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forgeworld что принесет нам год грядущий продолжение в комментариях ...Warhammer 40000 фэндомы 

Еще один заход с forgeworld (ахтунг, некоторые вещи уже вышли и вполне продаются!)
The Horus Heresy' of the Word Bearers MA Mil,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,forgeworld,что принесет нам год грядущий,продолжение в комментариях
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пидоры помогите Wh Песочница помогите найти WAAAGH! ...warhammer 40k фэндомы 

Помогите найти сборник книг Ереси

Давным давно, может быть даже на реахутуре, находил я ссылку на архив с книгами по вахе. Там была Ересь, но не вся, а где-то до 25й книги. Как только я это прочитал то пошел читать 40-ик. Но меня не оставляет незавершенность, что я не до конца знаю всю историю. Если у кого есть поделитесь ссылочками на полный пак хотябы самой Ереси и гугл таблицы где есть хронология книг Ереси и событий параллельной этой истории.
ионир отпотгоп,пидоры помогите,реактор помоги,warhammer 40k,Wh Песочница,фэндомы,помогите найти,WAAAGH!
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Wh Песочница Wh News Orks Miniatures (Wh 40000) ...Warhammer 40000 фэндомы 

Orktober 1st: Introducing the Orks…

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The first day of Orktober is here at last! We’ve got stacks of cool and exciting stuff to show you and talk about over the coming weeks, but before we get ahead of ourselves, we thought it only right and proper to formally introduce the Orks to those who may not be familiar with this fan-favourite, belligerent, green-skinned race.


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Let’s take a look…


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Ever since Mankind first set forth across the stars, it has been subjected to war and death on a scale previously undreamed of. Yet of all the myriad xenos races responsible for this relentless warfare, the Orks are in a class all their own. A crude and warlike breed of hulking brutes, the Orks love nothing more than a good scrap – so much so, in fact, that in the absence of a suitable enemy to take their aggression out on, they will readily fight amongst themselves just for the sheer joy of it. As such, any attempt to reason or negotiate with Orks is doomed to failure.


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Orks have been encountered in every corner of Imperial space, and due to their unique biology and the incredible rate with which their populations replenish, they are all but impossible to eradicate. Even the most ruthless purge of Ork numbers seldom earns little more than a temporary respite. The question of how to rid the galaxy of the ‘greenskin menace’ has vexed Imperial scholars and agents of the Ordo Xenos for thousands of years. To this day, Orks remain one of the most bitter enemies of Mankind, responsible for the loss of countless trillions of lives, vast tracts of territory and once even threatening Holy Terra itself.
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Ork populations in their infancy form crude and barbaric societies founded on the notion of ‘might makes right’. Due to a quirk in their physical development, the most aggressive and dominant of their kind grow, accordingly, into the largest and most powerful of their tribe, which in turn is led by its strongest member. As their numbers increase and their encampments develop, rival tribes are conquered or otherwise subsumed into larger groups. It is at this stage that Orks begin to emerge who have an innate knowledge of how to push the growing mob to its next evolutionary step, and they are known collectively as Oddboyz:


(Big) Meks:

Ingeniously skilled mechanics with the ability to create deadly weaponry and war machinery from little more than scrap and scavenged parts, Meks provide the ‘teknology’ that Orks rely on to spread carnage and destruction across the galaxy. More often than not, these guns and contraptions shouldn’t function in the conventional sense, but that never seems to stop them and has baffled millennia worth of Tech-Priests and Imperial scholars.


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Weirdboyz:

Sometimes referred to as Warpheadz, Weirdboyz are latent psykers who channel the cumulative energy given off by large exuberant Ork hordes into suitably impressive and deadly pyrotechnic displays, from green lightning to giant, stomping manifestations of their deities’ feet! The more Orks there are nearby, the more powerful these manifestations can become.


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Painboyz:

Named for their callous lack of patient care or bedside manner, Painboyz are surgeons who are able to patch up traumatic injuries, or work alongside a Mek colleague to graft mechanical replacements onto missing limbs, to get maimed Orks back into the fight.


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Runtherdz:

The handlers of the Orks’ diminutive Grot cousins, the Runtherdz have an instinctive talent for goading their charges into doing something useful in battle, be it swarming the foe or bodily clearing a minefield. Runtherdz also serve as the cultural history keepers of the Orks, for they are born with an ancestral memory of past events and the deeds of their clan – not that anyone listens to them.


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You can’t learn about Orks without learning about the Waaagh! Ork tribes and clans are unrivalled in the swiftness with which they can develop, rapidly changing from a warband of savages armed with scavenged and improvised weapons into a deadly, space-faring invasion force able to bring whole planetary systems to their knees. Once the population has reached a critical mass, its (now towering) Warboss will launch a Waaagh!, named after the ferocious Ork war cry that has terrorised the armies Mankind on battlefields beyond counting. The Orks will mobilise and unleash total war on their nearest prey, taking to the stars aboard flotillas of crude ships once they have scoured their current location of everything worth fighting.


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Sometimes referred to as the ‘green tide’, the bigger and more successful a Waaagh! is, the more Orks it attracts, sometimes from systems away. No one is certain exactly how this occurs or by what means other Orks find out about a Waaagh!, but it appears to take place on a subconscious, even instinctive, level. Buoyed by this steady stream of reinforcements, once a Waaagh! has begun, only the most horrific losses will deter its advance. More often than not, this will be due to the Orks losing their enthusiasm for the fight rather than ‘losing’ in the conventional sense. This is sometimes the result of the death of their leaders and the subsequent in-fighting, and sometimes they just get distracted or find a better fight. In any case, entire worlds or even star systems will have usually been destroyed by the Waaagh! before enough forces can be mobilised to inflict a meaningful defeat against it.


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In battle, Orks fight in the simple manner of their gods – the cunning brutality of Gork and the brutal cunning of Mork. More often than not, this sees them perform various types of headlong charges into their intended victims either on foot or on the back of sturdy transport vehicles. After all, the only thing that Orks enjoy more than firing guns, blowing stuff up and racing at dangerously high speeds is fighting in combat. War allows them to freely indulge in most – if not all – of these favourite pastimes, which is why they love it so much!

Since the emergence of the Great Rift, the wars that have erupted across the galaxy in its wake have seen the Orks in their absolute element. One of the largest conflicts has emerged on Vigilus, with Warlord Krooldakka’s invasion giving rise to a Speedwaaagh!, a Genestealer Cult insurrectionand, more recently, an Aeldari invasion as well. The escalating conflict has seen more and more Orks drawn to the sector in search of a good bust-up.


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That pretty much covers an overview of the Orks for the moment. Over the coming weeks, we’ll be investigating the six major clans of the Orks and their respective kulturs in greater detail, as well as the ancient legend of the Brainboyz and even more besides.


Сурс

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Necrons Wh Песочница сделал сам стихи ...Warhammer 40000 фэндомы 

History of the necrontyr-necrons in a nutshell.

The Green Glow

From very birth cursed they have been
Dying of plague were Necrontyr
Under the glow of native sun
Their own fates were been undone

Then they have built from living steel
Space ships which made survival real
To distant stars flew Necrontyr
And no more doomed, they had no fear

Civilization thrived among stars
But Necrontyr still beared their scars
Albeit free from plaguing light
Gene mutilations were hard to fight

Then Necrontyr have Old Ones met
Those who lived long and sculpted fates
Deepest chagrin possessed their hearts
For immense length of Old Ones' lives

The War in Skies then had begun
Old Ones forced Necrontyr to run
Their greater numbers have not won the war
For Old Ones were masters of the Warp

The Necrontyr defeated were
And hatred grew towards their foe
Then found was that native sun
Held power of the great C'tan

From necrodermis - the living steel
Bodies for Gods have built Necrontyr
C'tan have accepted it with delight
Powers were granted Old Ones to smite

Maphet'ran the Deceiver, one of C'tan
Offered salvation from physical harm
From the pains and diseases the Necrontyrs' bane
Only one realized - price shall be insane

Through bio transference whole race have went
They thought it will be misfortune's end,
Their new bodies like ones of the Gods'
C'tan gorged their souls - that was the price

Feeding on souls C'tan powers grew
Szarekh realized the Diviner said truth
He understood that his kin - Necrontyr
Robbed of their souls became just machines

Old Ones were failing to match Necrons' scores
Web-way was breached with Nyadra'zath's force
Galaxy was in the hands of C'tan
They and Necrons have Red harvests begun.

Whole planets razed and races devoured
C'tans' hunger for lives knew not a bound
Then legends tell that the Great Harlequin
Fooled the C'tan and they killed their kin

After this war only strongest remained
Slaughter of races made Warp inflamed
Necron empire under psykers’ attack
Unseen in the Warp such powers lack

All of the dynasties together once more
Necrons have united against common foe
Great plan of C’tan to shut off the Warp
As though meteor seemed unreal to be stopped

War of the ancients came to culmination
No living soul spared from evisceration
With their pain rose storms in the Warp
No Old Ones nor C’tan have this foretold.

Immaterium’s depths shaking with spasm
Void predators first-borns of chasm
Created and weaved from mortals’ emotions
Enslavers Plague caused great Warp distortions

This was the end to the Old Ones empire
Shattered and smitten they ceased in fire
But the Star Gods’ glee was not meant to end well
Silent King Szarekh leaded rebel

Weapons were charged, powers were aimed
Such was the strike, no C’tan could withstand
Shattered to pieces slaves they became
Necrons once fooled, now their bane

To stop the spread of Enslavers’ hordes
All life was wiped of Necron worlds
Plan was developed what’s lost to regain
Necrons to have living souls once again

To be once more living, have feelings and souls
Free from C’tan, for this strive Necrons
Ten millions of years command was to sleep
Ten millions of years multiplied by six

But the great slumber came to its end
Perilous changes already at hand
Szarekh the head of his people afresh
Under his tread will the Galaxy thrash.
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Wh Starship Chaos (Wh 40000) Planet Killer в комментариях ещё ...Warhammer 40000 фэндомы 

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Adeptus Mechanicus Imperium Wh Cosplay Wh Other Skitarii ...Warhammer 40000 фэндомы 

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Imperium Space Marine Inquisition Adeptus Mechanicus ...Warhammer 40000 фэндомы 

Imperium,Империум,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Space Marine,Adeptus Astartes,Inquisition,Adeptus Mechanicus,Mechanicum, Механикус, Адептус механикум, Адептус механикус
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Craftworld Eldar Tyranids valedor Genestealer Genestealer Cult Bio-Titans Ymgarl genestealer Guardians Dire Avengers ...Warhammer 40000 фэндомы 

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Orks Ultramarines Space Marine Imperium Ork nobz ...Warhammer 40000 фэндомы 

Ультра не превозмогла орка

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Chaos (Wh 40000) Miniatures (Wh 40000) ...Warhammer 40000 фэндомы 

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