
It is the 41st millennium and
mankind has spread throughout space. The initial
human colonization of the galaxy lies in the distant past,
separated from the
present by millennia of regression and rebuilding. Human worlds
are scattered
throughout the galaxy but their distribution is not even. The
human worlds are
known as The Imperium. The Imperium is protected by the most
powerful, and the
most dreaded of all human warriors...The Space Marine. The
Space Marines are
the Imperium's elite fighting troops, a core of highly mobile
shock troops trained
to fight on land and it space. On the battle field they are
expected to take
part in the most dangerous, and important attacks, and to hold
their positions
no matter how hopeless the situation. Space marines are
entrusted with all sorts
of dangerous missions, such as lightning raids behind enemy
lines, infiltration
attacks to capture vital positions, and tunnel fights in
enemy-held cities. They also
undertake long voyages of planetary exploration and conquest on
behalf of the
Imperium, ear-marking planets which are too well defended so that
they can be attacked
later with the support of the Imperial Guard. Space Marines are
organized into small
independent armies called Chapters. Each chapter has it's own
ships, it's own
uniforms, and its own distinct identity, and traditions. Most
chapters operate
from a world owned by the Chapter, known as the Chapter Planet.
All the Space Marines
in a Chapter belong to a warrior cult. In many cases the warrior
cults of the Space
Marines preserve the traditions and practices. Space Marines
belonging to a
Chapter are therefore spiritual brothers as well as brothers at
arms. This dual
role as physical and spiritual warriors is very important, and it
is what makes the
Space Marines such dedicated warriors. Standing vigilant against
enemies of the Imperium, especially the sons of Horus.
It is now many tens of thousands of years since humans first
encountered the
the savage and warlike race known as the Orks. The Ork race is
spread throughout
the galaxy like mankind, but unlike mankind the Orks are divided
into may thousands
of independent empire each led by an Ork Warlord. Warlords
strive to defeat their
neighbors whether they are humans, Eldar, or even other Orks.
Ork society is based
around individual tribes led by a powerful Orks known as
Warbosses, or Warlords.
A tribe is roughly analogous to an army or the inhabitants of a
planet, but because
Orks don't always settle in one place for very long tribes are
more important than
planets. Although Orks belong to tribes they also belong to
clans. Tribes are constantly
changing, breaking apart and reforming, but clans are constant,
and enduring. A
tribe usually contains Orks from many different clans, and each
clan has it's own
distinct character and identity. There are many clans, but only
six really big
ones: The Goffs, The Snakebites, Bad Moons, Evil Sunz, Blood
Axes, and The Deathskulls. Orks are a savage , brutal race who
love war.
They are the dominant element of a race of Orkoids that include
Orks and
their smaller cousins, Gretchin and Snotlings. The Orks are in
charge
because they are the biggest, toughest, meanest, and most warlike
of their
kind. They feel very little pain and can keep fighting even if
they lose a
limb or sustain a major body wound. Their blood, which is green,
carries a
symbiotic algae through their veins, digesting and reconstituting
damaged
body tissue and even rebuilding major organs. Gretchin are much
like Orks,
though not as brutal, strong or tough as their larger cousins.
Though
smaller, Gretchin are more clever and cunning. Orks are lazy and
forgetful, and organization is not their strong point. Only the
preparation for war and the excitement of battle really bring out
an Ork's
innate talents. In Ork society, teeth are used as money and form
the
entire basis of the Ork economy. The teeth must be big, sharp,
ivory-like
Ork fangs to have any real value-human teeth won't do at all, nor
will
those of other alien races. The Orks have used teeth as money
since time
immemorial. It is a natura form of currency, considering the
fact that
Orks shed and replace their teeth every few years. As a
particular Ork
Warlord grows in power, other Orks are attracted to his armies,
and clamor
to assume subordinate positions under his command. This means
that Ork
armies can assemble very quickly, growing into massive hordes,
appearing
out of nowhere and attacking unsuspecting planets. This process
is
controlled in some way by the Ork psyche. When massive Ork armies
embark
upon wars of conquest, this psychic stimulus gives rise to what
the ORKS
call a Waaagh! The Waaagh takes hold in the minds of every Ork
and
Gretchin, driving them towards fresh conquests upon a wave of
bloodthirty
euphoria. A Waaagh will last until the Orks are defeated or
until they run
out of enemies, after which the armies will dissipate and the
various Ork
factions divide into mutually antagonistic tribes once more.
The Eldar race has a long and
complex spacefaring history, so
long in fact that little
is known for certain about the course of their physical
evolution, and early planet-bound
existence. A great deal of the Eldar's own understanding of
their origins was lost
when the original Eldar home world and thousands of colony
planets were destroyed
during a catastrophic collapse more than ten thousand years ago.
The Eldar themselves
never speak of the Fall, as they call it, to other races. Of the
ancient and sophisticated
race of the Eldar only a few desperate remnants escaped. Eldar
are physically
similar to humans, although not entirely identical by any means.
They have long,
elegant limbs, and fine ascetitc features with penetrating and
slightly slanted eyes.
Their ears are slightly pointed but otherwise they could pass for
human at first glance.
Although all of the original Eldar worlds were destroyed during
the Fall, some
did escape. A few amongst the Eldar obviously recognized the
dangers, and
fleets of spacecraft were prepared to evacuate. Today, the Eldar
race lives on
gigantic Craftworlds, spacecraft which have grown around those
original fleets to become
artificial worlds in space. These Craftworlds preserve all that
is left of the Eldar.
No one knows exactly how may craftworlds there are, not even the
Eldar themselves,
for the evacuation of their worlds was hurried and many ships
disappeared into the void.
The largest and most important are Alaitoc, Iyanden, Biel-tan,
Saim-hann, and Ulthwe.
The armies of the Eldar are not military forces in the way of
humans. every Eldar
is a trained fighter. There are far too few Eldar for things to
be otherwise.
The Mass of Craftworld inhabitants fight as Guardians. Guardians
can be male or female,
for the Eldar make no distinction when it comes to protecting
their homes. The
Guardians are respected by all enemy forces they meet, but they
are as nothing
compared to the Aspect Warriors. These masked warriors fight
with the ferocity
of deamons, and their fighting skills exceed those of the
Guardian. The Aspect
Warrior are the ultimate warriors in mind and body, their entire
being is absorbed
with the aspect of the Eldar character that lusts for blood, and
death.
The first human colonist reached the worlds around the galactic core in the far distant past. Here they found vast mineral wealth. The discovery of these resources came at just the right time, for Earth's own mineral wealth was by now long exhausted. Thousand of specially adapted spacecraft were dispatched to reap the harvest and with them went hundreds of thousands of miner, engineers, and explorers. The gravity of these worlds is great, usually 2 or 3 times that of Earth, and sometimes even more. The original colonists were hardy miners, and explorers, tough frontiers folk who dreamed of finding fabulous wealth and returning back to Earth. They dug homes for themselves in the rocky landscape, creating self-contained communities from the tunnels, and load-chambers of exhausted mines. The high gravity, and harsh environment had their effect upon the settlers. They became tougher, more resilient ,physically shorter and more compact. This process must have taken many thousands of years, during which time a new race began to develop a distinctive cultural identity. It also acquired a new name - Squats - which aptly described their rapidly evolving physique. At some time in the distant past the galactic core was cut off from the rest of human space by devastating warp storms. Most survived although they were separated from Earth, and all contact with the rest of the galaxy. D During this time of isolation, and danger the Squat worlds still in contact with each other began to organize for their mutual defence. It was at this time that the Squats began to refer to their worlds as Homeworlds. The Homeworlds remained isolated for thousands of years, and their inhabitants learned to survive. With their planets inaccessible to the human fleets, the Squats built their own spacecraft, and developed their own weapons to fight off marauding Chaos warbands, and plundering Ork Warlords. The Homeworlds lie close to two of the most dangerous adversaries in the galaxy, the Chaos warbands, and the Ork Empires. The Squats never relented in their struggle against Chaos, and lose no time in tracking down Chaos raiders. The other great enemy are the Orks. The Squat records of their early history are confused and incomplete, but it is clear that after a short period of mutual trading the Squats found themselves suddenly attacked by massive Ork forces. The Squats were appalled at the massive loss of life, but also by the unashamed treachery of the Orks. The Squats have never forgotten this lesson.
All over the Imperium there are hidden cults
dedicated to the
worship of the Dark
Gods of Chaos. This is the most heinous of all heresies, adn the
most terrible
betrayal of mankind. Once begun, the corruption spreads like a
foul disease. Chaos
cults incite revolt and disorder, or work their way into
governmental organizations,
and seize control from within. The armed forces of Chaos come in
many unexpected
guises, but for the most part can be divided int 3 types. The
most deadly are the
foul daemons themselves. There are countless daemons of a
myriad abhorrent
shapes, and each the spawn of the nightmarish terrors, and
secret pleasures of
mortal creatures. The four mighty Chaos Gods are Khorne, the
Blood God; Nurgle
the Great Lord of Decay; Slaanesh the Lord of Pleasure; and
Tzeentch the Changer
of the Ways. It is these four gods who vie for the dominion of
mankind, and whose
daemons seek gateways through the minds of the weak, and
careless. More of a real
threat are the constant raids of the Chaos Space Marines Legions.
Ten thousand
years ago during the Horus
Heresy
fully half the Space Marines of
that time became
corrupted by Chaos, and rebelled against the Emperor. Led by
Warmaster Horus, the
Legions of Chaos almost succeeded in wresting control of the
galaxy from the
Emperor. They did not succeed. With the defeat of the Legions
of Chaos, the
vanquished Space Marines fled into the Eye of Terror. From these
infernal regions
the Chaos Space Marines continue to launch their wars of
vengeance against the Imperium.
The threat of the Chaos Space Marine Legions is the most tangible
of perils of
Chaos, but there are other threats less easy to recognize, but
just as deadly.
On every world in every city there are malcontents who lust for
power beyond their
means, whose avarice is insatiable by honest endeavor. Such minds
are easy prey
to the temptations of Chaos. There can be no greater delusion
than that of fools
who seek an easy road to power, yet they can bring ruin upon an
entire world.
Just over 250 years ago the Imperial Explorators began to uncover evidence of a new alien threat. They discovered whole worlds scoured of life. Planets known to have teemed with plant and animal life were suddenly reduced to scorched asteroids of sterile bedrock. Not a single creature, not even a solitary bacterium remained. The discovery of other obliterated worlds steadily built up but the Explorators could learn nothing of what had happened. In the Council of Inquisition, on man began to take an interest in these strange events. Inquisitor Kryptman undertook the long journey to the east. Before the Inquisitor arrived the first contact was made. This time it was a world within the Imperium itself that had been destroyed. Tyran was not a large or an important world. It was little more than an outpost. A short and garbled message from the worlds only Astropath was all that reached the Imperium: a dire warning of doom. From the world of Tyran the unseen enemy had a name at last - the Tyranids. The first major conflict between the Imperium and the Tyranid threat came suddenly. The Ultramarine Space Marine Chapter encountered a huge Tyranid fleet approaching their home world. The hive fleet was named Behemoth. Eventually, after a long and bloody battle at the Ultramarine's planet of Macragge, the Tyranid hive fleet turned back. The Tyranids had not been defeated by any means, but it was a victory of a kind - the Ultramarines survived, but only just. The raw material that the Tyranids need to expand and evolve is biological matter itself. Tyranids break down the bio-structures of entire worlds, and from the tissues and organic chemicals they evolve new species and also increase in numbers. The new gene pool combines with and invigorates the Tyranids' own DNA. While the Tyranids have no material technology, using neither metal nor synthetics, they have evolved countless living organisms to accomplish similar functions - organic equivalents of the tools, and weapons used by other races. To the Tyranids, other life forms are simply a source of raw material. None can say whether mankind is strong enough to defend the galaxy against such an enemy. Only time will tell.