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33.33% Halo: Gravemind’s Survival Guide In Warhammer 40K / Factions of Warhammer (Major ones, there’s ungodly amount of detailed factions inside the major factions)

Factions of Warhammer (Major ones, there’s ungodly amount of detailed factions inside the major factions)

Humans: Imperium of Man-

Lead by: God-Emperor of Manking (GEoM) but presently in cannon lead by Robute Gulliman, 13th son of GEoM and a leader of the Imperium.

Summary: After the Horus Heresy (massive rebellion lead by 9 Chaos-influenced Primarchs against GEoM) it became a bloated mass of corruption, the imperium has stagnated and fell to straits worse than 10,000 years ago. Due to the recent awakening of a loyal Primarch (GEoM son), their finally getting things done. Lion El'johnson's awakening has set the Imperium in a course for rapid change and possible victory.

Humanity before the Imperium was a Federation, a golden mark of virtue and power throughout the galaxy, very strong and a peer to the Eldar, but after the Men of Iron rebellion(AI) and the Age of Strife(Civil War), present day Imperium exists.

Elf: Eldar

Lead by: *Not United* former Eldar Dominion collapsed.

Mini-factions: Craftworld Eldar, Dark Eldar, Harlequin.

Summary: Originally created by the Old Ones to fight off the Necrons; Eldar are the second most technologically advanced but after the birth of Chaos God Slaanesh and the utter annihilation of the Eldar Dominion, only the craftworld and dark Eldar remain. Craftworld Eldar live on massive—continent sized ships across the galaxy. Dark Eldar, influenced by Slaanesh have fallen to depravity and now are horrific torturers and flesh-crafters desiring only to inflict pain so that Chaos may be satisfied. The Harlequinn Eldar are considered strange even for the Eldar, they worship a god that protects them from Chaos but in exchange they are in eternal servitude.

Space-Egyptian-Terminators: Necrons

Lead by: Formerly the Silent King, currently not united.

Mini-factions: Every Phaeron (Ruler-class)

Summary: After a massive war lasting uncountable years called the "War In Heaven", the Necrons chose to fall in a self-induced hibernation/coma for 60 million years. Now that they have awakened, they desire to regain dominion over the galaxy they believe is rightfully theirs. They are the THE most technologically advanced civilization in the warhammer universe. Their bodies are machines and most of them are soulless, as the Star Gods they followed betrayed them and ate their biological bodies and souls. Only high-level Necrons have individual thought. Feats include; building the Celestial Orrery(An ultra-detailed map of the galaxy capable of affecting the real world), sealing the Star Gods/C'tan, annihilation of the Old Ones.

Threat Designation: Galaxy-level+

Evil Space Monster/Demon: Chaos

Lead by: 4 Chaos Gods: Khorne of War, Nurgle of Decay, Tzeentch of Change, Slaanesh of Excess Emotion. Each are a mini-faction themselves with their own unique, playable armies.

Summary: Chaos is from the Immaterium, a pyschic realm made by the accumulated thoughts and lives of the material world. Chaos is the most evil faction; their lead by Chaos Gods who seek to corrupt everything to their way. Chaos is infinite, as every daemon dead will be revived after a duration (based on how you killed them) and very rarely actually die (GEoM's flame sword is one of the few weapons able to permanently kill daemons). Chaos can lose battles, but it often never loses the war. Chaos cannot be defeated or destroyed, as while it is evil, it also represents everything good like Hope for Tzeentch, Stability for Nurgle, Honour and friendship for Khorne, and all emotions for Slaanesh. Killing them permanently is impossible so long as the material world and those who inhabit it exist.

Threat designation: Galaxy-Level (they cannot go past the galaxy it is believed)

Orc: Ork

Lead by: Not completely united, Warboss Ghazgull Mug Uruk Thraka seems to be close though.

Summary: Orks used to be a much stronger race called the Krorks, they were created by the Old Ones to fight off the Necrons alongside the Eldar. Throughout 60 million years; they degenerated from a properly intelligent society to a barbaric state. However, Orks are the comedic relief faction of 40K, they have in-universe plot armor by the name of a "WAAGH" energy field. Orks generate pyschic energy that let them do things that make absolutely no sense but work as long as they think it works (a battleship made out of cardboard could fight off a Imperial Battleship simply because the Orks believe the cardboard to be as strong as adamantine). This field has it's limits, as the orks need to be stupid, and need to have a sufficiently large "WAAGH" energy field. "WAAGH" energy is made by declaring a WAAGH—War in Ork language. Orks believe in two gods, Gork and Mork. Gork is brutal but cunning, Mork is cunning but brutal.

Space Bugs: Tyranid

Lead by: The Hivemind, collective consciousness and pyschic manifestation of the entire Tyranid race.

Mini-faction: Genestealer Cults.

Summary: Tyranids are extra-galactic space bugs who act in swarms. They desire only to consume and gain more mass and are not truly evil. They are like Zerg as they can adapt and evolve to meet any challenge, and use the biology of other races to enhance their own strength. Tyranids number in the uncountable, with fleets so large that they block out the planet with a locust-like swarm. Their most powerful psychic weapon is the called the "Shadow In the Warp" which allows them to completely block out the immaterial world in a specific area, making interstellar travel and communication near-impossible. Planets often can't call for reinforcements. Tyranids create Genestealer cults to create more chaos for the defenders. The Silent King of Necrons believes the Tyranids are the biggest threat, even more so than Chaos.

Threat Designation: Extra-Galactic

Space Weebs: Tau

Lead by: The Ethereals, splinter faction lead by Commander Farsight.

Summary: Tau are one the youngest races in the galaxy, only space-traveling for a few centuries, their territory is a couple hundred planets (small in comparison to millions of planets in the Imperium). They are what Humanity is in most sci-fi universes, curious, moral (they try to be), and a sense of naivety. The Tau don't understand the true nature of the galaxy, and haven't experienced the hardships most others have. The Tau are also superior in technology than the Imperium, and use things like AI and automated machines to fight for them. They don't understand how their reliance on AI and automated super-computers will soon bite them in the ass. For the Humanity had already learned that lesson 15,000 years ago when their golden age fell.


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