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To my collection of 40K 'fan fiction' concepts. These ideas came about while chatting to other fans in the various 40K forums about the inner workings of Warhammer. I often put forward ideas to justify the image of how 40K (as an artist I adore the image!). No matter how crazy 40K may seem I endeavour to explain it away, and I hope to show that with a little imagination anything is possible. In the ensuing, and often lengthy, discussions my ideas were honed into the concepts that I present to you here. These concepts deal mainly with areas not traditionally covered in official 40K background material, such as science and the Dark Age of Technology.
Icon of the Imperium
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When designing these concepts, and while arguing their merit on the forums, I always bore in mind that I wanted them all to interlink and have great internal continuity. Each concept takes the official background (all editions), and each of my other concepts into account. This great web of interlinked concepts has been christened 'Philverse'; originally by Kage2020 on the Anargo forums, and it stuck.
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I do not see 'Philverse' as an alternative to 40K, aside from the more radical Eldar, Tau and Orc concepts (which can be ignored), I see it more as filling in the gaps in the background. The concepts drop into the background cracks, kinda like 'background polyfilla', and smooth it all over to present a united front. My aim was to introduce a reasoned, and where possible scientific, premise with these concepts to illustrate the structure of the universe. In doing so, I also hope to reinforce the image, and horror, of the setting by making it harder to dismiss. I wanted the extreme nature of 40K to seem 'reasonable', even possible or go so far as to engender the feeling it could be probable. More can be found in my old forum signature disclaimer.
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I do not see 40K (Philverse) as a traditional sci-fi/ sci-fantasy or fantasy setting, but instead it is a hybrid of sci-fi and fantasy. I may seem obvious that a hybrid of science and fantasy would be 'sci-fantasy', but the reason I do not think of Philverse 40K as 'sci-fantasy', is because the science and fantasy is not mixed together, it is not a blend, and each remains separate. It is more sci-fi/ fantasy.
To illustrate the point; the science in some of the explanations actually works (like the Ecopolis) with other areas being probable future science (fusion reactors to power the Ecopolis) which can be replaced with convention technologies like wind turbines to power the Ecopolis. These are all real, or soon to be, science or at least theoretically possible science. At the other end of the scale, areas like the warp drive designs and descriptions are complete fantasy and has no basis in science reality at all (more akin to Cthulhu arcane mysticism is a science wrapper). Although not science reality, if possible I push the fantasy into religious or spiritual grounds (as many believe), in order to muddy the waters of what 'reality' really is.
I do this because I really like science, and I hate the fact that science is often misrepresented or presented in such a way that it is rendered as fantasy all the while purporting to be possible science or worse: real science. I like keeping the fantasy and science separate, but I am quite happy to explain fantasy in a science sounding way. It's just that I make it clear that the fantasy elements really are 'fantasy'. The other reason is that a game such as 40K is all about imagination, so why not drop the 'fantasy' elements into a reality where science has no power - the realm of mysticism?
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This page and the links on it are, much as in the linux world, a current 'snap shot' of the concepts. The latest 'build'. None of this is set in stone, rather this is an ongoing WIP (work in progress) and I am open to persuasion. Over time I'll add in new concepts and continue to work up the ones here. Most of my concepts were inspired while browsing the forums (see home page for the forums I frequent), and I never know when inspiration will strike.
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One of the great things about 40K is chatting with other fans about 40K. If you wish to chat about the concepts on this page please post in the The Warseer forum thread, or if you wish to chip in something directly, you are welcome to post in my Guest Book. There is also an old archived thread on the old BL forum which can be found here, though the forums are locked, it has a lot of useful information.
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I would like to say a big thank you to all the fans who gave input over the years, both positive and negative, which helped shape these concepts. I can safely say that without other fans none of these concepts would be here in their current form, and probably still floating around in the back of my mind never to see the light of day, if at all. Thanks all!
This is all Unofficial 'fan fiction' (done for fun!)
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A time long before the Imperial records of history begin; a time of myth in the current 41st millennium. It is an important period as all technology and social concepts derive from the highly advanced society of this era. To understand were the Imperium comes from is to understand why it is the way it is, and perhaps gives an insight into the future. This is purely speculative, and is designed with a mind to reinforce the image of current 40K.
The 'Golden Age of Technology' is a time when the humans in league with their machine allies (descendants of human technology) conquered the stars. Machines had advanced to a sentient state, and worked in partnership with humans under the 'Mars Accord' treaty. Each side brought their own strengths to the table, to create a civilization far greater than the sum of it's parts. Yet this great and powerful civilization did not last. It fell in an apocalypse born of human evolution, heralding the Age of Strife and 5,000 years of barbarism. For ever more the Golden Age of Technology would be known as the Dark Age of Technology.
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There are over a million worlds under Imperial control. Worlds on the easiest to navigate warp routes were re-discovered first during the great crusade, but many more a brought into the fold every year due to the work of the Rogue Traders. However, the Adeptus Mechanicus estimated that around 70 million worlds are inhabited within the galaxy, many cut of from the Imperium due to treacherous warp routes and warp storms.
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During the Age of Strife the advanced human/ machine 'Golden Age' civilization suffered a catastrophe of biblical proportions; overrun by the rogue Psyker epidemic. Billions of worlds were lost during this time to daemonic attack, and the souls of the inhabitants sucked into the warp to feed the ever growing Chaos Ghods. Humanity never forgot the fall, the death of so many of their kin and the desertion of the machines. It is recorded in the oldest legends, and handed down through the generations in fairy tales for the young and parables for the old. The Imperium seeks to reclaim the worlds humanity lost. Most they rediscover are dead worlds devoid of life and unsuitable for re-colonisation. The Imperium is but a fraction of the worlds inhabited during the 'Golden Age'. At present the Imperium stands at a mere million worlds, maybe several, but over 15 billion; dead worlds have been catalogued.
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What we consider conventional socioeconomic models would fail to bring about the super massive populations found on the 'hive worlds' of 41st millennium (we are currently in the 3rd millennium). The reasons for the extreme populations has it roots in Earth's (Terra's) past. It is a natural progression of cause and effect, of humanity adapting to it's new surroundings brought about by it's short sighted mismanagement of resources, to great innovations that changed our civilization forever.
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As populations soared on ancient Terra, humanity struggled to cope with ever depleting resources. Many wars were fought to gain control, and many terrorist attacks endured by all populations, but in the end all resources used to power conventional technologies ran dry. During this time profound changes in the way society functioned and a person's image of their role in society came about. Born of this time is the foundations of a new way of life. The Ecopolis concept is an extrapolation of technologies being developed now, in the 21st century, coupled with the security features needed to resist humanity's greatest adversary: itself!
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The Imperial Guard is the backbone of the Imperium's might. An army raised of a million worlds, all pulling together and fighting to save humanity. Drafted in the trillions, as part of Hive World population control, ordinary men and women stand shoulder to shoulder on the front lines of the Imperium's war zones. Unwanted by their home world, and desperate to win a Veteran's Pension upon completion of their tour and to start a new life on a resettlement, they fight will zeal and determination.
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Nothing can prepare a citizen for the horror of 40K warfare, and the average life expectancy for a raw recruit is a mere 15 hours (of actual combat). Those fortunate enough to survive 'The Grinder' are then transferred into specialist units known as 'families', a close-knit specialist unit of comrades (brothers and sisters in arms). The most common is the sniper support family (SSF), usually a mixture of female snipers and male bodyguards, though this is not set in stone. The SSF provide cover for those in maelstrom of The Grinder, it is their lot to watch untold millions die before their eyes. Their only comfort is that as part of a family they may survive long enough finish a tour.
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Human populations exposed to environments other than Terra standard find certain suitable genes increase in frequency throughout the gene pool, and others decrease. This natural adoption process leads to humans with marked physical and MEME differences from the 'average' human template. The natural skewing of the gene pool to environmental conditions is tolerated by the Imperium. However, if these differences are the result of mutations in the genes affording additional advantageous adaptation, the Imperium classifies them as a new species. These 'non-humans' are marked 'xnos' and exterminated, yet many who seem to be on the fringe of the gene-pool are determined to be 100% human and welcomed into the Imperium. One of the most startling is the Ogryn, named after the first specimens found of the Death World: Colosseo I, the Ogrynn (empire).
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Ogryn are at the extreme Mesomorph/ Endomorph within the human cline that shows a pronounced influence of artificial genes introduced into the human genome during the Dark Age of Technology to improve physical robustness in new colonists. It is theorised that due to harsh living endured on Death Worlds that the population's gene ratios naturally skewed towards the toughening artificial genes, which start to dominate the gene pool. The Ogryn of Colosseo I have integrated back into the general population and spread to many worlds since the dawn of the Imperium. These Ogryn are also prone to thyroid hyperactivity, which gives them their distinctive and classic 'Ogryn' look.
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Technology in the Imperium is far in advance of anything we have today. Many technologies familiar to those in the 21st century such as internal combustion engines and electronics only exist on the most primitive fringe worlds. Devices such as computers are several generations ahead of what we have today, moving beyond Optoelectronic, and the organic. Familiar interfaces like keyboards, mice, HUD (heads up displays) and even future holo-interfaces are about as innovative as stone circles to the Imperium's technicians. In 40K interface technology is so advanced that is heard to tell where a human consciousness ends and a machine begins. In 40K technology interface is seamless and unseen. This can throw those looking at 40K technology with an archaic 21st century mind set, and many could easily assume that interface technology is basic or nonexistent.
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The Adeptus-Mechanicus is the official title of an organisation within the Cult Mechanicus that operates in conjunction with the Imperium. The Adeptus Mechanicus builds all of the Imperium's higher technology to be used by the various Imperial Organisations. It is a secretive society that jealousy guards it's 'intellectual property', and act a guardians of humanity's most powerful technologies. The Cult worships the Deus-Emperor as the personification of the Omnissiah (Machine Ghod). They revere the spirit of the machine, the system itself, and the 'great architect'.
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The Imperium is consists of a million worlds, all with their own interests and culture, vying for power. Keeping such a vast empire from fragmenting requires not only a firm hand, but a sharp mind. Effective intelligence gathering and prompt convert action has saved many a world. It is the holy Inquisition that is tasked with securing the Imperium from within. Seeking out the traitors and deviants that would divide the Imperium, bringing humanity to it's knees, in the face of untold alien threats and ancient supernatural powers.
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*Classified*
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With the Emperor deified as a god by the Ecclesiarchy, the Space Marines have been proclaimed as (accorded the rank of) Angels within the hierarchy of the Imperium's religion, who bring swift judgment to those who betray the Emperor's divine will. This has led to the Space Marines being referred to as the Angels of Death. Their primary operating environment is within STC structures whether subterranean hive, interstellar ship or the vast hulks that litter space. They are tasked with keeping such structures under Imperial control, reclaiming them from xnos and renegade alike (this role of taking STC structures is why the Adeptus Mechanicus supports the marines to such a high degree).
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The Space Marines are humanity's finest warriors, a perfect blending of wrought flesh and Dark Age technology. Each Marine is a awe inspiring sight to behold, standing near eight foot tall encased in Power Armour, they are living colossi. Their badge of office is their armour, a technological marvel formed from thick ceraform plates bonded to an tough exoskeleton, and motivated by strength augmenting artificial muscles. All orchestrated by an advanced artificial brain known as a machine spirit; the ghost of the machine, acting in unity with the marine's mind. A marine without armour is as strong as a bull through sheer body mass, and further enhanced by his armour he goes beyond superhuman and can lift a fully loaded cart over their head! (think off the classic Superman picture with the car.) A marine is strong enough to lift a modern day SUV and throw it aside!
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Marines are well trained in the . They utilise a wide variety off weaponry in their practice, from mono-molecular blades in knife wrestling to Plasma Cannon as anchor man in formation drills. Even the use of their bare armour as a weapon is incorporated into their Chapter's unarmed combat styles, relentlessly drilled and practiced in sparing. All Marines are experts in their weapons and the weapons of all Imperial forces. Out of all the weapons available to the most elite of the elite, the Marine almost exclusively used the Bolter. With good reason.
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These are the armaments of choice of the Adeptus Astartes. A versatile weapon system linked into the machine spirit of the Marine's Power Armour, a spirit that communes directly with their mind. Each Bolt responds to the Marine's intent and switches mode to match and fulfil a specific tactical role. This versatile smart weapon system is the foundation upon which tactical marine units are based, and its use and tactics are at the core of early marine combat doctrine. It is this versatility in the field that makes the marines so dangerous, as they can adapt their tactics to the situation at hand in an instant.
The 'Arts of Mars' is a literal translation of 'martial arts'. The word 'martial' (arc Martialis) derives from the ancient Roman god of war. In a 40K sense it also refers the the fact the using technology and knowledge in combat falls under the sphere of the Adeptus Mechanicus, and their seat of power is Mars. The Adeptus Mechanicus even retain close combat techniques and combat styles in their data sanctuaries and electrografts (notable in jacked up death cult assassins etc.). Mars is still the 'god of war' in the 41st millennium.
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The Imperium field a huge range of rugged weaponry derived from the dark age of technology. Though some of the more exotic devices used by the 'Iron Men', such as conversion beamers and distortion cannon, are all but lost (exclusively retained by the Adeptus Mechanicus) there are still some highly advanced weapons systems available. The Bolter has been covered above, this section covers all other hand held weapons.
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The humble Autogun is similar in concept to our modern day automatics, and assault rifles. There are some differences, such as the use of caseless 'star flechette' ammunition with electronic ignition. It is also interesting that these weapons do not use any kind of gas blowback mechanism to reload, but an electronic motor and revolting cylinder breech (similar to a Gatling gun/ G11 hybrid). The cylinder can be accessed from the side port (dud rounds are ejected by centrifugal force and do not need manual clearing). This makes the weapon highly robust and reliable. The only down side is charge, but this is supplied by a fuel cell (later STC thermoelectric cell).
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The Primarchs are genetically re-engineered clone 'sons' of the Emperor. Their bodies where created without souls and act as vessels for the reconstituted consciousness ripped from the Emperor's own gestalt soul. Only the Emperor's unique warded DNA structure could contain such power, and coupled with his vast arcane magics beyond alpha ability could allow him to forge these 20 divine beings. The creation process greatly weakened the Emperor, but the advantages outweighed the sacrifice. Each Primarch is a god of antiquity reborn. Their very being infused with the positive essence of warp giving them immense psionic enhanced powers. Such is their might they could scatter whole armies and be unscathed. It is these 20 gods that gave rise to the hordes of demigods [Nephilim] of the Space Marines, each as strong as Hercules himself and bound archo-tech to further enhance his powers. It is these armies that retook the Galaxy for humankind.
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Quote: "Magnus the Red was a giant of a man, standing far taller than even his brother Primarchs, his hair and complexion a livid red. Most remarkable of all was the enormous cyclopean eye set deep into the Primarch's forehead; where normal men have two eyes, Magnus had one. His strength was lauded as rivaling that of Russ, but he preferred to expend his energies learning and pursuing ancient arcana than the art of battle. His physical peculiarities were never remarked upon by the other Primarchs; after all, Sanguinius was blessed with wings and Leman Russ himself bore the sharpest of fangs. Nonetheless, the Wolf-King feared that the taint of Chaos was ingrained within the giant's soul. But the Emperor would not hear of his suspicions, as Magnus was one of his own sons."
[source: Index Astartes/ WD 258]
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This is my version of Magnus as a Cyclops. I wanted him to look mutated, but also to look noble and intense (don't stare into his eye, it make you go funny). In general in never like the designs of mythical Cyclopes, this is my solution. I removed the nose which is one of the biggest design problems, and replaced it with pits on the upper lip. I imagine Magnus to have Navigator DNA and his eye is similar the Navigator's warp eye, only far more complex. The 'hair' strand to the upper left is branched, similar to a feather (the touch of Tzeentch?). He has further mutation on this hands, with the ring and pinky fused together, his nails are very thick like a hoof.
this is Magnus the Red rendered as 'Red Magnus' in phonetic Japanese. Although not a perfect example of High Gothic, it illustrates the principle that is it not a language like ours, and that many of the 'letters' do not in and of themselves define a specific letter but a sound. High Gothic is like Latin rendered in phonetic Japanese, except the language has a few thousands years of extra evolution to it. Many of the evolved Latin word roots are condensed into characters, and this is combined with traditional characters (Aside from a Linguist, if you were a Japanese Medical student you would have best chance of understanding High Gothic). The languages are also combined with
hieroglyphs and hybrids (as it the case on the World Magnus landed). Low gothic, or local languages are derived form high gothic and are less fluid and are 'set', where letters take on a role more like many current world languages (high Gothic is a bit complex for every day use and without implant technology)..
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This is a collection of xnos reimages, where I attempt to bring about a more alien and inhuman feel to each of these species by explaining how they came about and putting forward concepts about their nature that gives rise to completely different set of emotional responses and logical objectives. The reimages make the xnos truly 'alien'. However we can understand how they work, but we can not relate to them in any way. First off they are not 'humanoid' aliens, they are Slannoid (just as humans are Slannoid)
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The Eldar are 'Elves in Space', and continuation the Elf myth as portrayed by Tolkien. The perfect being, better than humans in every way, smarter, faster, fearless and immortal. They are there in stories to show that wisdom and knowledge equals great power. A personification of academic achievement, that anything is possible if you know how; from curing disease and defects (all healthy), to correcting even minor imperfections (plastic surgery, then gene therapy). They are symbol of the beautiful people, that a beautiful mind creates a beautiful world and people. They are angels in humanoid form. Elves are what many desire to be. But are Elves really a an incarnation of divine perfection? (Let me introduce you to Slaanesh...) They all, Eldar and Elves alike seem to have lost something along their way, a spark of humanity, and as such are dying out, become extreme both physically and mentally (the more extreme the worse they are). They seem to me, to be as much a warning as an ideal.
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The Tau are a bright new empire in the darkness of 40K. Technologically they are brilliant and advancing quickly, and fuelled with an ideology of absolutes they are sure and swift. With all of their society pulling together, working for the 'Greater Good', they have accomplished much. They seek to bring all to their cause, to unite the galaxy under their leadership, but woe betide anyone who stands in their way. Yet how much free will and greater good can there be if you only have one realistic choice? What happens when the ideology of the greater good gets in the way of those in power? Who's greater good is the greatest? With the castes sacrificing ever more under the Eternals direction, cracks are starting to appear in this young civilization. The road to hell is paved with good intentions.
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Orks are the personification of the barbarian ideal. The fear of an unknown and ferocious enemy, an enemy that will not back down, can not be bargained with, and can not be cowed. Orks are the ultimate 'thugs' in 40K, even the smallest is far more massive than a mere human. However what really makes Orks truly dangerous is that their brutality is matched by their cunning, and deep within their makeup the power of the psionic energy courses through their meridians. This power can be combined when many gather, giving rise to the mighty Waaaagh! A war without end. Orks live for war, and combat, to them it is a natural and common as breathing.
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This section covers some of the models I have used to create my art. I've long been interested in computer generated imagery, mainly because the modeling aspect. It appeals to me because you 'build it' in 3D virtual world, move it about, and see how it works (I think engineering is in my genes). It's like bringing engineering/ architecture/ perspective drawings to life. Originally the aim was to create models for use in a comic book project, but it never got off the ground.
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One of the first models I built was a Space Marine (as I rarely do things by half, and like to jump in feet first - and drown - it's more fun that way ;-) ). The model underwent several revisions, mainly because of movement problems, not having a clue, and improvements (rebuilds) as I learn. It continues to be revised though now it's more for style then anything else. At some point in the future I want to totally redesign the armour and incorporate some of the many ideas I have put forward in the forums; such as joints form the underwater 'newt suit' and my dynamic plate armour (which is really hard to explain, so I have to show it!).
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Carrying on from the above 3D section above, one of the main drives behind my creating 3D models is to use them more than once. A 3D model is a huge investment in time, and only really pays off it they are used again and again (just like in a movie). I don't have the budget of hardware to create a movie but I thought the next best thing was to create a comic. This would reuse the characters to render the images and help maintain quality throughout the comic to the very end, even in a massive epic, the last page would be a perfect as the first. the models could be added in as the comic progresses and new characters made and introduced. Each character could be distinct and worked up, and their model changed as events impact the characters. One idea that I though would be fun was to work out how marine armour actually works and then have it damage to reveal the inner workings.
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I put together a quick tester to see how it would render and work out. The models used are not actual purpose built characters, the loyalist marine is a Blood Raven model for the Dawn of War cover: Tempest, and the green marine is nothing more than a colour swap on the armour.
The though was the idea of the covent net alerting the marine to an enemy, however in an actual story this little event world not actually happen as the bolt would not go through the target. The mode 1 bolt explosion may take a marine off their feet, but the bolt would be easily defeated by the advanced marine armour (electric-armour defeats RPGs). In the reality of (Philverse) 40K this marine would still get up, but would have suffered far less damage. The only way the above could work is if the electric-armour component of the power-armour had malfunctioned (possible if a chaos marine) or was turned off (never).
In designing for a comic (or movie) there is far less leeway to fudge the armour design of the marine (or else you will be constantly correcting the armour which kind defeats the whole speed advantage of using 3D software) and so a lot more thought has to be paid to how the marine armour actually works. I am tempted to completely redesign the armour and further develop my ideas on the mechanics and engineering of the 'power' armour. In doing this I would like to show how specifics of power armour design such as how the shoulder array's inner motivated spaulder array and floating outer pauldron function, and cover design element like motivated plates over the front of the elbow joint and the back of the knee joint to stop weakness. Even the ablative insert system, and electric-armour diagrams - all fun stuff like that! What's not to like about cut away diagrams and thick books on Ad-Mec armour theory? (if only there was more time in a day).
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