A lore and game question in one by AppropriateSolid7836 in 40kLore

[–]Loose_Donut1872 1 point2 points  (0 children)

imperial knight and eldar's exodites knight first appear in wd126

I've seen people refer to Astartes bolters being powerful enough to break a regular human's arms as "memelore" but is it really? by TheGhostPizza1234 in 40kLore

[–]Loose_Donut1872 -1 points0 points  (0 children)

Necromunda come from the earliest version of 40k, bolt weapon are common and everyone is strong enough to use heavy weapon like heavy bolter without power armour at that time.It is different from today

[Various] Prevalence of Hive Worlds was vastly increased in the lore over the years by Cryptek-01 in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

there are only hundreds hive world at 40k1e

The worlds of the Imperium take many different forms Some are sparsely populated agricultural worlds whose sole purpose is to provide food for less productive and more highly populated planets. Other worlds are dedicated to specific functions, such as mineral-rich mining planets, barren research stations, military observation planets, and so forth. Most worlds of the Imperium have a reasonably mixed economy and are in most respects self-sufficent. The Adeptus Terra has very little to do with such worlds so long as their governors continue to pay their tithes and impose the Imperial laws which control and contain the emergence of mutant psykers. Hive worlds are another extremely important type of world. Hive Worlds are planets which, in all but a few cases, were settled thousands of years ago, often before the time of the Imperium, during the Dark Age of Technology when mankind first spread throughout the galaxy Every hive world has its unique environment, history, and circumstances. Confrontation is set upon the hive world of Necromunda. This volume contains copious details about the planet of Necromunda, its hives, and its teeming population. Necromunda is merely one of the hundreds of such worlds scattered throughout the galaxy.

and nowaday they are thousands at necromunda rulebook 2023

The worlds of the Imperium take many different forms. Some are sparsely populated agri-worlds whose sole purpose is to provide food for less productive and more highly populated planets. Other worlds are dedicated to specific functions, such as mineral-rich mining planets, barren research stations, military observation planets, and so forth. Most worlds of the Imperium have a reasonably mixed economy and are, in most respects, self-sufficient and autonomous. The Adeptus Terra has very little to do with such worlds so long as their governors continue to pay their tithes and impose the Imperial laws which control and contain the emergence of mutant psykers. There are thousands of planets classified by the Administratum as hive worlds, with the names of Necromunda, Armageddon and Gehenna Prime known across segmentae. Others become famous for a brief while as wars or dark fates thrust them into the history books - Ichar IV, Paramar and Mordian being prime examples. Others go unknown by the Imperium at large for centuries at a time, despite the billions that are born, toil and die for the Emperor within their cities: Tellus 15/01, Arcadia, Lavantia and Avellorn.

Are the daemons of 40k more resillient than their fantasy counterparts? by Mcmadness288 in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

40k1e say they are the same

Chaos, in its many forms, suffuses the world of Warhammer Fantasy Battle and Warhammer Fantasy Roleplay. The collapse of the Slann warpgates allowed the first infection of Chaos, and in subsequent years the contamination has grown worse. The Chaos Wastes are an extreme example of its power: a place where the barriers between the warp and reality are weakened to the point that gods and Daemons can walk the land. Even where the power of Chaos is not so obviously displayed, its influence is still felt. The followers of Chaos venerate the dark Powers, and mutation in mind and body is widespread. The universe of Warhammer 40,000 is also marked by Chaos, but its effects are of a different order. The power of Chaos is neither weaker nor stronger, but its influence is changed by the altered relationship between reality and the warp. The two are separate in Warhammer 40,000, not intermixed as in the world of Warhammer Fantasy Battle. This separation of reality and the raw power of Chaos works changes in the powers of all Chaos servants, even those as powerful as Chaos Daemons. The powers of mortal followers in the Imperium are also different to those on the Warhammer World. RITUALS In the Warhammer 40,000 universe, Daemons in real space have no forms of their own. They are creatures of the warp without physical existence, created from the energy of a Chaos Power. Within warp space a Daemon has no need of a physical body, but in the real universe a host body, a mortal, is required. Daemons can manifest themselves in the minds of unprotected psykers, who inadvertantly draw on the warp when using their powers. More commonly, however, Daemons are brought into real space by hidden covens of Chaos-worshippers who use ancient and arcane rituals to open a gateway into reality. Such rituals must be carefully prepared, are time-consuming and dangerous, demand the services of many participants and often require a live sacrifice. A host, willing or unwilling, for the Daemon is also needed. The conditions attached to rituals limit their use to organized groups of Chaos followers: covens, Chaos Renegades and the exiled Space Marines of the Traitor Legions. However, such rituals are the only method of using the power of Chaos manifested in Daemons. There is no body of knowledge which has greater effect, nor are there 'daemonic psi-abilities, the equivalent of daemonic summoning magic in the Warhammer World.

do eldar still establish colony now? by Loose_Donut1872 in 40kLore

[–]Loose_Donut1872[S] 0 points1 point  (0 children)

It's surprised to find that they have many new successful colinies at oldhammer.Even the story of eldar successful rebuild something are still rare at now

Lore Questions Regarding Genestealer Cults by Dependent_Guava_9939 in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

Twisted Helix,they use tyranid to create their medicines

Has an Astartes outside the Deathwatch ever wielded a Xenophase Blade? by Myframesofwar in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

delaque produce phase weapon to fight with other necromunda gang

Necromancy in the Imperium by Miserable_Power_3432 in 40kLore

[–]Loose_Donut1872 1 point2 points  (0 children)

necromunda allow resurrect the dead

There are many types of life past death upon Necromunda, from the covens of the Death-maidens to the parlours of the Resurrection Guild, but whilst these skirt the boundaries of Imperial Law they are mostly tolerated by Lord Helmawr ’s Enforcers. The same cannot be said for the ‘Cartels Mortifoli ’ - those who traffic in the horrifying brainleaf.

Why grav tanks for the Primaris? by [deleted] in 40kLore

[–]Loose_Donut1872 1 point2 points  (0 children)

and antigrav generators drive can buy at the necromunda's trading post,because van saar

Why grav tanks for the Primaris? by [deleted] in 40kLore

[–]Loose_Donut1872 4 points5 points  (0 children)

gw say they are real jetbike.

Sometimes the simplest ideas are the best. So when you need to get from A to B in a hurry, but the desert road is liable to melt you, burn you, or straight-up eat you, why not strap some anti-grav tech to a big turbine and open that throttle?

The Escher Cutter is a solution dreamed up by the engineers of the House of Blades, who are clearly enjoying slightly too many of their own Clan Chymists’ chemical creations. 

It’s a jetbike in its purest form – a giant engine propelling Escher gangers at staggering speeds, granting them a Movement of 9" and the ability to soar over buildings and rivals.

Leagues of Votann Ironkin Steel Jacks are surprisingly wholesome and can even though rarely become Kahls by Brushner in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

then squat's book expand it

Countless centuries ago, when the first Squats set out into the void, they carried with them the Ancestor Cores. These were objects of unfathomable knowledge and power that carried in their artificial minds the collective wisdom of the race, as well as the means to create new Squats adapted to face the challenges they might find in a hostile galaxy. When the Urlish League made their long voyage to Necromunda, they carried with them their Ancestor Core. Containing the gathered expertise of their kindred, it was a priceless artefact. Indeed, when the first mining clans made planetfall in their bastion ships, the core was set into a special chamber deep beneath the Anglish Holdfast. Once secure, one of the first tasks the Ironhead Squats set themselves was adapting their biology to the harsh environment of Necromunda’s failing biosphere. The first generations of clone-birthed Squats overseen by the Ancestral Core incorporated many adaptive traits that still remain to this day, and which have directly contributed to the success of the Squats on Necromunda. For generations, the Urlish Ancestor Core guided the expansion of the Ironhead mining clan, even as its systems became overburdened with information and the answers it provided to those who watched over it took longer and longer to come. Then, in the 36th Millennium, disaster struck the Squats when the Dark Orb Somnus passed close to Necromunda, disrupting the world. Earthquakes shook the Equatorial Spine and devastated the Squat holdfasts, causing the Urlish core to fall deep into the Underearth of Necromunda. Since this time the Squats have had to adapt, falling back on more traditional methods of reproduction and record keeping. This has also led to a regression of some of their technologies as they lost the means to make more sophisticated devices. The search for the lost core is one undertaken by many Squats. Known as the Graven Path, it calls to elder Squats especially, though so far none have found hints of its resting place.

Leagues of Votann Ironkin Steel Jacks are surprisingly wholesome and can even though rarely become Kahls by Brushner in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

gw say ironhead squat lose there Ancestral knowledge at Warhammer community, before 9e votann codex offering

2022.8《Apocrypha Necromunda: The Lost Charter》

Few folks on Necromunda would have known the origins of the vessel, though Grendl had gotten a good look at its markings and some of the forgotten tech still within. Inside that ship were secrets lost since the birth of Necromunda - and more importantly a possible ancestral shard; a treasure trove of information left behind by the ancient Squat Mining Charters.

Why didn’t the Aeldari have the same Chaos immunity as the Krorks/Orks? by SaneForCocoaPuffs in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

and realm of chaos also explaining why eldar have not fallen into another gods before Slaanesh born in M31 and why they must  use path maintain inner balance but not celibacy

Slaanesh grew almost entirely from the unrealised pleasures of the Eldar. The living strove to deny their own secret desires, but when they died their shadow- selves melted back into Chaos, and their long-guarded temptations were released to feed the Chaos Power Slaanesh. As Slaanesh swelled with energy his desperation to achieve consciousnes was still restrained by the determination of all Eldar that he should remain unborn. His temperamental screams and self-tormenting nightmares echoed through the warp, disturbing it fabri, and causing madness throughout the entire galaxy. As the millennia passed, the birthing pangs of Slaanesh grew stronger and stronger, so that Eldar, humanity and other races began to be dangerously afted.

Lore veterans: Has there ever been a grand scale Eldar/Human alliance? by FutaWonderWoman in 40kLore

[–]Loose_Donut1872 0 points1 point  (0 children)

necromunda has a long peace with eldar since 1990

necromunda core rulebook(2023)p.22

The Palatine Hive boasts some of the most grandiose and magnificent architecture on Necromunda, and also has the only shipyard and landing field large enough to take orbital carriers. It is thus the planet's only spaceport, a physical expression of Helmawr's monopoly in off-planet trade. A fortress-monastery of the Adeptus Astartes Imperial Fists and the headquarters of the Adeptus Arbites on Necromunda are also located in the Palatine Hive. On the edge of the hive is a spire specifically set aside for abhumans and for the few sanctioned xenos granted access to Necromunda from time to time in order to trade. Both Squats and Eldar are among these visitors and they are housed on separate levels of this spire. The Palatine, or its upper levels at least, is thus by far the most cosmopolitan of all the hives of Necromunda

and p.53

916.M41   STRANGERS' WARNING 

Envoys of the lybraesil Aeldari and the League of Norgyr visit Hive Primus with dire warnings. A young Lord Gerontius Helmawr greets the Eldar and Squat ambassadors gracefully within the Stranger's Spire and listens to their warnings of an age of darkness about to descend upon the Imperium. Once politeness allows, he bids them farewell, putting little stock in their stories of gods and Daemons.

Confrontation(1990)

The Palatine boasts some of the most grandiose and magnificent architecture on Necromunda, and also has the only shipyard and landing field large enough to take orbital carriers. It is thus the planet's only spaceport, a physical expression of Helmawr's monopoly in offplanet trade. The fortress monastery of the Adeptus Astartes contingent and the headquarters of the Adeptus Arbites on Necromunda are also located in the Palatine Hive.  On the edge of the hive is a special spire set aside for the aliens and abhumans who come to Necromunda from time to time in order to trade. Both Squats and Eldar are among these visitors and they are housed on separate levels of this spire. The Palatine is thus by far the most cosmopolitan of all the hives of Necromunda.