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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/773598722009075bdfdb9a0bb9b.jpg]]
[[caption-width-right:350:An old Rogue Trader depiction]]
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* MinorMajorCharacter: They don't have models, 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.

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* MinorMajorCharacter: They don't have models, 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.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dissected_qorl.jpg]]
[[caption-width-right:350:A dissected Q'orl corpse.]]

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Cleanup. Cut floating sentence fragment, cleaned grammar issues, cut Hive mind misuse — Hive Mind refers specifically to a single consciousness distributed among multiple bodies; the Q'orl are distinct individuals and not even telepathic. They're eusocial, but that's a different thing.


** Subverted with the Q'rol. Despite having an empire the size of the Eye of Terror, they don't really do much evil.

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** Subverted with the Q'rol.Q'orl. Despite having an empire the size of the Eye of Terror, they don't really do much evil.



[[folder:Q'rol]]

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[[folder:Q'rol]]
[[folder:Q'orl]]






* AchillesHeel: Warp technology remains outside of their grasp, but they do plan on
* TheGhost: Have no models, no rules, no playbooks, and aren't mentioned in most modern media.
* HiveMind: Comes with giant alien bees.

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* AchillesHeel: Warp technology remains outside of their grasp, but they do plan on
grasp.
* TheGhost: Have They have no models, no rules, and no playbooks, and aren't mentioned in most modern media.
* HiveMind: Comes with giant alien bees.
media.



* MinorMajorCharacter: They don't have models, 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 HolyTerra.

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* MinorMajorCharacter: They don't have models, rules, and barely appear in WH40K ''[=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 HolyTerra.Holy Terra.

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** Subverted with the Q'rol. Despite having an empire the size of the Eye of Terror, they don't really do much evil.



* 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.



* StarfishLanguage: The Q'orl communicate primarily through pheromones released from pits on their shoulders.



[[folder:Stryxis]]
A 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.

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[[folder:Stryxis]]
[[folder:Q'rol]]

A race of merchants, wanderers and traders, intelligent, advanced InsectoidAliens that are native to the Stryxis can be met 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 the Koronus Expanse. They are infamous for their unpredictable nature, equally willing to partake in both mutually beneficial trade and piracy or slavery.
significant ways.


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* AchillesHeel: Warp technology remains outside of their grasp, but they do plan on
* TheGhost: Have no models, no rules, no playbooks, and aren't mentioned in most modern media.
* HiveMind: Comes with giant alien bees.
* 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.
* MinorMajorCharacter: They don't have models, 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 HolyTerra.
* StarfishLanguage: The Q'orl communicate primarily through pheromones released from pits on their shoulders.
[[/folder]]

[[folder:Stryxis]]
A 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.

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* XenomorphXerox: Black chitin like “skin”; check. A prehensile bladed tail; check. An eyeless face and maw filled with sharp teeth; check.

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* XenomorphXerox: Black chitin like “skin”; chitin-like "skin"; check. A prehensile bladed tail; check. An eyeless face and maw filled with sharp teeth; check.
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* XenomorphXerox: Black chitin like “skin”; check. A prehensile bladed tail; check. An eyeless face and maw filled with sharp teeth; check.
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* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been sated to have any particular connection to Earth cats or, indeed, to terrestrial life of any sort.

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* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been sated stated to have any particular connection to Earth cats or, indeed, to terrestrial life of any sort.
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In 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.

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In time, the Old Ones came into conflict with an alien race called the Necrontyr; while 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, 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.ruins.



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[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/gyrinx.png]]
[[caption-width-right:275:Depiction of a gyrinx from the original ''Rogue Trader'' rulebook.]]
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* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been sated to have any particular connection Earth cats or, indeed, to terrestrial life of any sort.

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* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been sated to have any particular connection to Earth cats or, indeed, to terrestrial life of any sort.




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Sources are Rogue Trader books Battlefleet Koronus and Edge of the Abyss. Also, sentient races are probably more important than various monsters.


!!Animals and Monsters
[[folder:Ambulls]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ambull.png]]
[[caption-width-right:350:An ambull with borewyrm larvae.]]

Ambulls 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.

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!!Animals and Monsters
[[folder:Ambulls]]
!!Sapient Races
[[folder:The Old Ones]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ambull.png]]
[[caption-width-right:350:An ambull with borewyrm larvae.
org/pmwiki/pub/images/old_ones_40k.jpg]]
[[caption-width-right:350:One of the only known depictions of the Old Ones.
]]

Ambulls are large, burrowing arthropod predators that were spread throughout Little is known with certainty of the Imperium in ancient people known to a failed attempt at domestication few scholars and established large populations on multiple worlds. Ambulls debuted 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 game's first edition, 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 since appeared sporadically experimented freely on the lifeforms they encountered -- the Aeldari, Orks and Jokaero are all thought to have been their creations.\\
\\
In 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 side material.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.



* BigCreepyCrawlies: They resemble arthropods with the size and build of gorillas.
* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed on anything, up to and including plasma.
* 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.
* FastTunnelling: Ambulls can dig rapidly enough to use this as a method to pursue prey on the surface.
* 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.
[[/folder]]

[[folder:Gyrinx]]
Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers and travel alongside them.

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* BigCreepyCrawlies: They resemble arthropods 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.
* {{Gotterdammerung}}: The godlike Old Ones and their empire were destroyed in the a cataclysmic, galaxy-sundering conflict
with the size Necrons and build their C'tan masters, remembered in the lore of gorillas.
a few particularly ancient cultures as the War in Heaven.
* ExtremeOmnivore: Ambulls {{Precursors}}: The Old Ones are primarily carnivores, 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 at need can feed on anything, up to were wiped out in a war against the Necrontyr and including plasma.
their C'tan masters.
* FantasticLivestock: They're ShroudedInMyth: While the basic outline of the Old Ones and their history -- they existed a failed attempt at this. 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 flesh is edible precise nature, appearance and they thrive in barren environments, so they powers were spread through the Imperium with the idea of using never made clear, and background material often presents in-universe information about them as livestock 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 desert planets. their true nature simply obfuscates the picture and raises further questions.
* 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 extreme aggressiveness mastery of both fields was immense, and predatory habits made them very difficult 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.

!!The Slann
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/slann_40k.jpg]]

An ancient amphibious species who claim
to control, while 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 ability to dig through nearly any substance made keeping them corralled impossible. Consequently, these projects days of glory.\\
\\
The Slann
were eventually discontinued, although not before enough ambulls escaped 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 wild to establish large feral populations throughout the galaxy.
* FastTunnelling: Ambulls can dig rapidly enough to use this as a method to pursue prey on the surface.
* 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
modern game's precursor race, 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.
[[/folder]]

[[folder:Gyrinx]]
Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers and travel alongside them.
modern holdouts ceased to be mentioned.



* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been sated to have any particular connection Earth cats or, indeed, to terrestrial life of any sort.
* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers, with whom they form strong lifelong bonds.
* CatsAreMagic: Gyrinx are alien felines with minor psychic powers and the innate ability to form {{Familiar}} bonds with psykers.
* {{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.
* UncattyResemblance: Gyrinx who become bonded to psykers tend to adopt their masters' behavioral quirks, eventually coming to closely mimic their movements, gaits and expressions.

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* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx ChuckCunninghamSyndrome: The Slann featured fairly prominently in the first few editions of the game, but ceased to appear as the setting evolved.
* 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 a housecat in appearance, although they've never been sated to have any particular connection Earth cats or, indeed, to terrestrial life background lore often differed significantly from its modern iterations, and represent the older incarnation of any sort.
* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers,
the ''Fantasy'' Slann as a wider species with whom they form strong lifelong bonds.
* CatsAreMagic: Gyrinx are alien felines with minor psychic powers and
martial traditions instead of a small number of sterile, barely mobile archwizards. As both settings evolved, the innate ability Slann ceased to form {{Familiar}} bonds with psykers.
* {{Familiar}}: Gyrinx often form mental bonds with aeldari and human psykers, enhancing the psyker's mental abilities from
either resemble their PsychicPowers to ''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.
* FrogMen: Physically, the Slann resemble large humanoid frogs, and retain a preference for warm, damp environments.
* ProudWarriorRace: The Slann are a highly martial race, and place a great deal of value on military service in
their basic speed warbands. They fight for love of thought fighting, and sharing perceptions value gallant defeats as much as victories, and information.
* UncattyResemblance: Gyrinx who become bonded
most see a death in pitched battle as a perfectly honorable and desirable way to psykers tend die.
* VestigialEmpire: In contrast
to adopt their masters' behavioral quirks, the modern Old Ones, which were utterly destroyed in a cataclysmic war, the Old Slann simply faded and declined over time, eventually coming becoming reduced to closely mimic a small number of surviving colonies and outposts clinging to tattered remnants of their movements, gaits ancient power and expressions.glory.



[[folder:Jokaero]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/jokaero_weaponsmith.png]]

Apelike 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.

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[[folder:Jokaero]]
[[quoteright:310:https://static.
[[folder:Rak'Gol]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/jokaero_weaponsmith.png]]

Apelike
org/pmwiki/pub/images/rak_gol_marauder.png]]
A race of pirates and raiders, Rak'Gol populate the Koronus Expanse. These
creatures with a mysterious affinity attack unprovoked, and seem to care for technology, the Jokaero nothing but slaughter. They are otherwise seemingly normal, if fairly intelligent, animals. This status has allowed them a relatively new threat, believed 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.originate from uncharted space.



* 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]].
* 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]].
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.

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* 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]].
* 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
AlwaysChaoticEvil: The only inter-race interaction that they aren't even sapient with everything they create [[GeneticMemory coded directly into their genes]].
* EldritchStarship: Jokaero-made vessels tend
Rak'Gol care about is combat. They make no effort to resemble polyhedral, open-frame lattices of metal that move as a result communicate, and attack everyone on sight.
* TheBattlestar: Two
of their shape directly interacting with galaxy-spanning currents of energy that only the jokaero seem able to perceive. ship classes, ''Mangler'' and ''Butcher'', house launch bays for assault boats.
* BoardingParty: They ''love'' boarding.
Their jokaero crews steer them by making physical alterations to the vessel's shape.
* FingerFirearms: Jokaero weapons, such as lasguns, plasma guns or needle weapons, are often miniaturized
ships launch exclusively boarding torpedoes, and intended their hangars carry only assault boats. They almost never flee, and will continue to be worn as rings. They're often indistinguishable from normal jewelry send boarders until fired.
* GadgeteerGenius: Despite being, to all external appearances, cyborg orangutans, the Jokaero can create amazing technological marvels and there is no problem that
either they cannot solve by analyzing or their enemies are all dead.
* {{Cyborg}}: Most Rak'Gol use crude bionic implants to enhance their performance. The higher the creature's rank, the more augmentations
it long enough. Unfortunately, they also act like monkeys as well, so there's no telling whether they typically will cobble together a ring that doubles have.
* ILoveNuclearPower: Their [[PlanetOfHats hat]]
as an anti-matter gun capable a race is usage of leveling a city block, or a [[MundaneUtility nuclear-powered banana peeler]]. everything. They also happen to be natural escape artists, which can lead to a somewhat comical situation should anyone try to imprison them widely use rad-beams as portable weapon, their Gadgeteer Genius nature conflicts with ships fly on {{Orion Drive}}s, 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, [[EnergyWeapon lance]] equivalent, Roaring Beam, is ship-sized rad-beam, and then become trapped by their own improved prison.
* GeneticMemory: The dominant line of thinking among Imperial scholars is
they even have nuclear-powered ''melee weapons''. It helps that the jokaero don't truly, consciously understand the processes they use are either immune to radiation, or the things they make; rather, the Old Ones coded their technological affinity into their genes, and are sturdy enough to ignore it.
* InsufficientlyAdvancedAlien: They can travel through warp, sure, but
all of their modern knowledge and aptitude is purely instinctual.
* IdiotSavant: Despite being thought to have nothing more than animal intelligence, the Jokaero have an instinctive understanding of
other technology that is thought to be encoded into their biology primitive at a genetic level. best. Their prestigious technical abilities coupled with this limited intelligence has led most advanced non-warp technology are rad-beams, that no other race would use due to the Jokaero being barely tolerated by Imperial authorities with 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.
* LizardFolk: They are reptilian in appearance, and said to have lizard-like skin.
* 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 more liberal Inquisitors of the Ordo Xenos recruiting the aliens into turrets on their retinues to provide them warships, making their light cruisers better protected from small crafts than other races' ''battleships''.
* MultiArmedAndDangerous: They have eight limbs in total,
with advanced equipment. The LighterAndSofter ''Literature/WarhammerAdventures'' series presents them as smart enough four being used for movement.
* NamesToRunAwayFromReallyFast: Their starships classes include ''Mangler'', ''Mauler'', and ''[[TheButcher Butcher]]''.
* 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 understand Gothic (and a chapter from be desired. Also, these drives irradiate the ship so much that individual's perspective shows that he thinks humans are the stupid ones), but other races can't stay inside of them for too long.
* RunningOnAllFours: They can run on all... eight, when chasing a prey.
* StarfishLanguage: Unlike almost every other race in the setting, Rak'Gol
speak it; he does manage to talk to the local Tech Priest via what's essentially Bluetooth, though.
* ImpossibleGenius: Jokaero can take the most rudimentary of technological salvage
in rasps 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 screeches, and broken machinery into anything from a working starship to a laser cannon.show no interest in communicating with anyone else.



!!Sapient Races
[[folder:The Old Ones]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/old_ones_40k.jpg]]
[[caption-width-right:350:One of the only known depictions of the Old Ones.]]

Little 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.\\
\\
In 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.

to:

!!Sapient Races
[[folder:The Old Ones]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/old_ones_40k.jpg]]
[[caption-width-right:350:One
[[folder:Stryxis]]
A race
of merchants, wanderers and traders, the only known depictions of the Old Ones.]]

Little 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
Stryxis can be met 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 Koronus Expanse. They are also believed to have experimented freely on the lifeforms they encountered -- the Aeldari, Orks and Jokaero are all thought to have been infamous for their creations.\\
\\
In 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
unpredictable nature, equally willing to partake in both mutually beneficial trade 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.piracy or slavery.



* 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.
* {{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.
* {{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.
* 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.
* 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.

!!The Slann
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/slann_40k.jpg]]

An 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.\\
\\
The 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.
----
* ChuckCunninghamSyndrome: The Slann featured fairly prominently in the first few editions of the game, but ceased to appear as the setting evolved.
* 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.
* FrogMen: Physically, the Slann resemble large humanoid frogs, and retain a preference for warm, damp environments.
* 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.
* 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.

to:

* TheGhost: The Old Ones are mentioned often, and their effects on ArchEnemy: They hate the galaxy -- ranging from their surviving created races Eldar with a passion for a reason, known only to remnant artifacts and super these two races.
* ChronicBackstabbingDisorder: Betrayal seems to be the norm for theis society. They will gladly backstab a long-time partner for a greater momentary gain.
* DeathRay: Their "ghost-light" ship
weapons -- turn up with some regularity, but the Old Ones themselves have never been seen or described in any detail.
* {{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
are not particularly ancient cultures as strong, but can kill the War in Heaven.
* {{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
crew inside without leaving a war against the Necrontyr and their C'tan masters.
* 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
mark on their true nature simply obfuscates bodies. Its effect is described as filling quarters with pale light, that instantly kills anyone it touches. Thankfully, it doesn't work if the picture and raises further questions.
ship's void shields are up.
* SufficientlyAdvancedAlien: In theory, HumanoidAliens: They are described as resembling a giant, four-eyed dog embryo, that walks upright.
* HumansByAnyOtherName: They have a penchant for calling humans "bipeds". Kinda weird, given that they are bipedal themselves. Slaves, meanwhile, are all "meat" for them, no matter
the Old Ones were simply a physical, mortal race like all others, and race.
* ProudMerchantRace: Сommerce is
their powers were simply the fruit main occupation, which is a rarity in this universe.
* ResurrectTheWreck: Their caravan ships consist
of technology several scavenged hulls, chained together and of Warp manipulation -- which, while supernatural in nature, is in theory accessible to most sapient beings. However, their mastery of both fields towed by one that 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; repaired enough to work.
* SlaveMooks: They employ slave soldiers
from the point of view of even the ancient Aeldari, they might as well have been gods.

!!The Slann
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/slann_40k.jpg]]

An 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.\\
\\
The 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.
----
* ChuckCunninghamSyndrome: The Slann featured fairly prominently in the first few editions of the game, but ceased to appear as the setting evolved.
* 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, 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 Slann ceased others 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.
* FrogMen: Physically, the Slann resemble large humanoid frogs, and retain a preference for warm, damp environments.
* 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 harder.
* WorthlessYellowRocks: It's mentioned that they have little understanding
of fighting, value, and value gallant defeats as much as victories, such may see no difference between platinum ingots and most see a death in pitched battle as a perfectly honorable and desirable way to die.
* 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.
worthless baubles.



[[folder:Rak'Gol]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.png]]
A 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.

to:

[[folder:Rak'Gol]]
!!Animals and Monsters
[[folder:Ambulls]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.org/pmwiki/pub/images/ambull.png]]
A race of pirates [[caption-width-right:350:An ambull with borewyrm larvae.]]

Ambulls are large, burrowing arthropod predators that were spread throughout the Imperium in a failed attempt at domestication
and raiders, Rak'Gol populate established large populations on multiple worlds. Ambulls debuted in the Koronus Expanse. These creatures attack unprovoked, game's first edition, and seem to care for nothing but slaughter. They are a relatively new threat, believed to originate from uncharted space.have since appeared sporadically in side material.



* AlwaysChaoticEvil: The only inter-race interaction that Rak'Gol care about is combat. They make no effort to communicate, and attack everyone on sight.
* TheBattlestar: Two of their ship classes, ''Mangler'' and ''Butcher'', house launch bays for assault boats.
* 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.
* {{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.
* ILoveNuclearPower: Their [[PlanetOfHats hat]] as a race is usage of nuclear-powered everything. They widely use rad-beams as portable weapon, their ships fly on {{Orion Drive}}s, their [[EnergyWeapon lance]] equivalent, Roaring Beam, is 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.
* 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.
* 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''.
* NamesToRunAwayFromReallyFast: Their starships classes include ''Mangler'', ''Mauler'', and ''[[TheButcher Butcher]]''.
* 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.
* RunningOnAllFours: They can run on all... eight, when chasing a prey.
* 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.

to:

* AlwaysChaoticEvil: The only inter-race interaction that Rak'Gol care about is combat. BigCreepyCrawlies: They make no effort to communicate, resemble arthropods with the size and attack everyone build of gorillas.
* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed
on sight.
* TheBattlestar: Two of their ship classes, ''Mangler''
anything, up to and ''Butcher'', house launch bays for assault boats.
including plasma.
* BoardingParty: They ''love'' boarding. FantasticLivestock: They're a failed attempt at this. 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.
* {{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.
* ILoveNuclearPower: Their [[PlanetOfHats hat]] as a race
flesh is usage of nuclear-powered everything. They widely use rad-beams as portable weapon, their ships fly on {{Orion Drive}}s, their [[EnergyWeapon lance]] equivalent, Roaring Beam, is ship-sized rad-beam, edible and they even have nuclear-powered ''melee weapons''. It helps that thrive in barren environments, so they are either immune 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 radiation, or are sturdy 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.
* FastTunnelling: Ambulls can dig rapidly
enough to ignore it.
use this as a method to pursue prey on the surface.
* InsufficientlyAdvancedAlien: They can travel through warp, sure, but all 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 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 natural digging instincts while benefiting from someone else.
* MoreDakka: Batteries of so-called Howler Cannons are
greater mechanical strength, endurance and built-in tools. Like servitors, this process also allows 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''.
* NamesToRunAwayFromReallyFast: Their starships classes include ''Mangler'', ''Mauler'', and ''[[TheButcher Butcher]]''.
* OrionDrive: Their ships use "fission-pulse" drives, powered by atomic reactors. As such, Rak'Gol ships have high speed, but their maneuverability leaves much
Mechanicum creators to be desired. Also, these drives irradiate circumvent the ship so much that other races can't stay inside of them for too long.
* RunningOnAllFours: They can run
Imperium's ban on all... eight, when chasing a prey.
* 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.
AI.


Added DiffLines:


[[folder:Gyrinx]]
Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers and travel alongside them.
----
* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been sated to have any particular connection Earth cats or, indeed, to terrestrial life of any sort.
* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers, with whom they form strong lifelong bonds.
* CatsAreMagic: Gyrinx are alien felines with minor psychic powers and the innate ability to form {{Familiar}} bonds with psykers.
* {{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.
* UncattyResemblance: Gyrinx who become bonded to psykers tend to adopt their masters' behavioral quirks, eventually coming to closely mimic their movements, gaits and expressions.
[[/folder]]

[[folder:Jokaero]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/jokaero_weaponsmith.png]]

Apelike 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.
----
* 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]].
* 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]].
* 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.
* 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.
* 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.
* 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.
* 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.
* 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.
[[/folder]]
Is there an issue? Send a MessageReason:
None


* 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

to:

* 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 cannoncannon.
Is there an issue? Send a MessageReason:
None


* ShroudedInMyth: The basic outline of the Old Ones and their history -- existed a long time ago, wielded incredible power, made the Aeldari, Orks and some others, 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.

to:

* ShroudedInMyth: The 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShroudedInMyth: The basic outline of the Old Ones and their history -- existed a long time ago, wielded incredible power, made the Aeldari, Orks and some others, 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.

Added: 5446

Changed: 385

Removed: 306

Is there an issue? Send a MessageReason:
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* {{Precursors}}: The Old Ones, who are believed to be the first sentient 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 are thought to have been wiped out in a war against the Necrontyr and their C'tan masters.



!!Animals and Monsters



[[folder:Rak'Gol]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.png]]
A 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.

to:

[[folder:Rak'Gol]]
!!Sapient Races
[[folder:The Old Ones]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.png]]
A race
org/pmwiki/pub/images/old_ones_40k.jpg]]
[[caption-width-right:350:One
of pirates the only known depictions of the Old Ones.]]

Little is known with certainty of the ancient people known to a few scholars
and raiders, Rak'Gol populate savants as the Koronus Expanse. These creatures attack unprovoked, Old Ones, but ancient legends and seem fragmentary artifacts describe them as having been the first sapient beings to care for nothing but slaughter. They 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 a relatively new threat, also believed to originate from uncharted space.have experimented freely on the lifeforms they encountered -- the Aeldari, Orks and Jokaero are all thought to have been their creations.\\
\\
In 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.


Added DiffLines:

* 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.
* {{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.
* {{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.
* 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.

!!The Slann
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/slann_40k.jpg]]

An 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.\\
\\
The 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.
----
* ChuckCunninghamSyndrome: The Slann featured fairly prominently in the first few editions of the game, but ceased to appear as the setting evolved.
* 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.
* FrogMen: Physically, the Slann resemble large humanoid frogs, and retain a preference for warm, damp environments.
* 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.
* 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.
[[/folder]]

[[folder:Rak'Gol]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.png]]
A 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.
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* 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.
* MoreDakka: Batteries of so-called Howler Cannons are their warships' main weapon. 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''.

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* 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 the Great Crusade, but only as GodzillaThreshold[[/note]]. It's implied that they got these warp drives from someone else.
* MoreDakka: Batteries of so-called Howler Cannons are their warships' main weapon.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''.



* OrionDrive: Their ships use "fission-pulse" drives, powered by atomic reactors. As such, Rak'Gol ships has 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.
* RunningOnAllFours: They can run on all… eight, when chasing a prey.

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* OrionDrive: Their ships use "fission-pulse" drives, powered by atomic reactors. As such, Rak'Gol ships has have high speed, but their maneuverability leaves much to be desired. Also, these drives irradiate the ship so much, much that other races can't stay inside of them for too long.
* RunningOnAllFours: They can run on all… all... eight, when chasing a prey.
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Sources are Rogue Trader books, namely Edge of the Abyss and Battlefleet Koronus.

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[[folder:Rak'Gol]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.png]]
A 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.
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* AlwaysChaoticEvil: The only inter-race interaction that Rak'Gol care about is combat. They make no effort to communicate, and attack everyone on sight.
* TheBattlestar: Two of their ship classes, ''Mangler'' and ''Butcher'', house launch bays for assault boats.
* 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.
* {{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.
* ILoveNuclearPower: Their [[PlanetOfHats hat]] as a race is usage of nuclear-powered everything. They widely use rad-beams as portable weapon, their ships fly on {{Orion Drive}}s, their [[EnergyWeapon lance]] equivalent, Roaring Beam, is 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.
* 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.
* MoreDakka: Batteries of so-called Howler Cannons are their warships' main weapon. 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''.
* NamesToRunAwayFromReallyFast: Their starships classes include ''Mangler'', ''Mauler'', and ''[[TheButcher Butcher]]''.
* OrionDrive: Their ships use "fission-pulse" drives, powered by atomic reactors. As such, Rak'Gol ships has 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.
* RunningOnAllFours: They can run on all… eight, when chasing a prey.
* 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.
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* ArtEvolution: The Enslavers' first decision 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.

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* ArtEvolution: The Enslavers' first decision 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.
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* ArtEvolution: The Enslavers' first decision 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.
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Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers and travel alongside them.
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[[foldercontrol]]

[[folder:General Tropes]]



* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers, with whom they form strong lifelong bonds.
* 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]].



* 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.



** In third edition, the Hrud were rough expies of ''TabletopGame/{{Warhammer}}'''s Skaven, a race of [[RodentsOfUnusualSize rat-men]]. By fourth edition, they had been {{Ret Con}}ned into creatures with large eyes and exoskeletons. They still retain the aspect of sentient vermin, closely associated with trash and decay.

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** In third edition, the Hrud were rough expies of ''TabletopGame/{{Warhammer}}'''s Skaven, a race of [[RodentsOfUnusualSize rat-men]]. By fourth edition, RatMen. In later editions, they had been {{Ret Con}}ned into creatures with large eyes and exoskeletons. They still retain the aspect of sentient vermin, closely associated with trash and decay.are much more alien in appearance.



* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed on anything, up to and including plasma.
* {{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.
** 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.
* 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.
** Ambulls, giant four-limbed insectoids with apelike gaits, are 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.
* 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.
* GadgeteerGenius: Despite being, to all external appearances, cyborg orangutans, the Jokaero are able to create amazing technological marvels and there is no problem that they cannot solve by analysing 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, then become trapped by their own improved prison.

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* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed on anything, up to and including plasma.
* {{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.
**
{{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.
* FantasticLivestock:
**
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.
** Ambulls, giant four-limbed insectoids with apelike gaits, are 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.
* 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.
* GadgeteerGenius: Despite being, to all external appearances, cyborg orangutans, the Jokaero are able to create amazing technological marvels and there is no problem that they cannot solve by analysing 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, then become trapped by their own improved prison.
periods.



* 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.

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* 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 InsectoidAliens: The Q'orl are large, eight-legged arthropods with this limited intelligence has probosces instead of hinged mouths, and live in a society divided between many biological castes and 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.queens.



* RatMen: In the original Third Edition appearance, the Hrud resembled hunched, humanoid rats covered in hooded cloaks. Later editions altered their appearance to be something much more alien.



* StarfishLanguage: The Q'orl communicate primarily through pheromones released from pits on their shoulders.



* UncattyResemblance: Gyrinx who become bonded to psykers tend to adopt their masters' behavioral quirks, eventually coming to closely mimic their movements, gaits and expressions.


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* 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.


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[[/folder]]
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[[folder:Ambulls]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ambull.png]]
[[caption-width-right:350:An ambull with borewyrm larvae.]]

Ambulls 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.
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* BigCreepyCrawlies: They resemble arthropods with the size and build of gorillas.
* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed on anything, up to and including plasma.
* 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.
* FastTunnelling: Ambulls can dig rapidly enough to use this as a method to pursue prey on the surface.
* 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.
[[/folder]]

[[folder:Gyrinx]]
* AlienAnimals: They're essentially psychic alien cats somewhere between a lynx and a housecat in appearance, although they've never been sated to have any particular connection Earth cats or, indeed, to terrestrial life of any sort.
* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers, with whom they form strong lifelong bonds.
* CatsAreMagic: Gyrinx are alien felines with minor psychic powers and the innate ability to form {{Familiar}} bonds with psykers.
* {{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.
* UncattyResemblance: Gyrinx who become bonded to psykers tend to adopt their masters' behavioral quirks, eventually coming to closely mimic their movements, gaits and expressions.
[[/folder]]

[[folder:Jokaero]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/jokaero_weaponsmith.png]]

Apelike 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.
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* 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]].
* 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]].
* 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.
* 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.
* 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.
* 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.
* 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.
* 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
[[/folder]]

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The 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.

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The 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.


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* 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.
** Ambulls, giant four-limbed insectoids with apelike gaits, are 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.

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* 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.

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* BatPeople: 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.limbs.
** Vampires from early editions resemble giant bats the size of a human, which walk upright and possess three free fingers on each wing.



* 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.



* {{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.



* 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]]".

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* 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 Fra'al apparently call humans '' Imp’Rals''.Imp'Rals''. We're not sure what the Tyranids call us but we think it's something along the lines of "[[ToServeMan tasty]]".


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* 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.
* 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.


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** Vampires from early editions can alter their shape and appearance in order to resemble other alien species, which they use to infiltrate their societies.
* 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''.

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* PeeveGoblins: Popular folklore in Imperial hive cities and spaceship crews attributes "the bendies" (a common name for the Hrud, a species of highly secretive, diminutive aliens who often secretly inhabit other species' structures) with whatever goes wrong. Missing item? The bendies took it. A machine breaks? The bendies did it. Someone vanishes? The bendies took him.



* {{Precursors}}: The Old Ones, who are believed to be the first sentient creatures to evolve in the galaxy. The Old Ones created and guided many of the younger races of the galaxy such as the Aeldari, Orks and Jokaero, but are thought to have been wiped out in a war between the Necrontyr and their C'tan masters.
* PeeveGoblins: Popular folklore in Imperial hive cities and spaceship crews attributes "the bendies" (a common name for the Hrud, a species of highly secretive, diminutive aliens who often secretly inhabit other species' structures) with whatever goes wrong. Missing item? The bendies took it. A machine breaks? The bendies did it. Someone vanishes? The bendies took him.


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* {{Precursors}}: The Old Ones, who are believed to be the first sentient 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 are thought to have been wiped out in a war against the Necrontyr and their C'tan masters.
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* 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]]".

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* 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 ''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]]".
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None


* 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]] or ''Gue'vesa''[[note]]means "Human Helper", refers to humans who have embraced the Greater Good[[/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]]".

to:

* 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]] or "Human"[[/note]], ''Gue'vesa''[[note]]means "Human Helper", refers to humans who have embraced the Greater Good[[/note]] 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]]".

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* GadgeteerGenius: Despite being, to all external appearances, cyborg orangutans, the Jokaero are able to create amazing technological marvels and there is no problem that they cannot solve by analysing 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, then become trapped by their own improved prison.

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* 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.
* GadgeteerGenius: Despite being, to all external appearances, cyborg orangutans, the Jokaero are able to create amazing technological marvels and there is no problem that they cannot solve by analysing 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 freedom -- it's fairly common for a Jokaero to escape a prison cell, tinker with the cell to fix its technical shortcomings, then become trapped by their own improved prison.

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Lizard Folk specifically requires that the creatures in question be humanoid.


* 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.



* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers, with whom they form strong lifelong bonds.



* 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.

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* 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.
* {{Cyclops}}: The mjordhainn were alien giants with a single eye in the middle of their foreheads.
* 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.
* 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.



* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed on anything, up to and including plasma.
* {{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.
** 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.



* LizardFolk:
** The Loxatl are a minor race of quadrupedal mercenaries who resemble a cross between a salamander and a komodo dragon.
** The Rak'Gol are large, eight-limbed reptilian creatures with thick hides and a strong, PrehensileTail.

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* LizardFolk:
** The
IntelligentGerbil: Loxatl are essentially sapient monitor lizards.
* LogicalWeakness: The loxatl possess
a minor race form of quadrupedal mercenaries who resemble a cross between a salamander organic sonar that allows them to pinpoint the locations of other creatures in total darkness and to quite a komodo dragon.
** The Rak'Gol
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.
* OurWyvernsAreDifferent: Wyvachs
are large, eight-limbed reptilian eagle-sized alien creatures with thick hides serpentine bodies, batlike wings, taloned feet, long tails, spiny crests along their backs and a strong, PrehensileTail.birdlike beaks. They're cunning and clever creatures, albeit still animals, and can form powerful bonds with human pyskers.
* 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.



* SmallRoleBigImpact: The Rangda is 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 turing traitor against the Imperium in the Horus Heresy.

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* SmallRoleBigImpact: 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.
* 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.
**
The Rangda is are barely mentioned in modern day 40K ''40K'' lore and even in the 30K ''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 turing turning traitor against the Imperium in the Horus Heresy. Heresy.


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* SpikeShooter: The khrave use guns that shoot shards of razor-sharp metal that dissolve the viscera of their targets.


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* UncattyResemblance: Gyrinx who become bonded to psykers tend to adopt their masters' behavioral quirks, eventually coming to closely mimic their movements, gaits and expressions.
* VertebrateWithExtraLimbs: The khrave are BatPeople with either six or eight lims. All individuals have two legs and four arms, while some also have two wings.
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Examples should be written strictly in the present tense.


* 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 was 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 were treated as enemy units, but couldn't be acted against by your primary detachment; they fought alongside each other but that's it. The difference was that at the Desperate Allies level, a die roll could potentially paralyze your forces, representing them being so paranoid about their "allies" that they'd spend all their time watching each other for betrayal instead of the real opponent.

to:

* 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 was 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 were are treated as enemy units, but couldn't can't be acted against by your primary detachment; they fought fight alongside each other but that's it. The difference was that is that, at the Desperate Allies level, a die roll could can potentially paralyze your forces, representing them being so paranoid about their "allies" that they'd they spend all their time watching each other for betrayal instead of the real opponent.
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None


* 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.

to:

* 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.
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Everythings Better With Monkeys has been turned into a disambiguation. Zero Context Examples and examples that don’t fit existing tropes will be removed.


* EverythingsBetterWithMonkeys: The [[JokeCharacter Jokaero]] are short, heavy-set, orange-furred xenos who resemble the orangutans of ancient Terra. The race rarely has much of a presence on the tabletop, beyond a single model for [[StateSec Inquisitorial]] forces, but are much loved by many veteran players.

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