Sumo Squats! The Original Sumo Squat, Hook & Race Party Game.

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Sumo Squats! The Original Sumo Squat, Hook & Race Party Game.

Sumo Squats! The Original Sumo Squat, Hook & Race Party Game.

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Price: £7.475
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An Einhyr Hearthguard of the Ymyr Conglomerate is ready to go to war on behalf of his league and in defence of its Votann. More esoteric -- but no less evident -- are the changes worked on the Kin spirit and psyche, which cause their souls to shine far more dimly amidst the tides of the Warp than those of Humans. The Kin evidence no uncontrolled psychic mutation, and only those with the appropriate psychoactive cloneskein can activate the so-called " barrier-tech" that allows psychically-active Kin to interact with the Empyrean. With the Aeldari, the T'au and a number of other starfaring alien species, the Kin have maintained semi-cordial relations and achieved sporadic trade and commerce. Exceptions have still arisen, of course; the Kin have little patience for the gruesome excesses of the Drukhari, or what they see as the arrogance of the Asuryani, and of late have clashed around the fringes of the Chalnath Expanse with the dynamic T'au Empire. Kronus Kindreds must fulfil quotas of martial conquest, and find the slightest excuse to launch into full-blown military invasions of alien-held star systems. Over time, the temperament of these Kindreds has become ever more aggressive and ill-tempered, so that now there are few problems the Kin of the Kronus Hegemony will not seek to solve with violence. Kindred voidships sliced whole planets apart, then deployed external refinery-rigs on kilometres-long umbilici to reap the molten harvest. Cosmic radiation and particulate belts that had been old when the War in Heaven was fought between the Old Ones and the C'tan were drawn into immense plasma-conductors or caught in atomic scoops, then transmuted into the materials the Kin required to survive.

Squat - Warhammer 40k - Lexicanum Squat - Warhammer 40k - Lexicanum

The Votann are of incalculable value and importance to the Kin. The passage of Terran millennia have wrought strange changes in these machine intelligences, rendering them ponderous and senescent, yet they remain all-knowing repositories of lore and treasured links to the Ancestors of untold centuries. Those Kin who can commune with the Votann are known as the Grimnyr, or sometimes " Living Ancestors," and are universally respected.As true as wrought" - The Kin use this expression for anything so incontrovertibly true that to question it is considered insulting and foolish. It may be applied to oaths, battle plans or any wisdom derived from the Votann, amongst other things. Whatever the nature of these departures or colonisation efforts outside of the core, all are said by the Kin to occur in "Far-space." Some amongst the Kin believe that a venture into Far-space is a fool's errand, and indeed the Kin expression "Sailed to Far-space" is used throughout many holds to mean that a Kin has embarked upon a dangerous course of action that they will likely come to regret. Hûri, Rânsa, Pêrya, Ônas, Emônyr, Myrr, Côn, Sûrta, Ȗlaty, Skârstreng, Kêynshot, Stûrmm, Dûtyk, Fyrgrîte, Vydsêke, Wôlbrokke, Nytgâard, Flytstêp, Hârvyr, Blôhdfyr, Sêyr, Iyrnstêde, Deyprôkh, Faenwrôght, Ânstyr, Styrdâh, Fyrfist, Beast Slayer, Ork Bane, the Stoic, the Skilled, the Strong, the Intrepid, the Unyielding, the Fierce Beyond these benefits available to all Kin, there are many cloneskeins that impart additional useful physical abilities upon Kin who possess them. From enhanced reaction times and vision that registers infra-red or other energistic spectra, to limited resistance to extremes of temperature, gravity or strains of ionising cosmic radiation, the list goes on. The cloneskeins undeniably aided the Kin in enduring the extreme environments of the galactic core. The Orksbane Kindred of the Ymyr Conglomerate, meanwhile, built their hold upon the irradiated world of Tamâkh. Known as Brôkhfyre, the hold is dug deep into Tamâkh's planetary mantle -- insulated against the exotic and deadly energy spectra that pour from the world's nearby star. What violent apotheosis the tortured star is undergoing, none can say, but for three Terran millennia now the Kin of the Orksbane Kindred have captured the energies of its raging solar flares using kilometres-high stellar vanes. These energies power their Forge, which is amongst the greatest in all the Leagues of Votann, renowned for the amazing weapons of war it can produce.

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The purpose of the Ironkin is to aid the organic Kin in every aspect of their lives, as was common in ancient Human societies long Terran millennia ago. However, the Ironkin are not slaves of their organic brethren like the Men of Iron who rose up during the Cybernetic Revolt, nor are they treated as subservient menials by the Kin. It is simply in their nature to find whatever niche they best fill in League society, and then to perform that role to the best of their abilities. There are many cloneskeins that were intended to provide specific physical benefits to those Kin that possess them. These include enhanced reaction times beyond those available to baseline Kin, the ability to see into the infrared and other electromagnetic spectra beyond visible light, increased resistance to extremes of temperature, gravity or ionising radiation, and many other enhancements that aid navigating the turbulent environments of the core. The Pan-Telluric Commonwealth boasts an exceptionally egalitarian society, while the Jotun-Erydani Combine have a strongly By custom, the Kin do not speak of the Votann to outsiders. They use their name freely enough, but never explain it, content to leave others to believe what they want of the word. The Votann belong to the Kin, just as the Kin belong to the Votann, and no other peoples have any place in that relationship. In part, this is because superstitious non-Kin would be apt to misinterpret the Ancestor Cores as deities or Daemons. In truth, the Votann can best be described as ancient artificial general intelligences so complex and powerful as to be nigh on supernatural.The Sigma-Drakoni Union is a martially-inclined league that prizes honourable combat greatly. Its Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldry and decorative insignia. The Leagues of Votann also benefit greatly from the efforts of the Hernkyn. It is often an intrepid band of these brave scouts that identifies and warns of an impending peril, be it a star preparing to go supernova, a hidden Webway spur employed by Drukhari slave-raiders, an onrushing Ork WAAAGH! or some other unforeseen threat. The Hernkyn also locate potential trading partners for their Kindreds, mark navigable void-channels, scout viable regions for Kindred settlement and -- most important of all -- locate valuable resources to be exploited.

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The void is in our veins." - An expression that simply means that the Kin have been starfarers since their earliest days; this expression also carries a strong implication that they are the most skilled in this theatre. This strange liminal zone of space fringes the galactic core. It appears from afar like a shifting mosaic of many-hued particulate nebulae that fall eternally inward toward the core. The Hernkyn are those Kin who serve as the Leagues of Votann's explorers, scouts, prospectors and pioneers. To the Kin, any region of blank space upon their star charts is a mystery in need of solving. The desire to plumb the depths of the void, to discover its secrets and claim its riches is deeply ingrained in their psyche, as is the need to know what -- if any -- sources of peril might lurk amidst the shadows.The Kin bear all this with a mixture of contempt and amusement. Their own, most ancient surviving records do much to confirm a link between the Ancestors and the ancient civilisation of pre-Imperial Old Earth, but to the Kin this only encourages even greater care in their dealings with Humanity. The Leagues decided long ago that neither the God-Emperor nor the Omnissiah were any deity of theirs. As such, they see anything that might offer the Imperium a greater claim to impose its will upon them as something to be avoided. The Leagues lay claim to star-spanning territories both within the galactic core and beyond. The star systems demarcated by each league's ident-beacons teem with strange races, unusual stellar phenomena, Wilderness Space and perilous environments to be overcome or exploited as the league's Kindreds see fit. The Jotun-Erydani Combine are renowned for their craftsmanship and forging, the Urani-Surtr Regulates have a reputation for incredible stoicism and self-reliance, the Ghulo Industrial Complex are unmatched in the fields of void mining and terraforming, and no league boasts greater or more indomitable fortifications than the Kindreds of the Typhon-Styx Protectorate. In theory, the Guilds exist apart from any Kindred affiliations. They are meant to be a means by which fair competition is maintained across Kin space without Kindred political loyalties carrying undue weight. In practise, smaller Guilds rarely extend their influence beyond a single hold or Kindred. Moreover, Guild affiliation is a voluntary step that not all Kin take; Guild members look askance at those without a Guild membership who are known as "freelancers," while freelancers in turn despair at those they see as hidebound Guildsmen. Where the larger Guilds do reach across multiple Kindreds, there is no guarantee another enterprising group of Kin won't decide to set up a rival Guild.

Leagues of Votann | Warhammer 40k Wiki | Fandom

Map of a portion of Leagues of Votann space in the galactic core during the Era Indomitus. Galactic Core More tragic still is the tale of the Emberg-Aegnir Bloc, who found themselves in the path of a tendril of Hive Fleet Leviathan. Consisting of only a handful of Kindreds, the Emberg-Aegnir were forced to stand their ground when the Hive Ships closed in around their Hold World beneath whose surface resided their Votann. Hopelessly outnumbered, the Kin fell to the last in its defence. Yet the bitterest irony was yet to come; the Tyranids ignored the Votann entirely, leaving it buried alone in its pit upon a Dead World. Kin myth blends into recorded history around the time their Long March fleets were approaching the galactic core. Why they did not return to the heartlands of Humanity's civilisation at that time is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few Terran centuries, it might be inferred that a deliberate choice was made. distaste by the Kin as dishonourable and wasteful. More usually, once a league has laid claim to a region, that claim is honoured by all other Kin. Established boundaries shift rarely, for they soon become tradition to the Kin. Usually, when such a change of ownership does occur, it is due to revised trade agreements, the changing allegiance of a Kindred to a new league taking their sovereign territory with them, or else the hostile onslaught of alien forces.By comparison, though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy to the Kin. Alliances such as the Kapellan League or the disintegrating Balor-Attal Conglomerate endured long Terran years of mourning after their Ancestor Cores suffered this fate. The Ironkin are self-aware robots, machine intelligences who are considered full and equal citizens of the Leagues of Votann by the organic Kin. Most Kin who join the Cthonians are already adapted for hardiness. They possess cloneskeins that imbue them with hyper-dense bone structures, extreme tolerance to harmful radiation, the ability to perceive esoteric energy spectra, vacuum-hardened organs and circulatory systems, and so on. To achieve all this, however, the Hernkyn themselves make great personal sacrifices. It is this that makes them such heroes in the eyes of their fellow Kin. It is not easy for family-focused clones to spend such extended periods of time away from the comfort of their Kindreds and holds. Moreover, there is always the danger that -- if their band is wiped out far from League space -- the Hernkyn may never return to their Ancestors. That these brave scouts are willing to take such risks says much for their character. It also speaks volumes of their race's inbuilt drive to survive no matter the hardships or dangers.



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