
Plunder the Heavens Starting with Warhammer
从战锤开始劫掠诸天
- Status
- Ongoing
- Length
- 2.6M Words
- Genre
- Light Novel
- Audience
- Male
- Subgenre
- Fan Fiction
- Updated
- 3mo ago
- Source
- Qidian
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In booklists 2
All Kinds of Spiritual Two-Dimensional Fans
Mainly recommending various fanfics, mainly One Piece, Pokémon, and Naruto, but also others. What's important is that it's interesting enough.
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A 20-Year-Old Bookworm Randomly Distributes Book Lists
(Speechless, the system has gone crazy and randomly changed my book reviews. Let's read together. The book reviews that are not correct are the ones that the system has slapped.) I read all kinds of books. I read too many books, and the threshold is getting higher and higher. Therefore, the next book list is not just a traditional score, but a new way to evaluate the readability of the book from several aspects. 1. Theme: A good theme and idea can ignore many poisonous points, and you can still
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Let me ask you a question: Is Warhammer stronger together or individually?
Blue and White Society, Non-Human Gene Complex Lan Mu, Foundation, Back Room, Anomaly Management Bureau, Strange Rules, Lord of Mysteries, Tao Weird Immortal, Mysterious Resurrection, Azathoth Era of Cthulhu Myth, Marvel Omniverse Multiverse Comic Version, DC Omniverse Multiverse Comic Version, Stars, Red Alert, Age of Chaos, etc. (To be added.)
It turns out that the protagonist's training system is that of a psychic. This is a powerful system with strong side effects. Give the protagonist the power of the magnetic field rotation and the power of the strange fairy's sitting and forgetting, add the witch sequence potion of the Lord of Mysteries, and the mysteriously revived power of the ghost master. The power of entities in the back room, zombie viruses such as black light virus and G-virus, Cthulhu's brain implanted in the body, and the golden elixirs of several parasite immortal elixir-stage monks implanted in the Dantian (worm eggs). Give the protagonist a multiple schizophrenia. The personalities are: urban ghost story Fu Jiangnv, a member of the Foundation O5 council, the owner of the bronze coffin of the three generations in the Zhetian trilogy, and the Trinity God (Danyangzi, Hongzhong, Li Huowang. The protagonist has three different heads, with 6 arms, and the lower body is a tentacle. Wearing a Taoist robe. From the left are an old man, a young man, and a young man.) (That's it for the time being. This is enough to be crazy.)
When psykers use their powers, they must draw energy from the nature of the Warp. To demonstrate magical abilities that would otherwise be impossible. However, the use of psionic powers can sometimes have unexpected and unpleasant consequences, as the energies of the Warp are unpredictable and the existence of daemons in the Warp who are attracted to psykers. When a psyker uses psionic powers, he or she runs the risk of incurring psionic side effects in proportion to the power they choose to expend; therefore, the risk is greater with stronger powers. Most psionic side effects cause little harm. However, they are also likely to suffer from subspace backlash, which is a very harmful phenomenon. Psychic Phenomena When psykers focus their powers, they invite the essence of the Warp into the real world, which can cause things like frost on nearby objects, ghostly whispers filling the air, and statues weeping tears of blood. These psychic disorders are not dangerous (most of the time). They do, however, instantly alert others to a psyker's presence, and even some harmless effects can cause superstitious Imperial citizens to flee in panic. The following are some of the known psionic side effects. Dark Foreboding A very weak breeze blows past the psyker and the people around him, and everyone will have a strange feeling, as if something unfortunate has just happened somewhere in the galaxy. Warp Echo For a few seconds, sounds and other noises will cause an echo, regardless of the surrounding environment. Ethereal Stench A faint odor is produced in the air around the psyker, which may be pleasant or offensive. Mounting Paranoia For a period of time, the psyker will feel itchy in the middle of the shoulder blades. Grave Chill The temperature will drop sharply in a few seconds, and everything within a certain range of the psyker will be covered with a thick layer of frost. Unnatural Aura All animals within a certain range will become panicked and restless. Memory Worm Everyone within sight of the psyker forgets trivial things. Spoilage All food and drinks within a certain range have spoiled. Haunting Breeze A gentle wind will blow around the psyker for a few seconds, blowing away very light objects within a certain range. Veil of Darkness For a short period of time, from the perspective of everyone within a certain range of the psyker, night has arrived and the entire area is plunged into darkness. Distorted Reflection The psyker's mirrors within a certain area shatter, and other reflective surfaces become distorted or rippled. Breath Leech Everyone (including the psyker himself) becomes short of breath for a while and is unable to run or charge. Daemonic Mask For a brief moment, the psyker takes on a demonic appearance, making them hideous and corrupted for a certain period of time. Unnatural Decay All plants within a certain range of the psyker wither and die. Spectral Gale Howling winds erupt around the psyker, lifting him slightly into the air, forcing him and anyone within range of him to perform a simple agility or be blown to the ground. Bloody Tears Blood oozes from stone and wood within a certain range of the psyker. If there are portraits or statues within this range, it will look like weeping blood. The Earth Protests The ground suddenly shakes, and everyone within a certain range (including the psyker himself) must pass a regular agility, otherwise they will be knocked down. Psy Discharge The air within a certain range is filled with static electricity, making people's hair stand on end. The psyker flies up to a certain height and falls back to the ground after a second or two. Warp Ghosts Ghostly apparitions fill the area around the psyker, flying in all directions and howling in agony for a moment. Those within this range must pass a test or gain 1 point of insanity. Falling Upwards Due to the brief loss of gravity, everything within range of the psyker (including himself) rises 1d10 meters into the air, falling back down after a second or two. Banshee Howl The deafening wail extends a kilometer away, shatters glass, and has a chance of deafening those, including psykers, for a period of time. The Furies The psyker will be thrown to the ground by unseen hands and convulsed for a period of time, while the wind will roar within a certain range of him, blowing up lighter targets, forcing them to pass agility or be blown down. Shadow of the Warp In an instant, the face of the world changed. Everyone within a certain range glimpsed the center of the Warp. Everyone, including psykers, had to pass a test or become insane. Tech Scorn The machine soul resists your unnatural ways, all technological equipment within a certain range temporarily malfunctions, and all long-range weapons jam. Warp Madness A violent ripple of detuning causes all creatures (except psykers) within a certain range to fall into temporary madness and gain corruption points. The Perils of the Warp The Warp is a dangerous and unpredictable entity, and psykers risk insanity, death and destruction every time they draw power from it. Sometimes, when a psyker triggers a psychic side effect, what actually happens is far worse. The following are some of the known psychic backlashes. The Gibbering The psyker screamed in agony as uncontrolled warp energy coursed through his unprotected mind. He must pass a willpower test or gain insanity. Warp Burn A powerful burst of energy from the Warp strikes the psyker's mind, knocking him unconscious for a period of time. Psychic Concussion With an energy blast, the psyker will be unconscious for a period of time, and everyone within a certain range must pass a willpower test, otherwise they will also be unconscious. Psy-Blast A blast of power throws the psyker high into the air and onto the ground. Soul Sear The power of the Warp passes through the psyker's body, scorching his soul. The psyker is unable to use psychic powers for a period of time and gains corruption points. Locked In A force traps the psyker's mind in an ethereal prison. The psyker falls to the ground in a catatonic state. After that, he must rely on his own willpower to overcome it. After successfully overcoming it, the psyker's body recovers. Chronological Incontinence Time around the psyker is distorted, and he disappears instantly, only to reappear some time later. Psychic Mirror The psionic energy of the psyker is reflected back to himself. The effect of the psionic energy itself is not affected, but the target becomes the caster himself. If the psionic power is a buff, the effect disappears and damage is dealt to the psyker. Armor cannot protect against this kind of damage. Warp Whispers Ghostly demonic voices fill a certain meter range around the psyker. Everyone in the area (including the psyker) must make a difficult Willpower test or gain corruption points. Vice Versa The psyker's spirit is thrown out of his body and into the body of another nearby creature or person. The psyker exchanges thoughts with a random person within range. This may include companions or even enemy soldiers. During the exchange process, each person's skills, willpower and other spiritual-level things are retained, but other characteristics of the new body are acquired. If one of the bodies is killed, the effect ends immediately. Oddly enough, both parties to the exchange feel disgusted by the process, and are unable to look each other in the eye for some time afterwards. Each person gains insanity points for this experience. If there are no creatures within the psionic range, the psyker must make a Willpower test or enter a catatonic state within a certain time and gain insanity. Dark Summoning A lesser demon appears around the psyker for a period of time or until it is destroyed. It hates the psyker and attacks the fool who summoned it. Ethereal Storm All sentient creatures (including psykers) within a certain range will suffer a certain amount of energy damage that ignores armor. Blood Rain A psychic storm breaks out, covering a certain area. Any psionic energy used in this area triggers the Warp Backlash, with the exception of gusts of wind and rain of blood. Cataclysmic Blast The psyker overloads and emits a powerful lightning bolt of warp energy. Anyone within its range (including the psyker) takes energy damage and all the psyker's clothes and equipment are destroyed, leaving him lying naked on the ground smoking. Mass Possession The demon ravages the minds of all creatures within a certain range for a certain period of time. Everyone within the attack range must spend time mentally fighting against the influence of the demon. Those who fail in the struggle will receive certain corruption points. The Surly Bonds of Earth The gravity within a certain range flips for a certain time, and all living things and unconstrained objects leave the ground at a certain speed. At the end of the duration, reality corrects itself and everything smashes to the ground, potentially causing damage to everyone affected. Demon Host (Daemonhost) Psychics must pass a difficult willpower test. If they fail, they will be possessed by demons and become demon hosts. This backlash immediately creates an unbridled demonic host that is ready to attack. Only the destruction of the demonic host can free the psyker (although he may die if his body is destroyed in the process). If the psyker somehow manages to survive this outcome, he automatically gains a number of corruption points. Warp Feast A rift was torn open in reality, and psykers were sucked into the warp, accompanied by a slight hiccup. He disappeared.
To be honest, beating the Trisolarans in a can is a bit emmmm. This is giving gene seeds to people. Not counting the golden age heritage drops, the Empire, Titans, battleships, and Imperial Guards are all rubbish. Moreover, this is only the first generation of Trisolarans. The Trisolarans have developed pocket universe technology in a time scale of less than a thousand years. The Titanium King has half the development speed of the Trisolarans. The entire empire must now convert to the Greater Good.
The Assignment Many races in the galaxy have individuals who use psychic powers, or psykers. This title includes human psykers, Space Marine Librarians, all Eldar, green-skinned psy-boys, and Chaos Sorcerers, while creatures such as Warp Daemons are composed of pure psychic power. Some races lack psykers or psychic talents, such as the Tau, and there are even beings called anti-psykers. The human untouchables, the Necron Pariah, the Qulithas assassins, etc. Are all living examples. In order to help various departments more easily identify psyker threats, the Empire adopted a rating system called "grading" to detect and record individuals' psionic activities and power levels, dividing psionic talents into 24 positive and negative levels. Levels of positive psykers Ρ/Π, these two levels are ordinary people without any psyker performance Ο/Ξ/Ν/Μ/Λ/Κ, people in these six levels have only unconscious or slight psychic activities, the level is so low that it can only manifest in high-pressure environments, and they cannot control it. Usually this phenomenon is explained as "good luck" or "lucky" Ι/Θ/Η, these three levels are medium psychic talents. Individuals can realize the existence of psychic powers. Since psychic powers can be controlled through personal efforts, people above the level Ι (Iota) are regarded as true psychics and are subject to the supervision of the Inquisition and the Astral Tribunal. Jurisdiction Ζ/Ε, possessing high psionic talents. People above these two levels will show their psionic talents very early, which has already constituted a security threat and requires immediate attention from imperial agencies Δ/Γ. Only one psyker of these two levels will be born per billion people, and they will show extreme Unless they are quickly discovered by the Empire, their untrained brains are left to handle such levels of psychic energy. Death and possession are common occurrences. Talent, so the vast majority of human psykers with this level of talent are in a mentally unstable state when they are discovered Α+. In extremely rare cases, there will be existences that cannot even be accurately described by the twenty-four point method. Just looking at the psychic power is already in an explosive state. The empire collectively calls them Α+ (Alpha plus) psykers. If left unchecked, such psykers pose a direct and catastrophic threat to the Imperium. In theory, a trained Alpha+ psyker can do almost anything, from tearing a Titan in half to raising an army of great demons. Unless capture is absolutely certain, the Inquisition usually executes Α+ psykers on the spot Β+/Γ+. For any psionic level higher than Α+, the order of naming will be reversed. The Β+ (Beta plus) level is considered to be the limit of the human brain's ability to withstand psychic energy, and sanity will gradually disappear. However, according to the registration data so far, the highest psychic energy registration level is Γ+ (Gamma+) Δ+/Ζ+/Ε+. These three classifications only exist in theory, and their levels are comparable to positive levels. Compared with Ω+ (Omega plus) and Ζ+ (Zeta plus) in negative psionic energy, they are regarded as the limit of psionic power that a living body can carry. Higher psionic power levels require the user to rely on non-living body structures to survive Negative psionic power level Among the 24 levels, negative psionic levels will extend below the Ρ (soft) level. They will not bring serious consequences due to being uncontrolled like psykers, but some rare individuals also show stable warp or other negative effects. Σ/Τ, suppressing individuals with a high concentration of psychic talents, they will show the talent to ignore subspace fluctuations and psychic phenomena Υ/Φ/Χ/Ψ, people at this level will show different levels of psychic powers Degree of immunity Ω, the true untouchables, they are inert in the subspace and will cause negative psychological effects on others. The main manifestation is that there is a "blank" area around the individual, and psychic or subspace creatures cannot penetrate this space. People with Omega (Omega) level negative psychic powers are easy to distinguish. Scientific detection by the Empire has shown that the dead zone around the subject will interfere with the operation of natural "psychic currents", causing normal people to have irrational fear and disgust towards them. For psykers, people close to the Omega level will feel more physical and mental pain. Bitter Ω-, this level is a level specially set for Qulisas assassins, and is strictly restricted to the Assassin Court. These people with negative psionic talents are specially genetically modified and equipped with special equipment to maximize the effectiveness of their negative psionic abilities.
Psyker Psykers are people who can use psychic powers. Many races have psykers, but some are naturally immune to psychic powers, such as the Catan gods and the Necron, who despise psykers and actively seek out and then destroy them. Other races, like the Eldar, are born with psychic powers. Psionics usually come from the Warp, but Greenskins can draw from their Waaagh. Psychic powers come in many forms, from predicting enemy movements to projecting destructive psychic energy. Some can even help armies cause devastating attacks. A psyker recognized by the Empire Psionic Factions and Skills While psionics come in many varieties, they usually belong to one of several factions. The five most common ones are: 1. Biomancy: Manipulating biological energy and physiological processes Biomancy Psionics Biomancy is a faction of psionic energy that is specifically used to manipulate biological energy and physiological processes. Through this psychic ability, psykers can change or affect the physical form of themselves and their enemies. Abilities Dark Heresy Version 1 1. Bio-lightning - Attack the enemy at lightning speed 2. Blood Boil - Increase the enemy's heart rate and blood pressure, causing fatigue, then loss of consciousness, and finally death 3. Cellular Control Control) - Gain one of the following buffs: immunity to poison, immunity to extreme temperatures, +10 to any skill except weapon skills and ballistic skills, immunity to fatigue, or immunity to vacuum environments 4. Constriction - suffocate an enemy 5. Enhanced perception (Enhanced Senses) - pass a Wisdom test to get a 30 bonus 6. Hammerhand (Hammerhand) - quadruple the strength and the fist becomes a deadly weapon 7. Regenerate - heal wounds over time and regrow missing body parts 8. Seal Wounds - heal the damage suffered by a target 9. Shape Flesh) - Transform to gain special abilities or disguise yourself 10. Toxic Siphon - Remove the target's toxins Dark Heresy 2 Edition 1. Invigourate - Eliminate fatigue 2. Smite - Project lightning to the enemy 3. Enfeeble - Temporarily weaken the target 4. Shape Flesh) - Change the target's body 5. Endurance - Heal the wounds of multiple targets 6. Iron Arm - Turn skin into steel 7. Life Leech - Lose the target's life 8. Warp Speed) - moving at unnatural speed 9. Haemorrhage - causing damage to targets within the range 2. Divination: predicting the future Prophecy Psionics Divination Psionics is a psionic faction, and prophecy psykers are called diviners or fortune tellers. Diviners try to gain insight into the hidden past of the galaxy and know the course of the future. These abilities allow diviners to investigate the twisting clues of the Warp to find the answers they seek, which can sometimes influence the future. Abilities 1. Foreboding - the psyker allows himself and his allies to predict that the enemy is about to charge, even before the enemy does so 2. Forewarning - the psyker's foreknowledge The ability allows them to predict the exact trajectory of bullets to avoid bullets and pass through enemy fire 3. Misfortune - Psykers twist fate and allow allies' attacks to penetrate the weakest part of the enemy's armor 4. Perfect timing Timing) - Once the diviner's consciousness penetrates the veil of the warp, a torrent of images will flood into his mind, predicting the enemy's actions to nanoseconds 5. Precognition (Precognition) - Diviners have witnessed a path to victory, and they use these prophecies to win on the battlefield 6. Prescience (Prescience) - Psykers can predict the trajectories of bullets and swords. Through his perception of the subspace, he can guide his allies so that they can attack their enemies more accurately 7. Scrier's Gaze Gaze) - Diviners can see the battlefield more clearly in their minds, allowing allies' troops to deploy accurately to better achieve victory 3. Pyromancy: Manipulate flames Pyromancy Pyromancy is a psionic faction that allows psykers to create and manipulate fire. Psykers who use this psionic power are called Pyromancers Abilities 1. Fiery Form - Firebenders transform themselves into pure fire, attack enemies, and ignite their souls 2. Fire Shield - Firebenders erect a towering wall of fire to protect themselves and their allies 3. Flame Breath - psionic flames spurt out from the firebender's eyes and mouth 4. Inferno - the firebender ignites the air, creating a rotating pillar of fire that sweeps across the enemy 5. Molten Beam - the firebender shoots a beam of fiery energy from his palms 6. Sunburst - the psyker chants wild ancient songs from the warp. When he does this, an aura surrounds him. When the chant ends, the aura will explode, creating a dazzling flash of light 7. Spontaneous Combustion - The firebender gathers his rage to melt and incinerate his enemies. When his rage dissipates, the victim explodes 4. Telekinesis: Converting mental energy into physical power Telekinesis Telekinesis is a faction of psionic energy. Psykers who use telekinesis are called telepaths. They can use mental power to manipulate the material world and convert mental energy into physical power. These psykers can lash their enemies with psychic energy, create invisible positions, and tear apart reality. Abilities 1. Assail - the psyker lifts a boulder or heavy object from the ground and throws it at the enemy 2. Crush - the psyker plunges the enemy into suffocating and crushing force, crushing the enemy into powder 3. Gate of Infinity (Gate of Infinity) - the psyker enters the subspace, allowing him to travel far away in the blink of an eye in the material universe 4. Objuration Mechanicum - the psyker interferes with enemy weapons and vehicles 5. Shockwave - the psyker claps his palms, and the sound is amplified a hundred times, causing a devastating impact 6. Telekine Dome) - Psykers erect a shimmering barrier of mental abilities around themselves, which can deflect bullets and blows 7. Vortex of Destruction (Vortex of Doom) - Telepathy tears a rift between the material universe and the subspace, releasing energy enough to destroy any nearby enemies 5. Telepathy - contact and control the minds of others Psychic power Telepathy is a psionic faction. Psykers who use psychic powers are called Telepaths. A telepath's expertise lies in contacting and controlling the minds of others. With just a thought, a telepath can obliterate an enemy's sanity, induce fear, or possess their victim's body. Abilities 1. Dominate--the psyker enters the enemy's mind and destroys their will to resist 2. Hallucination--the psyker causes paranoia, confusion, and panic in the enemy's mind 3. Invisibility--the psyker penetrates deep into the enemy's mind and blurs the image of himself and his allies in the enemy's eyes 4. Mental Fortitude) - The psyker turns the despair of allies into hope, boosting their morale 5. Psychic Shriek - The psyker takes a deep breath, gathers the power of the warp, and lets out a psychic howl, crushing the enemy's spirit 6. Puppet Master) - the telepath takes over the mind of the victim, controls their actions and redirects fire 7. Terriify - the telepath uses the enemy's darkest and most terrifying nightmare to defeat them Other spirits The Daemonology faction includes Daemonology and Theosophamy Daemonology Psionics The Daemonology is a research and psionic faction that is specially used to deal with the destruction of subspace and chaos. Users of this ability are masters of manipulating the interaction between the Warp and the physical universe. This ability allows the user to perform amazing actions such as teleportation, but it is also the most difficult psychic power to master, and many users either die or fall into madness. Abilities 1. Banishment - This ability allows psykers to create a temporary warp portal, which can strip the psyker of his powers and banish daemons to the warp 2. Instability - Through this ability, psykers can phase shift their body molecules, allowing them to enter the warp slightly, thus Allows the psyker to pass through solid matter 3. Sanctuary - Create an energy stand around the psyker, repelling any approaching demons 4. Teleportation - The psyker can use this energy to send himself and other people/objects into the warp, and then appear elsewhere on the battlefield 5. Vortex of Chaos) - This is a powerful ability. The psyker uses demonic spiritual energy to open a door between the material universe and the subspace, thereby forming a vortex, sucking everything around into the space cracks 6. Summon Warp Power - By absorbing the energy of the subspace, the psyker can have powerful strength and agility in a short period of time 7. Summon the Void (Summon) Void) - This ability allows the psyker to open a small breach in the Warp, tearing a small slice of reality apart and dragging it into the Warp Word Psionics Word Psionics are a psionic faction dedicated to manipulating the Warp within the physical universe. Unlike the Daemonium, it is based on the control and use of rituals rather than unleashing the full raw power of the Warp. Abilities 1. Confound Daemon - By interrupting the flow of energy from the warp to the material universe, a psyker can temporarily confuse a daemon 2. Seal Warp Breach - Daemons draw power from rifts in the Warp, and this energy can sever the connection between the material universe and the Warp, thereby weakening and banishing Daemons 3. Stigmatise - an ability that can cause confusion between mortals and souls, not only unsettling the target, but also creating subconscious suspicion among their companions 4. Strike Daemon) - Psykers can project a powerful arrow of faith to fight demons through psychic power Psychic-Foci (Psychic-Foci) Psychic-foci are techniques or devices used by psykers to help focus their attention and power. They may be sacred bones, carved wytch staffs, consecrated icons, crystals, elaborate devices crafted or simply crafted by the Adeptus Mechanicus. The most famous tool used by Imperial psykers is undoubtedly the Emperor's Tarot, which is a powerful divination tool in the hands of a well-trained psyker. The Unsane The Unsane are weak and downtrodden - their bodies may prevent them from participating in the war, but their spirits are so strong that they bind their broken bodies until death. The warp whispered to them. The denizens of the Warp were tearing at their sanity as they existed outside the Emperor's grace. Looking into the eyes of this being is tantamount to surrendering one's reason to a greater madness, from which death is only a temporary reprieve.
This book is a serious slippery slope.
The first 100 chapters are pretty good. Then the author began to write about women. Every time a woman appears, she must be white, round, and plump. Then it turned into a love story between a domineering president and an Eldar lady. First of all, forget it, it's embarrassing, oily and disgusting. Secondly, you are writing about Warhammer World! Do you know why everyone watches Warhammer? Because lust is the enemy in the Warhammer world. If you dare to write about sperm in this world, it will be a devastating blow to both the setting and the audience. Off the street.
Damn it, something went wrong as soon as it was put on the shelves. A broken hive city, traveled through four or five worlds and still wandered around in the hive, and then was forced to be recruited as a filler baby. He also moved himself to be a dutiful son of the empire. He was bombarded by a swarm of heavy artillery by his own people and traveled across the country to avoid damage. When he came back, he immediately became a licking dog and started licking again. It would be fine if you wrote a Warhammer native, but making a time traveler is not pure NT.
Many people think that Three-Body Problem is stronger than Warhammer. This is not without reason, because Warhammer's performance capabilities and some settings are problematic. Three-Body Problem is purely a science fiction novel, while Warhammer is covered in a bit of science fiction. The main reason is that Warhammer's work relies on this to make money. In order to continue the story, he cannot It allows the human empire to have too much expressive power, which leads to the feeling of being awesome. In the end, it only has so little strength, which is not as good as the three-body performance. Teacher Liu is purely writing science fiction. The logic needs to be very rigorous. The combat power should be what it is, and it will not be high or low. Basically, these are the reasons.
The biggest problem with this book is that the author wants to rely on the aliens created by Black Water to become powerful, and he boasts about aliens, and creates humanoid alien offspring with alien children. This kind of behavior in Warhammer World is no longer an ordinary heresy, it is done by the whole family.
😅
With this introduction, you can be considered a prodigy even if you use a chain saw to cut water droplets.
I saw Chapter 129 and I can't stand it anymore.
I have never played Warhammer and I don't know the story, but I can barely read it with some introductions. However, you can still watch it when traveling to other worlds, but the main world is really written in rubbish and makes people despair. Everyone around the protagonist dies one by one, and the protagonist is helpless. Of course, the author writes it according to the desperate world view of Warhammer, but isn't the fan just writing it to change something? Then the protagonist has no goals and never takes the initiative to explore something. He is forced to do so. He has suffered many life-and-death crises so far, relying solely on the sacrifice of his teammates and the aura of the protagonist to defeat the enemy. I can't see that he has any preparations or plans to prevent the enemy. Although he clearly has the ability to travel across the world at any time, he was almost killed by enemies many times. He hesitated to use his ability and waited for the people around him to save him with their lives. I saw Chapter 129. The protagonist is infected by Khorne, and his cheap father is coming to save him. Blood theory? Summary, the article is enjoyable in all worlds, and the main article is sad in the main world.
Huh? Drops of water? Jump in? Kill everyone you see? I don't understand. Can these words be combined together?
It looked okay at the beginning, but the more I watched it, the more annoying and artificial it became.
Not what I said. Isn't the main character pretty good in the beginning? Why is it that the protagonist of the interruption seems to be a different person, a complete idiot, and he is inexplicably drifting away. Highlight the stereotype of the nouveau riche. It looks stupid. Can the author calm down and polish it well? Don't suddenly drift inexplicably. Go back and take a look at the protagonists from the early stage. That one is really good.
If the main character is going to be a loser like this all the time, you might as well end it like this. In a world where great power belongs to oneself, what are you doing with more than 100 chapters?
I don't understand the reason for writing Wandering and Three-Body Problems. It's thankless and I don't even talk about the issue of combat power. I can't understand the issue of bare butt. Is the protagonist Alvin or a Blue Star time traveler? What is the weight of these two identities? 😥
It was ok and creative at first, but then the author failed to imitate the Japanese comic style. In the end, it was inconsistent with the Warhammer style and was seriously separated, so he quit.
Is there something wrong with the jump gang in the introduction? Why did he jump into the water droplet? Going to deliver it?
It's too boring. Your main world is Warhammer. At other times, you can just have three or five to reap the benefits. Look at how many chapters of a source of fire are grinding. You want to see the protagonist killing all the people in Warhammer or even establishing an independent country, instead of frying fish in the pond.
It is not recommended to watch the follow-up
I was so disgusted by the storyline of Transformers that I tried to play with fate in order to suppress the protagonist's fighting power. However, Marvel didn't change fate and then provoked Ancient One to slap the protagonist. You Transformers are playing with fate. It's really funny.
There is something wrong with the plot. A waiter is given three gold coins when he asks for a meal. What are you trying to express? Why don't you give him your legion? This is not tipping, this is taking advantage of yourself. Can you be more restrained?
The author's description of the four subspace vendors' abilities is so outrageous that every time the protagonist goes to a new world, the four vendors can extend their tentacles. If the Four Vendors were so capable, they would have united the Warhammer universe long ago, and they wouldn't just be wandering around the galaxy. The ability of the Four Hawkers is deeply bound to the subspace. Without the blessing of the subspace, the Four Hawkers are nothing.
Hello everyone, my name is Robert Guilliman.
My ship has lost its direction in the subspace. Now give me a monthly pass. When I come out, I will make you the war commander!
I'm really disappointed. The protagonist's setting is too failed, and the logical interactions between people are even more depressing. In Alien Origins, the engineer is forced to do things for him without any means of restraint, but the engineer behaves like a child of several years old with no pride. The most vicious thing is that the protagonist has traveled through so many worlds but does not replenish a large amount of energy, but just uses it up every time. The last thing that made me leave was that the protagonist traveled through multiple worlds and never learned even a little bit of knowledge by himself. Apart from letting others make product tools for use, he would not recharge his brain by himself. This kind of logic is really the origin of the author. It is too intellectual and I can't stand it.
Forget it if the protagonist votes for Khorne
The author shouldn't write about rogue traders. It's really not about the domination style and construction. After reading a hundred or two hundred chapters, I couldn't stand it at all when it came to biochemistry. After traveling through three or four worlds, the protagonist is really just like the system profession. He just picks up garbage in the dungeon world. He doesn't understand anything and can't do anything. He has no motivation at all and won't take the initiative to learn. According to the author's writing, the protagonist should directly surrender to Khorne when he leaves the nest, completely abandon the brain that he does not have and directly use killing to prove his will, and spread the will of Khorne to various worlds.
Since your time travel will take you to the subspace, then you are not harming the world. Is the meaning of your time traveling to bring subspace into other worlds and turn all worlds into cesspools? I would like to call you the shit stirrer of all heavens and worlds
I think reading fan fiction is about looking at the advantages of foresight. As a result, the protagonist is not always suppressed Or the protagonist is powerful enough to crush everything, but the protagonist is not useful for the new world, so the protagonist is always suppressed. What's the point of reading fan fiction?
I think it's okay. Why don't you follow me? You have to say something even if you are a eunuch.
Rogue Trader Imperial territory is vast and spread out almost everywhere in the galaxy, in stark contrast to the densely populated alien territories. The Imperium controls as many as a million inhabited worlds, possibly more. However, these worlds are a drop in the bucket compared to the entire galaxy. There are also many edge zones and halo star clusters in the Milky Way. It is a remote area that cannot be reached by the Star Torch, and the humans living there are either rebels or pioneers whose bloodlines have been forgotten thousands of years ago. Most of the galaxy remains unexplored, unknown, and extremely dangerous. New worlds, alien civilizations, and unimaginably huge resources. In order to exploit these potential opportunities, the Empire needs a group of agents who can act independently, and these agents are called "Rogue Traders." The Terran government empowered Rogue Traders, and often provided them with equipment, allowing them to freely explore remote areas of the galaxy, reaching areas beyond the reach of the Astronomical Torch and areas within the Astronomical Torch's range that had not yet been explored. The Rogue Traders even tried to travel through the void between the stars, but because the journey was too far, not even the Astropath's communication capabilities could work. As to the results of such expeditions, no one knows. The Rogue Traders must decide how to deal with alien civilizations, new discoveries, and new threats without being subject to the central authority of the Empire. If a Rogue Trader considers a race to be potentially dangerous, they may attempt to exterminate that race, or gather as much intelligence about the race as possible so that others can eradicate them. If they think a certain race might be useful to humans, they may make contact with it and establish a relationship with it. And if they find that a certain planet is simply rich in technology or minerals, they may plunder that planet and return to Terra with artifacts from alien civilizations, rare treasures, precious minerals, and technology that no one has ever imagined. Needless to say, the Rogue Traders require quite a few ships, troops, and other related personnel to complete their mission. In total, they may need dozens of ships, usually large, unwieldy cargo ships, carrying small armies, teams of technicians, and volunteers willing to travel to new systems to colonize new worlds. However, the most important thing is the combatants, because only they can deal with various potential threats. Rogue traders are regarded as deviants, and many people who believe in the state religion believe that it is best to avoid conflict with these people. The Rogue Traders operate outside the control of the Empire, and their code of conduct is their own law. Some are devout and dedicated to carrying the Emperor's glory beyond His realm, while the rest are little more than pirates or scoundrels flying beautiful flags. Many Rogue Traders exude an aura of confidence. They are very charismatic, often elegant, skilled, and unscrupulous diplomats (some would say smooth-talking liars). And when the situation changes, they will also transform into battle-hardened killers. Rogue Traders usually have many companions and followers around them, which may include alien warriors, mutants, and other undesirables. Many in the Inquisition view the Rogue Traders as heretics. Many Rogue Traders have quite unstable personalities. Some will destroy other worlds on a whim, while others will experiment on alien species driven by cruel curiosity. Generally speaking, Rogue Traders would return to the territory of the empire every few decades, unload goods from alien planets, replenish supplies, recruit members, recuperate, and then step into the dark world again. During this time, they may come into conflict with the Terran government or members of the Ordo Hereticus. With their unparalleled power, it is easy for the Rogue Traders to forget that they cannot act as they please within the confines of the Empire. This do-it-yourself attitude is bound to attract the attention of the authorities. Many Rogue Traders will question whether the Empire really has the right to dictate to them. Because the Rogue Traders have been wandering in the outer star realm for many years and communicating with various civilizations, people would think that the Rogue Traders are easily influenced by various heresies, including backward philosophical concepts, infection by alien creatures, or being soul-searched by subspace creatures lurking in the darkness of the stars. All of the above factors can lead to violent conflict, especially when the Rogue Trader possesses coveted knowledge or artifacts. Trade License The empire's territory is distributed over a vast territory in the galaxy. The empire's territory does not have independent boundaries, but is determined by the subspace paths that connect various regions. At the edge of the galaxy, in those isolated or neglected worlds, local residents do indeed exchange supplies with alien civilizations, conduct trade, or deal with common enemies. However, in most worlds, humans are full of fear and suspicion of alien inhabitants or non-Imperial civilizations. These people were taught from birth that humans were born to be rulers of the universe. They believe that contact with aliens will bring moral stains and even destroy the world. Therefore, according to ancient decrees, contact with forbidden civilizations is strictly prohibited and can only be carried out with the highest level authorization from the High Lords of Terra and their duly appointed servants. Although trade with powers outside the Empire is prohibited in most cases, the High Lords of Terra have long recognized the importance of expanding the borders of the Imperium of Man. They issued trade licenses to Rogue Traders, which not only allowed them to travel to systems beyond the borders of the Empire, but also allowed them to deal with local residents under the full authority of the Imperial Senate. Furthermore, for servants of the Empire, a trade license meant the highest position they could achieve. A Rogue Trader with a trading license has the same status as Imperial Commanders, Inquisitors, and Space Marine Chapter Masters. Recipients can stand as equals with their Imperial colleagues and can negotiate for aid. A Rogue Trader with a trade license has great privileges, but the privileges brought by the license are only truly apparent when the Rogue Trader is outside the territory of the Empire. Within the territory of the empire, the Rogue Trader can only operate within the established power structure of the empire, but outside the empire, all power structures are decided by the Rogue Trader alone. This is also true. It is often said that the Rogue Trader's authority in the Fringe Sector is no different than that of the Emperor himself. Not only that, the trade license will also grant the grantee unimaginable rights, allowing the Rogue Traders to freely conquer other worlds and seize various privileges, no matter what means are used to achieve them. With the authorization of the license, many Rogue Traders will conquer or colonize newly discovered planets, thereby assuming the role of Imperial commanders and expanding the Empire's territory. Other Rogue Traders will use licenses to obtain exclusive trade rights with new civilizations, thereby grabbing unimaginable wealth. In addition to tangible financial benefits, many Rogue Traders also seek the fame and glory that success brings. In this 41st millennium, few people have the opportunity to become famous, to be famous in the world where they were born, and to be famous throughout their lifetime. For many people, the most precious reward is the opportunity to start from scratch, create their own noble family, and make their bloodline last for thousands of years and last for a long time.