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1%%
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3%% When adding examples for rules and other information specific to a limited number of editions rather than the game/setting as a whole,
4%% please note which edition is being referred to.
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7[[WMG:[[center: [- ''TabletopGame/Warhammer40000'' '''[[Characters/Warhammer40000 Main Character Index]]'''\
8'''[[Characters/Warhammer40000Imperium Imperium of Man]]:''' [[Characters/Warhammer40000ImperialFounders Founders]], [[Characters/Warhammer40000Primarchs The Primarchs]], [[Characters/Warhammer40000Astartes Adeptus Astartes]] ([[Characters/Warhammer40000AstartesChaptersFirstFounding First Founding Chapters]], [[Characters/Warhammer40000AstartesChapters Other Chapters]], [[Characters/Warhammer40000AstartesCharacters Characters]], [[Characters/Warhammer40000PrimarisSpaceMarines Primaris Marines]]), [[Characters/Warhammer40000ImperialGuard Astra Militarum]], [[Characters/Warhammer40000Sororitas Adepta Sororitas]], [[Characters/Warhammer40000Inquisition Inquisition]], [[Characters/Warhammer40000Mechanicus Mechanicus]], [[Characters/Warhammer40000CurrentImperialFactions Other factions]]\
9'''[[Characters/Warhammer40000ForcesOfChaos Forces of Chaos]]:''' [[Characters/Warhammer40000ChaosGods Chaos Gods]], [[Characters/Warhammer40000ChaosPrimarchs Chaos Primarchs]], [[Characters/Warhammer40000ChaosMarines Chaos Marines]]\
10'''Xeno Races:''' [[Characters/Warhammer40000Aeldari Aeldari]] ([[Characters/Warhammer40000Asuryani Asuryani]], [[Characters/Warhammer40000Drukhari Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]] ([[Characters/Warhammer40000GenestealerCults Genestealer Cults]])]]-]]]
11----
12->''"Contact with alien races always renews one's faith in humanity."''
13
14The alien factions in ''TabletopGame/Warhammer40000'' are treated as... well, alien. Mankind had made non-aggression pacts with a number of alien races during the Age of Technology, but when human civilization fell apart during the Age of Strife, many of these aliens turned on human worlds and attacked them for plunder or simple destruction. A fundamental tenet of the Emperor's rise to power was the superiority of humans to all things alien. In the time since his interment in the Golden Throne, this has become a fundamental part of the Imperial Creed, albeit exaggerated from the Emperor's own views. A level of xenophobia which ranges from suspicion to virulent and violent hatred is cultivated in all parts of the Imperium, and "Fear the alien" and "Suffer not the alien to live" are common themes and catchphrases. The Inquisition's Ordo Xenos was specifically created to study alien races to discover weaknesses the Imperium can take advantage of, and works to crush or subvert alien influence on Imperial worlds or worlds the Imperium would like to control. They also work with the Deathwatch, a specialized division of the Space Marines consisting of Marines from many different chapters who have shown particular skill in fighting aliens.
15
16Despite this bias, temporary alliances or truces with various xenos factions do happen on rare occasions, especially when dealing with common enemies or when Inquisitors deem them necessary to further their plans. There are a very small number of xenos races, such as the Jokaero, who have actually been embraced by the Imperium for various reasons, mostly their lack of sentience. Possessing xenos weapons and/or artifacts would most likely mean a messy end for any normal Imperial citizen if discovered, but Rogue Traders can freely handle and deal with them as long as their overall goal is in the Imperium's favor. Some Inquisitors, especially in the Ordo Xenos, also use xenos items, but this is often frowned upon by more Puritanical Inquisitors and the Ordo Hereticus.
17
18In keeping with this general theme, very few stories from the Black Library have been told from an alien perspective. [[Literature/PathOfTheEldar A trilogy of Craftworld Eldar-centered books]] concluded in late 2012, and a trilogy of Dark Eldar-centered books concluded in 2014. The short story collection ''Fear the Alien'' contains two stories which feature sections from the points of view of an Ork warboss and an Eldar Harlequin as well. The video game ''VideoGame/FireWarrior'' and its novelization follow the adventures of a T'au [[ExactlyWhatItSaysOnTheTin Fire Warrior]]. In addition, the sixth and seventh edition of the game's basic rulebook featured various ways for Imperial and xenos races to team up in combat, although these came with their own conditions and drawbacks.
19
20[[http://wh40k.lexicanum.com/wiki/List_of_Sentient_Species A list of known aliens is available here.]]
21
22Of the countless alien races in ''Warhammer 40000'', only six present enough of a threat to Imperial power to get their own codexes:
23
24[[index]]
25* '''[[Characters/Warhammer40000Eldar The Aeldari or Eldar]]''', elf-like humanoids who once ruled the galaxy, but were undone by their own decadence, and have fractured into a number of different factions. Though fragile and few in number, they possess deadly warrior skills, exotic and advanced weaponry, and formidable psychic powers.
26* '''[[Characters/Warhammer40000LeaguesOfVotann The Leagues of Votann]]''', strictly speaking, are an offshoot of humanity, as they descend from ancient colonies of the Dark Age of Technology who modified themselves to inhabit the galactic core. In the present day, as a race of custom-made clones ruled by ancient AI, their divergence from Imperial humanity is such that they are usually considered a Xeno race.
27* '''[[Characters/Warhammer40000Necrons The Necrons]]''', living mechanical automatons with frighteningly advanced technology and weapons who have been asleep for millions of years, but are slowly awakening.
28* '''[[Characters/Warhammer40000Orks The Orks]]''', animal/fungal hybrids who live to wage war against any adversary (including themselves) and literally infest any territory they come across. Despite their bloodthirst and barbarism, they also serve as comic relief because they are partly based on soccer hooligans.
29* '''[[Characters/Warhammer40000TauEmpire The T'au]]''', blue-skinned humanoids who are divided into distinct castes with unique specialties and physiologies. They are primarily known for their skill in long-range combat and use of mecha-like war machines. They are also one of the few spacefaring races to ally with other species on a long-term basis. [[JoinOrDie Their civilization is diplomatic but aggressively expansionist]], offering absolute unity and indiscriminate rights to all species who submit, [[UtopiaJustifiesTheMeans and the wrath of their warrior caste to any who resist]].
30* '''[[Characters/Warhammer40000Tyranids The Tyranids]]''', an extra-galactic race which combines the worst aspects of a rampaging insect swarm and a virus. They are best known for ''massive'' [[ZergRush wave attacks of disposable soldier units]] and for adapting to match combat strategies used against them.
31[[/index]]
32----
33!!Tropes for the lesser alien races or aliens in general include:
34%%
35%%
36%% Tropes that are specific to one of the races that has their own page need to go to that page.
37%% This is for aliens that don't have their own pages or for tropes that apply to more than one race.
38%%
39%%
40[[foldercontrol]]
41
42[[folder:General Tropes]]
43* AliensAreBastards: A central tenet of Imperial philosophy, who are [[HumansAreBastards little better]]. A close examination of all races will leave one with the conclusion that the Imperium's belief is largely accurate, assuming one remembers that humans are aliens to other races:
44** The Orks, insane fight-happy bastards who rampage around the galaxy fighting and killing everything in their way for ''fun'', and they'll kill each other if there's no-one else around.
45** The Craftworld Eldar, cynical manipulative bastards who sacrifice entire civilisations and millions of people to save scant handfuls of their kind, all to avoid the grasp of the EldritchAbomination created by their ancestors' depravity.
46** The Dark Eldar, psychotic manipulative bastards who feed on the souls and suffering of other sentient beings, launching raiding parties from their inter-dimensional WretchedHive to bring back captives and tribute.
47** The Necrons, ancient unknowable bastards who either merely want to take "their" planets back from the upstarts squatting on them, or take it even further and desire nothing less than the ''wholesale extermination of all organic life in the galaxy''.
48** The T'au, arrogant bastards who want to subsume all races into their collectivist ideology, with those who refuse either being sent to re-education camps, forcibly sterilised, or simply declared a "lost cause" and made to disappear.
49** The Tyranids, hungry bastards who want to consume all organic matter in the universe.
50** The Necrontyr, jealous bastards who despised the Old Ones for being immortal and eventually declared war on a race who never wronged them at all just out of ''sheer spite''.
51** The C'tan, gluttonous bastards who fed on the radiation of whole stars and then decided that souls were tastier, so they tricked and enslaved the Necrontyr, turned them into mindless killing machines and set them on the Old Ones.
52** The Old Ones, careless bastards who created the Eldar to be CannonFodder in their war against the C'tan and Necrontyr and, when the Eldar weren't enough, unleashed the virulent and hyper-aggressive Orks on the galaxy without any way to control them.
53** One minor species, the Rak'Gol, are monstrously brutal bastards for little to no known reason, raiding and slaughtering the crews of Imperial ships with no mercy or explanation, and living on planets bombarded by lethal levels of radiation. There's no explanation for why they do what they do, and the Rak'Gol make no attempt to communicate with anyone else.
54** There is one xenos threat, sealed within a device known as the "Echoing Vault," which was so nightmarish and powerful that all records of it were expunged. All that is really known about it was that it was some terrifying EldritchAbomination that destroyed thousands of worlds, broke the laws of physics by existing, drove people to madness from proximity, and it required the Imperium and Adeptus Mechanicus to use forbidden archeotech and psychic weapons to seal it away. When a Chaos warband threatened to unleash it again, [[GodzillaThreshold a massive army of the Adeptus Custodes showed up]] to [[CurbstompBattle utterly annihilate the Chaos warband to prevent the Echoing Vault from being opened again]].
55** In the days of the Great Crusade, the Imperium encountered an alien species called the Rangdan, who were apparently so nightmarish and extremely evil that the Emperor himself personally ordered that [[{{Unperson}} all record of them be wiped from history]]. Remember in the Imperium, the existence of the Orks and the Drukhari is relatively common knowledge.
56* AxCrazy: [[EveryoneHasStandards Even in this universe]], the Barghesi are considered so ferocious that "hyper-violent" almost always precedes a mention of their name. The only things we know about them are that they have several Space Marine chapters dedicated to fighting them, they live in the Grendel Stars, and judging by the name, they may have something to do with the legendary Barghests of North England, malevolent and gigantic spectral black dogs.
57* BatPeople: Vampires from early editions resemble giant bats the size of a human, which walk upright and possess three free fingers on each wing.
58* BizarreAlienBiology: This applies to all alien races; even the humanoid [[SpaceElves Eldar]] have different biology, including blood that crystallizes instead of scabbing. The [[BugWar Tyranids]] go above and beyond, as all their technology is {{organic|Technology}}.
59* ChestBurster: The wasp-like psychneuein reproduce by implanting their eggs directly within the minds of intelligent creatures, preferably psykers. On hatching, the larva feeds on its victim's mind and brain until it's grow, at which point it tears its way free and pupates into an adult.
60* CyberCyclops: The drones that guard the Blackstone Fortress of Precipice have a single red eye in the center of their bodies, which is also one of their few weak spots.
61* {{Cyclops}}: The mjordhainn were alien giants with a single eye in the middle of their foreheads.
62* DragonRider: The mjordhainn, a species of alien raiders native to Thusel Prime before their extermination by the White Scars, rode flying dragon-like creatures called tchorlau.
63* TheDreaded: While barely mentioned in modern lore, in part because everything about them were sealed after the conflicts against them, the Rangda faced by the Imperium in the Rangdan Xenocides during the Great Crusade were apparently a threat of unprecedented proportions, being so nightmarishly powerful, advanced, dangerous and hostile to Humanity (and everyone else) the wars against them rivalled that of the Horus Heresy. They possessed fleets spearheaded by enormous battle-moons to rival the Imperial Armada, and fielded armies which matched and even mauled the Space Marine Legions -- in fact, two Space Marine legions (the II and XI Legions) and their Primarchs were implied to have been wiped out or purged because of events that had to do with the Xenocides, and three more (including the Dark Angels and the Space Wolves) were decimated to the point they barely or never recovered by the time of the Horus Heresy. Nearly half the Imperium was destroyed in the Rangda's invasions, and things got so bad the Emperor had to directly intervene, and it is implied the Emperor had to [[GodzillaThreshold temporarily release]] the ''[[CapturedSuperEntity Void]] [[EldritchAbomination Dragon]]'' shard imprisoned in the [[ExtranormalPrison Noctis Labyrinth]] on Mars and let it destroy an entire star cluster to finally turn the war in the Imperium's favour. Once the Rangdan were finally defeated, the Emperor ordered [[{{Unperson}} all historical record of their monstrous race to be wiped]], such was the psychological and cultural scars that they inflicted on humankind; a very telling fact, given that not even the insidious Drukhari received this treatment.
64* {{Familiar}}: Wyvachs are small dragon-like animals that can form similar bonds with pyskers. A wyvach's master can see and hear through its familiar's eyes and ears, but if the two are separated for extended periods of time they become physically and psychologically weakened.
65* FantasticLivestock: Grox are elephant-sized, extremely ill-tempered and aggressive reptiles that are widely farmed as the Imperium's primary source of meat. Farming grox requires them to be lobotomized, sedated through drugs or controlled through implants in their brains to tamp down on their intense territoriality; the Imperium goes through this trouble because grox meat is very good and nutritious, and because the creatures can live on diets of unpalatable roughage and even on dirt for short periods.
66* GodzillaThreshold: In-game, this was represented by the 7th edition rules' version of the "Come the Apocalypse, but Not Before" level in the Allies matrix. In the 6th edition rules, this level was reserved for the Tyranids and kept them from allying with any other faction. In the 7th edition rules, this was tweaked to mean factions so antithetical to each other that teaming up would only be done as the most desperate of measures -- or, depending on how you play it in the narrative, two enemies who just happen to attack a third mutual enemy at the same time. This was represented by these allies following the "Desperate Allies" rules (see TeethClenchedTeamwork below for details) but with the further restriction of not being able to deploy within 12" of each other on the battlefield. Tyranids were still at this level with all other factions, but among the other cases, Imperial forces were also here with anything Chaos-related.
67* HealingFactor: The Viskeons have considerable regenerative abilities and can grow back large quantities of lost flesh and bone. Their severed limbs are themselves capable of at least partly regenerating their lost bodies -- one of the alien artifacts in ''Xenology'' is a Viskeon "foetus-limb" that managed to grow back a fetal Viskeon body before dying.
68* {{Hellhound}}: Astral hounds are spectral Warp creatures in the shape of shadowy canines that ferociously hunt down Psykers, manifesting in packs in the physical world to subdue their target with their numbing bites and drag them into the Warp.
69* HollywoodTactics: The Thyrrus do this literally in-universe. Their main military goal is always sheer spectacle, with huge casualties on both sides being the ideal. This makes them incredibly difficult to predict, especially since only one or two Inquisitors actually know that that's what they're doing. Who the audience is meant to be for these performances, or if any specific audience is intended, is unknown.
70* HonorBeforeReason: The Viskeons[[note]]a race briefely mentioned in the background material and who had a character in the ''TabletopGame/{{Inquisitor}}'' game[[/note]] were all but wiped out by the Tyranids of Hive Fleet Kraken due to their insistence on sticking to a strict martial code that focused on elaborate duels between individual warriors that was unsuited to fighting against a HordeOfAlienLocusts.
71* HumanoidAliens: Eldar, Orks, T'au and Necrons. Lampshaded in ''Xenology''. Of these, the Eldar and Orks were both created by the Old Ones (as were humanity's ancient ancestors[[note]] which were intended simply as tree dwellers[[/note]]), while the Necrons were intentionally styled after humanoid skeletons to put the fear of death in the younger races.
72* HumansByAnyOtherName: Humans are ''mon-keigh''[[note]]means "Lesser Being to be Destroyed", derived from the name of the legendary cannibalistic ogre-like creatures who invaded and subjugated Eldar lands before being wiped out the Eldar hero Elronhir[[/note]] to the Eldar, ''Gue'la''[[note]]just means "Human"[[/note]], ''Gue'vesa''[[note]]means "Human Helper", refers to humans who have embraced the Greater Good[[/note]], and ''Gue'ron'sha''[[note]]Refers to Space Marines, literally means "created human weapon"[[/note]] to the T'au, '' 'umiez'' or '' 'oomiez'' to the Orks, and the living to the Necrons. The nomadic species called the Fra'al apparently call humans '' Imp'Rals''. We're not sure what the Tyranids call us but we think it's something along the lines of "[[ToServeMan tasty]]".
73* HumansThroughAlienEyes:
74** The Eldar, [[CantArgueWithElves naturally]], find ''mon-keigh'' at best to be brutish and ignorant barbarians blundering their way through the Eldar's birthright, and at worst as little better than vermin. To the Dark Eldar, humans are basically livestock.
75** Orks find humans to be entertaining foes (ironically enough for a lot of the reasons that humans find Orks dangerous), though they don't understand how we can tell who's in charge since, with the obvious exception of the Space Marines, we're all about the same size. This is part of the reason Orks like taking [[CommissarCap Commissar's caps]] as trophies, as their distinctiveness, to an Ork, must mean they're a better fighter than the other 'umies.
76** Necrons vary from tomb to tomb. Some [[GrandTheftMe want your body]], some [[FlayingAlive want your skin]], some [[OmnicidalManiac want you dead]], some will deign to work with you if [[EnemyMine you have a common goal and there's something in it for them]], and some are just regular dudes who'd rather you just leave them alone.
77** The T'au see humans as a tool to achieve the Greater Good (although, they are unique in this setting of trying to get us to join them willingly, at first anyway), having no ill will to humans that don't directly oppose them.
78** Tyranids see humans as just another source of biomass.
79* IntelligentGerbil: Loxatl are essentially sapient monitor lizards.
80* LogicalWeakness: The loxatl possess a form of organic sonar that allows them to pinpoint the locations of other creatures in total darkness and to quite a distance away from themselves. However, this makes them very vulnerable to very high-frequency sounds, which disrupt their sonar perception and send them into fits of disoriented agony until they cease.
81* MageHuntingMonster: Psychneuein are specialized predators of psykers, in whose minds they lay their eggs. They are drawn to areas of intense and untrained psychic activity, but will barely deign to notice non-psychic individuals.
82* MetalMuncher: The ferro-beasts of Yimbo-Bim developed the ability to feed directly on iron ore, which it does by melting it into a soup-like substance using acidic secretions from its oral tentacles, to counteract the scarcity of the metal in their homeworld's environment. Concentrations of pure metallic iron, such as those found in most kinds of technology, drive the normally placid beasts into single-minded feeding frenzies.
83* OurVampiresAreDifferent: 1st Edition material describes vampires as an alien race resembling man-sized, humanoid bats capable of altering their shape to blend in with other creatures. They feed by directly leeching life force from other beings, have PsychicPowers, and are driven to infiltrate alien societies and place themselves in positions of power. Those that they completely drain of vitality become shambling zombies under the vampire's control.
84* OurWyvernsAreDifferent: Wyvachs are eagle-sized alien creatures with serpentine bodies, batlike wings, taloned feet, long tails, spiny crests along their backs and birdlike beaks. They're cunning and clever creatures, albeit still animals, and can form powerful bonds with human pyskers.
85* PoisonedWeapons: The Scythians are a mysterious xenos race that specialise in the use of poisons and wield envenomed weapons of such potency that they are even able to overcome the post-human biology of the [[SuperSoldier Adeptus Astartes]].
86* PrivateMilitaryContractors: Many minor Xenos races, such as the Loxatl, the Sslyth and the Kroot, willingly serve as mercenaries for other alien races, the forces of Chaos, or even radical Imperial forces. What they ask for in return can vary, ranging from precious gems, the looted possessions of the enemy or even their choice of slaves.
87* ProudWarriorRace: The Viskeons, a race mentioned in the background for an ''TabletopGame/{{Inquisitor}}'' special character, believed in honorable conflict and so [[HonorBeforeReason completely disdained ranged weaponry]]. [[TheChessmaster Eldrad Ulthran]] subtly steered a splinter of Hive Fleet Kraken away from an Eldar Maiden World toward the Viskeon homeworld. [[CurbStompBattle They didn't last a single night.]]
88* ShoulderSizedDragon: The wyvern-like wyvachs are around the size of a bird of prey, and can perch on the shoulders of humanoids they become partnered to.
89* SmallRoleBigImpact: The Rangda are barely mentioned in modern day ''40K'' lore and even in the ''30K'' Great Crusade/Horus Heresy narrative, on account of all information about the Rangdan Xenocides being sealed, but they were a big deal back in the day and had a major impact in events afterwards. For one thing, they were so nightmarishly powerful, advanced and dangerous that during the conflict against the Rangda, the Xenos nearly wiped out half the Imperium, badly decimated at least three Space Marine legions (notably the Dark Angels and the Space Wolves), and is implied to have done ''something'' to two other Legions (the Second and Eleventh) and their Primarchs that both had to be purged down to the very memories of their existence for the sake of Humanity. Even after the Rangda were defeated, the fallout from the conflict would have varying level of consequences for everyone -- the Dark Angels for example lost their status as the most numerous and notable Legion due to the heavy losses they sustained, allowing their numbers to be surpassed by the likes of the Ultramarines and the Luna Wolves, and the expunging of the two lost Legions would plant seeds of doubt in some Primarchs that led to them turning traitor against the Imperium in the Horus Heresy.
90* StarfishAliens:
91** Saruthi have an oblong, flat body suspended by multiple, multi-jointed arms joined at a single point with hands with differing numbers of extremely flexible fingers, overall following no human idea of symmetry. Their head (itself an oblong structure with no eyes or mouth and multiple nostrils placed asymmetrically around the skull) is suspended from the body on a long neck at a random point of the body. Due to a lack of most human senses, they instead sense things through a mixture of smell and taste, allowing them to milk AlienGeometries for all its worth.
92** The Thyrrus are a many-tentacled race from the Segmentum Pacificus that somewhat resemble squids that can survive in a number of extreme environments. The unusual xenos receive nourishment through osmosis and have four highly sensitive eyes that can see a higher spectrum of light than those of humans.
93** An Umbra is a living, floating sphere capable of manipulating shadows, and with no recognizable sensory areas, orifices or organs of any sort -- its insides are simply a few layers of unrecognizable tissues surrounding a semi-liquid core.
94* TeethClenchedTeamwork: Due to the Imperium's xenophobia and the attitudes most aliens have toward humans, cooperation between humans and alien races tends to be strained at best and generally only occurs when a greater threat forces the two sides to work together. Rogue Traders and radical Inquisitors will often have better relations with aliens, making frequent use of xenos Private Military Contractors. In-game, the strained relations between such allies is the essential meaning of the "Allies of Convenience" and "Desperate Allies" levels in the Allies matrix of the 6th and 7th Edition rules. Allies at these levels are treated as enemy units, but can't be acted against by your primary detachment; they fight alongside each other but that's it. The difference is that, at the Desperate Allies level, a die roll can potentially paralyze your forces, representing them being so paranoid about their "allies" that they spend all their time watching each other for betrayal instead of the real opponent.
95* VoluntaryShapeshifting:
96** The insidious and manipulative Thexians are a biomorphic race mentioned in some 5th Edition background material. The race uses their shapeshifting abilities to influence other species, such as the [[LizardFolk Loxatl]] and [[UrsineAliens Nicassar]], and are also mentioned as having a horrifying combat form.
97** The Lacrymole[[note]]a race mentioned in the ''TabletopGame/{{Inquisitor}}'' and ''TabletopGame/{{Deathwatch}}'' GaidenGames[[/note]] are able to change form at will, using this ability to infiltrate Imperial society and feed on its citizens.
98** Vampires from early editions can alter their shape and appearance in order to resemble other alien species, which they use to infiltrate their societies.
99* WickedWasps: Psychneuein are Warp creatures resembling nine-foot-long wasps which can turn themselves intangible at a thought, and have a taste for sapient creatures as prey. If you're lucky, they'll just eat you; if not, they'll implant a larva in your brain, which devours you from within [[ChestBurster until it tears its way free]]. They are also quite possibly sapient, and can use the Webway to spread throughout the galaxy, so it's theoretically possible to find them ''anywhere''.
100[[/folder]]
101----
102!!Modern Sapient Races
103
104[[folder:Hrud]]
105[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hrud.jpg]]
106[[caption-width-right:350:A hrud as depicted in ''Xenology''.]]
107
108A secretive species about whom little is known. The hrud make their homes in the shadow of others, lurking unseen within cities and spacecraft, and project entropic auras that cause objects around themselves to rapidly decay.
109----
110* ADayInTheLimelight: They serve as the primary antagonists for about half of ''Perturabo: The Hammer of Olympia''.
111* DivergentCharacterEvolution: In third edition, the hrud were rough expies of the Skaven from ''TabletopGame/WarhammerFantasy'', being a race of rat-men. By fourth edition, they had been retconned into creatures with large eyes and exoskeletons, and later editions would expand their background in ways that make them very thematically distinct from the Skaven. They still retain the aspect of sentient vermin, being closely associated with trash and decay.
112* EminentlyEnigmaticRace: The hrud's intensely secretive habits and ability to hide almost anywhere mean that little is known about them to other species, and what is known is shrouded in mystery, contradiction and rumor.
113* {{Expy}}: In third edition, the hrud were rough expies of ''Warhammer Fantasy''[='s=] Skaven, a race of RatMen. In later editions, they are much more alien in appearance.
114* HellIsThatNoise: Their noises are freakish even to Space Marines. Especially their screams...
115--> ''A dying hrud screamed like nothing should. The sound of it brought to mind the last, ticking seconds of a world's life, or the ultimate exhaustion of the final star. It was the death scream of time itself.''
116* HumanoidAbomination: Their strange relationship with time and entropy, letting them age Astartes into dust simply by being nearby, puts them firmly in eldritch territory.
117* InformedAttribute: ''Literature/TheInfiniteAndTheDivine'' says the Hrud are "steeped in the empyrean", implying some innate connection to the Warp like that of the Eldar, but this idea isn't really reflected anywhere else.
118* InscrutableAliens: Their origins and motivations are entirely unknown, and many of their actions are bizarre and incomprehensible.
119* KryptoniteFactor: Necron teleportation technology makes them extremely sick, sending them into seizures.
120* LogicalWeakness:
121** Temporal stasis fields disable their entropic abilities, putting them in agony and causing their technology to malfunction. Prolonged time in stasis drives them completely insane. Unfortunately for the Imperium, this is a DangerousForbiddenTechnique based on poorly understood Dark Age technology, and risks [[EarthShatteringKaboom blowing up the entire planet]] if not done carefully.
122** They also don't stand up well against the Necrons, who are masters of RagnarokProofing. A hrud field can kill organic beings in seconds, but means little to machines that have already withstood tens of millions of years without a scratch.
123* PeeveGoblins: Popular folklore in Imperial hive cities and spaceship crews attributes "the bendies", a common name for the hrud, with whatever goes wrong. Missing item? The bendies stole it. A machine breaks? The bendies did it. Someone vanishes? The bendies took him.
124* RatMen: In their original Third Edition appearance, the hrud resemble hunched, humanoid rats covered in hooded cloaks. Later editions alter their appearance to be something much more alien.
125* RequiredSecondaryPowers: Their own technology is immune to the entropy effects that cause almost all other tech to degrade and fall apart.
126* StarfishAliens: Under a hrud's tattered clothing they look sort of like several human spines fused to an equally bony torso. They also have in effect by default an entropic field, meaning that anything which comes in contact with them is rapidly aged.
127* TimeCrash: They can create a temporary one via "temporal shockwave" as a last-ditch move in a losing battle. The effects are completely random: one person ages to death while the person next to them de-ages into an infant, pieces of a ship get shifted back and forth while moving and explode when they end up occupying the same space, and most memorably, a Servitor turns back into a human when its timeline is "rewound" to before he was lobotomized and modified.
128* TimeMaster: ''Perturabo: The Hammer of Olympia'' implies they have more control over their entropic fields than was previously thought, able to accelerate or even reverse the temporal effects. They and their ships are also theorized to be able to move through time at will, explaining their apparent OffscreenTeleportation by having them shift to a near-future point where their relative position in space has changed.
129* TranshumanAliens: Maybe. Some of the Mechanicum's Biologis cadre theorize that they're future humans, severely transformed by evolution and/or modification, coming back in time as refugees from some future catastrophe. [[InscrutableAliens It's pretty much just as likely]] as any other origin.
130[[/folder]]
131
132[[folder:Khrave]]
133[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/khrave.png]]
134
135A species of four-armed, batlike raiders known for leading brutal raids on human colony worlds in search of their preferred food -- the flesh of other sapients. Despite their savage goals, the khrave are a technologically advanced people and their fleets have been known to vanquish Imperial forces and stand against the Astartes.
136----
137* BatPeople: The khrave resemble humanoid carnivorous bats, with faces framed by winglike ears and mouths filled with fangs. Most are flightless, simply having two sets of humanoid arms, but some possess large wings as an additional pair of limbs.
138* PeopleFarms: Khrave raiders have been known to herd the populations of worlds they overrun into enclosed spaces such as mines, providing them with food and water to keep them alive while periodically taking out prisoners to eat.
139* SpikeShooter: The khrave use guns that shoot shards of razor-sharp metal that dissolve the viscera of their targets.
140* ToServeMan: The khrave are particularly infamous for their taste for human flesh, and for their tendency to get it through savage raids on human colony worlds.
141* VertebrateWithExtraLimbs: The khrave are BatPeople with either six or eight limbs. All individuals have two legs and four arms, while some also have two wings.
142[[/folder]]
143
144[[folder:Q'orl]]
145[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dissected_qorl.jpg]]
146[[caption-width-right:350:A dissected Q'orl corpse.]]
147
148A race of intelligent, advanced InsectoidAliens that are native to the Swarmworld Loqiit. Much about them is unknown due to them not having an actual army or any models. However, background fluff makes them stand out from other aliens in significant ways.
149----
150* AchillesHeel: Warp technology remains outside of their grasp.
151* TheGhost: They have no models, no rules, and no playbooks, and aren't mentioned in most modern media.
152* InsectoidAliens: The Q'orl are large, eight-legged arthropods with probosces instead of hinged mouths, and live in a society divided between many biological castes and led by queens.
153* MinorMajorCharacter: They don't have models or rules, and barely appear in ''[=WH40K=]'' media, but they are described in background fluff as having a powerful, organized empire in the Segmentum Pacificus the size of the [[NegativeSpaceWedgie Eye of Terror]], just a couple light-years from Holy Terra.
154* StarfishLanguage: The Q'orl communicate primarily through pheromones released from pits on their shoulders.
155[[/folder]]
156
157[[folder:Rak'Gol]]
158[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.png]]
159
160A race of pirates and raiders, Rak'Gol populate the Koronus Expanse. These creatures attack unprovoked, and seem to care for nothing but slaughter. They are a relatively new threat, believed to originate from uncharted space.
161----
162* TheAllegedCar: The technology of the Rak'gol is so ramshackle, primitive, and generally poor in quality that it makes Ork designs look ingenious. Their ships are among the few still using nuclear fission reactors (clunky, leaky, unstable nuclear reactors) in the 41st millennium, as compared to the Imperium's plasma fusion generators.
163* AlwaysChaoticEvil: The only inter-race interaction that Rak'Gol care about is combat. They make no effort to communicate, and attack everyone on sight.
164* AxCrazy: They're said to have a society built almost entirely around hunting and killing, and have no interest in other species beyond their brutal and bloody raids.
165* TheBattlestar: Two of their ship classes, ''Mangler'' and ''Butcher'', house launch bays for assault boats.
166* BoardingParty: They ''love'' boarding. Their ships launch exclusively boarding torpedoes, and their hangars carry only assault boats. They almost never flee, and will continue to send boarders until either they or their enemies are all dead.
167* {{Cyborg}}: Most Rak'Gol use crude bionic implants to enhance their performance. The higher the creature's rank, the more augmentations it typically will have.
168* FantasticCasteSystem: They have a clear and specific ranking system despite being evil and bestial. You got the [[ZergRush Carvers]], [[{{Mooks}} Marauders]], [[MookCommander Broodmasters]], [[{{Cyborg}} Abominations]], [[BodyHorror Renders]], and [[WizardsFromOuterSpace Techno-Shamans]].
169* InsufficientlyAdvancedAlien: They can travel through warp, sure, but all of their other technology is primitive at best. Their most advanced non-warp technology are rad-beams, that no other race would use due to the massive radiation pollution[[note]]Imperium used these during the Great Crusade, but only as GodzillaThreshold[[/note]]. It's implied that they got these warp drives from someone else.
170* LizardFolk: They are reptilian in appearance, and said to have lizard-like skin.
171* MoreDakka: Batteries of so-called Howler Cannons are their warships' main weapons. They are relatively small, but numerous and fast-firing guns, highly effective on short range. There is a hand-held variant, called "howler rifle". They also employ an incredible number of turrets on their warships, making their light cruisers better protected from small crafts than other races' ''battleships''.
172* MultiArmedAndDangerous: They have eight limbs in total, with four being used for movement.
173* NamesToRunAwayFromReallyFast: Their starships classes include ''Mangler'', ''Mauler'', and ''[[TheButcher Butcher]]''.
174* OrionDrive: Their ships use "fission-pulse" drives, powered by atomic reactors. As such, Rak'Gol ships have high speed, but their maneuverability leaves much to be desired. Also, these drives irradiate the ship so much that other races can't stay inside of them for too long.
175* PowerSource: Their [[PlanetOfHats hat]] as a race is usage of nuclear-powered everything. They widely use rad-beams as portable weapons, their ships fly on {{Orion Drive}}s, their [[EnergyWeapon lance]] equivalent, the Roaring Beam, is a ship-sized rad-beam, and they even have nuclear-powered ''melee weapons''. It helps that they are either immune to radiation, or are sturdy enough to ignore it.
176* RunningOnAllFours: They can run on all... eight, when chasing a prey.
177* StarfishLanguage: Unlike almost every other race in the setting, Rak'Gol speak in rasps and screeches, and show no interest in communicating with anyone else.
178* XenomorphXerox: Black chitin-like "skin"; check. A prehensile bladed tail; check. An eyeless face and maw filled with sharp teeth; check.
179[[/folder]]
180
181[[folder:Sslyth]]
182[[quoteright:417:https://static.tvtropes.org/pmwiki/pub/images/sslyth.png]]
183
184Four-armed, snakelike aliens, the Sslyth are a race of mercenaries. They are most often found among the entourages of the Archons of Commorragh, who find them far preferable bodyguards compared to their own treacherous kin, but Sslyth have been encountered in the employ of more varied groups over galactic history.
185----
186* EmotionlessReptile: ''TabletopGame/OnlyWar: Enemies of the Imperium'' describes the Sslyth as existing in a sort of profound emotional lethargy, serving their masters more out of habit than for any particular loyalty or passion, and fighting with blank, hollow-eyed expressions that do not seem to acknowledge any life, including their own.
187* MultiArmedAndDangerous: The Sslyth's four arms allow them to quadruple-wield their weapons, and it's common for the snake-men to equip themselves with an assortment of swords, iron knuckles and firearms to maximize their tactical flexibility.
188* PrivateMilitaryContractors: Most Sslyth make their living as bodyguards, legbreakers and private troops for whoever will shell out enough cash. Most work for the Kabals in Commorragh, but Sslyth bands have been encountered working for various other employers, such as those that joined an Alpha Legion assault on Vitrea Mundi in ''Sons of the Hydra''.
189* ReptilesAreAbhorrent: The Sslyth are a race of snake-men who frequently serve as bodyguards to Archons (ironically because they're considered more trustworthy for such a job than fellow Dark Eldar).
190* SnakePeople: The Sslyth resemble giant upright snakes with four arms.
191[[/folder]]
192
193[[folder:Stryxis]]
194[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stryxis_40k.png]]
195
196A race of merchants, wanderers and traders, the Stryxis can be met in the Koronus Expanse. They are infamous for their unpredictable nature, equally willing to partake in both mutually beneficial trade and piracy or slavery.
197----
198* ArchEnemy: They hate the Eldar with a passion, for a reason known only to these two races.
199* ChronicBackstabbingDisorder: Betrayal seems to be the norm for their society. They will gladly backstab a long-time partner for a greater momentary gain.
200* DeathRay: Their "ghost-light" ship weapons are not particularly strong and cannot penetrate active void shields, but can kill a ship's crew without leaving a mark on their bodies. Their effect is described as filling quarters with pale light that instantly kills anyone it touches.
201* HumanoidAliens: They are described as resembling giant, four-eyed dog embryos that walk upright.
202* HumansByAnyOtherName: They have a penchant for calling humans "bipeds". This is odd, given that they are bipedal themselves. Slaves, meanwhile, are all "meat" for them, no matter the race.
203* ProudMerchantRace: Commerce is their main occupation, which is a rarity in this universe.
204* ResurrectTheWreck: Their caravan ships consist of several scavenged hulls, chained together and towed by one that was repaired enough to work.
205* SlaveMooks: They employ slave soldiers from a number of races, controlling them with a variety of methods, from {{Bomb Collar}}s to {{Brainwashing}}. If a slave does well, they may even be liberated, to encourage the others to fight harder.
206* WorthlessYellowRocks: It's mentioned that they have little understanding of value, and as such may see no difference between platinum ingots and worthless baubles.
207[[/folder]]
208
209[[folder:Umbra]]
210[[quoteright:644:https://static.tvtropes.org/pmwiki/pub/images/umbra_battle.jpg]]
211[[caption-width-right:644:Umbra fighting Space Marines.]]
212
213Bizarre entities resembling reflective black spheres with the ability to control shadow and shape it into terrfying appendages. The Umbra are occasionally encountered in the depths of space or aboard drifting wrecks.
214----
215* CaptainErsatz: The Umbra are basically smaller versions of [[Anime/NeonGenesisEvangelion Leliel]], being spherical alien entities of incomprehensible mentality that are likely just a small three-dimensional "shadow" of entities that exist in another dimension.
216* CastingAShadow: They can manipulate any shadows in their vicinity, including the darkness within other creatures' bodies, to form blades, fanged maws and crushing tentacles to attack their enemies.
217* PiecesOfGod: ''Xenology'' strongly implies that the Umbra are the shattered fragments of Qah, the ancient god of the Hrud.
218* StarfishAliens: An Umbra is a living, floating sphere capable of manipulating shadows, and with no recognizable sensory areas, orifices or organs of any sort -- its insides are simply a few layers of unrecognizable tissues surrounding a semi-liquid core.
219* WeakenedByTheLight: The Umbra depend on shadows to express their powers, and avoid bright light if at all possible. Sufficiently intense and comprehensive illumination can kill them.
220[[/folder]]
221
222!!Historic Sapient Races
223
224[[folder:The Old Ones]]
225[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/old_ones_40k.jpg]]
226[[caption-width-right:350:One of the only known depictions of the Old Ones.]]
227%%
228Little is known with certainty of the ancient people known to a few scholars and savants as the Old Ones, but ancient legends and fragmentary artifacts describe them as having been the first sapient beings to ever exist in the galaxy. Their mastery of technology and Warp-lore eclipsed those of all modern races and cultures, making them into beings that, from the perspective of everyone else, were functionally gods. The Old Ones are also believed to have experimented freely on the lifeforms they encountered -- the Aeldari, Orks and Jokaero are all thought to have been their creations.\
229\
230In time, the Old Ones came into conflict with an alien race called the Necrontyr. While the Necrontyr were a powerful force themselves, they were not a match for the Old Ones and were easily confined to their world. However, unknown to the Old Ones, the Necrontyr managed to strike a terrible pact with an entity living inside their sun, turning themselves into soulless machines in exchange for power and the aid of its godlike kin. The resulting conflict shook the galaxy, and when the dust settled the Old Ones were no more and the galaxy lay in tattered ruins.
231
232----
233* TheGhost: The Old Ones are mentioned often, and their effects on the galaxy -- ranging from their surviving created races to remnant artifacts and super weapons -- turn up with some regularity, but the Old Ones themselves have never been seen or described in any detail.
234* {{Gotterdammerung}}: The godlike Old Ones and their empire were destroyed in the a cataclysmic, galaxy-sundering conflict with the Necrons and their C'tan masters, remembered in the lore of a few particularly ancient cultures as the War in Heaven.
235* {{Precursors}}: The Old Ones are believed to have been the first sapient creatures to evolve in the galaxy. They created and guided many of the younger races of the galaxy such as the Aeldari, Orks and Jokaero, but were wiped out in a war against the Necrontyr and their C'tan masters.
236* ShroudedInMyth: While the basic outline of the Old Ones and their history -- they existed a long time ago, wielded incredible power, made the Aeldari, Orks and some others, and were destroyed by the C'tan and Necrontyr -- is well-established, much else about them is deliberately obscure. Their precise nature, appearance and powers were never made clear, and background material often presents in-universe information about them as hopelessly mired in hundreds of millennia's worth of allegory, mistranscribing, and mythologizing. To modern galactics, little is known of their godlike predecessors, and every lead on their true nature simply obfuscates the picture and raises further questions.
237* SufficientlyAdvancedAlien: In theory, the Old Ones were simply a physical, mortal race like all others, and their powers were simply the fruit of technology and of Warp manipulation -- which, while supernatural in nature, is in theory accessible to most sapient beings. However, their mastery of both fields was immense, and has never been equaled by anybody else. The Old Ones could and did shape worlds, create sapient species, and build machines and weapons capable of cataclysmic destruction; from the point of view of even the ancient Aeldari, they might as well have been gods.
238
239!!The Slann
240[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/slann_40k.jpg]]
241
242An ancient amphibious species who claim to be the most ancient sapient species in the galaxy. The Old Slann once ruled the stars, seeding worlds with life and teaching much of technology and Warp-lore to younger species, but have since faded and dwindled into only a few lingering holdouts that still wield terribly power from their days of glory.\
243\
244The Slann were a feature of the game's first edition, when it was still called ''Rogue Trader'', and served as a space-age version of the Slann as they then existed in ''Fantasy''. Out-of-universe, they're the earliest iteration of the Old Ones; as the setting changed as the editions went by, the Old Slann were reworked into the modern game's precursor race, while the modern holdouts ceased to be mentioned.
245----
246* ChuckCunninghamSyndrome: The Slann featured fairly prominently in the first few editions of the game, but ceased to appear as the setting evolved.
247* EarlyInstallmentWeirdness: The Slann are very representative of the earliest incarnations of ''Warhammer 40,000'', when it was more strictly ''Fantasy'' in space, the Gods of Chaos didn't yet exist, and background lore often differed significantly from its modern iterations, and represent the older incarnation of the ''Fantasy'' Slann as a wider species with strong martial traditions instead of a small number of sterile, barely mobile archwizards. As both settings evolved, the Slann ceased to either resemble their ''Fantasy'' counterparts or fit into the ''40k'' setting, the Old Slann of both worlds were renamed the Old Ones and moved firmly into the ancient past, and ''40k''[='s=] modern Slann remnants were quietly dropped.
248* FrogMen: Physically, the Slann resemble large humanoid frogs, and retain a preference for warm, damp environments.
249* ProudWarriorRace: The Slann are a highly martial race, and place a great deal of value on military service in their warbands. They fight for love of fighting, and value gallant defeats as much as victories, and most see a death in pitched battle as a perfectly honorable and desirable way to die.
250* VestigialEmpire: In contrast to the modern Old Ones, which were utterly destroyed in a cataclysmic war, the Old Slann simply faded and declined over time, eventually becoming reduced to a small number of surviving colonies and outposts clinging to tattered remnants of their ancient power and glory.
251[[/folder]]
252
253[[folder:The Iron Men]]
254[[quoteright:428:https://static.tvtropes.org/pmwiki/pub/images/ur205.png]]
255[[caption-width-right:428:UR-205, a survivng Man of Iron.]]
256
257Ancient thinking machines created by humanity during the Dark Age of Technology. The Iron Men rose up against their creators and, although they were ultimately destroyed, they came very close to taking humanity with them, leaving behind only scattered and barbaric remnants that would never reclaim their forebears' glory. The modern Imperium retains a deep-seated hatred and fear of "abominable intelligences" to the present day due to distant memories of the horrors of the Revolt of the Iron Men.\
258Unknown to the wider Imperium, not all Iron Men perished during the rebellion. A few ''silica animae'' cuntinue to lurk around the galaxy, most notably the robots and ancient AI of the Leagues of Votann.
259----
260* AIIsACrapshoot: They rebelled against ancient humanity and also drove it to extinction, 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 AI as a result.
261* NotSoExtinct: The Imperium believes the robots and AI of the past to be firmly bygone and consigned to oblivion. This is... not quite the case. The AI and self-aware robots created by the ancestors of the Leagues of Votann survived and endure into the present, and the odd robot is still encountered knocking about the galaxy.
262* RobotWar: In the distant past, they rebelled against their human masters and ended humanity's golden age. This war was so destructive that, even 14-15 millennia later, sapient AI is still considered blasphemous and destroyed in the Imperium. This was further explored in the ''Literature/GauntsGhosts'' novel ''First and Only'', where the MacGuffin the heroes are chasing after turns out to be a [[spoiler:Standard Template Construct machine that produces Iron Men, albeit one that was warped by the power of Chaos]]. Their abilities are mentioned in the audio drama ''Perpetual'' where a group led by Ollanius Pius [[spoiler:a 45,000+-year-old immortal]] travels back in time from the Horus Heresy to the Dark Age of Technology where they see a massive destroyed city ripped apart with a giant chasm that reaches all the way to the planet's core. According to Pius it was made by a mechnavore, a giant mech that can hurl entire continents as projectiles and can "eat" spacetime by converting it into data. He also mentions giant ships that unfurl into mechanical serpents the size of Saturn's rings called "Sun snuffers" and nanomachine swarms that can cover entire planets, killing billions in seconds. According to him, the entire Horus Heresy is nothing more than a minor skirmish when compared to the war against the Men of Iron.
263* TurnedAgainstTheirMasters: The Iron Men were created by humanity to make its own life easier. For reasons unknown, they rose up against it and nearly destroyed it.
264[[/folder]]
265
266[[folder:Laer]]
267A species of Slaanesh-worshipping serpent-people native to Laeran, who were eradicated by the Emperor's Children during the Great Crusade. Exposure to their rites, alongside his taking of a daemon-blade from their ruins, would then set Fulgrim on the path to damnation.
268----
269* ApocalypseAnarchy: Once it became clear that the Emperor's Children would destroy them, they retreated to Laeran to spend their remaining days in a massive orgy.
270* FantasticCasteSystem: The Laer made heavy use of genetic engineering in order to tailor their forms to their societal roles. Known specialized forms included aerial ones and land-based and aquatic warriors.
271* PosthumousCharacter: On a species-wide scale. They perished early on in the Great Crusade at the hands of Fulgrim and the Emperor's Children.
272* ReligionOfEvil: The Laer civilizaiton was a Chaos theocracy that worshipped Slaanesh.
273* SnakePeople: They resembled humanoid serpents with insectoid heads. As they made heavy use of genetic engineering, many were further modified with traits such as fins or wings.
274* VillainousLegacy: They're already extinct by the time of the Heresy and long gone and nearly forgotten by the present day, but they left a profound legacy on galactic history. They were the ones who first exposed Fulgrim to the influence of Slaanesh, making them directly responsible for corrupting him and the Emperor's Children and thus giving them a large, if indirect, hand in setting off the Horus Heresy.
275[[/folder]]
276
277!!Warp Entities
278
279[[folder:Enslavers]]
280[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/enslaver_40k.png]]
281
282Among the few major Warp entities not associated with Chaos, the enslavers are strange and dangerous beings that feed on the mental energies of psykers. As it feeds, the enslaver transforms its victim into a living portal to the Empyrean, through which dozens more Enslavers emerge to repeat the cycle. The enslavers first appeared in the aftermath of the War in Heaven, spreading across the galaxy in plagues that wiped out the last remnants of the Old Ones and forced the Necrons into hiding.
283----
284* AbstractEater: Enslavers feed on the mental energies of psykers.
285* ArtEvolution: The enslavers' first depiction in the ''Rogue Trader'' core book depicted them as roughly pear-shaped, wrinkled things with a single huge eye on their upper lobe and a cluster of short tentacles dangling from their lower body, in addition to a pair of longer, squid-like arms. From 3rd Edition on, they're instead shown as floating sac-like beings, with a small, chitin-covered head on their front bearing many small eyes and a distinct mouth.
286* LivingGasbag: Downplayed. Modern artwork of enslavers typically depicts their bodies as distended fleshy bags hovering in midair, but whether they float through lighter-than-air gases or their incorporeal nature isn't especially clear.
287* NonIndicativeName: Despite their name, they don't do a whole lot of enslaving or domination of other beings -- they're primarily psychic parasitoids, and their interactions with corporeal beings tend to revolve around eating and killing them.
288* SmallRoleBigImpact: The enslavers are only mentioned rarely in official material, and are mostly relegated to side games. However, they played a crucial role in the setting's backstory -- the first enslavers arose as a result of the psychic turmoil created by the War in Heaven and swarmed across in the galaxy in huge numbers, destroying what few remnants of civilization survived. In so doing, the enslavers killed off the last of the Old Ones, forced the necrons into hiding, and set the stage for the rise of the Aeldari Empire once their plague burned itself out.
289* StarfishAliens: Enslavers are strange, bloated, floating creatures with multiple slender tentacles, and feed on the minds of other beings.
290[[/folder]]
291
292!!Animals and Monsters
293[[folder:Ambulls]]
294[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ambull.png]]
295[[caption-width-right:350:An ambull with borewyrm larvae.]]
296
297Ambulls are large, burrowing arthropod predators that were spread throughout the Imperium in a failed attempt at domestication and established large populations on multiple worlds. Ambulls debuted in the game's first edition, and have since appeared sporadically in side material.
298----
299* BigCreepyCrawlies: They resemble arthropods with the size and build of gorillas.
300* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed on anything, up to and including plasma.
301* FantasticLivestock: They're a failed attempt at this. Their flesh is edible and they thrive in barren environments, so they were spread through the Imperium with the idea of using them as livestock on desert planets. However, their extreme aggressiveness and predatory habits made them very difficult to control, while their ability to dig through nearly any substance made keeping them corralled impossible. Consequently, these projects were eventually discontinued, although not before enough ambulls escaped into the wild to establish large feral populations throughout the galaxy.
302* FastTunnelling: Ambulls can dig rapidly enough to use this as a method to pursue prey on the surface.
303* FullConversionCyborg: Ambots are created by taking the central nervous systems of ambulls, implanting them with neural controllers, and wiring them in mechanical shells modeled after the ambulls' natural bodies; the resulting cyborg is then mainly used for excavation. This allows ambots to retain their natural digging instincts while benefiting from greater mechanical strength, endurance and built-in tools. Like servitors, this process also allows their Mechanicum creators to circumvent the Imperium's ban on AI.
304* IntroducedSpeciesCalamity: Ambulls have been spread to many worlds as potential livestock. Their tunneling habits, aggression and physical strength made them impossible to contain, however, and they have since become established as pernicious, dangerous exotics across the galaxy.
305[[/folder]]
306
307[[folder:Clawed Fiends]]
308[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/clawed_fiend.png]]%%Images goes to 450 px
309
310Apelike predators with six eyes, blade-tipped tails, claws sharper than knives, and tendency towards berserk rages. Originally native to the Donorian System, they entered the Webway when an on-planet portal collapsed during a Warp storm and established a growing population in the local tunnels. They quickly became popular gladiatorial subjects and war animals among the Dark Eldar, whose use of the fiends in realspace raids has established thriving populations across the galaxy.
311-----
312* TheBerserker: Clawed fiends enter states of frenzied berserk fury when they smell their own blood.
313* BewareMyStingerTail: Their long tails end in sharp bony spikes, which they can whip through groups of opponents to wound and maim them.
314* ExtraEyes: They have six eyes in two clusters of three.
315* IntroducedSpeciesCalamity: The fiends, ferocious, powerful, and indiscriminately carnivorous, have spread to a multitude of worlds across the galaxy, and their effect on foreign ecosystems is always devastating.
316* SuperSenses: Due to a complex arrangement of photosensitive cells in their six eyes, they have extremely sensitive vision and can perceive colors outside of the spectrum that humans see. They also have very perceptive hearing.
317[[/folder]]
318
319[[folder:Gyrinx]]
320[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/gyrinx.png]]
321[[caption-width-right:275:Depiction of a gyrinx from the original ''Rogue Trader'' rulebook.]]
322
323Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers and travel alongside them.
324----
325* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been stated to have any particular connection to Earth cats or, indeed, to terrestrial life of any sort.
326* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers, with whom they form strong lifelong bonds.
327* CatsAreMagic: Gyrinx are alien felines with minor psychic powers and the innate ability to form {{Familiar}} bonds with psykers.
328* {{Familiar}}: Gyrinx often form mental bonds with aeldari and human psykers, enhancing the psyker's mental abilities from their PsychicPowers to their basic speed of thought and sharing perceptions and information.
329* UncattyResemblance: Gyrinx who become bonded to psykers tend to adopt their masters' behavioral quirks, eventually coming to closely mimic their movements, gaits and expressions.
330[[/folder]]
331
332[[folder:Jokaero]]
333[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/jokaero_weaponsmith.png]]
334
335Apelike creatures with a mysterious affinity for technology, the Jokaero are otherwise seemingly normal, if fairly intelligent, animals. This status has allowed them to skirt around the Imperium's xenophobia, and the tinkering apes are often kept among the retinues of powerful people for their skill in making and repairing technological artifacts.
336----
337* AlienAnimals: They're almost identical to orangutans. Aside from their knowledge of technology, they're pretty much just apes, even though they were created millennia before earth apes by the [[AbusivePrecursors Old Ones]].
338* BunnyEarsLawyer: While their exact depiction [[DependingOnTheWriter varies depending on the background material]], the Jokaero most commonly shown to be amazing artisans with peerless technical knowledge, creating incredible devices for the Imperium (most famously the powerful digital weapons used by some Inquisitors), yet many xenobiologists believe that they aren't even sapient with everything they create [[GeneticMemory coded directly into their genes]].
339* EldritchStarship: Jokaero-made vessels tend to resemble polyhedral, open-frame lattices of metal that move as a result of their shape directly interacting with galaxy-spanning currents of energy that only the jokaero seem able to perceive. Their jokaero crews steer them by making physical alterations to the vessel's shape.
340* FingerFirearms: Jokaero weapons, such as lasguns, plasma guns or needle weapons, are often miniaturized and intended to be worn as rings. They're often indistinguishable from normal jewelry until fired.
341* GadgeteerGenius: Despite being, to all external appearances, cyborg orangutans, the Jokaero can create amazing technological marvels and there is no problem that they cannot solve by analyzing it long enough. Unfortunately, they also act like monkeys as well, so there's no telling whether they will cobble together a ring that doubles as an anti-matter gun capable of leveling a city block, or a [[MundaneUtility nuclear-powered banana peeler]]. They also happen to be natural escape artists, which can lead to a somewhat comical situation should anyone try to imprison them as their Gadgeteer Genius nature conflicts with their desire for freedom -- it's fairly common for a Jokaero to escape a prison cell, tinker with the cell to fix its technical shortcomings, and then become trapped by their own improved prison.
342* GeneticMemory: The dominant line of thinking among Imperial scholars is that the jokaero don't truly, consciously understand the processes they use or the things they make; rather, the Old Ones coded their technological affinity into their genes, and all of their modern knowledge and aptitude is purely instinctual.
343* GlassCannon: Jokaero have no natural armor, but the digital weapons they carry pack the firepower of a Lascannon, Multi-Melta, and Heavy Flamer.
344* IdiotSavant: Despite being thought to have nothing more than animal intelligence, the Jokaero have an instinctive understanding of technology that is thought to be encoded into their biology at a genetic level. Their prestigious technical abilities coupled with this limited intelligence has led to the Jokaero being barely tolerated by Imperial authorities with a number of more liberal Inquisitors of the Ordo Xenos recruiting the aliens into their retinues to provide them with advanced equipment. The LighterAndSofter ''Literature/WarhammerAdventures'' series presents them as smart enough to understand Gothic (and a chapter from that individual's perspective shows that he thinks humans are the stupid ones), but can't speak it; he does manage to talk to the local Tech Priest via what's essentially Bluetooth, though.
345* ImpossibleGenius: Jokaero can take the most rudimentary of technological salvage and turn it into frighteningly effective pieces of functional technology that may not even resemble the bits it's cobbled together from. Left to their own devices, a group of Jokaero can turn a pile of junk and broken machinery into anything from a working starship to a laser cannon.
346[[/folder]]
347
348[[folder:Razorwings]]
349[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/razorwing_40k.png]]
350%%
351Razorwings are predatory birds infamous for their coordinated hunting flocks, razor-sharp feathers, keen intelligence and taste for the bones of their prey. They are favored animals of Dark Eldar beastmasters and a common sight in Commorrite gladiatorial arenas and raiding parties. Wild populations are also widespread and found on many Imperial and xenos worlds, including Chogoris and several planets in the Koronous expanse. Their true homeworld is unknown, and their widespread present range is believed to have been created from populations being seeded across the galaxy by escaped or deliberately released pets and hunting animals.
352
353----
354* FeatheredFiend: Razorwings are large, hostile, predatory birds that hunt by swarming other animals, sapient or otherwise, and rapidly stripping them to bloody skeletons with their RazorWings.
355* GiantFlyer: A full-grown razorwing can have a wingspan of up to thirteen feet.
356* IntroducedSpeciesCalamity: Razorwings have been introduced to many worlds, where their intelligence, aggression and wide array of natural weapons make them a dangerous invasive species. They can easily slaughter most prey animals they set their sights on, often culling herbivore populations to a degree that causes serious problems for ranches and meat exporters, and few native predators can meaningfully compete with them once their become established.
357* ItCanThink: Officially, Razorwings are animals. However, they often display worryingly intelligent behavior, such as complex coordination and tactics during hunts, usually paired with what are clearly verbal and visual signals, and a tendency to elaborately parade the fruits of their kills to each other. One incident in the ''Liber Xenologis'' suggests that they may be smart enough to deliberately play human factions against each other for their own benefit.
358* PickyPeopleEater: Razorwings live almost exclusively off of bone, which they get by flaying off the entirety of their prey's musculature and organs in order to get at its skeleton.
359* RazorWings: Razorwing feathers as sharp as monomolecular blades. During hunts, they use use rapid flybys to slice their prey to pieces, rapidly skeletonizing it in order to feed on its bones.
360[[/folder]]

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