WarhammerTotalConversion/Races

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Total Conversion Start[edit]

Here are the faction overviews for all in game races as well as there background in the 40k universe

Humans[edit]

Overview[edit]

In this version it Is a lore accurate representation of the imperium. You have control of 626 planets, Many armies and Battle fleets. You will be under threat from every single other faction in the game. Your military will be overstretched dealing with Orks, Chaos, Necrons, Eldar, Dark Eldar, Tau and many others. You will also be subject to many events. You will also have to endure the Age of Apostasy which you begin in. One advantage is you have a infinite amount of resources and planets at your disposal. At the beginning you get over 5k of minerals. Can you bring the galaxy to imperial rule? Each 1000 years in the 40k universe is 20 years in game.

Lore[edit]

The Imperium of man spans for the entire galaxy covering millions of worlds. The Emperor is the leader of mankind and through his great crusade he united the galaxy under his rule. However humanity is constantly beset by war and death. Humanity have too many enemies and worlds to take care of resulting in an inefficient bureaucracy. Although humanity still survives through the spilling of millions of its soldiers blood everyday.

General[edit]

Imperium have a theocratic monarchy with imperial rule. Your starting traits favour mining and having a large amount of leaders. You are xenophobic, spiritualist and militarists so having good relations with others will be difficult. You also breed rapidly, have long living leaders due to mechanical implants and are very industrious further adding to the amount of minerals you collect.

Necron[edit]

  • Oruscar Dynasty
  • Sautekh Dynasty
  • Novokh Dynasty
  • Maynarkh Dynasty
  • Bone Kingdom
  • Kardenath Dynasty

Overview[edit]

Lore[edit]

The Necrons are a mysterious race of robotic skeletal warriors that have lain dormant in their stasis-tombs for more than 60 million Terran years and who are the soulless creations and former servants of the ancient C'tan, the terrible Star Gods of Eldar myth. The Necrons are ancient beyond reckoning, predating even the birth of the Eldar. At long last, however, they are beginning to awaken from their Tomb Worlds, for the galaxy is ripe for conquest and the restoration of the Necron Empire since the disappearance of the Old Ones more than 60 million standard years ago. The Necrons are a completely robotic humanoid species whose technological prowess is probably unmatched by any of the other intelligent species of the galaxy. Yet out of a desire for vengeance against the more fortunate long-lived ancient xenos race called the Old Ones, and the trickery of the godlike intelligences known as the C'tan, the Necrons shed their original organic forms and lost all forms of compassion and empathy, becoming ruthless, undying killing machines who are determined to exert their mastery over the galaxy once more.

General[edit]

Eldar[edit]

Start with one "planet": Craftworld class.

  • Craftworld Ulthwe
  • Craftworld Yme-Loc
  • Craftworld Biel-Tane
  • Craftworld Alaitoc
  • Craftworld Iyanden

Overview[edit]

Lore[edit]

The Eldar are an ancient humanoid alien race whose vast empire once extended the width and breadth of the known galaxy. Their empire was without equal, and they counted themselves masters of the stars. But millennia ago, their overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos God Slaanesh. Despite their boundless power, the heart of their civilisation was torn out by this catastrophe of their own making, forcing the surviving Eldar to flee upon gigantic, continent-size starships called Craftworlds. Now they cling to survival by a thread, fighting the horrors of the galaxy with ritualised discipline and consummate skill.

General[edit]

Chaos[edit]

  • Black Legion - Eye of Terror
  • Astral Claws - Maelstrom
  • Blood Pact - Sabbat Worlds
  • Calixis Cheresy - Calixis Sector
  • Chaos Deamons - South of Segmentum Tempestus
  • Chaos Rebels - North to Maelstrom
  • Chaos Heresy - West of Segmentum Tempestus

Overview[edit]

Lore[edit]

Chaos is the universal and usually malign spiritual force embodied by the malevolent intelligent entities comprised of psychic energy that live in the Warp. Chaos is also itself the turbulent psychic energy that comprises the Immaterium and gives shape to the nightmare domains of the individual Chaos Gods that are collectively called the Realm of Chaos by savants of the Inquisition. The most powerful entities of Chaos are the four great Chaos Gods Tzeentch, Nurgle, Khorne and Slaanesh, also known as the Ruinous Powers, who each embody one aspect of the greater force of Chaos and can be worshipped individually or as an entire pantheon.

General[edit]

Tau[edit]

  • Tau -
  • Farsight Enclaves - (still thinking if should be added)

Overview[edit]

Lore[edit]

The Tau are a young, humanoid and technologically-advanced intelligent race native to the Eastern Fringes of the Milky Way Galaxy who are fighting to expand their interstellar empire and extend a philosophical concept they call the Greater Good to all the intelligent species of the galaxy. The Tau claim to be a peaceful race when possible, asking if others will join their cause voluntarily instead of fighting against them. However, if their peaceful overtures are refused, the Tau may well decide to conquer a planet and add it to their growing interstellar empire for the Greater Good, searing the flesh from the bones of anyone who stands against their benign intentions. Tau society is divided into a number of castes, each responsible for managing a specific aspect of their society. The Tau's central motivating ideal is that everyone in their empire regardless of their species will work for the collective betterment of everyone else, an almost mystical philosophy they call the Greater Good.

General[edit]

Ork[edit]

Start with one arid planet

  • Waaagh! Ghazgkull
  • Waaagh! Dregruk
  • Waaagh! Arch-Killa
  • Waaagh! Gorbad
  • Waaagh! Charadon
  • Red Sun Systems Orks - to make tau life harder :P
  • Waaagh! Jagga
  • Waaagh! Gathrog

Overview[edit]

Lore[edit]

The Orks, also called Greenskins, are a savage, warlike, green-skinned race of humanoids who are spread all across the Milky Way Galaxy. Greenskins are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the galaxy. The Orks are a biologically-engineered species, created more than 60 million Terran years ago as a warrior race originally called the Krork by the long-vanished reptilian alien species known as the Old Ones.

General[edit]

Dark Eldar[edit]

  • Commoragh - Between segmentum obscurus and ultima (north of the map)

Overview[edit]

When playing as the Dark Eldar you start at the northern fringe of the galaxy near the Calixis Sector You begin with one Planet Commorragh with your nation being called the Kabel of the Onyx Scar. Your capital world gives several bonuses which will aid you in your campaign. The Dark Eldar don't have very strong ground forces so you will have to maintain a very strong navy to counter this. Your rivals will be the Yme loc Craftworld and the Calixis sector. however after this your possibilities are endless.

Lore[edit]

The Dark Eldar are the forsaken and corrupt kindred of the Eldar, an ancient and highly advanced alien race of fey humanoids. Their armies, like their Eldar counterparts, usually have the advantages of mobility and advanced technology, though they are often lacking in resilience and numbers. The Dark Eldar revel in piracy, enslavement and torture, and are sadistic in the extreme. They strike with little or no warning, using an interdimensional labyrinth known as the Webway to traverse the galaxy safely and far more quickly than most advanced races are able to with their Warp jumps. The Dark Eldar are unique amongst the intelligent races of the Milky Way Galaxy because they do not live on a settled world or worlds, but rather the bulk of their population is concentrated in one foul city-state the Dark City of Commorragh that lies within the Immaterium of the Eldar Webway.

General[edit]

Tarellians[edit]

  • Tarellians

Overview[edit]

Lore[edit]

Tarellians, more commonly known in the Imperium of Man as Tarellian Dog-Soldiers because of their snouts and their preference for working as mercenaries for other alien races, are a minor reptilian species of xenos found throughout the galaxy, but are of little consequence to its affairs. The Tarellians possess a zealous hatred for Mankind above all other peoples in the galaxy because of the Imperium's decision to launch Exterminatus attacks upon the Tarellian homeworlds during the Great Crusade in the late 30th Millennium, nearly wiping out their species in a horrific way through the use of Virus Bombs. Billions of their kind were slaughtered in the most horrific manner possible and the Tarellian species never fully recovered from this terrible xenocide. The Imperium's actions, which was a standard response to a meeting with another intelligent alien race during the Great Crusade, destroyed the Tarellian potential to grow into one of the dominant races of the galaxy and created their eternal grudge against all servants of the Emperor of Mankind.

General[edit]

Hellgrammite[edit]

  • Hellgrammite

Overview[edit]

Lore[edit]

The Hellgrammite are a mysterious and powerful xenos empire based out of the Laanath Rifts. Their true name is unknown and is only a title given by Imperial soldiers, for they showed no interest in communication with humans and were extremely hostile. Described as foul anthropoid creatures with decayed physical forms, they possessed sinister occult-infused weaponry and rode into battle on the backs of bio-mechanical monsters and abominations capable of ripping through heavy armor with ease.

General[edit]

Jorgall[edit]

  • Jorgall

Overview[edit]

Lore[edit]

The Jorgall are a race of aliens. They traveled between planets in enormous cylindrical spacecraft with chlorinated atmospheres. The Jorgall were radially symmetrical with three arms and legs, scaly and horned skin, and an egg-shaped head with fleshy notches for mouths and noses atop an extensible neck. The nervous system was centralized in the torso and their circulatory systems pumped foul-smelling crimson blood. A mature adult stood 4.5 metres tall. All Jorgalli encountered had extensive cybernetic augmentation including wheels for feet, claws for hands, teleoptic cameras in place of eyes, subdermal armour, or implanted needler weapons.

General[edit]

Rak’Gol[edit]

  • Rak’Gol

Overview[edit]

Lore[edit]

The Rak’Gol are a vicious xeno race of Marauder pirates found in the Koronus Expanse. The slightest mention of their name makes the denizens of the expanse highly superstitious as it is said to invite the brutal creatures to attack. Rak’Gol typically possess eight limbs, while not in pursuit a Rak’Gol will walk upright on four limbs using the other four for various functions. While chasing prey the Rak’Gol can easily alter its body position so that it can use all eight limbs for locomotion. A Rak’Gol’s upper four limbs are adaptable and can change their musculature to use as hands with opposable digits or as grasping feet. A Rak’Gol’s limbs are strong enough that an adult can climb and run upside down.

General[edit]

Slaugth[edit]

  • Slaugth

Overview[edit]

Lore[edit]

The Slaugth are a xenos race, vaguely humanoid in shape, covered in hundreds of half-melded maggot-like worms. Covered in viscous mucus, they are impervious to all but the most extreme injury. The Slaugth are believed to be impossibly ancient, likely native to the Calixis Sector long before the arrival of Mankind. Much of their known activity takes place around the region of the Hazeroth Abyss that consists of cursed space and dead stars. Their true homeworld is, however, unknown and may not be located within the Abyss.

General[edit]

Tyranids[edit]

  • only as events / plans to make them playable with unique playstyle / need to wait at least month since mod release

Light Total Conversion Start[edit]

Here are the faction overviews for all in game races as well as there background in the 40k universe

Humans[edit]

Overview[edit]

Humans are the most widespread pops in the galaxy. Human factions are everywhere from the borders of the Tau Empire to the northern edge of the galaxy. As a human faction you will have access to all imperial ground forces and models. Most imperial factions aren't very well liked by their neighbours so war is inevitable. Human factions have both a variety of troops and ships. If you start on the basic universe the imperium is divided into seven factions. Each have a unique starting world and units. Humanity are also subject to several events which are covered in the events section.

Lore[edit]

The Imperium of man spans for the entire galaxy covering millions of worlds. The Emperor is the leader of mankind and through his great crusade he united the galaxy under his rule. However humanity is constantly beset by war and death. Humanity have too many enemies and worlds to take care of resulting in an inefficient bureaucracy. Although humanity still survives through the spilling of millions of its soldiers blood everyday.

General[edit]

All 7 factions have a theocratic monarchy with imperial rule. Your starting traits favour mining and having a large amount of leaders. You are xenophobic, spiritualist militarists so having good relations with others will be difficult. You also breed rapidly, have long living leaders due to mechanical implants and are very industrious further adding to the amount of minerals you collect.

Basic Start universe[edit]

Humans are divided into seven factions each with there unique starting position

Cadia Sector[edit]

Located near the eye of terror you begin with the fortress world of Cadia. you are lead by Antonious Herzail. You are able to train armies quickly which is a major advantage. However you start next to a power chaos faction led by the despoiler and are also next to two Eldar factions. Your natural allies with be Terra and Armageddon.


Calxis Sector[edit]

You start in the northern section of the galaxy with your home world being scintilla. Your beginning leader is Theodora Ashair. You border the Rak Gol Yme-loc Craftworld and the Dark Eldar. You start with very little however you begin in a large cluster of stars allowing for quick expansion and resource collection.

Armageddon Sector[edit]

You start near the middle of the galaxy just above from Holy Terra on the hive world of Armageddon. You also boarder the Cadia Sector and the Ulthwe Craftworld. You are lead by Mina Heldane. You start next to some possible allies such as Terra and Cadia. However you biggest rival with be the Ghazgkull Waaaagh. They expand quickly and if you don't act quickly will cut you of from your potential allies. This orks faction home world starts very near yours war is inevitable.


Ultramar[edit]

You are located in the eastern fringe of the galaxy on the world of Macragge. You leader is Magnus Calgar Chapter Master of the Ultramarines. Of who you have access to without researching anything the only requirement is their fortress monastery. You are far away from any notable human ally and start next to the Tau Empire, Red run systems Oks, two Necron Dynasty's and a Eldar Craftworld oh and there are a couple more Ork nations right next to them. Good luck


Bakka Sector[edit]

Located on the western eastern fringe of the galaxy you are also alone like Ultramar. However you only really have one enemy a local Necron dynasty. The world of Bakka is basic and your faction is lead by Fabriros Khan a tech priest. You have a relatively easy start starting in a small cluster as after the Necrons the only nation around for light years are a chaos faction who are quite far away.


Gothic Sector[edit]

Beginning on the Mega Hive World of Port Maw the Gothic Sector is located in the north. You have a powerful starting location with a mega hive at your disposal. Early expansion is relatively easy as you start in a cluster however both to your south and the east lie two powerful Ork waaaaaaghs. As well as this to your north you have the mysterious Slaugth


Imperium of Man[edit]

Beginning in the centre of the galaxy with the hive world of terra and the forge world of Mars you have an easy start. You can expand quickly however eventually you will reach the Cadia and Armageddon sectors. Whether you want to help or conquer them is up to you. But eventually you will run into a hostile enemy. Your leader is the emperor of mankind.


United Universe[edit]

This where all the sectors above are merged to one single nation the imperium of man. All the enemies I mentioned above you will have to deal with. It can be challenging due to the fact you are so large so your military may be overstretched. Remember you may need to pick which planets you can afford to lose when the time comes. Try not to get into multiple wars or terra will surely fall.

When You play as Imperium of Man you start with Terra, Mars, Cadia, Armageddon, Macragge, Bakka, Port Maw and Scintilla.

For the Emperor!!!!

Imperium Version[edit]

In this version it Is a lore accurate representation of the imperium. You have control of over 600 planets, Many armies and Battle fleets. You will be under threat from every single other faction in the game. Your military will be overstretched dealing with Orks, Chaos, Necrons, Eldar, Dark Eldar, Tau and many others. You will also be subject to many events. You will also have to endure the Age of Apostasy which you begin in. One advantage is you have a infinite amount of resources and planets at your disposal. At the beginning you get over 5k of minerals. Can you bring the galaxy to imperial rule? Each 1000 years in the 40k universe is 50 years in game.

Necron[edit]

Start with one planet: tomb world class.

  • Oruscar Dynasty
  • Sautekh Dynasty
  • Novokh Dynasty
  • Maynarkh Dynasty

Unique army list:

Unique building list:

Eldar[edit]

Start with one "planet": Craftworld class.

  • Craftworld Ulthwe
  • Craftworld Yme-Loc
  • Craftworld Biel-Tane
  • Craftworld Alaitoc
  • Craftworld Iyanden

Unique army list:

Unique building list:

Chaos[edit]

Start with one planet: deamon world class.

  • Black Legion - Eye of Terror start
  • Astral Claws - Maelstrom start
  • Blood Pact - Sabbat Worlds start

Unique army list:

Unique building list:

Tau[edit]

  • Tau - Star with one arid planet.

Unique army list:

Unique building list:

Ork[edit]

Start with one arid planet

  • Waaagh! Ghazgkull
  • Waaagh! Dregruk
  • Waaagh! Arch-Killa
  • Waaagh! Gorbad
  • Waaagh! Charadon
  • Red Sun Systems Orks - to make tau life harder :P

Unique army list:

Unique building list:

Dark Eldar[edit]

Overview[edit]

When playing as the Dark Eldar you start at the northern fringe of the galaxy near the Calixis Sector You begin with one Planet Commorragh with your nation being called the Kabel of the Onyx Scar. Your capital world gives several bonuses which will aid you in your campaign. The Dark Eldar don't have very strong ground forces so you will have to maintain a very strong navy to counter this. Your rivals will be the Yme loc Craftworld and the Calixis sector. however after this your possibilities are endless.

Lore[edit]

After the Eldar Empire was destroyed by the formation of the eye of terror the Eldar were nearly extinct. Only the craftworlds and those in the web way at the time survived. The dark Eldar carried on the decadence and perversion that cause the fall of the empire basing themselves in the port of Commorragh in the web way. They lust for pleasure and so they constantly need slaves to fuel this. The Dark Eldar and raiders lighting quick in their attacks. Remember to not underestimate them.

Basic Start[edit]

Begin next to the Calixis Sector they should be your first target. Expansion should be relatively easy. However as always war will erupt quickly. Don't underestimate the Rak Gol or they will drown the Dark Eldar in their own guts.

United Imperium[edit]

Now it becomes a little harder with all imperial lands united you will find expansion more difficult. Fortunately Calxis is not on the emperors top priorities. However become too aggressive and the United Imperium will crush you like a bug.

Tyranids[edit]