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Codex Suppliment Deathwatch. This listing covers Warhammer Fantasy Battle and Warhammer Fantasy Roleplay as well as related ranges, novels and publications.

Codexes for particular armies were introduced for the second edition of the game. Now gets different war gear, including a combat shield.

An armybuilding tool for Warhammer 40k. Please note as of August , all codex books have their own individual entry on BGG. It delves deeply into nine factions from the prehistory of the Imperium — those brotherhoods of Space Marines who turned to Chaos and have never looked back. Source: Warhammer 40K Wikia. Those are written by dedicated fans. A codex often pluralised as codexes by Games Workshop, though the grammatically correct pluralisation is codices , in the Warhammer 40, tabletop wargameGames Workshop Warhammer 40k Astra Militarum Codex Hardcover.

This name generator will give you 10 random names for the Tau, part of the Warhammer 40k universe. Codex Supplement: Imperial Fists. More detailed information, such as background and organisation, was included, adding more depth and details to the Warhammer 40, universe.

For starters we got a brand new edition of the game, Warhammer 40, 9th edition back in July and now the first of the new 9th edition Codexes are about to launch. The T'au Imperial binomial classification: Tau tau , also spelled Tau in older records and pronounced "TOW," are a young, humanoid and technologically-advanced intelligent species native to the Eastern Fringes of the Milky Way Galaxy.

See more ideas about warhammer, warhammer 40k, warhammer art. Still, I played my Orks enthusiastically and tried to get in as many games as I could. Traitor Legions is a book intended to build on that foundation with a far more specific focus. We want to give you a custom army list designed by one of our team members. Warhammer 40, 40k 5 Book Bundle Codex Solitaires are the strangest and most dangerous of all the Aeldari Harlequins.

Welcome to the newest edition of Warhammer 40,! Since its creation in the s, Warhammer 40, has had eight distinct versions or editions. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50, gamers to create a cutting Solitaires are the strangest and most dangerous of all the Aeldari Harlequins. This particular post chronicles the largest events of January It is the most popular miniature wargame in the world, especially in Britain.

The Codex for each force contains some background information on the army, a few stories and the complete force listing for the army. Codex plural "codices", but "codexes" is also occasionally used is the name of a source book for Warhammer 40, armies and factions containing background information, pictures, and rules.

Beautifully illustrated and full of information this is a must read for anyone interested in Warhammer 40k.

The first edition of the rulebook was published in September , and the ninth and current edition was released in July A Warhammer 40, Novel. The Warhammer 40, Codex books contain the complete rules for playing various armies in Warhammer 40, Thus they work endlessly at their task in the factorums and industrial habs of their hive, producing goods to be shipped off-world, or maintaining the many systems of the hive so that its population might continue to survive and another generation be born to take their place.

Nearly everything within a hive is recycled and reused, and few things are ever wasted. The air a hive worlder breathes, the water he drinks, and the food he eats likely all has once passed through the bodies of countless others, endlessly restored to be consumed once again.

When a hive worlder dies his duty to the hive and house are not done, and most hives reconstitute their dead for the resources, such as corpse starch , that they can provide. All of a hive worlder's possessions, from the hab room in which he lives to the clothes on his back, likewise come from those before him, the dead gifting the living with what little they have in a continuation of cycle of hive life.

Even in a system where the bulk of hive residents must subsist on what meagre resources can be divided among a billion hungry mouths and shivering bodies, there remains a definite division of class. From the spires of the hive top, where the Highborn enjoy all the wealth the Imperium has to offer, down through the heads of the guilds and houses that can still hope to live in relative comfort, to the workers and dregs, where resources become less abundant.

The lower in a hive the more decayed and dangerous it becomes, the detritus of billions drifting down to rest among the filth far below. The rule of law breaks down into the depths, where there is no system to govern what pitiful resources remain. These are wild and deadly domains where some hivers come to escape the rigid structure of their lives, but usually find only death and despair among the mutants and violent gangs that lurk in these dark worlds below.

That any Human civilisation is "three missed meals away from anarchy" is an adage that has held true since long before the Imperium existed and applies doubly in the case of a Hive World. In any given hive city , millions must live together in jostling proximity, utterly dependent on a complex and gargantuan infrastructure for the mere basics of daily life such as food, power, light and even clean air.

If widespread rioting, unrest or serious disorder is allowed to ferment, it is possible that the threads binding the hive city together may be broken and millions may suffer as a result.

It is said by some that this is one reason why the phenomena of the "underhive" is allowed to exist in some form or another on most Hive Worlds, as a vital sinkhole for the city's Human malice, sin and discord. Despite unceasing vigilance and near-totalitarian control, catastrophic unrest does sometimes occur in even the most tightly ordered of hives, and the history of the Calixis Sector is littered with such calamities: Fenksworld 's infamous Tyburn food-tax riots saw Volg's population almost double inside a year before natural attrition reduced it again in the following few months , while the two-decade long period of petty revolts and near civil anarchy caused by the misrule of House Koba on Malfi left near a billion dead and saw the final ruination of what had been one of the most powerful noble families in the sector.

In more recent times even the mighty and prosperous Hive Sibellus has not proved to be immune. When heavy-handed Magistratum tactics stirred up a hornet's nest of trouble during what came to be known as the "Reinholt Blackouts," open warfare broke out between the Magistratum and criminal gangs, spilling over from the slums and no-go zones into the hive's infrastructure.

Power was cut to several dozen middle-hive districts for days -- fear and anarchy took hold and tens of thousands died, with whole regions gutted by raging fires. Many sections of the hive city, damaged by the blackouts, remain as burnt-out ruins, collapsing into the underhive; they are now the haunt of dregs and worse. Also as a consequence of the rioting and thanks to their loss of face and perceived failure, the Sibellus Magistratum has become even more brutal in the execution of their duties.

If it goes fast, kills people violently, and is painted a bright and garish red, then an Evil Sunz Ork probably already has three of it, and undoubtedly wants another.

The Orks belonging to the Evil Sunz Clan are irresistibly attracted to every conceivable kind of fast vehicle. Be it low-riding buggies, monstrous Warbikes or supersonic aircraft, Evil Sunz will spend every toof they possess in order to own them. The richest Evil Sunz can even afford to have a Mek kustomise their ride, bolting on more wheels, bigger engines and louder rockets.

Anything that looks like it might make the vehicle go faster is fair game, so it is not unusual to see wings attached to Warbikes, jet engines mounted on the back of Trukks, or even more bizarre means of propulsion such as squig treadmills and massive propellers.

The Evil Sunz never stay in one place for long, always on the lookout for new victims to slaughter. Clan members have a tendency to leave a battle midway through if it looks like the main part of the fighting is over, or abandon a burning city or ruined world if there is nothing left worth killing. They especially like a good chase, as it gives them a chance to really open up the throttle on their vehicles.

Enemy forces who turn tail on the Evil Sunz often learn this to their misfortune, the Orks running them down with frenzied glee — even after being given a sporting head start by the speed-addicted greenskins. Should an Evil Sunz Ork live long enough, he will inevitably acquire his own vehicle, whether he buys it with carefully hoarded teef or takes the simpler route of just nicking it from another clan member.

If he cannot drive into battle then he will ride, and if he cannot ride, at least he can content himself with being close to the throaty, growling engines of his warband, his nostrils filled with a satisfying promethium stink. Evil Sunz who therefore have to fight on foot usually race into battle crammed into Trukks or Battlewagons, or at least run as fast as they can towards the enemy, bellowing a throaty battle roar.

This tactic is devastating against more static armies, who struggle to redress their firing lines or turn to engage the Orks before the greenskins are surging back through their outflanked defensive positions, and then back around and through again until all cohesion is lost.

The totem of the Evil Sunz Clan is a blood-red Ork face grimacing from the heart of a jagged sunburst. Evil Sunz Warbosses will usually have their vehicles painted red from grille to exhaust. This Ork habit of painting vehicles red has its roots in the ritual covering of mounts with the blood of the foe, a tradition that is still observed with manic relish by some Evil Sunz to this day. The clan glyph of the Evil Sunz is a stylised Ork face on a blazing red sun.

Flames or spikes typically surround these snarling grotesques. This reputation comes from their tendency to use actual battlefield tactics, often to great effect; nothing surprises an enemy commander like Orks who actually think about how, where and when to fight.

True, they have made the most contact with the Imperium, occasionally even fighting for the humans as mercenaries, and making extensive use of Imperial war materiel. Then again, every Ork can see the funny side of extorting weapons from human planets only to use them against their former owners. Heckled and laughed at by most other Orks, the Stormboyz spend hours each day marching about and chanting, saluting each other and generally carrying on in very un-Orky ways.

For this reason the clan has a natural affinity for Kommando mobs, and makes extensive use of them in battle. Unlike other kinds of Orks, Kommandos like to sneak up on their foes, using all the dirty, underhanded tricks they can think of to get the drop on them. The Blood Axe Clan glyph features crossed choppas, usually boasting a stylised skull either in front of or behind them. Blood Axe mob glyphs vary a great deal. Set upon a field of garish camo patterns, they can incorporate axes, fangs, scars, skulls and back-stabbing blades.

Of course, Blood Axe warbands are made up of far more than just these specialist mobs. Blood Axe Warbosses have a better understanding of grand strategy than their equivalents from the other clans, knowing when to combine a Dakkajet strike with a ground attack, or send a mob of Kommandos on a covert mission.

This grasp of diverse tactics means the warbands they lead are likely to comprise a strategically versatile mixture of infantry — either foot-slogging or riding aboard mechanised transports — supported by heavy armour, batteries of field guns, and wings of daring Flyboyz.

That said, there are none more skilled when it comes to looting the battlefield and cobbling together weapons and tanks from the resultant junk. The Deathskulls are plunderers without equal. They are tremendously adept at looting and scavenging on the battlefield, and are also especially talented at scrounging, stealing and borrowing things from their fellow Orks — and in the case of the latter, notoriously bad at giving the items back.

Given their ingenuity and the higher than average density of Meks in their warbands, most Deathskulls would make capable scientists and excellent engineers if their fascination for new things lasted longer than the time it took to acquire them.

The Deathskulls see battle as a two-stage process, often hurrying the killing part in an effort to hasten the arrival of the scavenging spree that follows. After the battle, the Boyz really go to work, feverishly stripping corpses of everything from ammunition to bootlaces.

Many Deathskulls will take grisly trophies from their victims in the bargain, such as scalps or skulls. Only when they return to their encampment with the loot does the inevitable infighting break out, as the Deathskulls trade their ill-gotten gains.

Other Orks drawn to Deathskull camps in search of goods — perhaps looking for a specific bit of loot, or something of their own that was stolen during battle — usually leave with less than they came with, as the Deathskulls have the uncanny ability to knock another Ork around the head while going through his pockets at the same time. Sell it to ya if you like. One careful owner. Wrecked vehicles are especially popular, the burnt-out hulls of battletanks, armoured transports and aircraft all seen as fair game.

Dragged off the battlefield, they can either be broken down for bits or taken to a Mek, who will beat some life back into them. Many foes have been horrified to see one of their own vehicles turned against them in this way, Deathskulls yelling insults from the turrets of their new acquisition as it delivers death to its former owners.

This process can also involve painting the item blue, which Orks believe is a lucky colour, with blue handprints and smears on vehicles common methods of staking a claim.

The Deathskulls even use blue warpaint, daubing themselves from head-to-toe in it the night before a battle. This, in turn, means that most Deathskulls warbands produce an unrivalled amount of dakka on the battlefield, the better to break down the vehicles and wargear of the enemy into more easily lootable pieces.

The Deathskulls glyph takes the form of a horned Ork skull picked out in white and lucky blue. Check designs and Mek spanners are also popular. They feature blue and white skulls, spanners, fangs and the like. That said, they also know to dive for cover when the yellow-daubed loons open fire, for the sheer amount of dakka that a Bad Moons warband kicks out is amazing to behold. The Orks of the Bad Moons tend to be richer than other greenskins. In fact, many Warbosses like to keep a mob of Bad Moons around for just this purpose, their toothy gobs a ready supply of extra teef.

It is often not a terrible deal for the Bad Moons either, as any Ork tough enough to beat their teeth out of them is usually one worth following into a fight. The Bad Moons fulfil the role of what passes for a merchant class within Ork society, and if something can be bought or sold, odds are the Bad Moons will have it. Some Runtherds reckon that it must have been the Bad Moons who came up with the whole concept of teef being used to buy things, when the clan figured out how quickly their teeth grow.

Of course, many Runtherds say it is the other way around, and when teef became Ork currency, the Bad Moons made their teeth grow quicker so they would have the most. The subject is seldom dwelt upon for long, however, as knocking out teeth is far more interesting than talking about them. All this wealth means that the Bad Moons have a reputation for ostentatiousness, and their vehicles are festooned with gaudy decorations and gold plating, as is the majority of their wargear.

Bad Moons love gold more than any other metal, and will commonly have a couple of glinting teeth in their avaricious grins. As most Orks consider gold to be practically worthless, being too soft to make good weapons or vehicles with, they are more than happy to trade it away to Bad Moons for the more valuable teef. Their Nobz sport flashy banners and massive kustomised shootas, and are followed by entourages of scurrying grot servants and batteries of powerful Mek artillery.

Bad Moons mob glyphs tend towards simple moon and fang designs. They are normally picked out in garish yellows and golds, to ensure they are nice and visible. The Bad Moons favour golden yellow and black for their wargear, taking a snarling moon on a field of flames as their clan emblem. Their armour and weapons are painted with gaudy patterns in the clan colours, and they have more jewellery and piercings than the greenskins of any other clan.

If something looks valuable, a Bad Moons Ork will find a way to wear it, stick it through his body or bolt it onto the side of his vehicle, preferably somewhere that every other Ork can clearly see it.

However, only a fool would underestimate the raw strength of the Ork beneath the ostentation. The shiny bosspole of a Bad Moons Warboss is just as much a tool to smash skulls in as it is a symbol of vast wealth. This has never held Snakebite warbands back, however, for when they unleash their tribal fury upon the enemy, there are few who can long withstand it.

Considered backward by the more technologically minded clans, Snakebites still follow the old ways. Scorning complicated technological gubbinz, they put their faith in things they can trust: a good bit of sharpened bone, a heavy stick or a nice keen-edged choppa. In battle they daub themselves with mud and warpaint, hanging the claws and teeth of beasts they have killed around their necks and wearing poorly cured skins.

As a result of their primitive lifestyle, the Snakebites appear weather-beaten and they are as tough as old boots. They are experts in the field of breeding stock, and their grots and squigs are the most genuinely vicious and dangerous in all of Orkdom.

When a warband of Snakebites joins a battle, it brings with it a menagerie of these creatures, their camp a chaos of snarling squigs and running, screaming runts. When other Orks are looking for an aggressive attack squig or an unusually fierce or obedient grot, they come to the Snakebites. The most fearsome beasts bred by the Snakebites are the mighty Squiggoths: huge, towering creatures capable of knocking over war machines and trampling entire platoons. A well-trained Squiggoth becomes almost completely loyal to its Snakebite master, recognising him by his distinct smell and serving him as both a living battle tank and an enormous beast of burden.

A Snakebite will repeat this process throughout their life, building up an immunity to venoms, and they usually bring poisonous serpents to each new world they invade in case the local wildlife proves disappointingly inoffensive.

As far as a Snakebite is concerned, snakes make the best pets — obviously, the more aggressive the better. Ironically, the more sophisticated weapons that fall into the hands of the Snakebites usually find their way into the hands of their grots, as the runts of the tribe are left to figure out how they work. The Orks, meanwhile, gather into especially large and surly mobs who chant and bellow as they work themselves into a frenzy.

When the Snakebites launch an assault, it is with such shocking ferocity that the enemy is buried under an avalanche of battle-crazed Orks, snapping squigs, gun-wielding grots and rusty, ramshackle wagons. Though they may be rather low-tech, the Snakebites are a deadly foe.

Go to find war. Kill wot comes close. The old ways are best. Agrog of the Snakebite Clan. Snakebite mob glyphs usually depict either a snake or its fangs, fringed by tribal dag patterns or leaping flames. They rampage around the galaxy in piratical mercenary warbands, fighting together even as they compete viciously with each other to accrue the most loot. Ork Freebooterz are notorious pirates and thieves. Many ply the void in smoking, sparking ships with the intent of causing as much mayhem and destruction as possible.

They prey upon anyone foolish enough to stray into their hunting grounds, screaming out of the dark on plumes of fire to blast apart their foes. The Freebooterz then haul their booty back to their hidden bases and count their ill-gotten gains.

Instead of trying to find a new tribe to join, or maintaining the traditions of their originating clan, they nominate a leader — invariably the biggest and meanest of them all — to be their Freebooter Warboss, before setting off to maraud around the galaxy and cause as much trouble as they can.

While no Ork ever loses his love of a good punch-up, Freebooterz are notorious for being grasping and avaricious to a fault, motivated by the selfish desire to amass as great a personal fortune of teef as they can. Individualistic rogues, they garb themselves in garish colours and ostentatious trophies, festooning their wargear with precious metals, and displaying the glyph of the Jolly Ork wherever they can on back banners, vehicle hulls and the like.

Freebooterz launch lightning raids against vulnerable worlds, bedevil space-lanes like opportunistic vultures, and fight for any Warboss willing to hire their services — at least until the teef run out.

Freebooterz Freebooter warbands are typically made up of greenskins who have left — or, more often, been thrown out of — their clans. Some of these Orks have seen the majority of their tribe annihilated, either in a spectacularly destructive war or due to some apocalyptic disaster.

Freebooter warbands can be identified by their use of the Jolly Ork glyph, with each Warboss boasting his own variation of the Ork skull and crossed bones. Freebooter mobs mark themselves out with skull-andbones glyphs of various sorts, often adding teeth marks to show their talent for looting riches. Gitz, for the mercenary life tends to rapidly render an Ork one of two things: rich, or dead. However, beyond these ultra-competitive show offs, Freebooter warbands are every bit as varied as those of the Ork tribes, and often substantially more hotchpotch.

Badmeks and Bad Doks are much in evidence, alongside ragtag mobs of Freebooter Boyz. The core of the script is composed of glyphs that indicate clan, tribe, common greenskin concepts and elements of Ork names. Orks typically daub these pictorial words onto things they own, things they want to claim, or even just things they want to deface. Or, more often, they get the grots to do it for them. Warband, tribe of, watch out! An Ork Waaagh! Greenskins beyond counting swarm from one world to the next.

Whole civilisations are exterminated and defending armies laid to waste as the Orks advance ever onwards, drawing more and more of their number with every fresh conflict and leaving behind a trail of anarchic destruction. Orks need battle just as humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies.

Such conflicts tend to be small-scale or localised. However, when a greenskin population reaches a critical mass, is displaced by a catastrophic event, or is galvanised by a prophetic or particularly powerful leader, a full-scale planetary migration will occur.

This is known as a Waaagh! An Ork Boy visited by dreams of carnage may rise up to lead his tribe, hammering his ambitions of conquest into his subordinates and leading them in attacks against the other tribes of his world.

As he fights to retain command of his ever-growing horde against a constant stream of challengers, news of his prowess spreads ever further, and the trickle of reinforcements becomes a green flood. Gorkanauts and Morkanauts appear in growing numbers, their pilots seeking out the emergent Waaagh! Whole mobs of Mekboyz raise towering scaffolds within which Stompas and even Gargants start to take shape, these mighty effigies igniting some primitive drive within the minds of the Orks who see them, causing the flow of Waaagh!

Even though they are unified by a single leader, there is still much rivalry between the various clans and tribes participating in the Waaagh! Those Meks without the resources to construct Stompas and Gargants will instead create mobs of clanking Killa Kans and Deff Dreads, or Battlewagons from which the Warbosses can lead their armies to war.

When the lure of bloodshed on a grand scale can be resisted no more, the deadly fervour washing through the horde overflows. As the Orks gather for battle, smoke from thousands of oily engines fills the sky.

The ground trembles beneath great wheels, tracks and the thunderous strides of towering Gargants. Armies of greenskins stretch across the horizon, raising their banners high, their war cries audible for miles around.

Looming Gorkanauts and Morkanauts, bizarre artillery pieces and force-field generators chug, clank and buzz. Armadas of rusty vehicles raise roiling thunderheads of dust into the atmosphere, while Dakkajets roar overhead. Speed Freeks rev their engines, and the Boyz fire their guns into the air as a carpet of Gretchin spreads out in front of the army.

Gathering the Waaagh! Smoke-belching mobile fortresses and titanic engines of battle are cobbled together out of nothing more than scrap Soon the Waaagh! By this point, the ruling Warboss, the Ork who started it all, will have been recognised by his subordinates as a Warlord, and is feared and respected accordingly.

Crude factory-ships and war hulks are bashed into shape, the better to transport his armies into battle. Eventually, the battlefield is barely visible beneath the endless sea of green, each Ork warrior certain that the ground will soon be stained red.

Here the power of the Waaagh! Then as one, with an almighty bellow, the Orks surge forwards, and another world is plunged into unending war.

Yet the Orks have spread across it with unparalleled success, lurching from one world to the next and trampling everything in their path. The ways in which they achieve this are as varied and hazardous as one might expect, but no less effective because of it. Orks live on innumerable worlds. On some they dominate completely, on others they live in a state of perpetual war, and on others still they act as slave-masters, bullying the local populations into doing their bidding.

Hordes of greenskins roam the stars upon gigantic space hulks, establishing Ork empires across the galaxy. It has been tens of thousands of years since Humanity first encountered the Orks, and in that time Mankind has fought countless bloody wars against these savage creatures. There is no likelihood that this state of affairs will change.

Millennia ago, a probe was sent out from Terra, its mission to explore beyond the limits of the galaxy. The probe still sends back faint signals after fourteen thousand years adrift, and to the consternation of the Imperial Tech-Priests who monitor these signals, many are identified as Orkish.

The depressing conclusion for Mankind can only be that wherever they travel in space, there is a good chance that the Orks will either have been there first or will not be long in arriving. Space hulks are gigantic conglomerations of ancient wrecks, asteroids, ice and interstellar flotsam and jetsam, cast together after millennia of drifting in and out of warp space. Some are infested with alien life forms, Chaos renegades or even worse horrors, but most are simply ghost ships, plying the void for eternity.

Tales of greedy scavengers meeting horrible fates aboard space hulks are told throughout the Imperium, but there are just as many tales of vast fortunes made from the ancient or xenos technologies they carry. The Savage Stars The Orks spread across the galaxy like a green stain.

No system is entirely devoid of their touch. Some theorise that the Orks spread via fungal spores drifting through the void on cosmic winds, but the truth is that the greenskins have invented their own, typically crude and hazardous, methods of travelling through the blackness of space. Although these When a space hulk appears in an Ork-held system it is seized by any possible means, including colossal tractor beam arrays, and converted into a huge invasion craft. Cavernous launch bays are adapted for innumerable assault ships, and millions of Ork warriors and war machines honeycomb its irregular cavities.

Once completed, the space hulk is sent back out into the stars with an attendant fleet of attack craft and kroozers as escorts. The space hulk is then guided into a warp storm or rift through the efforts of its Weirdboyz and Meks, where it is drawn into the immaterium and, if all goes well, spat out at a world ripe for conquest. Being incredibly random in their trajectory, space hulks could appear in any place, at any time.

This suits the Orks just fine, as their spirit of adventure and aggression owes nothing to organisation or direction. In this manner the Orks travel to the corners of the galaxy, spreading a plague of warfare across space and time. Though roks are incapable of travelling through the warp, any system containing greenskins will quickly accumulate a growing number of roks.

Orks can use Roks as a means of drifting from one world to another within a system, pulling them in and out of orbit with simple but powerful tractor beams. It has come as a fatal surprise to many an Imperial captain skirting an asteroid belt to find that some of the asteroids are drifting in his direction, guns blazing. Needless to say this is extremely entertaining for the Orks involved, quite making up for the lack of speed or manoeuvrability afforded by such a solid chunk of space detritus.

Even accepting potential inaccuracies due to warp dilation, bureaucratic error and a paucity of data from beyond the Cicatrix Maledictum, I think you will agree that the picture painted is a grim one.

Let me say again, my lady, how wrong I was to doubt the scale of this threat Unconfirmed reports suggest this ruler in turn has either joined forces with, or fallen to, Warlord Krooldakka, whose Speedwaaagh!

Repeated rumours place Wazdakka Gutsmek at the head of a Waaagh! The Custodians of the Dread Host have been despatched to interdict this greenskin advance, which tells us much in and of itself. The unbridled expansion of the Maelstrom will prove either the salvation or damnation of the forge world of Ryza. It has forced Waaagh! Bad Moons Warlord Nazdreg has been driven towards the galactic north by the opening of the Great Rift. Note the danger now posed to Valhalla, Goth and Alaric.

His warbands maraud from Nocturne to Schindelgheist and beyond. Vague tidings suggest that a self-proclaimed Grand Warlord has placed his greenskin hordes on a collision course with Waaagh! Perhaps this will give neighbouring Imperial worlds time to bolster their defences. At least four separate Warlords now claim to be the Great Tyrant of Jagga. All are leading their Waaaghs! Whatever the truth, it seems certain that some terrible catastrophe during this period deprives the greenskins of their leading caste and forces them into a crude and endlessly warlike cycle of existence.

Certainly, those scattered records that survive from the Dark Age of Technology cite Orks as a tribal and rampaging xenos race, whose behaviours would be depressingly familiar to the Imperial commanders of the 41st Millennium. Planetoid-sized battle stations, these monstrous engines of void warfare wreak untold havoc amongst the human defenders, until at last one of them is seen hanging in the skies above Terra itself.

When a crusade of faith is sent against it, the Imperial death toll is horrific, leaving the Orks in orbit above the cradle of Humanity.

Return to Ullanor With Mankind on the verge of extinction, it seems that the Orks will surely claim dominion over the galaxy. It's also the best place to look to see what new videos or guides I have created! The best way to reach me is by messaging me on Twitter.

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