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 Fact of the day!

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PostSubject: Re: Fact of the day!   2015-04-29, 22:01



okay

Okay

since im pretty sure its 9 minutes past 11 (It will be in a hour and to minutes) I will do it tommorow
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PostSubject: Re: Fact of the day!   2015-05-01, 16:11

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PostSubject: Re: Fact of the day!   2015-05-02, 15:41

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PostSubject: Re: Fact of the day!   2015-05-03, 11:11

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PostSubject: Re: Fact of the day!   2015-05-03, 11:12

The smooth side of tumblr ladies and gentlemun

and ollie, your request for lost and damned of nurgle shall be done when you are off holiday so you can actually read it, even though your not gonna see this probs
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PostSubject: Re: Fact of the day!   2015-05-03, 16:23

The Wierd commandment things of the admech:

01. Life is directed motion.

02. The spirit is the spark of life.

03. Sentience is the ability to learn the value of knowledge.

04. Intellect is the understanding of knowledge.

05. Sentience is the basest form of Intellect.

06. Understanding is the True Path to Comprehension.

07. Comprehension is the key to all things.

08. The Omnissiah knows all, comprehends all.

09. The alien mechanism is a perversion of the true path.

10. The soul is the conscience of sentience.

11. A soul can be bestowed only by the Omnissiah.

12. The Soulless sentience is the enemy of all.

13. The knowledge of the ancients stands beyond question.

14. The machine spirit guards the knowledge of the ancients.

15. Flesh is fallible, but ritual honors the machine spirit.

16. To break with ritual is to break with faith.
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PostSubject: Re: Fact of the day!   2015-05-03, 16:24

"The Mechanicus does NOT have the technology. They haven't been living on some fancy paradise planet since pre-Fall. Mars is an anarchic nightmare shithole the moment you leave the safe zones into the kilometres of labyrinthine corridors beneath it full of rogue machinery, self-aware and malevolent AI from before the Fall, and the daemon programs of the Heresy. EVERYTHING in the databases is fucked. The databases are fragmented over the entire surface to the extent that it would be impossible to see one tenth of the total files in the ludicrously extended life of a Magos even assuming that they are completely safe to visit. And they are not.

The files have been corrupted into madness by the Fall, and the unleashing of the most potent informational warfare systems ever to exist to defeat the Iron Men. Nearly all of Mars was rendered uninhabitable, what they live in now is built on the top of the ruins. They send archeotech expeditions in to find shit, nearly all of them never come back. The sheer number of rogue war machine running around in there is sufficient to rape the mind. Then came the Heresy, which was not earth-exclusive. Mars as the second most critical planet in the Imperium was the site of fighting nearly as ferocious as on Terra, with Mechanicus loyalists and Hereteks fighting tooth, nail, and mechadendrite everywhere. Ancient machines were unleashed, viruses both normal and daemonic unleashed into all the computer systems. Nearly every single stored record on Mars was rendered unusable, and those that survived are half the time self-aware and don't like you, or daemonic and actively try to kill you.

If you come back with a schematic, it is almost certainly gibberish, and if it isn't, it's probably corrupted into uselessness. If it does come back whole it was probably malevolently fucked with so that instead of a Lasgun power cell it's a fucking grenade set to detonate the second you finish building it. Why do you think they want off-world STCs so damned much if they had them all here? The fucking Heresy is why. Off-world they only have to contend with the Fall's war and its effects on the machinery plus twenty thousand years of degradation with no maintenance. But at least off-world it'll probably just not work instead of actively seeking to kill you.

Why do you think they seek to placate the Machine Spirit? It's because it exists. The fragments of trillions of self-aware programs, flourishing during the Dark Age of Technology and shattered by Man in his war with the Iron men, imprisoning the few who had not set themselves irrevocably into the machinery, a prison smashed wide open by the Heresy. Everything that can hold programming in the Imperium has a shard of a program in it. EVERYTHING. And you'd better fucking please it or it will do everything in its power to make your day shit. Sure, if it's a Lasgun it'll just not work or start shooting off rounds by itself, but if you piss off a Land Raider you can say bye-bye to half a continent. They apply these principles to things without spirits by habit, since they're so used to dealing with tanks that if not talked to just right might go rogue and annihilate the Manufactorum before they can be killed.

This is why they do not like ANYONE fucking with technology, because it is so rare to find anything that just works it is critical it not be compromised. That, and they do not have the actual knowledge to fuck with it intelligently, just through experimentation, which inevitably leads to slaughter. Pressing buttons to see what works is fine in a 21st century computer, but it is a very stupid thing to do at the helm of a 410th century starship with the destructive power to end solar systems. The entire knowledge base of humanity was lost. Not forgotten, but outright lost. Everything at all, poof. Nobody knows anything because the Fall fucked everything up and the Heresy double-fucked it. To rebuild the theoretical framework needed to design new technologies that don't kill everyone near them would require starting from the ground up. They don't have the time, they never have, and they never will.

This gets on to the point of war and what it does to technology. Someone will parrot that it makes it go much faster. Yes, it makes practical applications of technology go much faster. It also utterly stops all research on the scientific theories behind those technologies. This means that when war chugs along for a decade or two things get done. It means when it goes on too long you run out of theories to turn into technologies, and then you run out of technologies to apply. You stagnate. When you have been fighting in a war for survival in a drastically overextended empire, this is what happens. You are desperate for any extra materiel that can possibly be produced. Half your entire fucking military might went rogue, smashed the half that stayed, leaving you with the tattered shreds of a war machine to keep hold of an empire that was reaching straining point with an army far larger. There is no time for the sort of applied research programs that took Man twenty five thousand years to develop, in a time of unprecedented growth and prosperity.

This is also why the Adeptus Mechanicus insists on cargo cultism. It's because when you are dealing with things you barely understand because everything you knew about them was destroyed it is the safest and most reliable option. The rituals do not exists for mysticism, they exist because they are the most practical means of building, repairing and maintaining the equipment they have with the knowledge surviving. You don't understand why pressing that button makes it go, because the manual tried to take over your brain and the copies are all unreadable and the research base that would let you reverse-engineer it does not exist and cannot be built.

Why are the Tau doing so well with their technology? Because they had peace. Eight thousand years unmolested by any enemy and they were helped the entire time by the most advanced biological race in the galaxy. Give the Imperium eight thousand years of peace and I can guarantee you it will be harder than it was during the Great Crusade.

Since some still don't get the idea, try this:

Build a library, fill it with all human knowledge. You take it elsewhere when you need a book from it, but the book is only a simplified copy. You don't understand the real book, and you don't need to. Nobody takes the real books anywhere because why would you, when there's a whole library there?

Now that library goes rogue and the maintenance machinery starts killing everyone any-fucking-where near it. Where the fuck did they all come from, you swear to god there weren't this many, and there weren't because they're using the library's information to fight their war. The government fights a battle that destroys the planet against these robots and tears apart the library to stop them using it, only to be destroyed in the process. The library is leveled, cast into flames, every book burned and every computer virus-laden.

Then comes a man who worked there. He talks to the few surviving library workers, assembles their information, and starts rebuilding a city around the library and expanding it as the librarians find little scraps of paper and fragmented bits of files that stuck together just right read something. They rebuild a library from scrap on the ashes of the old. It isn't a shadow on the glory of the old, but it is all they have.

Then the city turns on itself, kills its master, and the librarians turn to rage. Half of them kill the other half and destroy the remnants of the library because where they're going they won't need science. Everything burns, and the city is left to a scattered few survivors, walls open to the world, with the hungry predators circling.

The Adeptus Mechanicus is the sole surviving librarian, desperately scrabbling through the ashes of paper and splinters of hard drives for anything to help him and the city he needs to survive just a second longer.

The Imperium isn't grim because things suck by choice and could be fine if a sensible person came along. That sensible person wouldn't survive fifty seconds of the reality. The Imperium is grim because every single shit decision, every single sacrifice, every single death, every single man woman and child suffering a shit life in the worst conditions imaginable, is the absolute best that can be done. It is a study of the worst happening to everyone and what part of your humanity must be sacrificed today just to stand a chance of survival, and all it asks is whether or not it would have perhaps been better to die."
--Baron von Evilsatan

Found that on 1d4chan adeptus mechanicus

I couldn't agree more
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PostSubject: Re: Fact of the day!   2015-05-04, 12:03

K y r o p t e r a

The Kyroptera served as the Primarch Konrad Curze's most trusted advisors and confidants within the Night Lords Legion during the Great Crusade and the Horus Heresy in the late-30th and early 31st Millennia. This cadre consisted of seven chosen Captains of the Legion, and the Kyroptera existed outside the rest of the VIII Legion's regular command and control structure. Together, the Kyroptera functioned as the soul of the Night Lords, supporting their Primarch and steering the Legion's temperament and decisions. Following the death of their Primarch at the hands of the Callidus Temple Assassin M'Shen after the end of the Heresy, the Night Lords Legion dissolved into various Chaos Space Marine warbands. By the late 41st Millennium, the VIII Legion had deteriorated in both its numbers and its capabilities. It is highly doubtful that the Kyroptera still exist, as there is no formal command structure within the current structure of the surviving Night Lords Traitor Legion.
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PostSubject: Re: Fact of the day!   2015-05-06, 20:41

- SKITARII RANGERS -
To fight the foot soldiers of the Cult Mechanicus is to kill or be killed, for the Skitarii Rangers never give up when hunting down their foes, and their stamina is legendary.
In the lean and hungry days of Man’s hominid ancestry, a hunter would kill far larger prey by tracking it to the point of exhaustion. It is this principle by which the Skitarii Rangers hunt the reaches of the galaxy – once the Rangers have been dispatched, they will home in on their quarry at a slow but relentless pace. At first their victims, ranging from pirate warbands to xenos warhosts, slip the net of Skitarii gunfire easily enough. If they flee far enough months will pass, even years – long enough that the terror of the initial engagement is all but forgotten. All the while the Skitarii Rangers march in silent, unstoppable lockstep through trenches and ruins, their noose closing a little tighter with every night. Just when their quarry assumes itself safe, a constellation of blue will-o-the-wisps appears on the horizon. Almost imperceptibly, it grows closer and closer – and then darkness lights up with blazing gunfire. The Skitarii, for whom the engagement never ended, close in again and again until the deed is done.
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PostSubject: Re: Fact of the day!   2015-05-09, 13:01

- DARK MECHANICUS -
Maltek Stalker
A Maltek Stalker is the chosen assassin and favoured agent of the outlawed and malign Phaenonite faction of the Inquisition. The Maletek Stalker is a living fusion of murderous skill, profane technology and the power of the Warp. These dark weapons given form are nightmarish shadows that serve only the Phaenonite cause, sowing terror and death among the faction’s enemies, and by their very diabolic nature epitomise the horror and malice of the Phaenonite doctrine. Maletek Stalkers are built rather than made. First, the Phaenonites select a trained killer of consummate ability from the ranks of their tried and tested servants. This candidate must also be of considerable mental and physical fortitude to stand a chance of surviving the process, and the Phaenonites have long known that a body and soul that has already felt the touch of Chaos is likely to yield the best results. The candidate is then taken by the sect’s Dark Magos and Hereteks and subjected to a series of nightmarish occult rituals and a grueling series of cybernetic and bionic implants. Not all those chosen survive the Hereteks' attentions, but those that do are profoundly transformed, their killing powers drastically augmented and possessed of a daemon’s taste for slaughter. The Potentia Coil powering the Maletek Stalker’s implants is known as a Maletek Warp Coil, a dark fusion of ancient technology and occult science, engraved with dark runes and suffused with the energies of the Warp. As a result, a Stalker’s implants may "heal" on their own if damaged just as normal flesh would, slowly re-knitting and repairing themselves (he may not be healed by first aid, only by the Stalker’s natural healing and talents). The Stalker’s augmetics are twisted mockeries of those gifted to the Machine Cult’s priesthood, attuned and powered by the malefic energies of the Warp, which suffuse the Stalker’s body with unnatural vigour. These systems react more like flesh than metal, and thanks to the malign power that courses through them can even heal when damaged, and have been seen to scar and weep steaming blood, and may even "evolve" as time progresses to better reflect the dark soul within. The most potent and terrible effect of the Stalker’s Maletek implants, however, is to allow the assassin to feed on the lives taken to bolster his own, ultimately acquiring an unnatural hunger for murder even the Phaenonites find hard to control.
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PostSubject: Re: Fact of the day!   2015-05-12, 15:37

- DARK ELDAR -
THE KABAL OF THE LAST HATRED
The Kabalites of the Last Hatred have a morbid interest in the forbidden arts. Though they outwardly seek to master the transition between life and death, their aims are far grander than those of petty necromancers. Some say the Last Hatred seek to transcend mortality entirely, others that they wish to exterminate the Eldar race and enslave whatever entity is born from the ashes. Madness this may seem, but any who have looked into their eyes will never truly dismiss their ambition. So it is that they prosecute their kin-strife against the craftworld Eldar and their Exodite cousins with unmatched fury.
Originally famous for their pain-farms and a talent for keeping their wretched captives alive indefinitely, the quest to drain every last drop of suffering from their ‘clients’ has led them into infamy. In recent years, the Kabal have mastered the technique of permanently binding a soul to the cadaver from which it would usually depart at the moment of death. Yet the carnival of corpses that accompanies them to war is merely a distraction to draw attention from something far more sinister, for down in the pits under their stronghold, the Kabal practises ever more complex rites. Here the Kabalites unpick the tapestry of life, studying the postponement of entropy in gardens hung with wax-skinned undead arranged in artful but unnatural poses. Should they ever succeed in their quest, the lines between life and death may be irrevocably blurred.

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PostSubject: Re: Fact of the day!   2015-05-12, 20:34

- Ancient Machines Of War -
Kastelan Robots come from a time before the Emperor, the Imperium of Man and even the Adeptus Mechanicus. They are artefacts from an age of technology unlike that witnessed in the 41st Millennium, jealously guarded by the Tech-Priests of the Adeptus Mechanicus for both their rarity and the lost technology that enabled their creation. Unlike almost every other war machine in the Imperium, Kastelan Robots possess no human cortex to govern their functions – instead they are given thought through doctrina wafers, following the imperatives with a golem-like tenacity. Without frequent updated commands from their Datasmith, they would in fact continue executing the same order indefinitely. Considered a fail-safe to guard against the perils of ‘thinking’ machines, the single-mindedness of the Kastelans has been known to backfire, should the Datasmith be slain in the midst of battle, and the Kastelans continue enacting purge protocols.
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PostSubject: Re: Fact of the day!   2015-05-20, 16:33

- Momentous Characters Of Warhammer 40,000 Universe -
Volker Straub (Resurgent)
Volker was considered the Silver Skulls greatest technological project and most radical advancement of their existence: a technological wonder the likes of which the Silver Skulls had never seen. He was the end product of a true marriage between man and machine. Volker Straub had been one of the most promising Aspirants of his intake. Hugely charismatic and a gifted athlete, he was also a born leader. From the moment he had been brought from his tribe to the Silver Skulls' fortress-monastery on Varsavia, every soul his effervescent personality touched knew that his future would be bright. He was a future Chapter hero in the making. He had undergone his earliest trials as champion of his group, never once defeated in hand-to-hand combat or blade training. He was bright, questioned everything and knew when to hold his tongue. It gave him great standing with his peers and more importantly with his elders. Every implantation during the conversion process had gone smoothly. Every last thing about Volker Straub had dazzled the Chapter from his earnest nature to his startling wit and intelligence. He had been Captain Sephera’s absolute favourite. The grizzled Master of Recruits had written report after glowing report of recommendation and in advance of Volker’s placement with the Scout Marines of the 10th Company, he had personally suggested that Volker receive a command at the earliest possible date. He had even offered to put his full personal support behind such a recommendation. Universally liked and with a capacity to think faster and with greater logic than many of his peers, Sephera did not doubt that Volker Straub was destined for greatness. In all this, Volker never lost sight of who – or what – he was. He was an Aspirant of the Silver Skulls Chapter. His loyalty was without question, both to his Chapter, his brothers-in-arms and to the Imperium. He was assigned to Sergeant Atellus' squad in the 10th Company and outperformed his peers consistently. Every time the bar was raised, he met each new challenges with confidence and competence. Then, two days before he was scheduled to undergo the implantation of his Progenoid Gland, the Prognosticatum intervened. Every recruit, alongside his rigorous physical training regime and hypno-doctrination sessions, was required to divine their future path at some point with a Prognosticator. This happened, traditionally, prior to the insertion of the Progenoid Gland. The most sacred of the Astartes gene-seed implants, the Quintessence Sacred was the pinnacle of human achievement. Volker had been on the edge of a bright future as a fully fledged Battle-Brother when the auguries denied him the ultimate glory. Volker Straub was not to be given the Progenoid Gland that would allow him full ascension to the status of Astartes. Denied that which he so desperately craved, Volker had formally requested the Chief Prognosticator Vashiro’s permission to walk the Long Patrol anyway. Again, he was denied. Vashiro had explained to him that he was not to become a Battle-Brother for his destiny lay down a different path to the one trodden by so many warriors before him. He became a part of an audacious experiment known as the Resurgent Project. Inserted into a specially designed tank, his skin was studded at regular intervals with jack-ports, exactly as full Battle-Brothers themselves bore. These were the cybernetic neural interfaces that granted a Space Marine the ability to connect to his Power Armour. But the boy in the tank had never been granted the Emperor’s Ward, what other Chapters knew as the Black Carapace, the synthetic membrane that coated a Space Marine’s torso beneath their skin and provided the valuable neural connection with their Power Armour. He should have been viewed as nothing more than a failure. Yet, to many within the Chapter, the boy was something else entirely, for he represented the Chapter’s future. Volker became integrated with the Machine Spirit of the Strike Cruiser Dread Argent; a perfect amalgamation of the mechanical the biological. This fusion of man and machine was not dissimilar to a Dreadnought. When the integration was completed, lightning-fast reactions and orders could be channeled directly to the Machine Spirit of the Dread Argent without the necessary intervention of third parties. Volker could command the warship to fire for as long as the guns were loaded and replenished. He would be able to plot firing solutions by using the auguries as though they were extensions of his own senses. When the full wiring grid was complete, he would be able to steer and turn the ship with far greater control and effectiveness than the helmsman could ever manage. Everything Volker had undergone was worthy of any Battle-Brother of the Silver Skulls Chapter. He may have been denied the right to ascend to the ranks of the true Astartes, but Captain Arrun made him a solemn promise: his name would be passed back to Vashiro to be entered in the Book of Remembrance. His name would be entered into the Book and it would remembered for all time as a Chapter hero. When Huron Blackheart and his Red Corsairs were fleeing the Gildar Rift after acquiring the raw materials they needed from the world of Gildar Secundus, the Tyrant played one last hand. He opened a gateway to the Warp in close proximity to the planet. Being close to the Dread Argent and with all the debris that littered the Rift, opening a Warp Gate was a risky move. The wake caused by the opening rift would tear the Silver Skulls' vessel apart. Full control of navigational systems were given over to Volker, which provided the crew with a far greater chance of survival. As the ship was sucked into the malevolent depths of the Empyrean, a huge shock wave radiated out from the point of entry, its trajectory wild and unpredictable. It stirred up the debris field and turned it from a perilous series of obstacles into a relentless onslaught of wanton destruction. As a punishing barrage of debris and asteroids struck the Dread Argent, Volker managed to successfully navigate the debris, thus saving the ship and its precious cargo of Astartes, thus living up to his destiny as a hero of the Chapter.
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PostSubject: Re: Fact of the day!   2015-05-24, 07:53

Fun FactTime!
The famous Nemesis Halberds used by the Grey Knights, are not actually halberds at all. They are glaives.
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PostSubject: Re: Fact of the day!   2015-05-25, 22:45

Yeh but

Nemesis force glaive doesn't sound as cool as Nemesis force halberd.

On another note, no fact today so have a nice meme quote instead

"In dedicato imperatum ultra articulo mortis"
For the Emperor beyond the point of death
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PostSubject: Re: Fact of the day!   2015-05-26, 17:59

So, justical thawn is the last perpetual other than the emperor himself and possibly that useless shit vulkan

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PostSubject: Re: Fact of the day!   2015-05-27, 15:20

Cadmus was commander of the Hyades PDF at the time when Ragnar Blackmane arrived to tour the facilities. Ragnar was impressed with his professionalism and military know how. However Cadmus harboured a dark secret, he was in fact one of the Fallen Angels, and were this not bad enough he was also in league with the Thousand Sons and the sorcerer Madox.

As it was, Cadmus was already being tracked by Captain Jeremiah Gieyus of the Dark Angels and a kill team from the elite Deathwing. This kill team got into a confrontation with Ragnar Blackmane and his Wolfblade Battle-brothers. These two forces eventually put aside their differences and went after Cadmus.

Eventually the Dark Angels and Space Wolves tracked down the traitor, but not before he had caused their respective chapters into open warfare with one another. Together they defeated him, but Ragnar Blackmane withdrew out of new-found respect for the Dark Angels and allowed them to conduct the business of their chapter in private, Jeremiah then killed Cadmus. Ragnar and Jeremiah were then instrumental in ceasing the hostilities between their chapters.
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PostSubject: Re: Fact of the day!   2015-05-28, 12:40

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PostSubject: Re: Fact of the day!   2015-05-29, 13:09

- FIRST AMONG BROTHERS -
The battle-brothers of Clan Company Raukaan have long been seen as dangerously unpredictable by many of their brethren. On numerous occasions, many on the Iron Council have accused Clan Raukaan of abandoning logic in favour of such sub-optimal motivators as anger or, worse, compassion. Yet their aggressive tendencies have served them well over the centuries, with every defeat being offset by numerous victories and the destruction of many terrible foes. Clan Raukaan’s Hall of Conquest is heavy with ironglass plaques that proclaim deeds of honour and heroism, and amongst them are mentioned certain bands of warriors who have distinguished themselves in the service of the Imperium and their Chapter.

TACTICAL SQUAD RIIS (2nd SQUAD)
Tactical Squad Riis have a well-earned reputation for fighting at the very forefront of every battle they join. The most accomplished drop-assault specialists in the entire clan company, Squad Riis exceed even some of Clan Raukaan’s Assault Squads with the fervour of their attacks. This is due in large part to the bellicose nature of the battle-brothers that make up the squad. Their brother sergeant is a wrathful warrior whose minimalist augmetics and readily expressed emotions mark him as a zealous devotee of Kardan Stronos. The rest of Squad Riis are little different, renowned for their excess of choler and fury. On occasion, this outlook has led them to censure, even within the ranks of Clan Raukaan. Yet each time they surge from their Drop Pod into the heart of the foe with their boltguns blazing, Tactical Squad Riis reap a fearsome tally of the foe.

TACTICAL SQUAD KALAG (5th SQUAD)
The warriors of Tactical Squad Kalag are notorious for their methodical efficiency, even in the face of overwhelming enemy numbers. The other squads of the clan company claim that the battle-brothers of Kalag never waste a single shot, their exceptional fire control subroutines ensuring that every bolt finds its optimum mark in the body of a foe. Behind this dispassionate, mechanical mask, though, the battle-brothers of Squad Kalag conceal their own brand of cold, vehement hatred. It is a mark of pride amongst the squad that no member of Kalag will ever take a single step backward, and their multitude of bionic augmentations are testament to the toll paid for their stubbornness. In battle, Squad Kalag will refuse to give ground no matter how great the enemy’s numbers or how hopeless the situation may appear.
ASSAULT SQUAD NEIM (7th SQUAD)
Assault Squad Neim have become expert in the support and optimization of Clan Raukaan’s armoured offensives. Whenever the clan company’s tanks or Dreadnoughts are deployed en masse, the battle-brothers of Neim go to war alongside them. To this end, they have trained relentlessly in the art of fighting in concert with such potent engines of war. They can spot and exploit a breakthrough the moment it occurs, can read the intentions of a tank’s machine spirit through subtle nuances of code-bleed and weapon orientation, and are experts at timing their counter-attacks to intercept potential infantry threats to a vehicle’s vulnerable flanks and rear. At the battle of Broken Hopes, Squad Neim even formed an informal honour guard for Venerable Furnous. Several battle-brothers gave their lives to protect the mighty Dreadnought before the fighting was done, and were honoured with interment into Dreadnought sarcophagi of their own after the war’s end.
DEVASTATOR SQUAD SELOX (9th SQUAD)
Referred to unofficially as ‘Ferrus’ Vengeance’, Devastator Squad Selox are well known for their ability to record, catalogue and maintain a grievance almost indefinitely. Though their target prioritisation protocols never show overt signs of being overridden, and their battlefield effectiveness remains within optimal parameters, Squad Selox will always seize an opportunity to avenge an old slight when on campaign. Time and again, their battle-brothers have been heard to identify heretic war engines or monstrous horrors as perpetrators of some previous atrocity against the Chapter or the Imperium, these fell deeds sometimes dating from hundreds of years in the past. Once their identities have been confirmed by Squad Selox’s merciless marksmen, these foes will be targeted with extreme detestation, fired upon to the exclusion of all else until they are reduced to flaming ruin.
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PostSubject: Re: Fact of the day!   2015-06-06, 21:38

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PostSubject: Re: Fact of the day!   2015-06-06, 21:38

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PostSubject: Re: Fact of the day!   2015-06-07, 15:57

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