History Characters / Warhammer40000CurrentImperialFactions

20th Feb '17 6:25:24 AM Theriocephalus
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* SpaceNavy: Goes without saying.

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* SpaceNavy: Goes without saying. The Imperial Navy proudly embraces every trope associated with sea-going navies in recent history and puts them in space aboard miles-long starships covered in baroque bling. It has broadsides, boarding parties, ships ramming each other, naval ranks and and traditions, crews of press-ganged sailors, and everything else you would expect from how SpaceIsAnOcean.
* SpacePeople: Due to the mixed-sex nature of most crews and the centuries-spanning service histories of most starships, crews being made up in good part of multiple generations of "voidborn" is not uncommon. Many starship crewmen have never set foot on a planet in their lives, and most have no wish to. It is also not uncommon for there to be entire tribes descended from lost crew members inhabiting forgotten and abandoned decks.



* HeavyWorlder: How Ogryns and Squats came to be, even though they went in completely different directions, something explained in older fluff as the Squats being descended from the inhabitants of mining worlds who explicitly set up their cities underground to pursue minerals and escape their worlds' toxic atmospheres, with the lack of headspace accounting for their height and the high gravity for their toughness and strength.
* HumanSubspecies: The stable abhuman strains are self-perpetuating offshoots of humanity, descended from populations of baseline human colonists in the Dark Age of Technology who had to adapt to extreme or unusual environments, such as the Ogryns descending from the inmates of high-gravity prison worlds or the nightsiders from inhabitants of lightless planets. As such, they’re no more at risk of Chaos corruption than anyone else. Doesn’t stop most Imperial citizens from considering them no better than xenos or mutants, mind.

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* HeavyWorlder: How Ogryns and Squats came to be, even though they went in completely different directions, something directions. This was explained in older fluff as the Squats being descended from the inhabitants of mining worlds who explicitly set up their cities underground to pursue minerals and escape their worlds' toxic atmospheres, with the lack of headspace accounting for their height and the high gravity for their toughness and strength.
* HumanSubspecies: The stable abhuman strains are self-perpetuating offshoots of humanity, descended from populations of baseline human colonists in the Dark Age of Technology who had to adapt to extreme or unusual environments, such as the Ogryns descending from the inmates of high-gravity prison worlds or the nightsiders Nightsiders from inhabitants of lightless planets. As such, they’re no more at risk of Chaos corruption than anyone else. Doesn’t stop most Imperial citizens from considering them no better than xenos or mutants, mind.



* TheOgre: Ogryns are Abhumans who evolved on high-gravity worlds with barren environments. Unlike the Squats, who developed in roughly the same kind of environment but are much like classic dwarfs, Ogryns are huge, standing taller than even Space Marines.

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* TheOgre: OurOgresAreDifferent: Ogryns are Abhumans who evolved on high-gravity worlds with barren environments. Unlike the Squats, who developed in roughly the same kind of environment but are much like classic dwarfs, Ogryns are huge, standing taller than even Space Marines.
20th Feb '17 6:14:44 AM Theriocephalus
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* HeavyWorlder: How Ogryns and Squats came to be, even though they went in completely different directions.

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* HeavyWorlder: How Ogryns and Squats came to be, even though they went in completely different directions.directions, something explained in older fluff as the Squats being descended from the inhabitants of mining worlds who explicitly set up their cities underground to pursue minerals and escape their worlds' toxic atmospheres, with the lack of headspace accounting for their height and the high gravity for their toughness and strength.
* HumanSubspecies: The stable abhuman strains are self-perpetuating offshoots of humanity, descended from populations of baseline human colonists in the Dark Age of Technology who had to adapt to extreme or unusual environments, such as the Ogryns descending from the inmates of high-gravity prison worlds or the nightsiders from inhabitants of lightless planets. As such, they’re no more at risk of Chaos corruption than anyone else. Doesn’t stop most Imperial citizens from considering them no better than xenos or mutants, mind.
* LizardFolk: The Scalies of ''TabletopGame/{{Necromunda}}'', a strain of massive reptilian abhumans marked by scaly skin and the ability to regrow lost limbs and regenerate wounds.



* ExplosiveBreeder: Ratlings procreate like there is no tomorrow...[[EverythingTryingToKillYou and there may not be]].

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* ExplosiveBreeder: Ratlings procreate like there is no tomorrow... [[EverythingTryingToKillYou and there may not be]].



* TheHedonist: Ratlings enjoy the finer aspects of life.

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* TheHedonist: Ratlings enjoy the finer aspects of life.life, which means they love to eat until sick, drink like fish and breed like rabbits.


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* MedievalStasis: Ratling worlds are largely agricultural and medieval in culture and civilization, with the Ratlings’ unambitious nature and culture of hedonism keeping them that way.
15th Jan '17 9:55:27 AM nombretomado
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* TheScottishPlay: An unofficial but heavily enforced rule on the old Games Workshop forums was that anyone who stated that the Squats should be brought back would be banned. Therefore, any mention of them would decidedly have to avoid a direct reference to their faction's name.

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* TheScottishPlay: TheScottishTrope: An unofficial but heavily enforced rule on the old Games Workshop forums was that anyone who stated that the Squats should be brought back would be banned. Therefore, any mention of them would decidedly have to avoid a direct reference to their faction's name.
14th Jan '17 9:27:59 PM Willbyr
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* MadeOfExplodium: In-game, Knights are Super-Heavy vehicles, and thus if they suffer an Explodes! result from a penetrating hit, the diameter of its blast is ''15 inches'' [[note]]to put that in perspective, most vehicles' blast covers 1-6" from the edge of the hull[[/note]] and can scatter (representing the Knight staggering and falling), so it has the potential to take out a large chunk of your army if it goes boom.



* TotalPartyKill: In-game, when a Knight is dealt enough damage to Explode, the diameter of its blast is ''15 inches'' [[note]]to put that in perspective, most vehicles' blast covers 1-6" from the edge of the hull[[/note]] and can scatter (representing the Knight staggering and falling), so it has the potential to take out a large chunk of your army if it goes boom.
14th Jan '17 9:04:23 PM Willbyr
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** Custodes wield Guardian Spears, [[BladeOnAStick polearms]] that combine a power blade with an integrated bolter [[note]]Earlier editions differed as to the exact weapons used with some replacing the power blade with a [[{{Vibroweapon}} vibro-blade]] and/or the bolter with [[FrickinLaserBeams high powered laser weaponry]][[/note]

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** Custodes wield Guardian Spears, [[BladeOnAStick polearms]] that combine a power blade with an integrated bolter [[note]]Earlier editions differed as to the exact weapons used with some replacing the power blade with a [[{{Vibroweapon}} vibro-blade]] and/or the bolter with [[FrickinLaserBeams high powered laser weaponry]][[/note]weaponry]][[/note]]
14th Jan '17 8:19:00 PM Willbyr
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* TotalPartyKill: In-game, when a Knight is dealt enough damage to Explode, the diameter of its blast is ''15 inches''[[note]]to put that in perspective, most vehicles' blast covers 1-6" from the edge of the hull [[/note]] and can scatter (representing the Knight staggering and falling), so it has the potential to take out a large chunk of your army if it goes boom.

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* TotalPartyKill: In-game, when a Knight is dealt enough damage to Explode, the diameter of its blast is ''15 inches''[[note]]to inches'' [[note]]to put that in perspective, most vehicles' blast covers 1-6" from the edge of the hull [[/note]] hull[[/note]] and can scatter (representing the Knight staggering and falling), so it has the potential to take out a large chunk of your army if it goes boom.
14th Jan '17 8:17:23 PM Willbyr
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* TotalPartyKill: In-game, when a Knight is dealt enough damage to Explode, the diameter of its blast is ''15 inches''[[note]]to put that in perspective, most vehicles' blast covers 1-6" from the edge of the hull[[/note]] and can scatter (representing the Knight staggering and falling), so it has the potential to take out a large chunk of your army if it goes boom.

to:

* TotalPartyKill: In-game, when a Knight is dealt enough damage to Explode, the diameter of its blast is ''15 inches''[[note]]to put that in perspective, most vehicles' blast covers 1-6" from the edge of the hull[[/note]] hull [[/note]] and can scatter (representing the Knight staggering and falling), so it has the potential to take out a large chunk of your army if it goes boom.
14th Jan '17 8:04:08 PM Willbyr
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''Codex: Assassins'' was released for the 2nd and 3rd edition 40K rules. An ''Officio Assassinorum'' dataslate was released in 2014. ''Assassinorum: Execution Force'', a board game pitting all four major assassin types against Chaos Space Marines, was released in 2015. The new Assassin models featured in ''Execution Force'' were later released as individual models.

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''Codex: Assassins'' was released for the 2nd and 3rd edition 40K rules. An ''Officio Assassinorum'' dataslate was released in 2014. ''Assassinorum: Execution Force'', a board game pitting all four major assassin types against Chaos Space Marines, was released in 2015. The new Assassin models featured in ''Execution Force'' were later released as individual models.
models. The Assassins' rules were incorporated into the ''Imperial Agents'' codex in 2016.



* BadGuysDoTheDirtyWork: The Assassins were founded so that The Emperor would never have to get his hands dirty. They also have vaults containing forbidden alien technology which the Adeptus Mechanicus would consider heretical.

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* BadGuysDoTheDirtyWork: The Assassins were founded so that The the Emperor would never have to get his hands dirty. They also have vaults containing forbidden alien technology which the Adeptus Mechanicus would consider heretical.



* BloodyMurder: This is the inevitable result of using Eversors; ''anything'' in their path that can't stop them is guaranteed a violent, messy death, and the things that do stop them often get the same (see TakingYouWithMe below).

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* BloodyMurder: This is the inevitable result of using Eversors; ''anything'' Eversors. ''Anything'' in their path that can't stop them is guaranteed a violent, messy death, and the things that do stop them often get the same (see TakingYouWithMe below).



* KillAndReplace: Callidus assassins not only kill their targets, they frequently assume their roles and duties in order to cause subtle disruptions and destablize the entire operation.

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* KillAndReplace: Callidus assassins not only kill their targets, they frequently assume their roles and duties in order to cause subtle disruptions and destablize destabilize the entire operation.



* SkullForAHead: Eversor and Culexus helmets resemble glaring skulls.

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* SkullForAHead: Eversor and An Eversor's helmet resembles a glaring skull. The old model of the Culexus helmets resemble glaring skulls.also featured a skull-like face, but the new model's face is more like a mask with a huge leering grin.



* FeatheredFiend: Grapplehawks, a kind of servator patterned after large birds of prey. They are employed by the Arbites as a kind of aerial drone, used to fly over streets, track targets, and identify known persons-of-interest in the midst of even dense crowds. They can also be used as a form of AttackDrone, where they can dive in and use their large claws and light grav-motors to restrain a target and keep them from running to evade the Arbiters who are sure to be nearby.
* GreatBigBookOfEverything: The Lex Imperialis, also know as the Book of Judgement, is technically not a single "book" at all, rather it is a list of every Imperial decree and judgement recorded. The definitive copy of it occupies an entire temple-complex on Earth, spread across millions of volumes. Most precinct houses will contain their own libraries of these which are cut-down versions particular to their location, and individual Arbiters themselves will have singular "field" copies for quick reference and summery. Arbiters will pour over the Lex Imperialis to determine precedents, and occasionally particularly complex cases will require a judge to pour over it for years so that when they make their ultimate judgement the precedent they set going forward is carefully considered.

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* FeatheredFiend: Grapplehawks, a kind of servator servitor patterned after large birds of prey. They are employed by the Arbites as a kind of aerial drone, used to fly over streets, track targets, and identify known persons-of-interest in the midst of even dense crowds. They can also be used as a form of AttackDrone, where they can dive in and use their large claws and light grav-motors to restrain a target and keep them from running to evade the Arbiters who are sure to be nearby.
* GreatBigBookOfEverything: The Lex Imperialis, also know as the Book of Judgement, is technically not a single "book" at all, rather all; rather, it is a list of every Imperial decree and judgement recorded. The definitive copy of it occupies an entire temple-complex on Earth, spread across millions of volumes. Most precinct houses will contain their own libraries of these which are cut-down versions particular to their location, and individual Arbiters themselves will have singular "field" copies for quick reference and summery. Arbiters will pour over the Lex Imperialis to determine precedents, and occasionally particularly complex cases will require a judge to pour over it for years so that when they make their ultimate judgement the precedent they set going forward is carefully considered.



* PoliceBrutality: The Lex Imperialis overrides any local law, which means that if an Arbiter has accused you of a crime, ''you have no rights''. Incidentally, obstructing Arbiters fulfilling their duty is a crime, stay the heck out of their way. "Always err on the side of harshness," is sanctioned policy, after all...

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* PoliceBrutality: The Lex Imperialis overrides any local law, which means that if an Arbiter has accused you of a crime, ''you have no rights''. Incidentally, obstructing Arbiters fulfilling their duty is a crime, so stay the heck out of their way. "Always err on the side of harshness," harshness" is sanctioned policy, after all...



The Adeptus Custodes (known as the Legio Custodes prior to the Horus Heresy)[[note]]Other names include: The Custodian Guard; The Guardians; Watchers of the Throne; The Thousand Companions[[/note]] are the guardians of the Imperial Palace and the Golden Throne, as well as being the personal bodyguard and chosen emissaries of The Emperor. The Custodes have been genetically engineered to be perfect warriors, second only to the Primarchs themselves, and their wargear is the pinnacle of Imperial technology.

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The Adeptus Custodes (known as the Legio Custodes prior to the Horus Heresy)[[note]]Other names include: The Custodian Guard; The Guardians; Watchers of the Throne; The Thousand Companions[[/note]] are the guardians of the Imperial Palace and the Golden Throne, as well as being the personal bodyguard and chosen emissaries of The the Emperor. The Custodes have been genetically engineered to be perfect warriors, second only to the Primarchs themselves, and their wargear is the pinnacle of Imperial technology.



* GateGuardian: Only The Custodes can allow anyone in The Emperor's presence, and they're the only ones who can allow another into His presence.

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* GateGuardian: Only The the Custodes can allow anyone in The the Emperor's presence, and they're the only ones who can allow another into His presence.



* InterserviceRivalry: Many Space Marines envy the Custodes for being so close to The Emperor.

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* InterserviceRivalry: Many Space Marines envy the Custodes for being so close to The the Emperor.



* PraetorianGuard: The Custodes defend The Emperor even long after his internment in the Golden Throne.

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* PraetorianGuard: The Custodes defend The the Emperor even long after his internment in the Golden Throne.



* UndyingLoyalty: To The Emperor, whose corpse they still guard. In fact, they refuse to recognize any authority other than the Emperor, unless He has explicitly empowered another, which is the only way their ranking system works.

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* UndyingLoyalty: To The the Emperor, whose corpse they still guard. In fact, they refuse to recognize any authority other than the Emperor, unless He has explicitly empowered another, which is the only way their ranking system works.



* KnightErrant: Individual Knights may at times detach themselves from their Noble Houses entirely due to being dishonoured, shunned or otherwise made unable to continue life within the Household. These knights, known as Freeblades, break out on their own with only a handful of retainers to maintain their armor and opt to either quest across the stars fighting the enemies of the Imperium or settling down and protecting the settlements on whichever worlds they end up on. There is also a patter of Knight called a Knight Errant, which is armed with a Reaper Chainsword and a Thermal Cannon; if one of those should become a Freeblade, it becomes a KnightErrant Knight Errant.
* LightningBruiser: Knights Lancers, a rare type of Knight suit notable for being much faster and more powerful than other kinds, in addition to having [[BladeOnAStick better]] [[BoomStick close-combat]] [[LuckilyMyShieldWillProtectMe weapons.]] The main reason they’re only used as scouts and flankers instead of being the default type is because they’re too difficult to manufacture to make in large numbers.

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* KnightErrant: Individual Knights may at times detach themselves from their Noble Houses entirely due to being dishonoured, shunned or otherwise made unable to continue life within the Household. These knights, known as Freeblades, break out on their own with only a handful of retainers to maintain their armor and opt to either quest across the stars fighting the enemies of the Imperium or settling down and protecting the settlements on whichever worlds they end up on. There is also a patter pattern of Knight called a Knight Errant, which is armed with a Reaper Chainsword and a Thermal Cannon; if one of those should become a Freeblade, it becomes a KnightErrant Knight Errant.
* LightningBruiser: Knights Lancers, a rare type of Knight suit notable for being much faster and more powerful than other kinds, in addition to having [[BladeOnAStick better]] [[BoomStick close-combat]] [[LuckilyMyShieldWillProtectMe weapons.]] weapons]]. The main reason they’re only used as scouts and flankers instead of being the default type is because they’re too difficult to manufacture to make in large numbers.



* SwordAndGun: The Knight Paladin, Knight Errant, and Knight Warden all have a [[ChainsawGood chainsword]] mounted on one arm and a gun on the other in their default loadout.

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* SwordAndGun: The Knight Paladin, Knight Errant, and Knight Warden all have a [[ChainsawGood chainsword]] Reaper Chainsword]] mounted on one arm and a gun on the other in their default loadout.



For all the size of the Emperor's vast armies and the prowess of his Angels of Death, the Imperial Navy is what gives the Imperium of Man the force-projection it needs to be an interstellar super-power. Made up of multiple fleets of warp-capable grand ships, each with a length measured more than a kilometer and with crews that reach into the thousands on even the smallest of them, few powers can match the Imperial Navy when it musters in force. But because even the smallest ship can only be produced at relatively high tech worlds with reliable access to material and they can take anywhere from decades to centuries to construct, the vast might of the Imperial Navy is stretched thin across the galaxy, patrolling warp routes and escorting the interstellar transportation that countless worlds rely on simply for survival. When the Imperium goes crusading, the vessels of the Imperial Navy transport and escort the vast numbers of ground forces the Imperial war machine can bring to bare, supporting them with literal walls of guns so numerous and massive that not even a Titan war machine could mount them.

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For all the size of the Emperor's vast armies and the prowess of his Angels of Death, the Imperial Navy is what gives the Imperium of Man the force-projection it needs to be an interstellar super-power. superpower. Made up of multiple fleets of warp-capable Warp-capable grand ships, each with a length lengths measured more than a kilometer in kilometers and with crews that reach into the thousands on even the smallest of them, few powers can match the Imperial Navy when it musters in force. But because even the smallest ship can only be produced at relatively high tech worlds with reliable access to material and they can take anywhere from decades to centuries to construct, the vast might of the Imperial Navy is stretched thin across the galaxy, patrolling warp Warp routes and escorting the interstellar transportation that countless worlds rely on simply for survival. When the Imperium goes crusading, the vessels of the Imperial Navy transport and escort the vast numbers of ground forces the Imperial war machine can bring to bare, bear, supporting them with literal walls of guns so numerous and massive that not even a Titan war machine could mount them.



* BoardingPod: An alternative to the assault shuttles and teleporting is the boarding torpedo, launched from ships equipped with torpedo tubes. In many ways this is the most dangerous method of conducting a boarding action, as the torpedo has limited ability to maneuver to evade interception, if it misses the target it is likely to go off into deep space with every soul still trapped aboard, and even when it hits its target there is no easy line to retreat to the mothership if things go poorly for the boarders. However for all that, it is one of the quickest ways to get boarders to their target and across the furthers distance.
* CoolSpaceship: The Imperial Navy never sends out anything ''but'' Cool Spaceships. Each ship is a precious artifact, their outer hulls fitted with crenelations, gargoyles, and other baroque decorations that make them resemble starfaring battle-cathedrals.

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* BoardingPod: An alternative to the assault shuttles and teleporting is the boarding torpedo, launched from ships equipped with torpedo tubes. In many ways this is the most dangerous method of conducting a boarding action, as the torpedo has limited ability to maneuver to evade interception, if interception. If it misses the target it is likely to go off into deep space with every soul still trapped aboard, and even when it hits its target there is no easy line to retreat to the mothership if things go poorly for the boarders. However for all that, it is one of the quickest ways to get boarders to their target and across the furthers distance.target.
* CoolSpaceship: The Every ship in the Imperial Navy never sends out anything ''but'' Cool Spaceships. Each ship is a precious artifact, their outer hulls fitted with crenelations, gargoyles, and other baroque decorations that make them resemble starfaring battle-cathedrals.



* JumpedAtTheCall: Despite the common practice of [[PressGanged Press Ganging]] to fill required crew numbers, the majority of ratings on Imperial Navy ships are willing volunteers. Partly this is because life aboard a warship is hardly any more harsh than [[CrapsackWorld some of the places they might be recruited from anyway]], and partly because the Imperial Navy actually pays its ratings substantially well. Of course, the reason the Imperial Navy can afford to be so generous is because they know [[WeHaveReserves barely half the ratings will survive long enough to collect their payout...]]

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* JumpedAtTheCall: Despite the common practice of [[PressGanged Press Ganging]] {{Press Gang|ed}}ing to fill required crew numbers, the majority of ratings on Imperial Navy ships are willing volunteers. Partly this is because life aboard a warship is hardly any more harsh than [[CrapsackWorld some of the places they might be recruited from anyway]], and partly because the Imperial Navy actually pays its ratings substantially well. Of course, the reason the Imperial Navy can afford to be so generous is because they know [[WeHaveReserves barely half the ratings will survive long enough to collect their payout...]]



* MachineWorship: Every ship has a staff of Tech-Priests to maintain the more critical advanced systems, such as the warp engine and the plasma drives, servicing those components with all appropriate ritual. However in a more general sense, as their brand of techno-animism is Imperium-wide, and that ships being as vast and complex machines as they are, virtually all look upon the ship itself as being a holy thing. Any given ship will have an operational lifetime far longer than any of its crew, and the battle honors it accumulate and its mechanical quirks are seen to be indicative of the strength of its machine-spirit. Powerful old ships are regarded with the same veneration that Imperial citizens regard living saints.

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* MachineWorship: Every ship has a staff of Tech-Priests to maintain the more critical advanced systems, such as the warp Warp engine and the plasma drives, servicing those components with all appropriate ritual. However in a more general sense, as their brand of techno-animism is Imperium-wide, and that ships being as vast and complex machines as they are, virtually all look upon the ship itself as being a holy thing. Any given ship will have an operational lifetime far longer than any of its crew, and the battle honors it accumulate and its mechanical quirks are seen to be indicative of the strength of its machine-spirit. Powerful old ships are regarded with the same veneration that Imperial citizens regard living saints.



* OrbitalBombardment: One of the biggest assets a Navy can bring in support of a ground engagement. However, such "orbital artillery" is both [[ThereIsNoKillLikeOverkill extremely overpowered]] for most planetary targets and [[UnfriendlyFire extremely inaccurate]]. This typically relegates the use of such power to carefully considered strategic situations to avoid excessively damaging targets the Imperium would benefit from taking relatively intact.

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* OrbitalBombardment: One of the biggest assets a Navy can bring in support of a ground engagement. However, such "orbital artillery" is both [[ThereIsNoKillLikeOverkill extremely overpowered]] for most planetary targets and [[UnfriendlyFire extremely inaccurate]]. This typically relegates the use of such power to carefully considered strategic situations to avoid excessively damaging targets the Imperium would benefit from taking relatively intact. In-game, this inaccuracy is reflected in the Orbital Bombardment ability of Space Marine Chapter Masters, which always scatters the full distance rolled instead of subtracting the Chapter Master's Ballistic Skill.



* SchizoTech: In full force. When the Imperial Navy was started (as part of the Imperial Army during The Great Crusade) it had powerful and advanced ships. But as entropy and battle have taken their toll, and the knowledge of how to construct much of that technology has been forgotten, even those older ships would sometimes end up replacing a critically damaged advanced system with a much lower tech version, and newer ships rarely get anything so advanced to begin with. This leads to situations where a ship might be capable of traversing the warp, but have cannons that fire multi-ton shells which are loaded by hand by teams of laborers pulling on chains.
** The hand-loaded guns are an interesting situation, as the Imperium still possesses the technology to reload starship weapons without relying on manual labor- the ships of the Mechanicus are all equipped with autoloaders instead. Of course, in the Imperium having the technology to upgrade something and the will do it are very different issues. It can be safely assumed that Mechanicus ships have enough tech-priests and highly-trained menials aboard to carry out the regular maintenance rituals macro-cannon autoloaders require, while Imperial Navy ships depend on [[PressGanged sometimes unwilling crews]] who have minimal technical training and require systems that can be operated and maintained with relatively unskilled labor.

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* SchizoTech: In full force. When the Imperial Navy was started (as part of the Imperial Army during The the Great Crusade) it had powerful and advanced ships. But as entropy and battle have taken their toll, and the knowledge of how to construct much of that technology has been forgotten, even those older ships would sometimes end up replacing a critically damaged advanced system with a much lower tech version, and newer ships rarely get anything so advanced to begin with. This leads to situations where a ship might be capable of traversing the warp, Warp, but have cannons that fire multi-ton shells which are loaded by hand by teams of laborers pulling on chains.
** The hand-loaded guns are an interesting situation, as the Imperium still possesses the technology to reload starship weapons without relying on manual labor- the labor--the ships of the Mechanicus are all equipped with autoloaders instead. Of course, in the Imperium having the technology to upgrade something and the will do it are very different issues. It can be safely assumed that Mechanicus ships have enough tech-priests and highly-trained menials aboard to carry out the regular maintenance rituals macro-cannon autoloaders require, while Imperial Navy ships depend on [[PressGanged sometimes unwilling crews]] who have minimal technical training and require systems that can be operated and maintained with relatively unskilled labor.



* WoodenShipsAndIronMen: [[RecycledInSpace ... In Space]]! The technology and practices of the Imperial Navy heavily mirror age of sail warfare, with ships lining up to fire broadsides, and crews scrambling to ready weapons or manually handle individual maneuvering stations to bring the ship to bare, all coordinated by officers screaming orders over the chaos.

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* WoodenShipsAndIronMen: [[RecycledInSpace ... In Space]]! The technology and practices of the Imperial Navy heavily mirror the age of sail warfare, with ships lining up to fire broadsides, and crews scrambling to ready weapons or manually handle individual maneuvering stations to bring the ship to bare, all coordinated by officers screaming orders over the chaos.



In the background, the most important of mutants are the Navigators, families who were genetically engineered in the distant past to navigate the Warp with psychic powers. Collectively, they form the Navis Nobilite, wealthy families who are necessary for the Imperium to survive. On the tabletop, certain Abhumans are useful to the Imperial Guard for specialist skills. Mutants, in the background and to an extent on the tabletop, are typically executed on sight for their genetic damage or kept as slaves -- as a result, they are eager worshipers of Chaos, aided by the fact that Chaos tends to both cause mutation in its followers and treats those bearing mutations as being blessed by the Gods.

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In the background, the most important of mutants are the Navigators, families who were genetically engineered in the distant past to navigate the Warp with psychic powers. Collectively, they form the Navis Nobilite, wealthy families who are necessary for the Imperium to survive. On the tabletop, certain Abhumans are useful to the Imperial Guard for specialist skills. Mutants, in the background and to an extent on the tabletop, are typically executed on sight for their genetic damage or kept as slaves -- as slaves. As a result, they are eager worshipers of Chaos, aided by the fact that Chaos tends to both cause mutation in its followers and treats those bearing mutations as being blessed by the Gods.



* ChuckCunninghamSyndrome: Originally, many Abhumans were transplants from ''TabletopGame/{{Warhammer}}'', but as time went on, they stopped being updated or even mentioned. The Squats are the most famous example of this, [[DroppedABridgeOnHim though they get a rather nasty sendoff.]]

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* ChuckCunninghamSyndrome: Originally, many Abhumans were transplants from ''TabletopGame/{{Warhammer}}'', but as time went on, they stopped being updated or even mentioned. The Squats are the most famous example of this, [[DroppedABridgeOnHim though they get a rather nasty sendoff.]]sendoff]].



* BodyHorror: Thanks to a limited breeding pool, the possibility of imperfect genetic tampering on the part of some ancestors, and generations of necessary warp exposure, Navigators often suffer from a variety of minor mutations. As Navigators age these mutations become more obvious and extreme, with some of them even transforming into ugly frog-octopus things. It's an accepted fact of life for them and even during the brutal inter-house coldwars both sides will respect this secret and ensure that nobody breaks the {{masquerade}}. The Emperor was aware of these mutations but decided to tolerate them.

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* BodyHorror: Thanks to a limited breeding pool, the possibility of imperfect genetic tampering on the part of some ancestors, and generations of necessary warp Warp exposure, Navigators often suffer from a variety of minor mutations. As Navigators age these mutations become more obvious and extreme, with some of them even transforming into ugly frog-octopus things. It's an accepted fact of life for them and even during the brutal inter-house coldwars both sides will respect this secret and ensure that nobody breaks the {{masquerade}}. The Emperor was aware of these mutations but decided to tolerate them.



* ExplosiveBreeder: Ratlings procreate like there is no tomorrow...[[EverythingTryingToKillYou and there may not be.]]
* FantasticSlurs: Ratlings are also referred to as Runtlings, Stunties, Halflings, or Maggots.

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* ExplosiveBreeder: Ratlings procreate like there is no tomorrow...[[EverythingTryingToKillYou and there may not be.]]
be]].
* FantasticSlurs: Due to their short stature, Ratlings are also referred to as Runtlings, Stunties, Halflings, or Maggots.



One particular abhuman faction that has caused some controversy is the Squats. The Squats were a race of abhumans that had adapted to subterranean life on high-gravity worlds near the galactic core. Separated from mainline humanity for tens of millennia, they grew shorter and, well, squatter, eventually coming to resemble the traditional fantasy dwarf in both appearance and temperament. Due to the difficulty of living on barren planets with radioactive surface conditions, the Squats developed extremely reliable food production systems, armor, and other technology, but also had a fatalistic attitude toward life. Over time, they made contact with the Orks and Eldar and gained a reputation for their high-quality tech, shrewd business dealings, and potent military defense. Eventually they were rediscovered by and reabsorbed into the Imperium, as their tech fascinated the Adeptus Mechanicus and made them a welcome addition to the Imperial armed forces, but they maintained a high degree of autonomy.

to:

One particular abhuman faction that has caused some controversy is the Squats. The Squats were Squats, a race of abhumans that had adapted to subterranean life on high-gravity worlds near the galactic core. Separated from mainline humanity for tens of millennia, they grew shorter and, well, squatter, eventually coming to resemble the traditional fantasy dwarf in both appearance and temperament. Due to the difficulty of living on barren planets with radioactive surface conditions, the Squats developed extremely reliable food production systems, armor, and other technology, but also had a fatalistic attitude toward life. Over time, they made contact with the Orks and Eldar and gained a reputation for their high-quality tech, shrewd business dealings, and potent military defense. Eventually they were rediscovered by and reabsorbed into the Imperium, as their tech fascinated the Adeptus Mechanicus and made them a welcome addition to the Imperial armed forces, but they maintained a high degree of autonomy.



* HigherTechSpecies: The Squats were very dependent on their technology from the foundings of their Homeworlds, and lost only a small fraction of it in comparison to what the bulk of the humanity lost from the Dark Age of Technology. Spared from the restrictions of the Adeptus Mechanicus, the Squats innovated freely, their harsh situations making such necessary. When the Imperium finally reestablished contact with them, the Squats had developed a wide variety of technologies that no one else had, such as power generators which drew directly from the warp, and neo-plasma, as well as superior metallurgy.

to:

* HigherTechSpecies: The Squats were very dependent on their technology from the foundings of their Homeworlds, and lost only a small fraction of it in comparison to what the bulk of the humanity lost from the Dark Age of Technology. Spared from the restrictions of the Adeptus Mechanicus, the Squats innovated freely, their harsh situations making such necessary. When the Imperium finally reestablished contact with them, the Squats had developed a wide variety of technologies that no one else had, such as power generators which drew directly from the warp, Warp, and neo-plasma, as well as superior metallurgy.



-->You people do well at war because you treat it as a religion. [[WarForFunAndProfit We do well because we treat it as a business]]. It is just a matter of outlook.

to:

-->You people do well at war because you treat it as a religion. [[WarForFunAndProfit We do well because we treat it as a business]]. business.]] It is just a matter of outlook.
14th Jan '17 6:51:35 PM Willbyr
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* KnightErrant: Individual Knights may at times detach themselves from their Noble Houses entirely due to being dishonoured, shunned or otherwise made unable to continue life within the Household. These knights (known as ''Freeblades'') break out on their own with only a handful of retainers to maintain their armor and opt to either quest across the stars fighting the enemies of the Imperium or settling down and protecting the settlements on whichever worlds they end up on.
** [[IThoughtItMeant Not to be confused with the Knight Errant class of mecha.]]

to:

* KnightErrant: Individual Knights may at times detach themselves from their Noble Houses entirely due to being dishonoured, shunned or otherwise made unable to continue life within the Household. These knights (known knights, known as ''Freeblades'') Freeblades, break out on their own with only a handful of retainers to maintain their armor and opt to either quest across the stars fighting the enemies of the Imperium or settling down and protecting the settlements on whichever worlds they end up on.
** [[IThoughtItMeant Not to be confused with the
on. There is also a patter of Knight Errant class called a Knight Errant, which is armed with a Reaper Chainsword and a Thermal Cannon; if one of mecha.]]those should become a Freeblade, it becomes a KnightErrant Knight Errant.
14th Jan '17 6:27:01 PM ReaderAt2046
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Added DiffLines:

** [[IThoughtItMeant Not to be confused with the Knight Errant class of mecha.]]
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