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History of the necrontyr-necrons in a nutshell.
The Green GlowFrom 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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Orktober 1st: Introducing the Orks…
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.
Let’s take a look…
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.
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.
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.
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.
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.
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.
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.
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.
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.