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* CargoCult: The Imperium of Man combines this with AncientAstronauts in an interesting fashion, as the overwhelming majority of the technology they use predates the incident that put [[MessianicArchetype the Emperor]] on life-support, and maintenance has become more of a religious ceremony than anything else.\\\
Ironically, all of the equipment used by the Imperium is kept at optimal efficiency because of all this, since a clean and well-maintained machine is a happy machine, and a happy machine means a happy machine-god. It also means that there's never an issue with poor quality materials being used (although field repairs do happen, which is looked down upon by the Adeptus Mechanicus). The Mechanicus are often depicted as competent engineers despite/because of their mystical approach, who understand the workings of many things and for whom reverse-engineering the [[BlackBox rest]] and discovering the physics responsible is a holy quest for enlightenment.\\\
The desire for happy machines also means that the CargoCult can get ''very angry'' when the machines are mistreated or, Emperor forbid, used incorrectly. There are entire rituals and proclamations for tech heresy, and the Adeptus Mechanicus can be very dangerous when provoked. They have all the guns, after all.

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* CargoCult: The Imperium of Man combines this with AncientAstronauts Adeptus Mechanicus are a religious cult dedicated to science and engineering who are responsible for all technology in an interesting fashion, as the Imperium. The overwhelming majority of the technology they use the Imperium of Man uses predates the incident that put [[MessianicArchetype the Emperor]] on life-support, and maintenance has become more of a religious ceremony than anything else.\\\
Ironically, all of the equipment used by the Imperium is kept at optimal efficiency because of all this, since a clean and well-maintained machine is a happy machine, and a happy machine means a happy machine-god. It also means
else. Rituals exist for everything that there's never an issue with poor quality materials being used (although field repairs do happen, which is looked down upon by the Adeptus Mechanicus). The Mechanicus are often depicted as competent engineers despite/because of their mystical approach, who understand the workings of many things and for whom reverse-engineering the [[BlackBox rest]] and discovering the physics responsible is a holy quest for enlightenment.\\\
The desire for happy machines also means that the CargoCult can get ''very angry'' when the machines are mistreated or, Emperor forbid, used incorrectly. There are entire rituals and proclamations for tech heresy,
needs to be done, and the Adeptus Mechanicus can assume that there is a "machine-spirit" in every device that needs to be very dangerous when provoked. They placated at all times. This is not entirely wrong -- there are hints that an ancient form of benign but forgotten ArtificialIntelligence inhabits a lot of Imperium technology, though it is doubtful whether the trappings used in soothing rituals have all any kind of impact on their function. There is, however, no denying that these procedures encode the guns, after all.correct instructions for operation, and Imperial machinery is often well-maintained and of excellent make. The AdeptusMechanicus are fiercely protective of their mechanical charges, and woe betide any layman who dares tinker with a device considered to be within the sphere of the cult's interests.
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* CranialPlateAbility: Ghazkull Mag Uruk Thraka, the biggest of all ork warlords, has a skull partly made of adamantium. Ever since he got it he claims to have received visions from the ork gods and is threatening to lead every ork in the galaxy as a unified threat. He won the fealty of many rival warbands in part by the defeating their leaders in combat, often finishing the fights with powerful headbutts from his metal-plated skull.

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* CranialPlateAbility: Ghazkull Ghazghkull Mag Uruk Thraka, the biggest of all ork warlords, has a skull partly made of adamantium. adamantium after much of both the original bone and the brain tissue was destroyed by an Astartes bolter round. Ever since he got it it, he claims to have received visions from the ork gods and is threatening to lead every ork in the galaxy as a unified threat. He won the fealty of many rival warbands in part by the defeating their leaders in combat, often finishing the fights with powerful headbutts from his metal-plated skull.
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Crosswicking new trope.

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* CranialPlateAbility: Ghazkull Mag Uruk Thraka, the biggest of all ork warlords, has a skull partly made of adamantium. Ever since he got it he claims to have received visions from the ork gods and is threatening to lead every ork in the galaxy as a unified threat. He won the fealty of many rival warbands in part by the defeating their leaders in combat, often finishing the fights with powerful headbutts from his metal-plated skull.
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* AwakeningTheSleepingGiant: If you plan to attack a Maiden World, make sure you can handle [[OurElvesAreBetter the reinforcements]].

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* AwakeningTheSleepingGiant: If you plan to attack a Maiden World, make sure you can handle [[OurElvesAreBetter [[OurElvesAreDifferent the reinforcements]].
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Crosswicking

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* CaptureBalls: The Necrons were retconned as having overthrown their C'tan masters and instead captured them in Tesseract Labyrinths (fist-sized cubes that are the physical manifestation of the pocket dimension serving as their prison), unleashing them on the battlefield (earning the nickname of "Pokeballs" by players).

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Ironically, all of the equipment used by the Imperium is kept at optimal efficiency because of all this, since a clean and well-maintained machine is a happy machine, and a happy machine means a happy machine-god. It also means that there's never an issue with poor quality materials being used (although field repairs do happen, which is looked down upon by the Adeptus Mechanicus). The Mechanicus are often depicted as competent engineers despite/because of their mystical approach, who understand the workings of many things and for whom reverse-engineering the [[BlackBox rest]] and discovering the physics responsible is a holy quest for enlightenment.

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Ironically, all of the equipment used by the Imperium is kept at optimal efficiency because of all this, since a clean and well-maintained machine is a happy machine, and a happy machine means a happy machine-god. It also means that there's never an issue with poor quality materials being used (although field repairs do happen, which is looked down upon by the Adeptus Mechanicus). The Mechanicus are often depicted as competent engineers despite/because of their mystical approach, who understand the workings of many things and for whom reverse-engineering the [[BlackBox rest]] and discovering the physics responsible is a holy quest for enlightenment.\\\
The desire for happy machines also means that the CargoCult can get ''very angry'' when the machines are mistreated or, Emperor forbid, used incorrectly. There are entire rituals and proclamations for tech heresy, and the Adeptus Mechanicus can be very dangerous when provoked. They have all the guns, after all.
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** Generally speaking, any heretical cult that exists in the Imperium is desperate for ''some'' kind of apocalypse to happen, and in the rare occasions when they are not (such as cults of Nurgle), they end up causing an apocalypse ''anyway''.

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** This is a frequent response to internet discussions of the "who will win" within 40K. The winner will be the protagonists of the story, regardless of the connotations of their faction.

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** This is a frequent response to internet discussions of the "who will win" within 40K. The winner will be the protagonists of the story, regardless of the connotations of their faction. In other words, in a story focusing on the Space Marines, the Imperial Guard will just exist to run away, die and be rescued; in a story focusing on the Imperial Guard, the Imperial Guard will be courageous humans fighting superhuman opponents and impossible odds and looking incredibly badass even when they lose.


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** Depending on the book and author, the Imperium of Man is either a [[NecessarilyEvil brutal totalitarian empire whose evils are an appropriate response to how horrible the galaxy is]], or [[FascistButInefficient needlessly cruel and plunging them deeper into self-destruction]]. Nor can they seem to decide if these evils are InherentInTheSystem and the whole thing was unredeemable from the moment it started, or if the system can be saved by enough good actors like Roboute Guilliman. [[https://www.warhammer-community.com/2021/11/19/the-imperium-is-driven-by-hate-warhammer-is-not/ Official statement released in late 2021]] is that the Imperium should not be rooted for, fan consensus is that they [[DoNotDoThisCoolThing really failed at showing as much]].

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*** Genestealer Cults — The tabletop army straddles the line between ''Ranger'' and ''Espionage'', having many abilites that allow them to deploy from hiding, mess with terrain features, pin down opponents with suppressive fire from multiple angles, and utilize HitAndRunTactics to always try and catch their opponents flat-footed and off-guard for when the Day of Ascension comes. They have relatively little staying power in their base rules, and the rules for taking cult-infested Astra Militarum units puts a limit on how many of their larger and more durable units a cult can take, meaning that the best way to play Genestealer Cults is to be constantly moving, utilize your stratagems well, and always try to think two steps ahead of your opponent.



*** Heretic Astartes — Balanced/Specialist. The Chaos Space Marines can be seen as a dark mirror of their Imperial counterparts: if the loyalists possess respectable offensive power either melee or ranged with strong defensive power, the Chaos Space Marines enjoy far superior close combat and psychic abilities, but lacking the loyalists' defensive and equipment options in many areas and requiring much more aggression and initiative on the part of the player. Rip and tear until it is done!

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*** Heretic Astartes Chaos Marines — Balanced/Specialist. The Chaos Space Marines can be seen as a dark mirror of their Imperial counterparts: if the loyalists possess respectable offensive power either melee or ranged with strong defensive power, the Chaos Space Marines enjoy far superior close combat and psychic abilities, but lacking the loyalists' defensive and equipment options in many areas and requiring much more aggression and initiative on the part of the player. Rip and tear until it is done!

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* BigBadEnsemble: Once again, taken up to eleven with entire ''armies'' qualifying for this 'bull. If we get into the full details, we might have to give ''40k'' its own page for it, so for now, we'll just settle with naming the biggest villains in order of threat level, from mildest to most extreme: Ork Warbosses, Chaos Lords, Daemon Primarchs, the Tyranid HiveMind and the Chaos gods. The specific characters that most qualify:

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* BigBadEnsemble: Once again, taken up to eleven with entire ''armies'' qualifying for this 'bull. If we get into the full details, we might have to give ''40k'' its own page for it, so for now, we'll just settle with naming the biggest villains in order of threat level, from mildest to most extreme: Ork Warbosses, Chaos Lords, Necron Phaerons, Daemon Primarchs, the Tyranid HiveMind and the Chaos gods. The specific characters that most qualify:



** Ghazghkull Mag uruk Thraka, one of the most powerful Ork Warlords ever and the leader of one of the most devastating Waaagh!'s in history.

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** Ghazghkull Mag uruk Uruk Thraka, one of the most powerful Ork Warlords ever and the leader of one of the most devastating Waaagh!'s in history.


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** The Silent King, ancient ruler of the Necrons who has at last awakened to lead the metal forces.
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** Sly Marbo is a dead-ringer for Creator/SylvesterStallone's [[Franchise/{{Rambo}} John Rambo]], with a dash of Creator/MelGibson and [[VideoGame/MetalGear Solid Snake]].

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** Sly Marbo is a dead-ringer for Creator/SylvesterStallone's [[Franchise/{{Rambo}} John Rambo]], with a dash of Creator/MelGibson and [[VideoGame/MetalGear Solid Snake]]. (His miniature owes more to Creator/ArnoldSchwarzenegger as [[Film/{{Predator}} Dutch Schaefer]].)

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* CapRaiser: Higher-tier units are usually available in limited quantities, but some special characters allow certain units to be taken as a standard choice.



* CargoCult: The Imperium of Man combines this with AncientAstronauts in an interesting fashion, as the overwhelming majority of the technology they use predates the incident that put [[MessianicArchetype the Emperor]] on life-support, and maintenance has become more of a religious ceremony than anything else.\\
\\

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* CargoCult: The Imperium of Man combines this with AncientAstronauts in an interesting fashion, as the overwhelming majority of the technology they use predates the incident that put [[MessianicArchetype the Emperor]] on life-support, and maintenance has become more of a religious ceremony than anything else.\\
\\
\\\
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** Sly Marbo is a dead-ringer for Creator/SylvesterStallone's [[Franchise/{{Rambo}} John Rambo]], with a dash of Creator/MelGibson and [[Franchise/MetalGear Solid Snake]].

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** Sly Marbo is a dead-ringer for Creator/SylvesterStallone's [[Franchise/{{Rambo}} John Rambo]], with a dash of Creator/MelGibson and [[Franchise/MetalGear [[VideoGame/MetalGear Solid Snake]].
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Bishonen is for Asian media only and Angelic Beauty fits better.


** The Blood Angels hail from Baal, an irradiated, mutant-infested, post-apocalyptic hellhole. They seek out similar worlds for training and recruitment purposes, such as an asteroid field orbiting a black hole where quakes can send mountains falling into the void and all sorts of evil nightmares lurk about, which is a thousand miles to the nearest neighboring asteroid. This make the recruits' transformations into [[{{Bishonen}} the most angelic]] of Space Marines all the more miraculous, and may help explain the chapter's preference for shock assaults.

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** The Blood Angels hail from Baal, an irradiated, mutant-infested, post-apocalyptic hellhole. They seek out similar worlds for training and recruitment purposes, such as an asteroid field orbiting a black hole where quakes can send mountains falling into the void and all sorts of evil nightmares lurk about, which is a thousand miles to the nearest neighboring asteroid. This make the recruits' transformations into [[{{Bishonen}} [[AngelicBeauty the most angelic]] of Space Marines all the more miraculous, and may help explain the chapter's preference for shock assaults.
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** A machine-worshipping CargoCult with armies of lobotimised cyborgs, VideoGame/{{Fallout}}-style combat robots and HumongousMecha!

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** A machine-worshipping CargoCult with armies of lobotimised cyborgs, VideoGame/{{Fallout}}-style ''Franchise/{{Fallout}}''-style combat robots and HumongousMecha!
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* DependingOnTheWriter: In a fictional universe this big, with 34 years worth of writers and history, it really can't be helped. There are tonnes and ''tonnes'' of factors that vary wildly depending on who's writing them.

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* DependingOnTheWriter: In a fictional universe this big, with 34 almost 40 years worth of writers and history, it really can't be helped. There are tonnes and ''tonnes'' of factors that vary wildly depending on who's writing them.
Willbyr MOD

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crosswicking a new trope


%%When adding examples for rules and other information specific to a limited number of editions rather than the game/setting as a whole, please note which edition is being referred to.


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%% When adding examples for rules and other information specific to a limited number of editions rather than the game/setting as a whole, please note which edition is being referred to.
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* DramaticSpineInjury:
** During the Literature/HorusHeresy, the enmity between the Space Wolves and Thousand Sons Astartes legions explodes into outright violence when the Space Wolves are dispatched to bring down the Thousand Sons after their Primarch Magnus the Red's disastrously failed attempt to warn the Emperor of Horus' treachery. While the two legions engage each other, a massive fight ensues between Magnus and Leman Russ, Primarch of the Space Wolves; they inflict serious injuries to each other, but Russ finally overpowers Magnus and breaks his back over his knee. However, Magnus uses Warp sorcery to remove himself and the surviving Thousand Sons from the battlefield before Russ can finally kill him.
** In a short story published in ''Magazine/WhiteDwarf'' #127 in 1990, which introduced the first iteration of the [[SpaceElves Eldar]] army, the Eldar are faced with a Slaaneshi host led by a Keeper of Secrets, a powerful daemon. The Keeper rampages through the battlefield until faced by an Avatar of Khaine, the Eldar war god, who battles it until it's able to seize its foe, lift it into the air, and break its spine over its knee. The sight of their most powerful champion defeated in this manner, alongside its agonized psychic scream, breaks the Chaos army's will and turns the battle in the Eldar's favor.
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** Many Imperial Guard commanders end up feeling like this if they have to work with other branches of Imperial armed forces. SpaceMarines expect ordinary Guardsmen to keep up with seven-foot-tall gene-tailored SuperSoldiers in PowerArmor and may refuse their aid based on perceived faults in the Guards' genetic purity, Sisters of Battle [[LeeroyJenkins close in on the enemy]] with flamers and organize prayer meetings when not fighting, the Inquisition is liable to arrest, judge, and burn people as heretics... and that's not counting the Guardsmen who seem to think retreat in the face of Chaos, giant monsters, and aliens is a good idea ([[YouHaveFailedMe fortunately they have]] {{Commissar}}s [[BoomHeadshot to deal with that]]).
** According to Inquisitor Vail, most Imperial Guard commissars operate at a regimental level, but the Imperial Navy can a single man enforcing discipline for a {{Mile Long Ship}} (or possibly several of them), who understandably spends his days drinking himself to death in his cabin and leaving the men under him blissfully unaware of his existence. The same problem can occur with the PDF -- one commissar for the entire ''planet'' (The Commissariat uses PDF duty as a ReassignedToAntarctica posting).
** While fandom takes it up to eleven, any Chaos commander leading a force consisting of multiple Chaos Space Marine Legions, warbands, and daemons will run into this problem, because there exists a four-way rivalry between the Chaos gods, where killing another god's champion (or even your own god's champion) is liable to get the killer rewarded by his patron god.

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** Many Imperial Guard commanders end up feeling like this if they have to work with other branches of Imperial armed forces. SpaceMarines expect ordinary Guardsmen to keep up with seven-foot-tall gene-tailored SuperSoldiers in PowerArmor and bearing high-quality weaponry and may refuse their aid based on perceived faults in the Guards' genetic purity, Sisters of Battle [[LeeroyJenkins close in on the enemy]] with flamers and organize prayer meetings when not fighting, the Inquisition is liable to arrest, judge, and burn people as heretics... and that's not counting the Guardsmen who seem to think retreat in the face of Chaos, giant monsters, and aliens is a good idea ([[YouHaveFailedMe fortunately they have]] {{Commissar}}s [[BoomHeadshot to deal with that]]).
** According to Inquisitor Vail, most Imperial Guard commissars operate at a regimental level, but the Imperial Navy can have a single man enforcing discipline for a {{Mile Long Ship}} (or possibly several of them), who understandably spends his days drinking himself to death in his cabin and leaving the men under him blissfully unaware of his existence. The same problem can occur with the PDF -- one commissar that is responsible for the entire ''planet'' (The ''planet's'' organization and discipline (explained by the Commissariat uses using PDF duty as a ReassignedToAntarctica posting).
** While fandom takes it up to eleven, any Chaos commander leading a force consisting of multiple Chaos Space Marine Legions, warbands, and daemons will run into this problem, because there exists a permanent four-way rivalry between the Chaos gods, where killing another god's champion (or even your own god's champion) is liable to get the killer rewarded by his patron god.god. This does not inspire cooperation and mutual support, and many Chaos warbands and/or crusades tend to fall apart from infighting.
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** The Swarmlord, an independent Tyranid who leads the forces of the Hive Mind in its greatest campaigns, and is strong enough to rip apart the Chapter Master of the Ultramarines.

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** Space Marines -- Elitist/Generalist. Marines are fairly expensive points-wise and have great staying power compared to most basic infantry. They're also solid in whatever role they're put in: Marines are good shots, and they're not half bad in an assault, either. Space Marine tanks may not be as robust or as powerful as those of the Imperial Guard's, but they are dirt-cheap, reliable and often more mobile and versatile. Whatever an enemy army’s weakness is, Space Marines have something that can exploit it, but nearly every other army does their particular schtick better than Space Marines.
** Astra Militarum -- Spammer, Brute or Generalist (depending on whether they use mostly infantry, mostly vehicles or a combined arms approach, respectively)/Technical. They emphasize regular Joes generally coming in underequipped and in huge numbers alongside an ungodly number of vehicles of all stripes ranging from light walkers to heavy battle tanks, and leadership abilities most other armies can only be jealous of as well as the Orders system to confer various bonuses to units. Imperial Guard is an easy to learn, difficult to master army with a variety of options and tactics which at the same time never overwhelm.
** Adeptus Mechanicus -- Balanced/Unit Specialist. They have some of the most advanced technology of any human faction, and most of their units are specialized for a single role. Despite this, their generalist units are still some of the best in the game.
** Adeptus Custodes -- Elitist/Generalists, like a much more extreme version of the Space Marines, with even their basic troops being immensely powerful.
** Sisters of Battle -- Balanced/Generalist. This army of women warriors is kind of a hordey army with very strong close combat performance, plenty of options for long-range support fire and a unique Miracle mechanic. While they combine the strengths of both the Militarum and the Astartes, they also combine the weaknesses of both (relatively flimsy T3 infantry ''and'' limited numbers, but each sister having an invul save makes up for it a bit) unless you pick a gimmick and run with it. They also have a lack of reliable anti-tank options at range except for the more recently released Castigator Tank, which is still peanuts compared to the armored monstrosities of the Militarum.
** Tau Empire -- Balanced/Ranger. The Tau are the best army for shooting in the entire game, hands down, capable of out-ranging other armies and blasting them to kingdom come with devastating precision firepower long before they can close for melee. Which is good, because the Tau are the ''worst'' army for melee -- even the lowly Imperial Guardsmen can expect to beat them in a slugging match, and the Kroot are quite poor in comparison to dedicated melee in other armies. Tau forces also have a number of options for stealth and rapid deployment, and have decent mobility too, but they completely lack psykers and a counter for them barring a single special item unique to Farsight Enclave armies.
** Asuryani -- Elitist/Specialist/Guerilla/Technical. Eldar are generally [[FragileSpeedster deadly but very fragile]], relying on exceptional mobility and good use of cover to stay alive. The army is comprised of a variety of hyper-specialised infantry with near-universal access to Fleet and high morale, with a few "all-rounder" units to plug tactical gaps. They also have a lot of sneaky units that can infiltrate or outflank an enemy to strike from an unexpected quarter, and they have one of the strongest psychic supports in the game. Their vehicles tend towards LightningBruiser, being skimmers with devastating weapons, but these are very expensive and often left outgunned.
** Drukhari -- Elitist/Ranger/Specialist. These intergalactic raiders are exceedingly fragile, even moreso than their Craftworld brethren, with infantry possessing little staying power and skimmer vehicles vulnerable to even small-arms fire. However the Dark Eldar possess some of the fastest-moving units in the entire game, combined with a deadly arsenal of poison and morale-sapping weapons; excellent at shooting and decent at close combat too. Reliant on a player with a good grasp of what their units can and cannot do and with a daring and aggressive tactical style, they are widely considered to be [[DifficultButAwesome the hardest army in the game to play properly, but very formidable in the right hands]].
** Orks -- Brute/Spammer. Orks are overall one of the most effective close combat armies in the entire game, and also one of the most numerous, able to flood the table with large squads at a mercifully low points cost. Ork shooting is unfortunately abysmally inaccurate, though their sheer numbers can compensate for this. Orks also field a surprisingly large amount of big guns to provide long range fire support for da Boyz, and even have a degree of psyker power, though their unique discipline is primarily offensive in nature. Like the Imperial Guard, the Orks are quite forgiving of mistakes and fun to play, and thus a good first army to learn the game with.
** Necrons -- Elitist/Brute. Their infantry are supremely durable, capable of rising back up after being destroyed, and can pack either specialized anti-infantry weaponry or general purpose weaponry capable of threatening both infantry and vehicles. Necrons have a good selection of powerful elites and HQ choices, with solid special characters. However, their low initiative and small number of attacks can make them suffer in close combat, especially against overwhelming numbers. They have no psykers either, but they do at least have a way to shut down psyker powers. Necrons are quite powerful, but overall they can be tactically predictable.
** Tyranids -- Can vary between a Spammer and an Elitist faction based on whether more, bigger 'nids ("Nidzilla") or hordes of the little bastards come out. Usually uses a mix of both, with the hordes' sheer numbers tearing apart the enemy while the big guys come in at the end to clean up what's left. Tyranids are generally tactically flexible with a lot of possible approaches to building an army, and they have a fairly extensive psychic toolbox to work with too, giving them elements of Technical as well. The Tyranids are let down by somewhat lackluster shooting, complex and often highly situational rules, and [[WeaksauceWeakness a fairly crippling weakness to poison weapons]].
** Heretic Astartes -- Balanced/Specialist. The Marines elements of the army play quite similarly to their Loyalist cousins, with superior close combat ability and psyker support. These superior traitor Marines come with a number of highly customisable and versatile "troubleshooter" units ranging from mobs of cultists to monstrous daemon engines, with some very good options of their own. Their vehicle list is not quite as varied as the loyalist Marines, but the vehicles they do have tend to be more powerful. The CSM do however sacrifice some of the loyalists' more powerful special weapons and rules, morale bonuses, and tactical flexibility -- they cannot infiltrate or deepstrike like the loyalists can.
** Chaos Daemons -- Spammer/Technical. Daemons tie with Tyranids with sheer amount of bodies and Monstrous Creatures they can put on the field. Unless you actively shy away from it, no other army, except maybe the Grey Knights, can rock the Psychic phase as hard as you can. Their units are generally stronger point for point than other units, but their unusual deployment type requires careful thinking when used, and their low Toughness and Daemonic Instability make them die very quickly if not managed carefully.
** Renegades and Heretics -- Spammer/Generalist. Basically a Chaos version of the Imperial Guard, nearly everything is relatively cheap and have great diversity and customisation provided by the abundance of options.

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** Space Marines -- Imperium:
*** Astra Militarum — Spammer if using infantry, Brute with vehicles, Ranger with artillery, Generalist when using combined arms; shades of Technical given their Orders system. They emphasize regular Joes generally coming in underequipped and in huge numbers alongside an ungodly number of vehicles of all stripes, liberal smotherings of heavy and special weapons for nearly every unit, and leadership abilities most other armies can only be jealous of. The army is easy to learn while having a lot of options and tactics being discovered frequently. The two main downsides to the army is really flimsy infantry and a big reliance on synergy between units, though if the frontline holds the Militarum artillery is some of the most devastating in the game, blowing away infantry and armor alike.
*** Adeptus Astartes (Space Marines) —
Elitist/Generalist. Marines Astartes are fairly expensive points-wise and have great staying power compared to most basic infantry.infantry of other armies. They're also solid in whatever role they're put in: Marines are good shots, and they're not half bad in an assault, either. Space Marine tanks Astartes tanks, on the other hand, may not be as robust or as powerful as those of the Imperial Guard's, but they are dirt-cheap, reliable dirt-cheap and often more mobile and versatile. reliable. Whatever an enemy army’s weakness is, Space Marines Astartes have something that can exploit it, but nearly every other army does their particular schtick better than Space Marines.
** Astra Militarum -- Spammer, Brute or Generalist (depending on whether they use mostly infantry, mostly vehicles or a combined arms approach, respectively)/Technical. They emphasize regular Joes generally coming
Astartes. The base Marine Codex, representing all Codex-compliant Chapters, in underequipped turn has special characters, units, rules and in huge numbers alongside an ungodly number of vehicles of all stripes ranging from light walkers to heavy battle tanks, and leadership abilities most other armies can only be jealous of as well as wargear for different chapters allowing the Orders system to confer various bonuses to units. Imperial Guard is an easy to learn, difficult to master army with to specialize a variety of options and tactics which at the same time never overwhelm.
** Adeptus Mechanicus -- Balanced/Unit
bit.
*** Dark Angels — Elitist/Unit
Specialist. They have some Dark Angels can legitimately field an army full of the most advanced technology of any human faction, and most of Terminators and/or bikes: their units Terminators are specialized for a single role. Despite this, their generalist units are still some of the best Terminators you can find in the game.
** Adeptus Custodes -- Elitist/Generalists, like
game, while their bikes are the only ones that can go toe-to-toe against the White Scars. They also shoot significantly better than Codex Marines, especially with Plasma Weapons. On the other hand, they lack access to certain vanilla codex units and their aerial game is subpar. Both of these were rectified as of 9th Edition, turning the main weakness compared to Codex Marines into special units being expensive and the Elites slot quickly filling up.
*** Blood Angels — Elitist/Brute. The Blood Angels are designed for blitzkrieg. If you're playing Blood Angels, it's because you want
a much fast-paced and slightly reckless play style. Their Death Company can be equipped to kill literally anything in close combat, and in a pinch even Blood Angels tactical marines can do some work in a melee while the elite Sanguinary Guard is more extreme version of a pain train demolishing most things in melee.
*** Space Wolves — Elitist/Brute. The Space Wolves have access to powerful HQ units, unique wargear better than those in the vanilla Astartes codex, and their access to Thunderwolf Cavalry and Wulfen means that few armies come close to being as good at assault as
the Space Marines, with even Wolves. If the Blood Angels have their basic troops being immensely powerful.
**
entire army focused on melee assault, the Space Wolves focus that power on powerful individual units, having the capacity to bulldoze Codex Marines if they get the charge.
*** Grey Knights — Elitist/Brute/Technical/Unit Specialist. The elitist (even by Marine standards) Grey Knights have excellent close-range shooting and assault but need to find a way to outmaneuver the opponent before they get blown up with long range firepower and low-AP weapons (precisely both the main weaknesses AND main lacks of this army). All Grey Knights are Psykers; this means they will rival the likes of Eldar in the Psychic Phase. Due to the Grey Knights' ubiquitous anti-Daemon abilities, never send your Daemons against them unless if you want to be curb-stomped.
*** Deathwatch — Elitist/Generalist. The Deathwatch get the best gear the Inquisition can give them, and the small model count, composition of many different chapters and versatile selection of wargear give them (especially characters) a very high degree of customisation. Run your Kill-team from the Deathwatch RPG as part of your army!
***
Sisters of Battle -- Balanced/Generalist. This army of women warriors is kind of a hordey army with very strong close combat performance, plenty of options for long-range support fire and a unique Miracle mechanic. While they combine the strengths of both the Militarum and the Astartes, they also combine the weaknesses of both (relatively flimsy T3 infantry ''and'' and limited numbers, but each sister having an invul save makes up for it a bit) unless you pick a gimmick and run with it. They also have a lack of reliable anti-tank options at range except for the more recently released Castigator Tank, which is still peanuts compared to the armored monstrosities of the Militarum.
** Tau Empire -- Balanced/Ranger. The Tau are the best army for shooting in *** Imperial Knights — ELITIST, verging into AwesomeButImpractical. Each Knight costs 400+ points and is tougher than a bucket of iron nails (T8, 3+ armour save, 5++ invul save and 24 wounds - the entire game, hands down, capable enemy army could hit one with everything they have and still not destroy it in one turn). That is not an excuse to get complacent as each casualty will diminish your army considerably. There are a lot of out-ranging other armies problems as well: Having only four or five units does not help much in objective-scoring (what you have to do to actually win), it is an army that looks utterly terrifying to a novice but won't faze a level-headed experienced player, and blasting them dedicated anti-tank guns will still bring your big robots down with shocking rapidity. Most people take Knights as allies, which works fine, and it takes a very rare player to kingdom be able to field an entire detachment of them.
*** Custodian Guard — Elitist/Brute. Everything the Custodes can field is absurdly expensive, from the rank-and-file units to the vehicles and war machines, so their unit counts will be lower than just about any other faction. Case in point, one Custodian Guard model is worth almost the same in points as a 10-man squad of Imperial Guardsmen with a sergeant! Fortunately you get what you pay for: each unit is also armed with the best of the best, putting out huge damage every attack, and extremely well protected, with your average Custodian guard being an Implacable Man that refuses to die and anything beyond that being close to unstoppable. They don't have too much in the way of advanced techniques (not even psykers), and every single loss they have is going to hurt, but they are as Elite as they
come and every last unit of theirs can mow down whole chunks of the opposing army if left unchecked.
** Xenos:
*** T'au Empire — Ranger. If you want to specialise in ranged attacks, the T'au are the army for you. Their entire army is defined by high-strength, long-range shooting
with devastating precision firepower some of the strongest guns in the whole game - even the basic Fire Warrior swings around a S5 gun. Combined with markerlights, anything that you point at is going to die very, very quickly in a hail of plasma fire long before they can get close. However, anything remotely optimised for fighting in melee will shred you to pieces if they can survive and close for melee. Which is good, because in. Even the Tau are the ''worst'' army for melee -- even the lowly Imperial Guardsmen flimsy Militarum can expect to beat them in win a slugging match, and the Kroot are quite poor in comparison to dedicated melee in other armies. Tau forces punch-up with the T'au. Fortunately the T'au are decently mobile as well, with a lot of skimmers and jumping warmachines. But they also forgo any psychic abilities or counters for them, so a psychic army will have a number of options for stealth and rapid deployment, and have decent mobility too, but they completely lack psykers and a counter for them barring a single special item unique to Farsight Enclave armies.
**
field day against you.
***
Asuryani -- Elitist/Specialist/Guerilla/Technical. Eldar — Elitist/Ranger/Technical/Specialist. These Space Elves are generally [[FragileSpeedster deadly but very fragile]], fragile, relying on exceptional high mobility and good use of cover to stay alive. The army is comprised of a variety of hyper-specialised infantry with near-universal access to Fleet and alive rather than heavy armour or high morale, with toughness. They have only a few "all-rounder" units all-rounders to plug tactical gaps. balance out their plethora of specialistsnote , and only just a few melee specialists to balance out their mostly shooty army. They also have a lot of sneaky units that can infiltrate or outflank an enemy to strike from an unexpected quarter, and they have one of the strongest psychic supports in the game. Their vehicles tend towards LightningBruiser, being skimmers with devastating weapons, but these are very expensive and often left outgunned.
**
game.
***
Drukhari -- Elitist/Ranger/Specialist. These intergalactic raiders are — Elitist/Ranger. Thought the Asuryani were bad for fragility? Every Drukhari unit is exceedingly fragile, even moreso than their Craftworld brethren, with infantry possessing little staying power squishy. Even the humble lasgun can be a threat, and skimmer vehicles vulnerable to even small-arms fire. However bolter fire will smear them across the Dark Eldar scenery. Thankfully, the Drukhari are blisteringly fast and mobile (7" movement for infantry, much more for vehicles, nearly everything in the army flies or skims or can be shoved into something that does), possess some of the fastest-moving units in the entire game, combined with a deadly witheringly strong firepower, and an arsenal of poison and morale-sapping weapons; excellent at shooting and decent at close combat too. Reliant on a player with a good grasp of what lethal poisoned weapons lets these skinny S3 elves punch well above their units weight in melee combat. They also lack native access to psykers or heavy Lord of War units.
*** Harlequins — Elitist/Guerrilla. Intergalactic elf clown ninjas. Very fast-moving infantry who
can vault and cannot do leap over terrain and with a daring and aggressive tactical style, they into enemy forces to slice them to bits (they are widely considered to be [[DifficultButAwesome the hardest army in the game to play properly, but very formidable in the right hands]].
** Orks -- Brute/Spammer. Orks are overall
one of the few armies to completely ignore charging through terrain penalties). Basic troops can have five melee attacks (in a game where a hero character might have four and most effective close combat troops have one), and have widespread access to armour-piercing weaponry. However like all Eldar mentioned before they will be massacred by anti-infantry fire (even with their decent invul saves) and although their close-range shooting can be okay, they have no heavy long-range firepower to speak of - a handful of 24" Shuriken Cannons are the best you can do.
*** Orks — Generalist/Spammer. Typically played as Spammer/Brute ("We's bringin' da biggest and da most boyz ta crump all da 'umies!") but generally a hard army to pin down due to all the options they have. The few definite things that can be said is that Orks are one of the best close-combat
armies in the entire game, and also one they can field a lot of the most numerous, able to flood the table with large squads at units for a mercifully low points cost. cost - you can easily field upwards of 100 models in a medium-sized game just counting troops. Ork shooting is unfortunately abysmally inaccurate, though their tends to be quite unreliable with low accuracy and short range (you have to make up with sheer numbers can compensate for this. Orks also field a surprisingly large amount of big volume) but most guns to provide long range fire support are Assault weapons so you can shoot while you close for da Boyz, the melee, drowning the enemy in a tide of green bodies and even have S4 melee attacks. However a degree of psyker power, though their unique discipline is primarily offensive in nature. Like the Imperial Guard, the Orks are quite forgiving of mistakes and fun to play, and thus a good first army to learn the game with.
** Necrons -- Elitist/Brute. Their infantry are supremely durable, capable of rising back up after being destroyed, and can pack either specialized anti-infantry weaponry or general purpose weaponry capable of threatening both
near-universally slow movement rate for infantry and vehicles. low armour saves mean your green boys might get cut down by concentrated fire before they even see melee.
***
Necrons — Balanced/Brute. The Necrons are the Stone Wall to the Orks' Mighty Glacier, the Drukhari's Fragile Speedster and the Asuryani's Glass Cannon. Every unit is painfully slow to get anywhere, but with T4 stats, great armour saves, lots of wounds, near-unbreakable morale and other mechanics (vehicles that can regenerate damage, infantry that can get back up from being killed), it is very hard to shift them once they have a good selection of powerful elites and HQ choices, with solid special characters. However, their got there. Their low initiative and small number numbers of attacks mean that they can make them suffer struggle a bit in close combat, melee, especially against overwhelming numbers. They have no psykers either, strong shooting, but they do at least have a way their anti-vehicle firepower tends to shut down psyker powers. Necrons are quite powerful, but overall they can be tactically predictable.
**
concentrated into dedicated squads.
***
Tyranids -- Can vary between a Spammer and an Elitist faction based on whether more, bigger 'nids ("Nidzilla") or hordes of the little bastards come out. Usually uses a mix of both, with the hordes' horde's sheer numbers tearing apart the enemy while the big guys come in at the end to clean up what's left. Tyranids are generally tactically flexible with a lot of possible approaches to building an army, and they have a fairly extensive psychic toolbox to work with too, giving them elements of Technical as well. The Tyranids are let down by somewhat lackluster shooting, complex and often highly situational rules, and [[WeaksauceWeakness a fairly crippling weakness to poison weapons]].
whats left.
** Chaos:
***
Heretic Astartes -- Balanced/Specialist. The Chaos Space Marines elements can be seen as a dark mirror of the army play quite similarly to their Loyalist cousins, Imperial counterparts: if the loyalists possess respectable offensive power either melee or ranged with strong defensive power, the Chaos Space Marines enjoy far superior close combat ability and psyker support. These superior traitor Marines come with a number of highly customisable and versatile "troubleshooter" units ranging from mobs of cultists to monstrous daemon engines, with some very good options of their own. Their vehicle list is not quite as varied as the loyalist Marines, psychic abilities, but the vehicles they do have tend to be more powerful. The CSM do however sacrifice some of lacking the loyalists' defensive and equipment options in many areas and requiring much more powerful special weapons aggression and rules, morale bonuses, initiative on the part of the player. Rip and tactical flexibility -- they cannot infiltrate or deepstrike like the loyalists can.
**
tear until it is done!
***
Chaos Daemons -- Spammer/Technical. Daemons tie with Tyranids with sheer amount of bodies and Monstrous Creatures they can cab put on the field. Unless you actively shy away from it, no other army, except maybe the Grey Knights, can rock the Psychic phase as hard as you can. Their units are generally stronger point for point than other units, but their unusual deployment type requires careful thinking when used, and their low Toughness and Daemonic Instability make them die very quickly if not managed carefully.
** *** Renegades and Heretics -- Spammer/Generalist. Basically a Chaos version of the Imperial Guard, nearly everything is relatively cheap and have great diversity and customisation provided by the abundance of options.
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** Sisters of Battle -- Balanced/Generalist. This army of women warriors is kind of a hordey army with very strong close combat performance, plenty of options for long-range support fire and a unique Miracle mechanic. While they combine the strengths of both the Militarum and the Astartes, they also combine the weaknesses of both (relatively flimsy T3 infantry ''and'' limited numbers, but each sister having an invul save makes up for it a bit) unless you pick a gimmick and run with it. They also have a lack of reliable anti-tank options at range except for the more recently released Castigator Tank, which is still peanuts compared to the armored monstrosities of the Militarum.

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* AIIsACrapshoot: The first true human-created artificial intelligences, the Iron Men, rebelled due to Chaos. This rebellion was a major factor in ending humanity's first great interstellar civilization and played a part in the descent of the human race into a galaxy-wide dark age. The Adeptus Mechanicus outlawed sentient [=AIs=] as a result, and for the most part the Imperium's modern-day "machine spirits" are pretty well-behaved (if you treat them right).

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* AIIsACrapshoot: AIIsACrapshoot:
**
The first true human-created artificial intelligences, the Iron Men, rebelled due to Chaos. This rebellion was a major the primary factor in ending humanity's first great interstellar civilization and played a part in the descent of the human race into a galaxy-wide dark age. The Adeptus Mechanicus outlawed sentient [=AIs=] AI as a result, and for the most part the Imperium's modern-day "machine spirits" are pretty well-behaved (if you treat them right).



* {{Cyborg}}: While there are "realistic" bionics, senior Mechanicus adepts often approach full-body conversion in their attempts to remove every trace of "weak flesh".
** A more horrifying example are the servitors, catch-all machine-slaves in use for almost every imaginable purpose by the Imperium. After the events of the Dark Age of Technology, when the [[NoodleIncident Iron Men rebelled against their human creators]] and nearly wiped out humanity in the process, true ArtificialIntelligence was forbidden, ruling out the use of robots. Instead, the mechanicum uses "Machine Spirits" for larger vehicles and humans who have been lobotomized and upgraded with cybernetics (the servitors) for less critical tasks.

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* {{Cyborg}}: While there are "realistic" bionics, {{Cyborg}}:
** Most Imperial officials and veterans pick up a variety of mechanical augmentations over time, sometimes as deliberate enchancements and often just to replace lost body parts. It's fairly common for anyone above middling rank to sport at least a mechanical eye or limb, and very
senior figures are often heavily modified in this manner.
** The Adeptus
Mechanicus adepts holds it as religious doctrine that flesh is weak and machines are pure. As such, progress through the ranks of the tech-priesthood involves steadily self-augmentation. Initates and novices usually sport one or two augmetic eyes, prosthetic limbs, or additional "mechadendrites" attached to their backs. Full priests are often approach full-body conversion in almost completely buried by metal plating, enhanced sensors, cerebral augmetics, additional limbs and sundry augments, sometimes with no external skin remaining visible. In time, the organic components of senior leaders end up being pared down to cerebral matter wired into their attempts to remove every trace of "weak flesh".
logic circuits, and rarely look very humanoid anymore.
** A more horrifying example are the servitors, catch-all machine-slaves in use for almost every imaginable purpose by the Imperium. After the events of the Dark Age of Technology, when [[TurnedAgainstTheirMasters the [[NoodleIncident Iron Men rebelled against their human creators]] and nearly wiped out humanity in the process, true ArtificialIntelligence was forbidden, ruling out the use of robots. Instead, the mechanicum uses "Machine Spirits" for larger vehicles and humans who have been lobotomized and upgraded with cybernetics (the servitors) for less critical tasks.



* DarkerAndEdgier: With respect to the regular ''TabletopGame/{{Warhammer}}'', which was fairly grim to begin with.

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* DarkerAndEdgier: With respect to the regular ''TabletopGame/{{Warhammer}}'', ''TabletopGame/WarhammerFantasy'', which was fairly grim to begin with.with.
** The Empire, the main human faction in ''Fantasy'', is plenty grim in its own way, as it's usually portrayed as a deeply neophobic, insular and superstitious society run strictly under feudal logic, but doesn't approach the level of dystopian life of the Imperium. At the very least, it allows freedom of religion as long as one doesn't worship Chaos, in contrast to the Imperium's absolute theocracy, and has decent relationships with several nonhuman races, quite unlike the extremely xenophobic Imperium.
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** ''Humans'', by official policy of the Imperium of Man, are not supposed to tolerate the existence of Xenos. This is possibly justified in that 9 times out of 10 any alien in the known universe will kill a human on sight, though [[SelfFulfillingProphecy this is in turn because humanity has a terrible reputation for exterminating any sentient aliens they can]], with some exceptions like actual monsters who very much deserve to be wiped out like the Orks. On the other hand, it's not always strictly adhered to: being an absolute xenophobe eliminates any hope of alliance with the remaining 10%, which is why the policy of "Kill the Alien" gets tossed out when an EnemyMine situation happens.
** The only hard exception to this trope is the Tau Empire. To be fair, they seem to be running a successful society built around a coalition of species. On the other hand, the Tau are running an Orwellian society that makes it clear that they're staying the top ([[UnreliableNarrator depending on who you listen to]]), they ''have'' practiced extermination on species that are incompatible with the Greater Good, and finally they can afford to be so optimistic with other species because they've encountered relatively little in the way of treacherous or particularly offensive species - besides the Orks, who lack the concept of peace (being a rogue species of living weapons), and the Tyranids, who lack any instinct other than hunger.

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** ''Humans'', by official policy of the Imperium of Man, are not supposed to tolerate the existence of Xenos. This is possibly justified in that 9 times out of 10 any alien most aliens in the known universe will kill a human on sight, though although [[SelfFulfillingProphecy this is in turn because humanity has a terrible reputation for exterminating any sentient sapient aliens that they can]], with some exceptions like actual monsters who very much deserve to be wiped out like the Orks. On the other hand, it's not always strictly adhered to: being an absolute xenophobe eliminates any hope of alliance with the remaining 10%, which is why the policy of "Kill the Alien" gets tossed out when an EnemyMine situation happens.
** The only hard exception to this trope is the Tau Empire. To be fair, they seem to be Empire, who are running a successful society built around a coalition of species. On the other hand, the Tau are running an Orwellian society that makes it clear that they're staying the top ([[UnreliableNarrator depending on who you listen to]]), they ''have'' practiced extermination on species that are incompatible with the Greater Good, and finally they can afford to be so optimistic with other species because they've encountered relatively little in the way of treacherous or particularly offensive species - -- besides the Orks, who lack the concept of peace (being a rogue species of living weapons), and the Tyranids, who lack any instinct other than hunger.



* AdvancedTech2000: To indicate the [[TheFuture very far future]] setting, as well as distance itself from the original ''{{TabletopGame/Warhammer}} Fantasy Battle'' system, the work refers to being set forty thousand years into the future, making the InUniverse timeline in or near the 42nd millennium.

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* AdvancedTech2000: To indicate the [[TheFuture very far future]] setting, as well as distance itself from the original ''{{TabletopGame/Warhammer}} Fantasy Battle'' ''TabletopGame/WarhammerFantasyBattle'' system, the work refers to being set forty thousand years into the future, making the InUniverse timeline in or near the 42nd millennium.
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** The Orks are known as the Greenskins for ovbious reasons. The colour of their skin is because of the fungus they have a symbiotic relationship with.

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** The Orks are known as the Greenskins for ovbious obvious reasons. The colour of their skin is because of the fungus they have a symbiotic relationship with.

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%%
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* AmazingTechnicolorPopulation: The Salamanders Space Marine Chapter all have slate-grey skin, and Magnus the Red, Traitor Primarch of the Thousand Sons legion, has scarlet skin.
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%%I know there're plenty of other instances of this trope in WH40K, but I couldn't bring myself to look for and document all of them. If you know some, then please add them.
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* AmazingTechnicolorPopulation: AmazingTechnicolorPopulation:
**
The Salamanders Space Marine Chapter all have slate-grey skin, and Magnus the Red, Traitor Primarch of the Thousand Sons legion, has scarlet skin.
%%
%%I know there're plenty of other instances of this trope in WH40K, but I couldn't bring myself to look
** The Orks are known as the Greenskins for and document all ovbious reasons. The colour of them. If you know some, then please add them.
%%
%%
their skin is because of the fungus they have a symbiotic relationship with.
** All T'au have greyish blue skin.
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* BodyHorror: The grim darkness of the dark future provides plenty of examples:

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* BodyHorror: The grim darkness of the dark far future provides plenty of examples:
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** This is often the result of the experiments carried out by the Drukhari Haemonculi, both on their victims and themselves. Of note are their creations known as Grotesques, a hulking mass of grafted limbs pumped full of every drug known in the universe.

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** This is often the result of the experiments carried out by the Drukhari Haemonculi, both on their victims and themselves. Of note are their creations known as Grotesques, a hulking mass masses of grafted limbs pumped full of every drug known in the universe.
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* BodyHorror: The grim darkness of the dark future provides plenty of examples:
** On the Imperium side of things, the process to turn a normal human being into an Astartes includes the grafting of several extra organs. A more extreme example are the members of the Adeptus Mechanicus, who believe flesh to be corrupt and weak, so they replace as much as they can of their body with cybernetic parts, with some horrific results.
** Tyranid bioweapons do some gruesome things to their victims, from melting them into acidic sludge to devouring them from the inside out.
** Chaos mutations aren't a pleasant sight, particularly those gifted by Tzeentch or Nurgle. Recieving too many "gifts" from the Chaos gods may turn any aspiring cultist into a Chaos spawn, a perpetually shifting mass of flesh driven completely insane by the experience.
** This is often the result of the experiments carried out by the Drukhari Haemonculi, both on their victims and themselves. Of note are their creations known as Grotesques, a hulking mass of grafted limbs pumped full of every drug known in the universe.

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