; invasion routes secure (mainly against the [[Ultramarines]]). Of course. And it got better: as his Iron Warriors ran low on resources to the point of &#039;&#039;literally having to count their remaining bolter rounds&#039;&#039; (A commander of the Iron Warriors had a grand total of [[Malal|11]]), Horus called. He wanted Perturabo to go pick up [[Angron]] and bring him to the muster at [[Ullanor]] so that the advance on Terra could begin. [[Gets shit done|And so he did.]]&lt;br /&gt;
&lt;br /&gt;
And then he mentioned that, oh yeah, Angron is a Daemon Prince of Khorne now, so he&#039;s partly made out of literal [[RAGE]] and might need thwacking around the head to listen to Horus&#039; orders.&lt;br /&gt;
&lt;br /&gt;
In all seriousness, Perturabo&#039;s actions on Deluge are one of the few times we get to see him properly in action, and it is [[Awesome]]. No boring, spawn-camping siege. No swooping in after most of the walls are already demolished. He shows his greatest qualities as a general, scientist and fighter here, managing to hold back the World Eaters charge with only a few thousand of his own men (and their Tanks and Guns), diverting them into small pockets for a defeat in detail, and then trading blows with a Daemon Primarch long enough for the clinically dispassionate deaths of the World Eaters to weaken him before using his (heavily implied to be &#039;&#039;[[HERESY|newly invented]]&#039;&#039;) &#039;exotic rounds&#039; to blast him into literal pieces. He actually got some credit for himself, too; Horus named him as the marshal of his forces for the attack on Terra. Of course, Perturabo himself had a much more pressing reason to show up. As far as he was concerned, the final showdown between him and Dorn had begun.&lt;br /&gt;
&lt;br /&gt;
It was time to [[Siege of Terra|siege]].&lt;br /&gt;
&lt;br /&gt;
===Siege of Terra===&lt;br /&gt;
[[File:Perturabo during the siege.jpg|300px|thumb|left|FFS guys! get your shit together!]]&lt;br /&gt;
If there was any moment during the Horus Heresy that Perturabo could even remotely be called &#039;happy&#039;, it was at the beginning of the Siege. Him. Dorn. A fortress to take, and immense forces on both sides to be used as they saw fit. No more [[Fulgrim|tricks]], [[Tallarn|withdrawals]], or [[Battle of Phall|fake-outs]] to confuse the result. It would be their greatest contest, [[Wargame|the ultimate arbitration on who was &#039;&#039;really&#039;&#039; the greatest general]].&lt;br /&gt;
&lt;br /&gt;
So of course it was when he had barely translated his fleet in-system that shit started to go sideways. Unsurprisingly, the seeming unity of the Traitor Legions had vanished alongside [[Alpharius]]. Thus when Perturabo arrived, it was alone- as it turned out, all of his brothers wanted to keep their forces nice and fresh for Terra itself, not wanting to bore themselves demolishing the various spaceborne defences of the Solar System. Perturabo spent both lives and material grinding down the outer defence stations, just in time for Horus, Angron and Fulgrim to directly jump their forces past the perimeter lines via warp-fuckery, [[Troll|rendering all his efforts redundant but content to let him waste his soldiers like an idiot.]]&lt;br /&gt;
&lt;br /&gt;
And it only got worse from there.&lt;br /&gt;
&lt;br /&gt;
At every turn his promised triumph, the shining vision Horus had dangled before him turned to ash. Instead of [[Emperor&#039;s Children|exemplary linebreakers]] he got [[Noise Marines|debauched hedonists]]. Instead of [[Thousand Sons|enlightened philosophers]] he got [[Chaos Sorcerer|arrogant douchebags]]. Instead of [[Death Guard|indomitable infantrymen]] he got [[Plague Marine|rotting hulks]], and instead of [[World Eaters|merciless breachers]] he got [[Khorne Berserkers|bloodthirsty idiots.]]&lt;br /&gt;
&lt;br /&gt;
And as for the [[Sons of Horus|shock troops]], [[Word Bearers|the demagogues]], [[Alpha Legion|the spec ops]]? From them he got nothing at all, literally in the latter&#039;s case as the Alpha Legion had completely fucked off after massive losses at Pluto. In fact, Horus himself required very little time to prove just how much he didn&#039;t care about Perty&#039;s wishes despite having personally named him as commander. Perturabo held it in, and did his job- for what else was there for him, now? But any satisfaction he may have had from his contest with Dorn was gone. There was no glory in this, no clever stratagems or well-laid plans. He was watching the last crumbling pillar of a collapsed empire - [[grimdark|and worse, he could not even say he was fighting for a cause that was any better.]] Something had to give.&lt;br /&gt;
&lt;br /&gt;
And give it did, when Horus went beyond even Perturabo&#039;s massive ability to ignore his mistakes and told him to forget the logic he had used to secure his loyalty. Perturabo flipped out, calling Horus a monster no better than the Emperor, pointing out that both had only ever used him to destroy and refusing to have any more to do with his schemes and pacts and submission to Chaos. In many ways it was as with his betrayal of the Emperor, save that he now knew there was no chance of redemption, no offer of forgiveness.&lt;br /&gt;
&lt;br /&gt;
So he did what he could never do before. [[Awesome|He downed his tools, took his sons, and left]].&lt;br /&gt;
&lt;br /&gt;
Well, there was &#039;&#039;one&#039;&#039; outstanding issue; his promised resolution of matters with Dorn. But Perturabo had a plan for that too- if he wasn&#039;t allowed to find and best Dorn, he&#039;d get Dorn to come to him.&lt;br /&gt;
&lt;br /&gt;
It was time for round two.&lt;br /&gt;
&lt;br /&gt;
===Iron Cage Trolling===&lt;br /&gt;
[[File:DemonicFortress.png|thumb|right|[http://gunshowcomic.com/471 You come across a seemingly well-fortified daemonic fortress! Defences as far as the eye can see!]]]&lt;br /&gt;
&lt;br /&gt;
And thus after leaving he performed one of the greatest acts of trolling in the entire fluff, called the &amp;quot;Eternal Fortress&amp;quot;: a trap set for the [[Imperial Fists]] who wanted to take revenge on Perturabo, who claimed to be residing in the Central Keep of the Fortress. Surrounding the Fortress was a 20 kilometre killzone filled with mine fields, traps, bunkers, trenches, and every other kind of base defence imaginable in order to make the assault on the keep a very costly affair. This was intended to bleed the Imperial Fists dry before they reached the actual fortress. This was made more effective by the fact that the Imperial Fists&#039; fleet was kept busy dealing with the Iron Warriors&#039; fleet, preventing them from providing effective orbital support to Dorn&#039;s forces on the ground, isolating them all the more.&lt;br /&gt;
&lt;br /&gt;
When the Imperial Fists DID manage to get to the keep after wading through twenty miles (or maybe kilometres) of killing ground and losing a great deal of their forces in the process, they found out the Central Keep was - *plot twist* - empty! &lt;br /&gt;
&lt;br /&gt;
[[Trap|Except for the various inward-pointing guns aimed directly at the Imperial Fists, essentially trapping them inside the fortress in a veritable killzone]]. This caused Rogal Dorn to become a normal man after getting trolled: Sad, broken and filled with [[RAGE]]. The Fists proceeded to [[Rape|spend the next three weeks being shot, blown up, and generally curb-stomped with extreme prejudice]] until they were reduced to [[Grimdark|fighting armoured Iron Warriors with knives and using each others&#039; corpses for cover]].&lt;br /&gt;
&lt;br /&gt;
And then none other than the great heroes of the Imperium, *cough* [[Ultramarines|Ultrasmurfs]] *cough* showed up and saved their sorry arses, since Rawbutt Jellyman rightfully thought Dorn was taking his masochistic &amp;quot;I must punish myself and my legion for our failures!&amp;quot; bullshit too far and risking pissing away &#039;&#039;even more&#039;&#039; of the Imperium&#039;s already faltering strength in a functionally (near-) pointless gesture.&lt;br /&gt;
&lt;br /&gt;
The Iron Warriors, realizing they couldn&#039;t beat both legions at the same time, decided to instead deny the Imperial Fists from recovering their fallen brothers&#039; gene-seed by essentially &#039;&#039;nuking the entire fucking planet.&#039;&#039; 400 Battle-Brothers&#039; corpses and/or geneseed were never recovered, dealing a great blow to the Fists&#039; ability to replenish their numbers after the assault. Having obtained the [[gene-seed]] of hundreds of Imperial Fists and sacrificed it to the Chaos Gods, Perturabo was elevated to the position of Daemon Prince of Chaos Undivided.&lt;br /&gt;
&lt;br /&gt;
(One thing to note: not all the geneseed was sacrificed to the CG. Some of this gene-seed was used to create a few IF/IW half-breeds with a little [[Fabius Bile|Fabulous]] support, including the [[Honsou|evilest motherfucker of the 41st millennium]].)&lt;br /&gt;
&lt;br /&gt;
Earlier fluff of this event (by loyalist corpsefuckers, clearly) claims that Perturabo hesitated to slay Rogal Dorn, because &amp;quot;Only through his self-sacrifice could he break the Emprah&#039;s Champion!&amp;quot;. Since FW gave rules to both of them, we now know that Pert has nice chances against Dorn, if they both start on an even footing - which they very much weren&#039;t on Sebastus, given Pert spent weeks of the Iron Cage siege laughing at countless Fists being blasted by heavy ordnance, while Dorn spent them fighting 24/7 without rest and repair to his weapon/armour while watching his beloved sons being slaughtered by the hundreds in a totally unmanly and unfair way. And of course, let&#039;s not forget the much more preferable and easily available option to just shoot the fuck out of Dorn with some crazy big and powerful guns Pert had in abundance, since Dorn was already trapped in the crossfire without any cover [[Grimdark|but the corpses of his fallen sons]] - a few D-blasts in the face is enough to end any Primarch, save Horus and (psychic, not regular) Lorgar.&lt;br /&gt;
&lt;br /&gt;
Furthermore, Perturabo would have known that killing Dorn would have made him a martyr throughout the Imperium. He&#039;d go down in history as the mighty Primarch who went down trying to take one of foul arch-traitors of Chaos down; nobody would question that and people would see Dorn as a hero who fought to the last. But bloody his sons, utterly humiliate him, and have him fail his sworn objective while leaving him alive to face the shame? Now Dorn is just a man who boasted big, got tactically outsmarted by his prey, and was utterly defeated for his troubles... a much bigger blow than simply pulling the trigger of his superweapon and ending it there.&lt;br /&gt;
&lt;br /&gt;
To Perturabo&#039;s [[Rage|eternal frustration]] and in a positively &#039;&#039;grand&#039;&#039; moment of [[irony]] considering his motives, this actually caused Dorn and the Fists to become &#039;&#039;&#039;&#039;&#039;even more famous and loved throughout the Imperium as everyone saw it as Dorn and his Imperial Fists cleansing themselves in the fires of war to be reborn anew.&#039;&#039;&#039;&#039;&#039; Heck, it couldn&#039;t even be proof that he was a better siegemaster than Dorn, THE defining rivalry of his life; a better tactician who could easily play his foe like a fiddle and lead them into a [[Battle of Calth|masterfully crafted]] [[Drop Site Massacre|meatgrinder]], certainly, but not someone who could actually build or break fortifications better considering it was designed as a trap from the start.&lt;br /&gt;
&lt;br /&gt;
So in a sense, the Iron Cage perfectly encapsulates Perturabo&#039;s entire life: [[grimdark|meticulous genius turned to remorseless slaughter, wasting his potential in a one-sided rivalry that warped and narrowed his perceptions, marred by his fundamental inability to comprehend or appreciate concepts like willing sacrifice and honour, with only a death toll as his bloody prize.]] [[Lulz|Perty just can&#039;t catch a break, can he?]]&lt;br /&gt;
&lt;br /&gt;
(Alternative take: We can only assume that the first Iron Warrior [[Derp|foolish]] enough to suggest that [[Rogal_Dorn#Who_is_Dorn.3F|Dorn and the Fists practically handed them the win]] because [[Imperial_Fists#What_it_means_to_be_an_Imperial_Fist|they wanted to go out as a Legion]] was [[BLAM|&#039;volunteered&#039;]] to be converted into [[Obliterators|Obliterator]] ammunition, [[RIP AND TEAR|by hand]]. And the second [[Stupid|stupid]] enough to repeat the idea was the [[Daemonculaba|first &#039;lucky&#039; test subject of new daemonic technologies]].)&lt;br /&gt;
&lt;br /&gt;
==Post Heresy==&lt;br /&gt;
While his brothers don&#039;t do all that much, Perturabo doesn&#039;t sit on his ass all day. In 400.M32, he single-handedly annihilated the [[Forge_World#A_few_Forge_Worlds_of_note:|forge world of Toil]] in eight days. With [[Nurgle]]&#039;s help, he unleashed a machine-plague that transformed the planet&#039;s factories into walking monstrosities while causing [[Daemon Engine]]-spewing cables to burst out of the ground, making him the most deadly hacker to ever exist. He also helped [[Abaddon]] fuck up the [[Iron Hands]] during the 10th [[Black Crusade]] (possibly because he was sick of people getting the Iron Warriors and the Iron Hands mixed up all the time), making him the only Daemon Primarch known to have actually participated in a Black Crusade.&lt;br /&gt;
&lt;br /&gt;
After the Great Rift appeared to fuck shit up, Perturabo led the Iron Warriors to besiege [[Segmentum#Segmentum_Obscurus|Segmentum Obscurus]] worlds as he had been planning and attacked the planet Dysactis in person. However, the [[Death Guard]] had the same idea too; what&#039;s more, they were led by [[Mortarion]]. As to be expected the two Primarchs had a grand old family reunion (a big fight). The duel lasted for seven hours before Mortarion managed to beat Perturabo and drive him off. Being the sour asshole he is, Perturabo detonated a series of explosives before he left.&lt;br /&gt;
&lt;br /&gt;
In the limited edition of Halfbreed - Storm of Iron, we finally get a look at Perty&#039;s Daemon Prince form! He&#039;s... actually pretty normal looking - he even still wears his &#039;&#039;Logos&#039;&#039; battle armour, though it&#039;s now massive enough to resemble a fortified Dreadnought-like sarcophagus and looks disturbingly alive, possibly canonizing the fan speculation of him being a uber-Obliterator. Beside that, he looks a little decrepit, with the skin of his face appearing pale and outright necrotic in places; guess using Warpstuff to fix that hole in your soul thanks to [[Fulgrim|that overgrown peacock]] is pretty bad for your skin.&lt;br /&gt;
&lt;br /&gt;
While the Great Crusade had already done a number on Perty&#039;s aging due to stress, there is a delicious [[irony]] to be found in how poor Peter Turbo is starting to look [[Emprah|exactly like his old dad.]] Someone, for the love of the Emprah&#039;s non-existent penis, please fetch the Lord of Iron 10,000 years worth of body lotion.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
{{topquote|I am not a man, I am far more.|Perturabo}}&lt;br /&gt;
{{topquote|In those words is the poison that spoils your potential..., Let me tell you, my brother, you who affects to despise love so much yet must certainly crave it over all other things, you are the biggest fool I have ever met.|Calliphone, Perturabo&#039;s sister, before he killed her}}&lt;br /&gt;
&lt;br /&gt;
The adage goes that the Primarchs are each a distilled fragment of the Emperor&#039;s own personality and each one could be boiled down to a single word. The word to describe Perturabo is spite. As in &amp;quot;if you even so much as connect your gaze to mine in a passing glance, I will press your face into a belt sander running at 10,000 RPM until my own hand disappears into the fog of blood and bone dust.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, of all the Primarchs Pert is the most wildly inconsistent, with depictions of him varying between Black Library authors. His motives, values and behaviors change between books, constantly contradicting any attempt at a general encapsulation of character. The only consistent trait is a mercurial disposition and ever-ruling sense of resentment. As a result, he has been stuck with the moniker of being a raging autist, to the chagrin of Iron Warriors fans everywhere. Pert&#039;s defining character trait is more reflected in his own sons than himself, with such lovely examples including [[Honsou]], who is only &#039;&#039;half&#039;&#039; an Iron Warrior. Pert&#039;s emotional inconsistencies could easily be argued from a narrative position as a form of bipolar disorder, which would itself explain his spiteful attitude. Observe:&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;Crimson Fist&amp;quot;, Perturabo was portrayed as a Saturday-morning villain who flips his shit when a flunky brings him bad news. His emotions range from [[Stupid Evil|&amp;quot;hand-wringing evil&amp;quot;]] to [[BBEG|&amp;quot;I&#039;ll get you next time&amp;quot;]]. Thanks, John French.&lt;br /&gt;
&lt;br /&gt;
In the third Forge World Horus Heresy book &amp;quot;Extermination&amp;quot;, Perturabo is a cold, resentful bastard who the moment he was reunited with his Legion had it decimated for not being the best, then wondered how his legion still wasn&#039;t as good as the Dark Angels, Ultramarines and Luna Wolves, [[Fail|and why no one liked him.]] As an aside the FW books are co-written by John French. The Forge World Imperial Armour Volume 13 Book also mentions a civil war between the Iron Warriors in M34 that, in-universe, is suspected to have been instigated by the Daemon Primarch Perturabo to weed out the weak amongst his scions. Some pieces of lore however, like the pre-Primarch IVth&#039;s Siege of [[Forge World|Incaladion]], hint at an underlying genetic quirk.&lt;br /&gt;
&lt;br /&gt;
Guy Haley&#039;s novel &amp;quot;Hammer of Olympia&amp;quot; portrays Perturabo as an idealistic but staggeringly narcissistic renaissance man, seeing himself alone worthy of bettering humanity and the courts of Olympia holding him back. Brooding and resentful, he is inward-looking and self-serving, even if he has convinced himself otherwise. He does a total 180 in the last 25-something pages of the book after smashing Olympia without hesitation.&lt;br /&gt;
&lt;br /&gt;
[[Graham McNeill]] presents him in &amp;quot;Angel Exterminatus&amp;quot; as a vastly intelligent, very meticulous man who resented his legion&#039;s treatment at the Emperor&#039;s hands but refuses to consider himself a &amp;quot;traitor&amp;quot; as opposed to the Emperor&#039;s &amp;quot;Loyalists&amp;quot;. He came to the conclusion of joining Horus&#039; side logically but hates himself for it and resents the circumstances that &amp;quot;forced&amp;quot; him to make the decision. Pride, endurance and commitment to excellence are both the strengths that make his legion and the vices that guaranteed his damnation.&lt;br /&gt;
&lt;br /&gt;
McNeill&#039;s Perturabo is shown to possess loads of teeth-grinding, under-the-surface, passive-aggressive, subtle rage, particularly where he buys hundreds of house-sized paintings of his own men and has them all burned. The painting in question that he had destroyed was one that showed a Legion Apothecary administering the Emperor&#039;s Mercy to an Iron Warrior in the mud and grimy fields of a conquered fortress. In the background of the painting there was an [[Imperial Fists|Imperial Fists flag]] waving over the fortress. This just shows that Perturabo possesses an all-consuming hatred for Dorn; in every waking moment he lives, breathes, and shits the thought that Dorn is somehow better than him. When put into context of his upbringing where he &#039;&#039;knew&#039;&#039; he was better than everyone else but had to constantly face the questions and doubts of lesser men while being unable to fulfill his potential, you can appreciate Perturabo&#039;s seething frustration being stuck on the fringes of the Great Crusade getting all of the shit jobs, while other brothers like [[Horus]] and Dorn get all the good jobs and hence the glory... until you remember that nobody forced or ordered him to do so, they simply &#039;&#039;asked&#039;&#039; him to because he was so skilled at it and he accepted in the hopes that being a doormat would get his Legion some glory and people to like him. Interestingly enough, this might be a genetic flaw rather than pure personality, as hinted by the Forge World black books. Also, according to some sources, [[Emperor|Big-E]] viewed Primarchs as tools to be used instead of normal human beings with free will, feelings and passions, so we can add Emperor&#039;s general retardation to the reasons of his fall as well.&lt;br /&gt;
&lt;br /&gt;
As an extension of this, he&#039;s prone to premeditated acts of calculated destruction and cruelty to get one over on his brothers. One example: when Fulgrim fucked around one too many times on campaign, Pert invited Fulgrim into his inner sanctum to show him a clockwork [[Warhound Scout Titan]] only to smash Fulgrim&#039;s pretty face into the guts of the machine; that Warhound was intricate, made of dozens of hundreds of thousands of tiny parts, and fully functional complete with the ability to move and fire miniature laser cannons. He also had schematics of huge, wondrous buildings that he was the architect of, and a clockwork Phoenix that he spent over a century constructing by hand and even wrote the code of an AI from scratch for. It was a masterpiece in itself and Perturabo was willing to break his brother&#039;s face on it to make a point. A second example during the Great Crusade in the McNeill&#039;s novel &amp;quot;Magnus the Red&amp;quot; where he spends what must have been a long time painstakingly crafting a psychic sextant device at Magnus&#039; request, only to smash it in front of Magnus because he knew exactly what it was for; for this Magnus outright called him cruel but Perturabo&#039;s response was that he needed to illustrate the Emperor&#039;s warning against delving too deep into the warp and simply &#039;&#039;saying&#039;&#039; as much wouldn&#039;t have done any good, [[Konrad Curze|so being cruel was the quickest option]] (surprisingly showing a great deal of loyalty and obedience to the Emperor in the process despite his attitude). Also, as Monarchia showed, the Emperor&#039;s methods were pretty similar to Perturabo&#039;s when it came to teaching people a lesson. Unsurprisingly, the results and peoples&#039; reactions to their methods were similar as well.&lt;br /&gt;
&lt;br /&gt;
Perturabo seems to [[Mortarion|look down on Chaos]] in general, rejecting the opportunity to become a daemon prince of Nurgle by slaying the Lunar Wolves turned Plague Marines who offered it to him. Then he mocked Daemon Prince Angron for &#039;&#039;somehow&#039;&#039; becoming weaker than he was as a mortal Primarch, even causing Angron to literally &#039;&#039;shrink&#039;&#039; as he continued shittalking him to his face, noting that Angron&#039;s strength didn&#039;t belong to him and was only as good as the wanton slaughter he wrought on a given planet and concluding with &amp;quot;You think I would let your kind wield your weapons against me? I have taken their measure&amp;quot; just before spamming a torrent of ammo in Angron&#039;s face followed by curbstomping him with [[Ferrus Manus|Forge Breaker]]. Funny how he became a Daemon Prince of Chaos Undivided. Perhaps, given that Fulgrim literally stole part of his life force to become a Daemon Prince himself, the remainder of which was only getting weaker as noted upon by the aforementioned Nurgle Wolves, Pert&#039;s hand was forced under the caveat that he could retain some independence if he were dedicated to the Ruinous Powers as a whole rather than as an avatar of a single Chaos deity. If [[Malal]] were still a thing (it is), Perturabo would&#039;ve probably been slated to become his Daemon Prince instead, right after [[Konrad Curze]] and the 11th Primarch.&lt;br /&gt;
&lt;br /&gt;
Simplicity is the key, expedience the goal. His is a mind entirely composed of mathematical equations, looking at the world around him in angles and percentages, statistics and numbers. Emotion is unwelcome, an unfactorable variable, but it&#039;s always there, the ghost that haunts his finely tuned thoughts; again in &amp;quot;Magnus the Red&amp;quot; by McNeill, his actions on the planet Morningstar would dispassionately leave millions of refugees to die simply because he could not afford to save them all-- all because they fell on the wrong side of his equation. He had even argued with his brother Magnus about the realities of war and the need to avoid sentimentality in decision-making. He would later admit to one of his commanders (Barban Falk, THE WARSMITH) that he is deeply affected by his emotions and was itching to find those responsible for his choices and punish them, later becoming exceptionally angry when he discovered that the planetary elite were responsible for the catastrophe; he labelled their treachery against the Emperor as utterly unforgivable (no doubt foreshadowing his own personal opinion about joining the Horus Heresy). He also admitted that he could not be &#039;&#039;seen&#039;&#039; to be emotional because he had a reputation to consider.&lt;br /&gt;
&lt;br /&gt;
Perturabo was detached from his own men. He had his &#039;&#039;&#039;Trident&#039;&#039;&#039;: a cadre of officers similar to Horus&#039; own &#039;&#039;&#039;Mournival&#039;&#039;&#039;, though he didn&#039;t like any of them and considered replacing them, which raises the question of why he even had them. You think the Lion had people problems? At least his men could appreciate his elegant brilliance along with his ruthlessness so that any losses were weighed against gains. Perturabo was a brute force machine: victory was a positive in his arithmetic of war, failure was negative, therefore to him, any cost was worth the price of winning. He illustrated this when he decimated his legion in the beginning days. His men took the lesson to heart but became hardened because of it. Officers felt disdain for the lives of their own men and scheming became rife within his legion, all scrambling for supremacy and the attentions of their masters to prove themselves worth keeping. Where other leaders might rule through [[Horus|force of personality]] or [[Konrad Curze|fear of reprisal]], Perturabo led through indifference, expecting the dream of the Imperium to speak for itself.&lt;br /&gt;
&lt;br /&gt;
Even though he treats his men like tools at best and dogshit at less-than-best, he gets offended when the other legions show disrespect to their sacrifices, most notably Dorn&#039;s mocking &amp;quot;Perturabo throws men at walls&amp;quot; speech. He would say as much to his own sister before gutting her on the sole principle he was back to Olympia to genocide the planet for defying his orders to supply more men to be pushed through his meat grinder: &amp;quot;The Emperor uses me for the most thankless tasks, my men are thrown against the worst of horrors, given the most grueling roles, we are divided, our talents ignored, our might reduced to splitting rock, my Father ignores me, my men go unsung, our triumphs are unremembered, my brothers mock me as my men bleed, nobody cares.&amp;quot; It wasn&#039;t until he killed Calliphone that he stopped to reflect on his own barbarism and started muttering to himself &amp;quot;The Emperor will never forgive us this, The Emperor cannot forgive us, ever.&amp;quot; in his first ever sensation of shame. Once his men found him, they reported that other companies had gone AWOL and refused to kill anybody, to which he responded simply &amp;quot;Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Calliphone would herself note in her final moments that Perturabo&#039;s course of actions are significantly uncharacteristic (&#039;&#039;pffft&#039;&#039;) of the man she once knew: the artisan, the architect, the artist. And it&#039;s not until after the trauma of strangling his own sister to death does he have a sobering moment of clarity on what exactly he&#039;s become. It should be reiterated that Perturabo is the only person to have ever seen the Eye of Terror during his adolescence on Olympia, perhaps foreshadowing that his mind, brilliant though it may be, had been corrupted from the start by the Ruinous Powers. That much is not only plausible, probable even, but would explain just about everything from his spiteful, petty cruelty; irrational wanton slaughter of his own soldiers; his actions on the battlefield flowing contrary to his known strategic prowess; to his unpredictable mood swings and his constantly-changing personality. With the Ruinous Powers at the steering wheel of his mind, it would be little wonder why Perturabo was so self-destructive from start to finish, and wholly ironic when considering his remarks to Daemon Prince Angron.&lt;br /&gt;
&lt;br /&gt;
Perturabo buried his dreams and his heart on Olympia&#039;s ridges, and then willingly cut all emotional ties and dove into Hell, all because he truly believed in his father&#039;s utopian dream of Imperium. He would do anything his father asked of him in order to achieve it. He murdered trillions, because his father asked him to. He broke empires, shattered armies, and his Legion bore the most grievous wounds and losses, because his father asked him to. And he ignored the implications of it all, because his Father asked him to. Do you honestly believe none of this ground into his long-lost humanity, the empty core of his being that he cut out because his Father asked him to?&lt;br /&gt;
&lt;br /&gt;
He is war-broken. We&#039;re talking about God-Level post-traumatic mental disorder here. Perturabo can&#039;t control his emotions at times. He stares out at nothingness, and speaks to his past. One moment, he&#039;s unreachable, and the next he&#039;s ripping your head off because you brought him bad news. He can become utterly lost in fine details, both in crafting weaponry, and tearing down citadels. It calms him, returns his mind back to the emotionless numbers that represent hundreds of thousands of his sons dying. The further detached he became from reality, the further he tried to hide from the horror he was crafting, the worse his emotions got.&lt;br /&gt;
&lt;br /&gt;
And Perturabo buried that shit. To admit the hurt and the fatigue would be to admit he was human, something imperfect; to acknowledge the dropping morale of his men would be to admit that they were weak when they should be strong. So he did the only thing his sensibilities would allow him to do: he moved forward. He got the job done, and the next, and the next and the one after that. He kept doing what his father asked from him, because that&#039;s what &amp;quot;Perturabo&amp;quot; would do, the Primarch who shouldered burdens without complaint, who did the jobs no one else wanted.&lt;br /&gt;
&lt;br /&gt;
Olympia was the line crossed. His mind broke, his heart broke, and he became the monster he ran from his whole life.&lt;br /&gt;
&lt;br /&gt;
Because his Father asked him to.&lt;br /&gt;
&lt;br /&gt;
===Capabilities===&lt;br /&gt;
&lt;br /&gt;
{{Topquote |Hold on, is architecture also art? Of course not, it&#039;s autism. Box-drawing. Masturbation with a ruler and a sextant or whatever they use. You should demean and criticize the genteel institution of architecture. While extolling the virtues of the *pure* arts.| Disco Elysium}}&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, Perturabo was born with the innate knowledge of pretty much all practical and metaphysical sciences, which pretty much sets him apart from all of his brothers in that he had no &amp;quot;real&amp;quot; childhood, no trial and error period of learning. On &#039;&#039;his first day&#039;&#039; he was debating (and dismissing) the nature of religion with his planet&#039;s wise men, and was master-crafting swords better than most smiths. You&#039;d reckon being born knowing everything would stunt your emotional growth. Yes, other Primarchs like Angron, the Lion or Kurze got a pretty raw start but for better or worse they learned to adapt and rise to greatness (or infamy). Perturabo started off already being as good as he was going to get; though it would take time for his body to grow strong, his mind was already at its peak, and he had to spend decades on a shitty little backwater planet with no appreciable resources with which to build an empire the same way that [[Roboute Guilliman|Guilliman]] or [[Rogal Dorn|Dorn]] did, all the while having to slap down naysayers telling him that his fantasies of advanced engineering and space travel were impossible.&lt;br /&gt;
&lt;br /&gt;
As to his mind, if a comparison could be made, then he was probably just as intelligent as Guilliman, if not more so due to the seeming wide range of his capabilities. (Guilliman was renowned neither as philosopher, smith or artisan). As a military strategist Perturabo could plan a campaign from start to finish in his mind using the arithmetic of war; where Guilliman could orchestrate a flawless battle plan from the command center, [[Video_Games|Perturabo would enact it himself by plugging straight into the data feeds and absorbing all the info at once, circumventing the chain of command and issuing orders directly to squads, taking direct control of gun turrets and mechanised units and plotting their firing trajectories, even taking over starship systems and running them himself.]] &lt;br /&gt;
&lt;br /&gt;
Thus lies the problem: Perturabo is a general as much as [[Neckbeard|any player of Warhammer 40,000 is a &amp;quot;general&amp;quot;]]: he [[Stat block|sees the battlefield in terms of units with stat blocks]]; every soldier can be [[Warhammer 40,000|reduced to a number based on his armament or capability]] which would [[Powergamer|factor in to his arithmetic of war]]. Even Guilliman recognised the [[Dice | random nature]] of war and how small moments of heroism could change the flow of battle; other generals could trust their men to follow their orders to the best of their abilities and even exceed them from time to time and pull off something spectacular. On the other hand, in sincerely believing in his own superiority Perturabo would micromanage everything and instead remove the agency of his officers and men. His soldiers would never get their chance to succeed or fail on their own terms and were essentially reduced to minis on a tabletop. Which in turn would make his men paranoid, wondering if they would be thrown away into the grinder or be blamed for failure when they couldn&#039;t match Perturabo&#039;s expectations.&lt;br /&gt;
&lt;br /&gt;
Additionally, one could make the argument that while he had a vast store of knowledge he knew how to use, Perturabo&#039;s other major flaw as a tactician was that he was unimaginative in anything other than his areas of expertise. Godlike with an artisan&#039;s inspiration when it came to matters of logistics, technology, siegecraft, and artillery, but too much of a stubborn and entitled martyr-manchild to [[Reasonable Marines|use different tactics as a situation demanded]], even when he was underestimated; it would seem that he refused to adapt because he was completely convinced of the logical superiority of his own methods, and to change them would be to suggest they were incorrect or inferior. This stubbornness might even be engineered into his particular gene-seed, as the sloppy victories his Legion achieved in the decades leading up to his rediscovery were on the whole spoiled by their refusal to change gears and try something different.&lt;br /&gt;
&lt;br /&gt;
To be fair, he certainly wasn&#039;t the [[Leman Russ|only]] [[Konrad Curze|Primarch]] who was a [[Jaghatai Khan|one-trick-pony]], and many of those specialties were likely engineered into them by the Emperor, but his attitude certainly didn&#039;t help matters, whether he was calling Corax a coward for suggesting a feint, or dismissing ([[BLAM|or worse]]) his men for suggesting that a war of attrition might not be the best play. He may know how to crack an orbital defence that stymied three separate Legions, and how to dispassionately, surgically exploit killboxes to tear apart his opponents, but his tendency to dig in and throw men and big guns at the problem without paying heed to the input and suggestions of others made him ill-suited for [[White Scars|mobile]] and [[Raven Guard|asymmetrical]] warfare unless he had already engineered a means to keep them in place. There&#039;s even a scene in &#039;Path of Heaven&#039; when Horus (swole from Chaos gains but still decidedly in his right mind as Warmaster) opines to Mortarion that Perturabo would be a poor choice to send after the Khan, believing that the Scars would run rings around his fortresses and artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With this said, he wasn&#039;t &#039;&#039;&#039;entirely&#039;&#039;&#039; inflexible, and in fact prized creative thinking when [[Cannon|traditional]] methods failed him. He notes to [[Abaddon]] how [[Dorn]] taught him to take breaks during his planning sessions and seek clarity of thought, saying &#039;&#039;&amp;quot;only a fool would ignore the advice of a brilliant man&amp;quot;&#039;&#039;. He also made a point of instructing his Legion on their fellows&#039; methods of warfare when on campaign together. And, of course, the Dodekatheon (his great hall of tabletop wargames, complete with holographic terrain!) was entirely devoted to inspiring the innovation of strategy and tactics, both among his sons and himself. If his one-sided dismantling of the World Eaters on Deluge showed anything, it was that he could prepare for even the deadliest threats given time and information.&lt;br /&gt;
&lt;br /&gt;
So ultimately, he was an ultra-competent specialist you could count on to perform his functions, an unmatched purveyor of solutions to fixed defenses, traps or emplacements that would break anyone else. However, his efficiency fell massively if dropped into a situation he hadn&#039;t previously prepared for, and whilst he would get the job done (he always did) it could be at terrible cost to his soldiers, his allies, and ultimately himself. No finer example of this exists than the Siege of Terra; he kept the traitors organised and the guns firing on nearly every level, but was ultimately uninterested in Horus&#039; goals- if he hadn&#039;t given his word prior to the Heresy, he&#039;d have been about as much as a team player as [[Angron]].&lt;br /&gt;
&lt;br /&gt;
As an unwelcome revelation to the Mechanicum, Perturabo was quite capable of understanding binary machine code even when blurted out in its lightning fast audible form (something that would otherwise not be possible without some form of implants) to the point that tech priests unfamiliar with Perturabo would not actually believe it and be in for a shock when they attempted to use it in his presence (yet another example of Perturabo being underestimated).&lt;br /&gt;
&lt;br /&gt;
Of all the Primarchs, Perturabo is the most misused of all. He was the only person in the Imperium of Man with his [[Jokaero|savant-esque technical expertise]]; he can read and write binary fluently by heart, he&#039;s a master mathematician and engineer, he programmed a new AI from scratch for a Warhound Scout Titan that he hand-built from the ground up, all things that the Mechanicum and greater Imperium are in dire need of constantly. Nobody, not [[Magnus]] nor [[Ferrus Manus]] or [[Belisarius Cawl]] could compare with his technical mastery, which remains unparalleled to the current millennium. Instead of assigning this literal Primarch-savant to research and development so nobody would have to waste time and energy kissing a machine spirit&#039;s ass for hours on end just to do &#039;&#039;something&#039;&#039;, the Emperor saw fit to just throw Pert at walls.&lt;br /&gt;
&lt;br /&gt;
All things considered, the only siege battle Perturabo should have ever fought would be a campaign on the bowels of Mars to purge it of all Archeotech bullshit like the Men of Iron, then emerge as a genuine hero and receive the accolades and recognition he would rightly deserve. Then put him to task on unfucking Mars&#039; broken-ass atmosphere so the planet can flourish again, followed by putting him to task on creating STCs for brand new weaponry and AI to completely overwrite all the shitty machine spirits that have no place in holding the Imperium back from [[AWESOME|full-throttle badassery]]. Would it piss the Mechanicum off? Probably, but what right would they &#039;&#039;really&#039;&#039; have to complain about innovation after the Omnissiah&#039;s son just fixed two of their planet&#039;s worst problems? If anything, it would endear the populace of Mars to the Emperor more than ever and give Perturabo a purpose bigger than walking an army into a meat grinder over and over. [[grimderp|But you can&#039;t have a grimdark story without enormous potential being wasted fucking everywhere, now can you?]] [[Horus Heresy|To make an omelette, you gotta break eggs.]]&lt;br /&gt;
&lt;br /&gt;
Unknown to anyone else, Perturabo had always possessed a strange connection to the Eye of Terror-- for some reason, he could sense it from anywhere in the galaxy, and he became convinced that it was constantly watching and judging his every action. The resulting inferiority (superiority) complex wasn&#039;t really helped by the fact that when he tried ask others if they could see the Eye, they assumed he was hallucinating. &#039;&#039;(Ironically, he was actually the one to give the Eye its current name-- before then, it was called [http://en.wikipedia.org/wiki/Cygnus_X-1 Cygnus X-1].)&#039;&#039; Considering he become one of those chosen by Chaos, he may have been right in feeling off at the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
===Outside the box===&lt;br /&gt;
Oh, Perturabo enjoyed playing [[Warhammer 40000]], and no, we&#039;re not kidding; his legion&#039;s warrior lodge had a whole bunch of tables set up where they could all play scenarios against each other and see whose tactics and armies would win, proving that the [[Iron Warriors]] are [[Neckbeards]] (which would go a long way towards explaining why the IV Legion was so embittered). Perturabo himself owned an awesome perpetual-motion powered clockwork [[Warhound Scout Titan]] &#039;&#039;(I&#039;d buy &amp;lt;s&amp;gt;one!&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;three!!&amp;lt;/s&amp;gt; ALL OF THEM!!!!!)&#039;&#039; which he facepalmed [[Fulgrim]] with (at the cost of the model) just to prove a point. [[Derp|What if he had a model of himself, then played with the model, but the model was made 30,000 years before him? Is there a GeeDubbs in 40k?]] [[what|Are we living in a board game to be made in the future?]] [[Derp|Would the]] [[Just as planned|events of 40k go as they where lorewise? Is Geedubbs Tzeentch? Is everyone under control of Tzeentch?]]&lt;br /&gt;
&lt;br /&gt;
If you want to know, &amp;quot;Perturabo&amp;quot; is the name the nice lil&#039; Perty chose for himself after reading some ancient texts predating the Age of Strife (or climbing out of his pod, depending on the story). Given GW&#039;s freaky love for kitchen pseudo Latin, we can assume it to be a deformation of the verb &#039;&#039;per&#039;&#039;&#039;d&#039;&#039;&#039;urabo&#039;&#039;, meaning &amp;quot;I shall endure&amp;quot;. Best predictive name ever if you consider the mountain of shit his bros and the Emprah threw on him before the Heresy... Or it could be a deformation of the verb &#039;&#039;&#039;perturbō&#039;&#039;&#039; meaning &amp;quot;I confuse, disturb, perturb, trouble, alarm&amp;quot;. Or maybe both, making it a surprisingly good pun by GW standards. It&#039;s maybe also of note, that &#039;perdurabo&#039; is the cult-name Aleister Crowley got when he entered the Golden Dawn-- no mere coincidence, I would assume!&lt;br /&gt;
&lt;br /&gt;
Also noted that his name sounds fairly close to the Spanish word perturBaDo which is just 2 letters away and means &amp;quot;being disturbed&amp;quot;, and applies amazingly well when you consider that this guy lived in permanent paranoia and was forced to watch the eye of terror almost from birth.&lt;br /&gt;
&lt;br /&gt;
Or maybe said &amp;quot;Ancient texts&amp;quot; were some 40K material meaning he [[what|named himself after himself]].&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Perturabo:&#039;&#039;&#039; || 8 || 6 || 7 || 6 || 6 || 5 || 4 || 10 || 2+/3++&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At 490 points when kitted out with [[Ferrus Manus|Forgebreaker]] he&#039;s the third most expensive Primarch after [[Horus]] and [[Magnus]]. But he&#039;s worth it.&lt;br /&gt;
&lt;br /&gt;
[[Image:PerturaboPrimarchoftheIronWarriors03.jpg|300px|thumb|right|Fuck your Cerastus [[Emprah]] ! Buy another one, ya rich muthafucka! FUCK YOUR CERASTUS EMPRAH, FUCK YOUR CERASTUS! [[Chaos|DARKNESS! DARKNESS!]]]]&lt;br /&gt;
On his own merits, he&#039;s sort of what you&#039;d get if you crossed the rules of Horus with Ferrus Manus. &lt;br /&gt;
Like Ferrus, his armour is a veritable bag of tricks, although less killy overall since he has fewer attacks and the hammer is unwieldy. Though you can choose to hit things with his fists if you don&#039;t want to use/bring the hammer, in which case he strikes as hard as a plasma gun. Also rather than carrying an arsenal of ranged weapons he has practically every item of wargear attached, making him much more of a support character since he can teleport and then bring on other teleporting dudes around himself. Units cannot infiltrate around him and the unit he&#039;s with can use Interceptors on enemy units arriving by deep strike. Finally, his armor also lets you refrain from shooting to give a squad +1 BS &#039;&#039;(due to Cognis Signum)&#039;&#039; which depending on your play style may actually occur more than you realize, since his own gun is only 24&amp;quot; range. On top of that, all of his attacks benefit from Wrecker and Tank Hunters, so any mechanized list he&#039;s up against will be in for a world of pain.&lt;br /&gt;
&lt;br /&gt;
For what he gives to everyone else, his whole army gains a bit more of a close combat focus by becoming Stubborn which makes them very difficult to shift and they also all gain Furious Assault when in the enemy deployment zone, though you may not necessarily have built your army to fully utilize this since Iron Warriors tend to have [[dakka|all the guns]]. He can also make all other terminators deep-striking via teleportation &#039;&#039;(including siege terminators)&#039;&#039; though he does not make them into troops like [[Horus]] does. Like Horus, he has a wrist mounted gun (with Rending, no less) and he also has an Orbital Strike, which is slightly less powerful compared to Horus&#039; (and lacks the Lance rule), but compensates by being Ordnance D3 instead of Ordnance 1.&lt;br /&gt;
&lt;br /&gt;
He also lets you bring him on turn 1 with his squad (6 iron circle anyone?) without the need to roll. Arguably not as good, however if you roll on the personal traits and get outflank, this could be Perty with 6 iron circle body guard arriving turn 1 via outflank, and unless the enemy has paid for 54 Sigismunds, you&#039;ll be sitting pretty - not to mention the 30 BS5 heavy bolter shots that have pinning and an orbital strike. This also works well as if you take a squad of tyrants in reserve, they can deep strike without scattering on turn 2 (provided you roll a 3+) and reign fire down with a hefty 10 (20 if you&#039;re a dick) blasts within the enemies deployment zone.&lt;br /&gt;
[[File:Pert&#039;s_Tormentor.PNG|thumb|left|The Tormentor]]&lt;br /&gt;
All this said, he&#039;s really expensive and has no reliable way to break tarpits. Furthermore, while Deep Striking Termies and Furious Charge in the enemy deployment zone are good, they don&#039;t really capitalize on the strong points of the Iron Warriors. It&#039;s possible to use The Ironfire to build a list that makes use of his rules, but it&#039;s annoying that he tries to force his sons to take on new roles instead of focusing on dakka.&lt;br /&gt;
&lt;br /&gt;
In games of 3000+ points or more, he can spend 600 points to use his special Dedicated Transport, the [[Tormentor (Tank)|&amp;quot;Tormentor&amp;quot;]]- a buffed out Shadowsword with a void shield, a 15-model transport capacity, and a rear access point. It only has one set of sponsons, but with it&#039;s special rule &#039;&#039;&#039;Torment&#039;&#039;&#039; you won&#039;t care, since if you fire all your weapons at the same target, you get both Monster and Tank Hunter. Sadly can&#039;t fit the Iron Circle inside, but you can squeeze in Perty, 5 command squad terminators, and a terminator character, most likely a Forgelord.&lt;br /&gt;
&lt;br /&gt;
===Perturabo VS other Primarchs:===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Primarch fighting, while fun to see, isn&#039;t a very competitive thing to do as it&#039;ll usually tie up both Primarchs for the entire game without either of them dying. With that in mind this section is about how Perturabo fares against other Primarchs Mathhammer wise. Please note that all the various abilities are taken into accounts when possible and the match-ups assume the Primarchs are the only ones involved in the fighting, so various abilities like Angron&#039;s &amp;quot;The Butcher&#039;s Nails&amp;quot; and Rampage do not provide any bonuses. In essence, the fights are supposed to happen in a &amp;quot;Vacuum&amp;quot; for simplicity, but notes are added to make things clearer in particular instances. Also all of the Primarch use their most powerful weapons (because why have a contest if you don&#039;t do your best?). So he is obviously armed with Forgebreaker. Also do note that Forgebreaker is an incredible weapon for Primarch vs Primarch duelling, giving him an edge against every other Primarch thanks to the combination of Strikedown, Concussive AND Blind, but the rules are only taken into account against Primarchs that he wouldn&#039;t be able to beat without, for (my) simplicity.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that Strikedown halving Initiative was 6E; by HH rulebook it no longer halves initiative, which changes certain outcomes (vs Fulgrim). Mathhammer by those who understand how would be appreciated.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Horus&lt;br /&gt;
**Horus hits 3 times (Talon), wounds 2.667 times, 0.889 after saves and IWND will take that down to 0.556 wounds at the start of the next turn.&lt;br /&gt;
**Horus (Blinded) hits 2 times (Talon), wounds 1.778 times, 0.593 after saves and IWND will take that down to 0.256 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667 times, 0.556 wounds after saves and IWND will take that down to 0.222.&lt;br /&gt;
**Perturabo (with Horus Blinded) hits 2.667 times, wounds 2.222, 0.741 wounds after saves and IWND will take that down to 0.407 wounds at the start of the next turn.&lt;br /&gt;
**Well well well. So, finally a real challenger has appeared? This fight would actually seem to pend in favor of Perturabo! Then you remember that Horus negates any effect that would adversely modify his characteristic profile with a 3+. Either try again another time, Perty, or prey Horus gets unlucky as even one or two fails on Horus could mean a win for the hammer guy. Overall: winnable but needs a bit of luck on the blinds but he is one of only a handful of Primarchs who actually has a reasonable chance against Horus.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Angron&lt;br /&gt;
**Angron Round 1: hits 5.333 times, wounds 4.444 times, 1.48 after saves, and IWND take it down to 1.148.&lt;br /&gt;
**Angron Round 2 and thereafter: hits 4 times, wounds 3.333 times, 1.111 times after saves and IWND will take that down to 0.778 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667 times, 0.69 wounds after saves and IWND will take that down to 0.361 wounds at the start of the next turn.&lt;br /&gt;
**Assuming that Angron doesn&#039;t get blinded, he wins. If he does get blinded after Perturabo wounds Angron (69% per round) odds are in Perturabo&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
* Perturabo vs Mortarion&lt;br /&gt;
**Mortarion hits 2.5 times, wounds 1.666 times, 0.555 wounds after saves and 0.222 wounds after IWND.&lt;br /&gt;
**Perturabo hits 2.666 times, wounds 2.222 times, 1.111 wounds after saves and IWND will take that down to 0.555 wounds at the start of the next turn&lt;br /&gt;
**Perturabo wins.&lt;br /&gt;
&lt;br /&gt;
* Perturabo vs Fulgrim&lt;br /&gt;
**Fulgrim Round 1: hits 4.5 times, wounds 3 times, 1 wounds after saves and 0.667 wounds after IWND.&lt;br /&gt;
**Fulgrim Round 2 and thereafter: hits 3 times, wounds 2 times, 0.667 wounds after saves and 0.333 wounds after IWND.&lt;br /&gt;
**Fulgrim Blinded: hits 1.667 times, wounds 1.111 times, 0.37 times after saves and 0.037 after IWND&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667, 0.555 wounds after saves and IWND will take that down to 0.222 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo (with Fulgrim Blinded) hits 2.667 times, wounds 2.222, 0.741 wounds after saves and IWND will take that down to 0.407 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim surprisingly loses as after the first round he will be brought to I 4 (by Strikedown) and then Blinded and/or Concussed pretty much every round (actually 85% of the total rounds, if my calculations are correct, that is more than enough for Perturabo to destroy him).&lt;br /&gt;
&lt;br /&gt;
* Perturabo vs Ferrus Manus&lt;br /&gt;
**Ferrus hits 2.5 times, wounds 2.083 times, 0.694 times after saves and IWND will take that down to 0.361 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2.667 times, wounds 2.222, 0.74 wounds after saves and IWND will take that down to 0.407 wounds at the start of the next turn.&lt;br /&gt;
**In the mirror match Perturabo actually wins thanks to his WS, since even with one more attack Ferrus hits marginally less times.&lt;br /&gt;
**Note: without the hammer(s) Ferrus would defeat Perturabo, &#039;cause he would wound Perturabo on a 3+ (2+ with the Servo Harm) wounding 1.75 times, with Perturabo wounding him on 4+ and so wounding him 1.333. Guess old Perty could use Fulgrim&#039;s hammer better, in the end.&lt;br /&gt;
&lt;br /&gt;
* Perturabo vs Konrad Curze&lt;br /&gt;
**Curze hits 3 times, wounds 2.25 times, 0.75 wounds after saves and IWND will take that down to 0.417 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667, 0.833 wounds after saves and IWND will take that down to 0.5 wounds at the start of the next turn.&lt;br /&gt;
**Konrad loses as Perturabo does marginally more damage.&lt;br /&gt;
**Note: With Hit &amp;amp; Run Konrad would win, but the chance he is not concussed in the round he wants to escape are pretty slim, meaning that Perturabo has still the Edge in this fight.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Lorgar&lt;br /&gt;
**Lorgar hits 2.5 times, wounds 2.083 times, 0.694 wounds after saves and 0.361 wounds after IWND.&lt;br /&gt;
**Perturabo Round 1: hits 2.37 times, wounds 1.865 times, 0.932 wounds after saves and IWND will take that down to 0.599 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo Round 2: hits 2.666 times, wounds 2.221 times, 1.11 wounds after saves and IWND will take that down to 0.777 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo wins.&lt;br /&gt;
**Note: as always, psychic powers not included. You know how it would end anyway...&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Vulkan&lt;br /&gt;
**Vulkan hits 2 times, wounds 1.667 times, 0.555 wounds after saves and IWND will take that down to 0.222 wounds at the start of the next turn.&lt;br /&gt;
**Vulkan (Blinded): hits 1.333 times, wounds 1.111 times, 0.37 wounds after saves and IWND will take that down to 0.037 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2.667 times, wounds 2.222, 0.741 wounds after saves and IWND will take that down to 0.185 wounds at the start of the next turn.&lt;br /&gt;
**As with Fulgrim, Perturabo wins only thanks to his Hammer (great weapon indeed). Without Forgebreaker, Perturabo gets ground down in a battle of attrition.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Alpharius&lt;br /&gt;
**Alpharius hits 2.92 times and wounds 1.701 times, 0.567 wounds after saves and IWND will take that down to 0.234 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2.667 times, wounds 2.222 times, 1.111 wounds after saves and IWND will take that down to 0.778 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo wins, somewhat unsurprisingly.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Rogal Dorn&lt;br /&gt;
**Dorn hits 2 times, wounds 1.5 times, 0.5 wounds after saves and IWND will take that down to 0.167 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.333 times, 0.667 times after saves and IWND will take that down to 0.333 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo wins. Have at thee!&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Corvus Corax&lt;br /&gt;
**Corvus hits 4 times (Scourge)/3 times (Shadow-walk), wounds 3 times (Scourge)/2.25 times (Shadow-walk), 1 wounds (Scourge)/0.75 wounds (Shadow-walk) after saves and IWND will take that down to 0.667/0.417 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo hits 2.667 times/2 times, wounds 2.222 times/1.667 times, 1.481 wounds/1.111 after saves and IWND will take that down to 1.147/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo wins. &lt;br /&gt;
**Note: Welcome to Corvus Corax&#039;s special hell, population: Perturabo. Strikedown, Concussive, and Blind near-negate Corax&#039;s usual Hit and Run, and Perturabo himself is immune to Blind. If you try and have Corax take Perty on, you deserve every last horrifying moment of what happens to you.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Roboute Guilliman&lt;br /&gt;
**Guilliman Round 1/2: hits 2.5 times, wounds 2.222 times, 0.74 times after saves and IWND will take that down to 0.407 wounds at the start of the next turn. &lt;br /&gt;
**Guilliman Round 3 and thereafter: hits 3.333 times, wounds 2.963 times, 0.988 times after saves and IWND will take that down to 0.654 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo Round 1: hits 2.667 times, wounds 2.222 times, 0.611 times after saves and IWND will take that down to 0.278.&lt;br /&gt;
**Perturabo Round 2 and thereafter: hits 2 times, wounds 1.667 times, 0.833 times after saves, 0.417 for Armor of Reason and IWND will take that down to 0.083.&lt;br /&gt;
**Perturabo loses.&lt;br /&gt;
**Note: Guilliman is immune to Concussive, and even though Strikedown will assure that Blind goes on half of the time he still wins the fight, even if not as easily as the above statistic would imply.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS Leman Russ&lt;br /&gt;
**Russ hits 4 times, wounds 3 times, 1 time after saves, plus 0.388 wounds from Sever Life for a whole 1.388 wounds and IWND will take that down to 1.05 wounds at the start of the next turn.&lt;br /&gt;
**Russ (blinded) hits 2 times, wounds 1.5 times, 0.5 time after saves, plus 0.388 wounds from Sever Life for a whole 0.888 wounds and IWND will take that down to 0.555 wounds at the start of the next turn. &lt;br /&gt;
**Perturabo Round 1: hits 1.333 times, wounds 1.111 times, 0.555 times after saves and IWND will take that down to 0.222.&lt;br /&gt;
**Perturabo Round 2 and thereafter: hits 0.666 times, wounds 0.555 times, 0.2775 times after saves and IWND will take that down to -0.055.&lt;br /&gt;
**Perturabo Round 2 and thereafter (with Russ blinded): hits 1.333 times, wounds 1.111 times, 0.555 times after saves and IWND will take that down to 0.222.&lt;br /&gt;
**Perturabo loses.&lt;br /&gt;
**Note : A first lucky hit with Forgebreaker and failed Blind rolls from Russ can help Perturabo last a bit longer, making him one of the toughest primarchs for Leman Russ to face. So like his matchup with Horus he stands a reasonable chance against Russ. Though this also doesn&#039;t take into account Russ&#039;s wolves backing him up, which would definitely swing it in the Wolf Boy&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
* Jaghatai VS Perturabo&lt;br /&gt;
**Jaghatai hits 4 times, wounds 2 times, 0.666 wounds after saves and IWND will take that down to 0.333&lt;br /&gt;
**Perturabo hits 2.667 times, wounds 2.222, 0.74 wounds after saves and IWND will take that down to 0.407 wounds at the start of the next turn.&lt;br /&gt;
**Perty wins, but only just. Khan could try to hit-and-run, but Perty&#039;s concussive and blind should prevent that.&lt;br /&gt;
&lt;br /&gt;
* Perturabo VS The Lion&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667 times (Forgebreaker), 0.483 after saves and IWND will take that down to 0.25 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo (Lion Blinded): hits 2.667 times, wounds 2.222 times, 0.861 after saves and IWND will take that down to 0.528 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 0.81/0.833 after saves and IWND will take that down to 0.477/0.5 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.917 times, 0.972 after saves and IWND will take that down to 0.639 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.134/1.111 after saves and IWND will take that to 0.801/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
*Perturabo VS Sanguinius&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667 times (Forgebreaker), 0.833 wounds after saves and IWND will take that down to 0.5 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo (with Sanguinius blinded) hits 2.667 times, wounds 2.222 times (Forgebreaker), 1.111 wounds after saves and IWND will take that down to 0.778 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius Round 1: hits 4.667 times (Blade), wounds 4.148 times, 1.383 wounds after saves and IWND will take that down to 1.049 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius on the charge: hits 5.333 times, wounds 4.833 times (including HoW), 1.611 wounds after saves and IWND will take that down to 1.056 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius Round 2+: hits 4 times, wounds 3.556 times, 1.185 wounds after saves and IWND will take that down to 0.852 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius (blinded): hits 2 times, wounds 1.778 times, 0.593 wounds after saves and IWND will take that down to 0.259 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius will lose depending if/when he fails blind checks, even on the charge. He needs to avoid being Blinded for 2-3 rounds (excluding the first) to win.&lt;br /&gt;
&lt;br /&gt;
* TLDR version: Perturabo with Forgebreaker results in one of the strongest contenders among the Primarchs. The combination of rules in the Hammer make him extremely difficult for most of his brothers to deal with. It essentially requires another stat-altering Primarch or one with special anti-stat-altering rules to kill him; those being Horus, Guilliman, the Lion, and of course, Russ. Still, not bad at all, especially for a Primarch whose primary fluff schtick was not melee combat and who buffs his army so well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heresy 2.0==&lt;br /&gt;
Much has changed in this newest edition of the Horus Heresy, but Perturabo still comes in as a solid workhorse that does everything you want a Primarch to do for the IV Legion.&lt;br /&gt;
&lt;br /&gt;
Primarchs have a set of shared rules:&lt;br /&gt;
*Independent Character, Eternal warrior, Fearless, It Will Not Die (5+), Bulky (4) and Relentless. Unit type character&lt;br /&gt;
*They are not effected by negative modifiers to their statlines (other then wounds).&lt;br /&gt;
*Resolve snap shots at their normal BS.&lt;br /&gt;
*All hits from either shooting or close combat are allocated by the Primarchs controlling player. These hits are kept in a separate wound pool.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || LD || SV&lt;br /&gt;
|-&lt;br /&gt;
| Perturabo:|| 425 || 7 || 7 || 7 || 6 || 7 || 6 || 5 || 6 || 10 || 2+(3++)&lt;br /&gt;
|}&lt;br /&gt;
Perturabo has the standard statline shared by all primarchs, with an extra point in BS and T, but a drop in Initiative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legiones Astartes (Iron Warriors):&#039;&#039;&#039; +1 strength when hitting at Vehicles, Dreads or Automata at range or in melee. Not that big a bonus given his high strength, but a useful extra if you have one as a target.&lt;br /&gt;
*&#039;&#039;&#039;Battlesmith (2+):&#039;&#039;&#039; Sacrifice shooting to repair a bot/dread/tank. Make your Iron Circle even more invincible than they were in 1.0!&lt;br /&gt;
*&#039;&#039;&#039;Firing Protocols (2):&#039;&#039;&#039; Removed in the most recent errata for 2.0. Why give an unfavoured son a legitimately strong special rule?&lt;br /&gt;
*&#039;&#039;&#039;Master of Automata:&#039;&#039;&#039; Lets him bring along his goon squad of Iron Circle without worrying about them going off the leash&lt;br /&gt;
*&#039;&#039;&#039;Traitor:&#039;&#039;&#039; [[Emperor|Daddy]] doesn&#039;t like him.&lt;br /&gt;
*&#039;&#039;&#039;Sire of the Iron Warriors:&#039;&#039;&#039; 3D6-drop-the-highest for morale and pinning tests in the shooting phase, and an extra reaction during the same. Not quite as good as the 1.0 Iron Warriors trait, but as close as you can get in 2.0.&lt;br /&gt;
&lt;br /&gt;
Perturabo can take Forgebreaker Desecrated for +35 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Logos:&#039;&#039;&#039; Perturabo&#039;s souped up Cataphractii terminator armour, giving him the always coveted, permanent 3++ only Horus and Vulkan can match.&lt;br /&gt;
*&#039;&#039;&#039;The Logos Array (Shooting):&#039;&#039;&#039; S6, AP3, Assault 6, Twin-Linked, Shred, Pinning, Shell Shock (1). AP3 hurts its damage output against elites, but that&#039;s not why you use it. Re-rolling all hits and wounds means you&#039;re likely to get 6 wounds on any target, and even units with a 2+ save are likely to fail at least one save, which forces them to take a pinning test.&lt;br /&gt;
*&#039;&#039;&#039;The Logos Array (Melee):&#039;&#039;&#039; S7, AP2, Melee, Two-Handed. It sucks, but you have a better option for melee.&lt;br /&gt;
*&#039;&#039;&#039;Forgebreaker Desecrated:&#039;&#039;&#039; S12, AP1, Melee, Unwieldy, Master-Crafted, Exoshock (3+), Brutal (2). A watered-down version of Forgebreaker with Brutal (2) instead of Brutal (3), but it&#039;s still the same against vehicles. Solid, and makes him usable in duels, though he&#039;s nowhere near as good as a combat primarch like Fulgrim or Horus.&lt;br /&gt;
&lt;br /&gt;
At 425 Points, Perturabo comes in as one of the cheaper primarchs this edition, and he is more than worth it. On his own, he&#039;s an MEQ&#039;s worst nightmare at range, fully capable of deleting 3+ saves and leaving the survivors frozen with pinning, and Bitchslapping pesky 2+ armour with his bare hands. Of course, however, his real value is in his durability and robot buddies. 6W T7/2+/3++ is tough to begin with, but he can bring up to SIX Iron Circle at 5W T7/3+/4++/5+++. Oh, and he can repair them every turn, so throw in IWND(2+) as well. There is no finer [[DISTRACTION CARNIFEX]] in the game to give your big guns the time they need to shoot their way to victory- just be careful of the 825 points cost and make sure that they are doing their job of absorbing fire meant for your damage dealers.&lt;br /&gt;
&lt;br /&gt;
====30k Perturabo Vs other Primarchs: Heresy 2.0====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Primarch fighting has significantly changed in the new edition. The sweeping changes to the Weapon Skill system really put those with lower scores at a huge disadvantage. While the changes to universal special rules mean that characters can often bring more attacks (like with Rage and Rampage) or newer tricks (Brutal) to the table that they never could before.&lt;br /&gt;
&lt;br /&gt;
This means that Primarch vs Primarch fighting is more likely to actually resolve itself within the duration of the game, rather than taking turns whittling off small numbers from each other.&lt;br /&gt;
&lt;br /&gt;
Also, because Overwatch Reactions are now done at full ballistic skill, shooting will likely play a more significant role. However, for the sake of brevity, there should be no need to include them unless they make a meaningful difference to the outcome.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. The Lion&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 4.97 wounds, &#039;&#039;&#039;1.65 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.32 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, &#039;&#039;&#039;1.89 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.56 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, &#039;&#039;&#039;2.12 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.79 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.60 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.27 at the end of the turn thanks to IWND.&lt;br /&gt;
:Lion wins- the reduction of the Forgebreaker to Brutal (2) allows the Lion to keep ahead of the saves. Unlike the fight with Horus and the Worldbreaker, the Lion is able to pull out the win thanks to Perturabo&#039;s lower WS and fewer attacks which means those hits are rarer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Fulgrim&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +4 attacks, hits on MC 3+)&#039;&#039;. 6.89 hits, 5.74 wounds, &#039;&#039;&#039;1.91 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.57 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim, charging with the Laer Blade &#039;&#039;(Initiative 10, +5 attacks, hits on MC 3+)&#039;&#039;: 7.56 hits, 6.3 wounds, &#039;&#039;&#039;2.1 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.76 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+)&#039;&#039;: 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.23 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.89 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim&#039;s 3+ Invulnerable save and extra attacks manage to easily defeat Perturabo. Despite having a 3+ Invulnerable save of his own, the extra attacks granted by Sublime Swordsman overwhelm Perturabo, and put an end to him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. the Khan&#039;&#039;&#039;&lt;br /&gt;
:The Khan with the White Tiger Dao &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.75 hits, 1.88 wounds, &#039;&#039;&#039;0.63 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.3 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 5.42 wounds, &#039;&#039;&#039;1.80 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.47 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with the Logos Array &#039;&#039;(Hits on 4+):&#039;&#039; 3 hits, 2 wounds, &#039;&#039;&#039;0.67 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.34 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo wins. Brutal (2) deals a hell of a lot of damage, and the Khan&#039;s lower WS fucks him over. Even with the Logos Array, he barely wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Leman Russ&#039;&#039;&#039;&lt;br /&gt;
:Leman Russ with Mjalnar &#039;&#039;(Hits on MC 3+):&#039;&#039; 4.89 hits, 3.26 wounds, &#039;&#039;&#039;2.17 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.84 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+):&#039;&#039; 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.85 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.52 at the end of the turn thanks to IWND.&lt;br /&gt;
:Russ wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Rogal Dorn&#039;&#039;&#039;&lt;br /&gt;
:Rogal Dorn with Storm’s Teeth &#039;&#039;(Hits on 3+)&#039;&#039;: 4 hits, 3.89 wounds, &#039;&#039;&#039;1.25 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.96 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+)&#039;&#039;: 2.22 hits, 1.11 wounds, &#039;&#039;&#039;1.11 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.77 at the end of the turn thanks to IWND.&lt;br /&gt;
:Dorn wins. The changes to the weapon skill system result in Perturabo only hitting Dorn on a 5+. Paired with Dorn&#039;s well-fortified armour only being wounded on a 4+, Perturabo&#039;s damage potential is gutted from the get-go. Brutal helps him out a bit, but Dorn’s higher initiative and wound count win in the long run.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Curze&#039;&#039;&#039;&lt;br /&gt;
:Konrad Curze with Mercy and Forgiveness &#039;&#039;(Glimpse of Death, Hits on 3+):&#039;&#039; 6 hits, 3.33 wounds, 1.11 unsaved wounds, which is reduced to 0.78 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+):&#039;&#039; 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.85 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.52 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo wins, even if Curze decides to use Hit &amp;amp; Run to get to 10 attacks-- Despite having shred, Mercy and Forgiveness just aren&#039;t enough to damage Perturabo with his T7 and 3++ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Sanguinius&#039;&#039;&#039;&lt;br /&gt;
:Sanguinius charging with the Blade Encarmine &#039;&#039;(Hits on MC 3+):&#039;&#039; 5.56 hits, 4.17 wounds, &#039;&#039;&#039;1.39 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.06 after IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+):&#039;&#039; 2.22 hits, 1.85 wounds, &#039;&#039;&#039;0.925 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.595 after IWND.&lt;br /&gt;
:Sanguinius with the Blade Encarmine &#039;&#039;(Hits on MC 3+):&#039;&#039; 4.22 hits, 3.17 wounds, &#039;&#039;&#039;1.06 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.73 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+):&#039;&#039; 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.85 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.52 after IWND.&lt;br /&gt;
:Perturabo wins. While Sanguinius wins on the first round of combat, losing his re-rollable invulnerable save in round 2 and onward tanks his durability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Ferrus Manus&#039;&#039;&#039;&lt;br /&gt;
:Ferrus Manus with Forgebreaker &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 2.71 wounds, &#039;&#039;&#039;4.07 unsaved wounds,&#039;&#039;&#039; which is reduced to 3.74 at the end of the turn after IWND.&lt;br /&gt;
:Perturabo with the Logos Array &#039;&#039;(Hits on 4+):&#039;&#039; 3 hits, 1.5 wounds, &#039;&#039;&#039;0.5 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.17 after IWND.&lt;br /&gt;
:Fucking yikes. Ferrus Manus wins, and it&#039;s a landslide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Angron&#039;&#039;&#039;&lt;br /&gt;
:Angron with Gorefather and Gorechild &#039;&#039;(Hits on 3+):&#039;&#039; 6.22 hits, 4.67 wounds, &#039;&#039;&#039;1.56 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.23 at the end of the turn due to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 2+):&#039;&#039; 5.14 hits, 4.28 wounds, &#039;&#039;&#039;4.28 unsaved wounds,&#039;&#039;&#039; which is reduced to 3.95 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo wins. No extra attacks help Angron here-- his Butcher&#039;s Nails ability is a complete detriment in this scenario.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Guilliman&#039;&#039;&#039;&lt;br /&gt;
:Guilliman with the Hand of Dominion &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.75 hits, 3.13 wounds, &#039;&#039;&#039;2.08 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.71 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 2.71 wounds, &#039;&#039;&#039;2.21 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.88 at the end of the turn due to IWND.&lt;br /&gt;
:Guilliman with the Hand of Dominion &#039;&#039;(Round 2 onward, Hits on MC 4+, Re-rolling 1s):&#039;&#039; 4.25 hits, 3.54 wounds, &#039;&#039;&#039;2.36 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.03 at the end of the turn thanks to IWND.&lt;br /&gt;
:Close, but Guilliman wins in the end due to Calculating Swordsman landing him more hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Mortarion&#039;&#039;&#039;&lt;br /&gt;
:Mortarion with Silence &#039;&#039;(Hits on 4+):&#039;&#039; 3 hits, 2 wounds, &#039;&#039;&#039;0.67 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.34 at the end of turn due to IWND.&lt;br /&gt;
:Mortarion with Silence &#039;&#039;(Reaping Blow, Hits on 4+):&#039;&#039; 4 hits, 2.67 wounds, &#039;&#039;&#039;0.89 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.56 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 2.71 wounds, &#039;&#039;&#039;2.71 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.21 at the end of the turn due to IWND.&lt;br /&gt;
:Perturabo wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Magnus&#039;&#039;&#039;&lt;br /&gt;
:Magnus with Ahn-Nunurta &#039;&#039;(Hits on 4+):&#039;&#039; 3 hits, 2.5 wounds, &#039;&#039;&#039;0.83 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.5 at the end of the turn due to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 2.71 wounds, &#039;&#039;&#039;2.71 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.38 at the end of the turn due to IWND.&lt;br /&gt;
:Perturabo wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Horus&#039;&#039;&#039;&lt;br /&gt;
:Horus with the Warmaster&#039;s Talon &#039;&#039;(Hits on 3+):&#039;&#039; 4.67 hits, 3.50 wounds, &#039;&#039;&#039;1.35 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.02 at the end of the turn due to IWND.&lt;br /&gt;
:Horus with Worldbreaker &#039;&#039;(Hits on MC 3+):&#039;&#039; 4.89 hits, 4.08 wounds, &#039;&#039;&#039;2.72 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.39 at the end of the turn due to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+):&#039;&#039; 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.23 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.90 at the end of the turn due to IWND.&lt;br /&gt;
:Horus wins, with his extra attack and higher WS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Lorgar&#039;&#039;&#039;&lt;br /&gt;
:Lorgar with Illuminarum &#039;&#039;(Hits on MC 5+):&#039;&#039; 2.22 hits, 1.48 wounds, &#039;&#039;&#039;0.99 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.66 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 3+):&#039;&#039; 4.22 hits, 3.52 wounds, &#039;&#039;&#039;3.52 unsaved wounds,&#039;&#039;&#039; which is reduced to 3.02 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with the Logos Array &#039;&#039;(Hits on 3+):&#039;&#039; 4 hits, 2.67 wounds, &#039;&#039;&#039;1.33 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.83 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo wins, even with the Logos Array.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Vulkan&#039;&#039;&#039;&lt;br /&gt;
:Vulkan with Dawnbringer &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 2.71 wounds, &#039;&#039;&#039;0.90 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.57 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 2.71 wounds, &#039;&#039;&#039;1.81 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.31 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with the Logos Array &#039;&#039;(Hits on 4+):&#039;&#039; 3 hits, 1.5 wounds, &#039;&#039;&#039;0.5 unsaved wounds,&#039;&#039;&#039; which is reduced to 0 at the end of the turn due to IWND.&lt;br /&gt;
:Perturabo wins with Forgebreaker, [[Fail|but mathematically deals no damage to Vulkan with the Logos Array. ]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Corax&#039;&#039;&#039;&lt;br /&gt;
:Corax charging with the Panoply of the Raven Lord &#039;&#039;(Hits on 4+):&#039;&#039; 5.5 hits, 3.06 unsaved wounds, &#039;&#039;&#039;1.02 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.69 at the end of the turn thanks to IWND&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 4+):&#039;&#039; 3.25 hits, 2.71 wounds, &#039;&#039;&#039;2.71 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.38 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with the Logos Array &#039;&#039;(Hits on 4+):&#039;&#039; 3 hits, 2 wounds, &#039;&#039;&#039;1 unsaved wound,&#039;&#039;&#039; which is reduced to 0.67 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo wins. With the Logos Array, he &#039;&#039;barely&#039;&#039; loses, though he has a chance if Corax fails his Hit &amp;amp; Run tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs. Alpharius&#039;&#039;&#039;&lt;br /&gt;
:Alpharius with the Pale Spear &#039;&#039;(Hits on 4+):&#039;&#039; 3 hits, 1 wound, &#039;&#039;&#039;0.33 unsaved wounds,&#039;&#039;&#039; which is reduced to 0 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo wins. [[Fail|His higher toughness and invulnerable save cause Alpharius to mathematically deal zero damage to him.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Past-Pert.jpeg|&lt;br /&gt;
File:Past-Pert-Art.jpeg&lt;br /&gt;
File:Pert seethe.jpg|thumb|seething and coping.&lt;br /&gt;
File:Pert shoot.png&lt;br /&gt;
Perturabo_trolling.PNG|[[/tg/ gets shit done|Just /tg/ getting shit done.]]&lt;br /&gt;
Syberfab_Perturab_underwear.png&lt;br /&gt;
File:Pert and Dorn.png|thumb|Oh Adornable.&lt;br /&gt;
File:Pert deal with it.jpg|thumb|Dorn cant handle his swag.&lt;br /&gt;
File:Pert joker.jpg|thumb|Why so serious.&lt;br /&gt;
File:Pert_society.jpg|thumb|We live in an imperium.&lt;br /&gt;
&lt;br /&gt;
File:Pert smug.jpg|thumb|tfw Dorn gets iron caged.&lt;br /&gt;
File:Pert acended.jpg|thumb|the look when you master Firenzii polymath.&lt;br /&gt;
File:Pert dumb.jpg|thumb|to the whole of the Imperium.&lt;br /&gt;
File:Pert angry.jpg|thumb|when he sees Dorn.&lt;br /&gt;
File:Pert smile.jpg|thumb|Dorn got wacked, feels good.&lt;br /&gt;
File:Pert yoda.png|thumb|Decimate Olympia I have, turn to Chaos, I now must.&lt;br /&gt;
File:Pert mind.jpg|thumb|What is going on inside his head?&lt;br /&gt;
File:Pert autistic bitterness.jpg|thumb|Autism within, Retardation Without.&lt;br /&gt;
File:Pert you.jpg|thumb|A sad truth.&lt;br /&gt;
File:Pert victim complex.png|thumb|Always remember kids!&lt;br /&gt;
File:Pert superior.png&lt;br /&gt;
File:Pert fun.png|thumb|Oh boy! Siege of Terra time!&lt;br /&gt;
File:Pert coffe.jpg|thumb|Another day besieging Dorn&#039;s forts.&lt;br /&gt;
File:Emperors_Forgotten.jpg|thumb|It wasn&#039;t that important.&lt;br /&gt;
File:pert%20draw.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Primarchs}}&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category:Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Palanquin_of_Nurgle&amp;diff=373770</id>
		<title>Palanquin of Nurgle</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Palanquin_of_Nurgle&amp;diff=373770"/>
		<updated>2023-05-13T21:16:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Epidemius.jpg|210px|right|thumb|&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;Quickly to&amp;lt;/span&amp;gt; [[Emprah Burgers|Chaos Burgers]]&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;! I don&#039;t want to miss out on the limited edition Grandfather Nurgle&#039;s Gurgle Burgers!&amp;lt;/span&amp;gt;]]&lt;br /&gt;
The Palanquin of [[Nurgle]] are built exclusively for those [[Neckbeard|fat fucks]] to sit upon and command into battle.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Essentially a mobile throne carried by numerous [[Nurgling|nurglings.]] The tiny creatures propel the Palanquin wherever the master wishes. From his elevated position their master is able to speak to his slaves, or strike at his foes. The Palanquin itself is decorated with moldered finery, while the rider sits casually upon a mound of decaying cushions. In these cases, the Nurglings will treat their new master much as they had treated the Great Unclean One from which they came.&lt;br /&gt;
&lt;br /&gt;
The Palanquin is surrounded by a cloud of flies which buzz and swarm around it. If the Palanquin is carried into hand-to-hand fighting the cloud of flies will buzz into the eyes and ears of all engaged enemies. The cloud of flies has another effect, for each insect embodies a tiny fraction of protective magic. The cloud thus represents a considerable protective spell. The Palanquin and its rider cannot be affected by a magical spell of any kind. While the swarm of nurglings carrying the throne will crush any enemy foolish enough to get in the way in a tsunami of green and brown.&lt;br /&gt;
&lt;br /&gt;
Palanquins of Nurgle act differently from other Daemon chariots due to the slower speed of the nurglings, Palanquins thus act more like a mobile command barge than assaulting the enemy in quick attacks.&lt;br /&gt;
&lt;br /&gt;
Main users include [[Epidemius]] and [[Ku&#039;Gath]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nurgling&amp;diff=362704</id>
		<title>Nurgling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nurgling&amp;diff=362704"/>
		<updated>2023-05-13T21:14:27Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
[[File:Nurgling_is_my_spirit_animal_by_maylamorro-d4hgr34.png|300px|right|thumb|&amp;quot;Who&#039;s a cute little plague beast? You are!&amp;quot; - Nurgle]]&lt;br /&gt;
&#039;&#039;&#039;Nurglings&#039;&#039;&#039; are the lesser daemons of [[Nurgle]] who are with affection referred to as &#039;Nurgle&#039;s little boils&#039; by his worshipers and &#039;vile pusbags&#039; and &#039;arrrrghh what the hell is that thing?!&#039; by everyone else. Despite this, their models are alarmingly cute. They are born from the pustules and tumors that grow inside a Great Unclean One, although any stalwart follower of Nurgle is able to give birth to one of these through his own skin.&lt;br /&gt;
&lt;br /&gt;
A Nurgling looks like a miniature version of Nurgle himself: a tiddly bloated humanoid critter, crawling with disease and difficult to look at (like all daemons). They rarely reach over a foot in height and as much in width. They are playful creatures, often demanding constant attention and frequently rough and tumble with each other. The [[Great Unclean One]]s laugh at the antics of the Nurglings and pat them with affection and shower them with scraps of meat. They&#039;re sometimes eaten as snacks though-- not that this matters much, as they simply crawl back out of some open wound or another. Other worshipers of Nurgle are not so forgiving of the Nurglings; the [[Plaguebearers]] see them as irritating nuisances that get in the way and mess up their attempts at counting things (like for example, one counting how many drops of pus it takes to fill a pool might have to start over when a Nurgling decides to splash through it).&lt;br /&gt;
&lt;br /&gt;
Individually, a Nurgling isn&#039;t physically powerful and not a threat in itself; it is the diseases that inhabit them that are the true threat. To let them touch you is to invite lethal pathogens inside your biosphere. Their combat strength is in numbers; Nurglings will often drown much tougher enemies in endless swarms that move like rivers underfoot of advancing Nurglish armies.&lt;br /&gt;
&lt;br /&gt;
Just like most other pets in 40k and Warhammer Fantasy, Nurglings can and will willingly perform tricks. It is highly recommended to bring a Nurgling to a karaoke night, as its connection to the Warp and daemonic power could be used as a magnifier for your voice to turn into a magnificent wail. After the success that karaoke night will obviously be, make sure that your lovely voice did not attract any lonely daemonettes.&lt;br /&gt;
The most lethal weapon against a Nurgling is a broom, the best tactic against a swarm is a good ol&#039; fashioned flamethrower.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lords of Silence&amp;quot; has shown us that Death Guard rather jovially call them &amp;quot;Little Lords&amp;quot; and find them most amusing, even when they shit on their arm, and &amp;quot;Warhawk&amp;quot; shows even a blackhearted bastard like Typhus is affectionate towards the little guys.&lt;br /&gt;
===Glitchlings===&lt;br /&gt;
[[File:Glitchlings.jpg|300px|right|thumb|Oh, your bolter ain&#039;t working out for ya? [[Troll|&#039;&#039;Well ain&#039;t that a problem?&#039;&#039;]]]]&lt;br /&gt;
{{Topquote|[[Troll|Bite, bite, chew, chew, your gun won&#039;t work and I&#039;m coming for you!]]|A rhyme chanted by a group of Glitchlings}}&lt;br /&gt;
&lt;br /&gt;
Glitchlings are close relatives to the Nurglings, first reported in M32 after [[Perturabo]] made a pact with Nurgle to conquer the Forge World of Toil. Perturabo&#039;s ritual saw the machines rise up against the planet&#039;s ruling Tech-Priests as the Iron Warriors invaded. It was then that the Glitchlings appeared among the rambling cybernetic horrors. These buggers are distinguishable by their semi-mechanical appearance and the disruptive aura that surrounds them. They are known to fight beside any creature that has been infected by the Gellerpox plague.&lt;br /&gt;
&lt;br /&gt;
Like [[gremlin]]s, they cause machinery of all types to malfunction and fail in their presence and show a perverse amusement at the distress their victims show when their weapons fail at the worst possible time. The true purpose of the Glitchlings is to bring entropy and disease to machines just as Nurglings bring pestilence and disease to the organic.&lt;br /&gt;
&lt;br /&gt;
Though their primary purpose is to disrupt technology, Glitchlings are also malicious creatures that will engage in battle with an enemy. Although no more formidable than a regular Nurgling, their touch is just as imbued with infection and disease. &lt;br /&gt;
&lt;br /&gt;
Glitchlings first made their appearance in the Kill Team Rogue Trader expansion. On the tabletop, these daemonic munchkins have Disgustingly Resilient (albeit reduced in effectiveness because of Squishable, like Nurglings in vanilla 40k), and a 5+ invuln. Also causes a -1 penalty to hit them when targeted by ranged attacks. They are categorised as Combat, Scout and Zealot under Kill Team classification.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Maggotkin of Nurgle]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nurgle_Plague_Tower&amp;diff=362661</id>
		<title>Nurgle Plague Tower</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nurgle_Plague_Tower&amp;diff=362661"/>
		<updated>2023-05-13T21:13:37Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{fail}}&lt;br /&gt;
&lt;br /&gt;
{{heresy}}&lt;br /&gt;
&lt;br /&gt;
{{WTF}}&lt;br /&gt;
&lt;br /&gt;
[[File:Nurgle_Plague_Towers_Modern_Art.PNG|550px|right|thumb|Even with a modern up-to-date rendition. It still looks like ass.]]&lt;br /&gt;
&lt;br /&gt;
The Plague Tower of [[Nurgle]] is a [[Daemon Engine]] from the Days of [[Epic]]... bet that already started the bells ringing, huh? It is a serious contender for the title of [[Derp|&amp;quot;Absolute &#039;&#039;Stupidest&#039;&#039; Chaos War Machine Of All&amp;quot;,]] and considering some of the other Daemon Engines, that&#039;s saying something. [[Plagueburst_Crawler|It would have been taken more seriously if]] it was not for the two stupid looking faces stacked on top of each other [[/d/|re-enacting some kind of bizarre vomit porn.]]&lt;br /&gt;
&lt;br /&gt;
Interestingly, these things take a starring role in Guy Haley’s &#039;&#039;Dark Imperium: Plague War&#039;&#039;, where they are called Blight towers and are notable for being literally unstoppable (despite being quite literally made of wood, which Haley emphasises)- one wipes out two thousand imperial guardsmen with a single shot from its mortar and proceeds to eat three reaver titans for breakfast (apparently the derpy mouth things spit some kinda substance that can eat through void shields and adamantium, depite the fact that Lexicanum says they&#039;re just Demolisher Cannons) before a Reaver punches it several times with a Chainfist, dying as a result, but it still didn’t die so a group of Vassal Knights kill the thing by pouring several minutes’ worth of dakka into the hole the reaver made. The other six had to be destroyed by the Star-fort Galatan’s primary weapons (the things that can vaporise starships). So, while they look like utter garbage, turns out they’re actually quite deadly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 45m; approx&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 30m; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 0.8-1.1 kilotonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; Metric shitton of Nurglites&lt;br /&gt;
&lt;br /&gt;
== Overview or Why These Things Suck Nurgle&#039;s Rotting Gonads ==&lt;br /&gt;
&lt;br /&gt;
[[File:PlagueTower.jpg|290px|left|thumb|Yes. It is as stupid as it looks.]]&lt;br /&gt;
&lt;br /&gt;
Even with a more modern illustration (See pic on the right), the Plague Tower still looks [[Blood Reaper|stupid]]. I mean for Nurgle&#039;s sake you would think that they would do away with the idiotic [[derp]] faces with something more disgusting like the [[Plaguereaper]], but nooooo...they just have to give the new Plague Towers the faces of [[herp|surprised emojis...]][[Bullshit|fucking bullshit!]] The stupidity and impracticality of this Daemon Engine are further compounded by how ECKS BAWKS HUEG it is. Seriously it is as tall as a [[Warhound Scout Titan]] for crying out loud! A blind Guardsmen in command of a [[Shadowsword]] has more chance of hitting the damned thing than walking up a flight of stairs without a walking stick.&lt;br /&gt;
&lt;br /&gt;
As the title suggests, it is, at heart, a glorified siege tower. Yes, the big towers on wheels that besieging forces would push forward to try and act as a ramp into the castle in medieval times. The sort of thing that even [[Orks|Feral Orks]] consider kind of primitive. Hell, even as a &#039;&#039;siege tower&#039;&#039;, its an absolute [[Shitstorm|shit cake.]] I mean, where in the mother of absolute fuck are the troops meant to go anywhere to siege the fortress walls? Are you able to see an entrance or a siege ramp somewhere? Because we sure as hell can&#039;t! The goddamned Plague Mortar is in the fucking way and the two cannons blocks any form of entrance due to the mechanics of the weapons. [[FAIL|So we have a siege tower that can&#039;t in fact, &#039;&#039;actually besiege&#039;&#039;, due to GW &#039;accidentally&#039; forgetting to place an opening for troops to barge into enemy walls.]]&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
&lt;br /&gt;
Like its fellow Nurglite Engine, the [[Contagion]], the Plague Tower is mostly made of rotting wood and rusting metal, held together more by Nurglite magic than anything. Unlike a primitive siege tower, though, it mounts two demolisher cannons, a &amp;quot;[[Pus Cannon]]&amp;quot; that spews diseased, corrosive slime at anything close by, and a disease-vomiting Plague Mortar on its top. The whole ramshackle contraption is also infested with [[Nurgling]]s, which rally to defend it against invaders. It additionally has a giant bell on top whose main function is to ring the sound of the Plague Lord, but in all honesty, this contraption looks like weapons being piled up with more weapons, making it both impractical and vulnerable to gravity as any slight breeze can knock that tower down.&lt;br /&gt;
&lt;br /&gt;
Similar to the [[Plaguereaper]], once the Plague Tower uses up all of its juice, it then collect the corpses of the dead as new ammunition for its Pus Cannon. Furthermore, like the Plaguereaper, if the Plague Tower itself takes enough damage in combat, its corrupted form may explode in a catastrophic explosion, spreading its toxic and infectious gifts of Nurgle even further into the enemy forces.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category:Epic 40,000]]&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Death Guard]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Myphitic_Blight-Hauler&amp;diff=348689</id>
		<title>Myphitic Blight-Hauler</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Myphitic_Blight-Hauler&amp;diff=348689"/>
		<updated>2023-05-13T21:05:30Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
[[File:Mypitic-02.jpg|300px|right|thumb|This runty little pug of a daemon engine almost makes it worth it to contract Super Ebola. &#039;&#039;Almost&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
The Myphitic Blight-Hauler is only known for three things. The first is that it is yet another [[Daemon Engine]] of [[Nurgle]] from the new [[Death Guard]] codex. The second is that GW took forever to get around to releasing this model, seriously it was teased prior to the Codex launch in August and the release date is currently set for mid December. The third is that it is the &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Lofn|cutest motherfucking daemon engine to have ever existed.]]&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; Seriously look at this thing! It is like a Chaos Roomba come to life. Look at those [[Squat|stubby little feet,]] doesn&#039;t that make you just go [[Dawww|&amp;quot;Dawww&amp;quot;?]] Only in Papa Nurgle&#039;s lair is it possible to have such a [[Beast of Nurgle|collection of adorable]] [[Nurgling|little monstrosities.]]&lt;br /&gt;
&lt;br /&gt;
It’s one sick puppy. No, seriously, it’s a sick, plague spreading puppy to rival the [[Beast of Nurgle]]. That’s how much Nurgle loves you. He gave you a puppy.&lt;br /&gt;
&lt;br /&gt;
The Blight-Hauler is a small little fighter that acts as both a portable gun battery and a light mobile artillery. Appearance wise, it looks much like a [[Foetid Bloat-Drone]] on land. Except instead of a duct exhaust fan for hover and limited flight, it has three caterpillar tracks that resembles the aforementioned stunty looking feet. The daemons bound within them are well-known for their obedience and eagerness to spread Nurgle&#039;s gifts. This gives the Blight-Hauler its name: it literally hauls the disease-propagating daemons directly to their enemies (the healthy) and spreads a toxic cloud wherever it goes.&lt;br /&gt;
&lt;br /&gt;
Asides from acting as a Syphilis air deodorizer on treads, the Blight-Hauler also doubles as a fire support weapons platform, assisting its fellow Death Guard thanks to its [[Bile Spurt]] which is an Assault D3 Plague Weapon, a dedicated anti-tank platform due to the presence of a [[Multi-Melta]] or a makeshift light artillery with its [[Missile Launcher]]. Hell, it&#039;s even pretty decent as a melee unit due to its Gnashing Maws. All in all, the Blight-Hauler is perhaps one of the most versatile daemon engines in the entirety of the [[Chaos Space Marines]], let alone the Death Guard.&lt;br /&gt;
&lt;br /&gt;
[[File:Myphitic-01.jpg|400px|left|thumb|Look at those stubby legs! It is to die for!]]&lt;br /&gt;
&lt;br /&gt;
== Crunch ==&lt;br /&gt;
&lt;br /&gt;
For Crunch, what has been said about the Blight-Hauler&#039;s weapons and role pretty much applies to the tabletop as well, with the weapon combination it runs having something to counter horde armies, armored platoons, close-combat units and entrenched opponents. Additionally, the relatively small size of the model means that you can have a unit size of 1-3 and if you take then full size, you could get the Tri-Lobe rule to kick in, granting +1 to hit so they have Marine-tier WS/BS. 10&amp;quot; of movement may sound unimpressive on paper, but in an army where the bulk of your forces can barely manage half that distance they&#039;re lightning fast by comparison. &lt;br /&gt;
&lt;br /&gt;
It’s also stable and doesn&#039;t suffer the -1 to hit for moving and firing heavy weapons, which is a nice match to the Death Guard Legion special rule for infantry. Another special ability is the Putrescent Fog which gives ALL friendly Death Guard within 7&amp;quot; the benefit of a mobile cover when making armor saves, which again mesh nicely with your advancing army of slow moving infantry armed with short range weapons that would be vulnerable to long range assaults. And in assault, Foul Stench applies a -1 to hit on opponents attacking it. There is also the usual Disgustingly Resilient rule will make those 8 wounds (high enough to take a beating, but not so high as to subject it to degrading stats from a damage table) last a little longer, while Daemonic and the 5++ that comes with it will further extend its lifespan even as it gets the opportunity to be buffed by allied daemons. Finally if it does go down, make sure it&#039;s nearby enemy units as it blows sky-high on a 4+, which you can ensure for the low, low cost of a single command point thanks to the Death Guard&#039;s Putrid Detonation Stratagem.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, the entire DG roster was overhauled due to changing Disgustingly Resilient to become -1 Dam instead of a Feel No Pain. This has changed the Blight-hauler to be &#039;&#039;really&#039;&#039; tanky against anything smaller than a Krak Missile or Thunder Hammer (or against the few d3 damage weapons left in the edition), but is only Marginally Resilient against Damage 3 and Above, and doing nothing against the edition&#039;s [[Adeptus Mechanicus|clusterfuck]] of [[Tau|Mortal]] [[Leagues of Votann|Wounds]].&lt;br /&gt;
&lt;br /&gt;
The Blight-Hauler has actually transitioned really well, which is more than we can say for other &amp;quot;New Models&amp;quot; that got nerfed with the changing editions. On the surface, it looks like it got nerfed quite a bit: It kept its -1 to hit in melee, but no longer provides a bubble of -1 to hit for other DG units, instead keeping its tankiness to itself by allowing them to reduce the number of shooting attacks against it by 1 through a stratagem. Stable-firing is now baked into all vehicles, and you can&#039;t switch out any of its weapons: it has two &#039;&#039;very decent&#039;&#039; Anti-Tank guns and its melee weapon can only be described as &amp;quot;better than nothing,&amp;quot; but it still gets to squad up in units of three, and its WS/BS is now 3+, a 3+ that won&#039;t degrade because it only has 9W. The Blight-Hauler is comparable to a Multi-Melta/Missile Launcher Helbrute but significantly better in all aspects: it&#039;s faster, has an invuln, and because it comes in a squad, the enemy has to [[DISTRACTION CARNIFEX|devote significant attention to take it off the board]], and it only gets tougher with stratagems and subfaction support: with a stratagem, a wounded Blight-Hauler can heal itself by [[Vore|voring]] up Guardsmen like the sick-fuck it is; the POXMONGER Plague Company can bump the squad&#039;s invuln to 4++ and let it shoot &#039;&#039;all&#039;&#039; of its guns into melee.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], It&#039;s like a [[Venomthrope]], but shootier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Death Guard]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dawww]]&lt;br /&gt;
&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slig&amp;diff=434221</id>
		<title>Slig</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slig&amp;diff=434221"/>
		<updated>2023-05-13T20:15:17Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Slig.gif|thumb|&#039;&#039;&#039;ALL SMILES&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sligs&#039;&#039;&#039; are one of the many [[mutant]] humanoid races native to the [[Dungeons &amp;amp; Dragons]] world of [[Dark Sun]]. Unusually intelligent compared to many other wasteland-prowling man-beasts, that doesn&#039;t make them any less dangerous... if anything, it makes them &#039;&#039;worse&#039;&#039;, because it means sligs are actively smart enough to make plans to ensure their success in the hunt.&lt;br /&gt;
&lt;br /&gt;
They should not be confused with the tentacle-faced [[cyborg]] slug-men from [[Oddworld]].&lt;br /&gt;
&lt;br /&gt;
Physically describing sligs is a little tricky... This is what their entry in the [[Monster Manual|Monstrous Compendium: Dark Sun Appendix II: Terrors Beyond Tyr]] has to say about them:&lt;br /&gt;
::Sligs are wide-jawed humanoids of the desert wilderness. Male sligs are tall and muscular, standing seven feet tall and weighing more than 300 pounds. Their skin color varies from a sickly white to tan and deep brown. Long red or auburn hair grows on their heads, forearms, and thighs, and sometimes on the back and rump as well. This hair is sometimes braided but more often left long. They have no ability to store fat in their bodies, so are especially lean in appearance.&lt;br /&gt;
::Sligs seldom stand to their full height, instead adopting a hunched posture that allows their arms to assist in locomotion. Their arms and legs are extremely powerful. Their hands have a thumb and three very long fingers, each tipped with blunt black claws. Their heads are tapered at the top giving way to an extremely wide, but not protruding jaw. Their teeth are nasty, broken, and yellow, and are always displayed in a maniacal grin. Their eyes vary in color from black to silver beneath thick, almost reptile like ridges. Female sligs are similar in appearance, but much smaller, standing about 5 feet tall. Their hair is always braided, and their skin color is very light, usually white or tan. All sligs wear clothing made from animal skins and leather and carry their possessions in pouches. Different clothing denotes rank within the war band.&lt;br /&gt;
&lt;br /&gt;
One of the more cursed mutant races of Athas, the slig&#039;s inability to store fat forces them to eat constantly or else they will starve. As a result, they hunt three times per day - dawn, midday and midnight - and will die after three days without food. This metabolic rate is clearly unnatural, and it extends to other areas of slig biology; female sligs give birth after a three month gestation period, and baby sligs reach adulthood in a year. This, then, is the source of their animosity towards other races; it&#039;s not that the sligs have anything &#039;&#039;personal&#039;&#039; against the [[demihuman]]s of Athas, it&#039;s just, well, meat&#039;s meat and slig&#039;s gotta eat!&lt;br /&gt;
&lt;br /&gt;
Among the more advanced &amp;quot;monster cultures&amp;quot;, sligs form permanent homes for their tribal bands, sculpting crude but sturdy environments from their terrain using whatever tools they can scavenge or assemble for themselves. Aided by their powerful racial affinity for [[psionics|telepathy]], slig males leave these camps to hunt in war bands; they don&#039;t rely on a leader, but instead telepathically coordinate their efforts - success as a hunter improves a male&#039;s chance of being chosen as a mate by a female during the thrice-yearly breeding seasons. Slig hunters use all manner of cunning tricks and traps, including ambushes, luring victims with bait, and even kidnapping or stealing gear from travelers to lure them into a more favorable environment.&lt;br /&gt;
&lt;br /&gt;
Alchemists have noted the pseudopsionic nature of the slig telepathy and seek specimens with which to experiment. It is believed that slig blood or marrow is actually a stimulant to psionic activity, but these are just old wives’ tales. Serious attempts by alchemists to prove them right, however, have made sligs quite valuable. Some in Raam and Balic have offered as much as 20 cp for a live slig.&lt;br /&gt;
&lt;br /&gt;
No relation to Oddworld.&lt;br /&gt;
&lt;br /&gt;
=Playing Sligs=&lt;br /&gt;
Being less &amp;quot;Chaotic Evil&amp;quot; and more &amp;quot;Neutral Hungry&amp;quot; in terms of [[alignment]], it&#039;s perhaps unsurprising that fans of [[Dark Sun]] have experimented with playable sligs. &lt;br /&gt;
&lt;br /&gt;
The Complete Book of Athasian Humanoids for [[Advanced Dungeons &amp;amp; Dragons]] 2e offers this profile for would-be slig-players:&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 7/20, Dexterity 5/20, Constitution 7/20, Intelligence 5/20, Wisdom 5/20, Charisma 5/17&lt;br /&gt;
::Ability Score Adjustments: +2 Strength, -1 Constituion, -2 Charisma (note: increase Cha by +2 when dealing with NPCs of the same race)&lt;br /&gt;
::Racial Class/Level Limits: [[Fighter]] 16, [[Gladiator]] 14, [[Ranger]] 10, [[Cleric]] 10, [[Thief]] 10, [[Psion]]icist Unlimited&lt;br /&gt;
:::Racial Thieving Skill Adjustments: Open Locks -5%, Move Silently -5%, Hide in Shadows -5%, Detect Noise +10%, Forge Documents -5%, Bribe Officials -10%, Dig Tunnels +5%&lt;br /&gt;
::Natural Armor Class: 8&lt;br /&gt;
:Movement: 12&lt;br /&gt;
::Telepathic Coordination: Sligs gain a +1 bonus to attack rolls when fighting together, whih increases to +2 if they gang up on the same target.&lt;br /&gt;
::Natural Weapon: A slig can bite once per round for 1d3 damage.&lt;br /&gt;
::Infravision 60&#039;&lt;br /&gt;
::Water Recycling: Sligs only need 1/2 gallons of water per day to stay healthy.&lt;br /&gt;
::Ravenous Appetite: A slig &#039;&#039;&#039;must&#039;&#039;&#039; eat 3 meals per day or they will suffer Constitution loss as if dehydrated.&lt;br /&gt;
::Obligate Carnivore: A slig can only derive nourishment from meat.&lt;br /&gt;
::Bonus Proficiency: Hunting&lt;br /&gt;
::Mandatory Proficiency: Any Crafting NWP (Carpentry, Blacksmithing, Weapon Smithing, etc)&lt;br /&gt;
::Roleplaying Disadvantage: Sligs from other tribes regard each other as prey. Sligs are also unpopular with [[human]]s and [[demihuman]]s in general, but are particularly in danger near Raam and Urik, where there is a bounty on their heads.&lt;br /&gt;
&lt;br /&gt;
In contrast, Terrors of Athas for [[Dungeons &amp;amp; Dragons 3rd Edition]] gives them this statblock instead:&lt;br /&gt;
Terrors of Athas, on the other hand, gives them this profile:&lt;br /&gt;
::Ability Score Modifiers: +4 Strength, +2 Wisdom, -2 Constitution, -4 Charisma&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Space/Reach: 5ft/5ft&lt;br /&gt;
::Speed: 30ft&lt;br /&gt;
::Racial Hit Dice: 4 levels in Humanoid (4d8 hit dice, BAB +3, Fort +4, Ref +1, Will +1).&lt;br /&gt;
::Racial Skills: Skill points equal to 7 X (2 + Int modifier). Class skills are Craft (Weaponmaking), Listen, Spot, and Survival.&lt;br /&gt;
::2 feats&lt;br /&gt;
::Weaepon Proficiency: All Simple Weapons, All Martial Weapons, Slig Natural Weapons.&lt;br /&gt;
::+4 natural armor bonus.&lt;br /&gt;
::Low-Light Vision&lt;br /&gt;
::Natural Weapons: 1 Bite (1d3)&lt;br /&gt;
::Formation Attack (Ex): If two sligs are flanking the same opponent, they get a +4 bonus to their attack rolls rather than +2. Other sligs in melee with that opponent but not flanking it receive a +2 bonus to their attack rolls.&lt;br /&gt;
::Slig Telepathy (Su): Sligs can communicate telepathically with any other slig within 30 feet.&lt;br /&gt;
::+10 racial bonus on Survival checks made to track or look for food.&lt;br /&gt;
::Automatic Languages: Slig. Bonus Languages: Common.&lt;br /&gt;
::[[Ravored Class]]: [[Fighter]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Sun]] [[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:ED4A:3424:8FC8:98EF</name></author>
	</entry>
</feed>