When the first Parallax Gateways were opened, scientists had located only a single spacetime outside our own. Some theorists at that time believed that it was the only one in existence and, discounting the possibility of others, referred to it as "the" Universe Beyond the Gateway. This was quickly abbreviated "GateWay Universe," or "GW-Univ.," terms used so extensively that they remain in use even now that we have visited multiple alternate continuuae.
The GW is a universe remarkably like our own - three dimensions of space, one of time, very similar cosmological constants. But there are a few differences. The most notable is a quasi-extra-universal space referred to by natives as "the Warp," which appears to be a bifurcation of space in a fourth dimension, generating two areas of three-dimensional space separated by a low-energy barrier. One of those two spaces has developed normally to resemble our universe. The other has very different physical laws, resulting in little normal matter but a complex network of wormholes and magnetic fields. Native sentient species tap the Warp's wormholes for space travel, using brief trips through the barrier to come out many lightyears away in normal space. But the most subtle and telling effect of the Warp has been on natural biology.
Constantly changing energy densities of magnetic fields within the warp cause contact points to continually open on the atomic level between warp space and normal space. These points manifest more frequently in the presence of micro magnetic fields, and can often be trapped into stability by such fields. As GW's biological life evolves substantial brain complexity, electrically-fired brain neurons will naturally trap contact points into the warp. This is most pronounced in sentient brains, which can become substantially interconnected with warp magnetic fields and thus with other brains and with natural phenomena.
At a certain point in evolution, brain structures must develop a mechanism to manage the organizational chaos introduced by these micro contact points. In most instances this includes the ability to manage energy flow. Many GW entities are able to use this energy flow as an additional sense, and/or a communication medium, although the exact level and nature of ability varies from individual to individual since the occurrence of contact points is random. Particularly proficient individuals are known as "Psychers." Some entities are able to use small power fluctuations to cascade larger ones, producing feedback of large amounts of energy into normal space. This is commonly referred to by terms such as "throwing warp fire."
This formidable natural adaptation has an equally deplorable drawback. None of the sentient brains studied, no matter how facile at warp manipulation, was capable of conducting ordered reasoning in the manner common to our society. The chaotic array of warp points added to an otherwise-ordered mind produces conceptual blind spots and logical derailments that our strain of humanity only sees in its most mentally ill. In the much-publicized words of exploration-security veteran Lt. Colonel Alister McNowley, 43rd Anglican Airborne Division, "They're all bloody barmy. Every last blighted one of 'em, mad as a hatter."
Lt. Col. McNowley's words came after an engagement against Orcish raiders by the combined forces of the 43rd Airborne and a native human outfit calling itself "Blood Angels Space Marines." The Blood Angels commander categorically refused McNowley's plan for a running fight, choosing instead a line-of-battle defense in which his troops armed themselves with sword-shaped chainsaws and charged into hand-to-hand combat against enemy tanks. Even more amazing was that the Orcs allowed the attack, grabbing up chainsaws of their own rather than circling out of reach and laying down anti-personnel fire. Likewise, GW forces of all races seem unwilling or unable to deploy such systems as tactical nuclear weapons or complex targeting computers which arguably could give them a large advantage in combat.
Field commanders should note that Warp effects in our own brains are generally negligible for at least two years' continued contact with the GW Warp. The occasional earlier onset of personality dysfunction can be easily detected by diligent field medics. In any case, all warp contact points can be closed by cycling personnel back through the Parallax Gateway to their home spacetime.
If you have no idea what the preceding paragraphs were all about - consider yourself lucky. One could describe this as an attempt to reconcile the universe of game designer Games Workshop, Inc. with real-world physics, or perhaps more accurately as a satire on its lack of such physics. Or perhaps it's merely a rationalization for putting garishly painted orcs and space marines on the same gaming table with units that are smart enough to wear camouflage.
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