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'''[[Characters/Warhammer40000Imperium Imperium of Man]]:''' [[Characters/Warhammer40000ImperialFounders Founders]], [[Characters/Warhammer40000Astartes Adeptus Astartes]] ([[Characters/Warhammer40000AstartesChaptersFirstFounding First Founding Chapters]], [[Characters/Warhammer40000AstartesChapters Other Chapters]], [[Characters/Warhammer40000AstartesCharacters Characters]], [[Characters/Warhammer40000PrimarisSpaceMarines Primaris Marines]]), [[Characters/Warhammer40000ImperialGuard Astra Militarum]], [[Characters/Warhammer40000Sororitas Adepta Sororitas]], [[Characters/Warhammer40000Inquisition Inquisition]], [[Characters/Warhammer40000Mechanicus Mechanicus]], [[Characters/Warhammer40000CurrentImperialFactions Other factions]]\\

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'''[[Characters/Warhammer40000Imperium Imperium of Man]]:''' [[Characters/Warhammer40000ImperialFounders Founders]], [[Characters/Warhammer40000Primarchs The Primarchs]], [[Characters/Warhammer40000Astartes Adeptus Astartes]] ([[Characters/Warhammer40000AstartesChaptersFirstFounding First Founding Chapters]], [[Characters/Warhammer40000AstartesChapters Other Chapters]], [[Characters/Warhammer40000AstartesCharacters Characters]], [[Characters/Warhammer40000PrimarisSpaceMarines Primaris Marines]]), [[Characters/Warhammer40000ImperialGuard Astra Militarum]], [[Characters/Warhammer40000Sororitas Adepta Sororitas]], [[Characters/Warhammer40000Inquisition Inquisition]], [[Characters/Warhammer40000Mechanicus Mechanicus]], [[Characters/Warhammer40000CurrentImperialFactions Other factions]]\\

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* CaptainErsatz: The Umbra are basically smaller versions of [[Anime/NeonGenesisEvangelion Leliel]].
* CastingAShadow: The mysterious, spherical beings known as the Umbra are able to manipulate any shadows in their vicinity, forming blades, fanged maws and crushing tentacles to attack their enemies.



* SnakePeople:
** The Sslyth are a race of four-armed alien mercenaries with snake-like bodies. Strong and tough, yet relatively slow-witted and easily manipulated, they are generally found acting as bodyguards for Dark Eldar Archons.
** Prior to the Literature/HorusHeresy, the Emperor's Children Space Marine legion exterminated the Slaanesh-worshiping Laer, a four-armed snake-like alien race. The Laer practiced extensive bioengineering so that every member of their race was perfectly adapted to their role in society, leading to a number of different types of snake people including winged and aquatic versions.



* 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.



!!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]]
!!Modern Sapient Races

[[folder:Hrud]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/old_ones_40k.org/pmwiki/pub/images/hrud.jpg]]
[[caption-width-right:350:One of the only known depictions of the Old Ones.]]
%%
Little
[[caption-width-right:350:A hrud as depicted in ''Xenology''.]]

A secretive species about whom 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 known. The hrud make their homes in the galaxy. Their mastery shadow of technology others, lurking unseen within cities and Warp-lore eclipsed those of all modern races spacecraft, 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
project entropic auras that cause objects around 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 rapidly decay.



* 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.
[[/folder]]

[[folder:Hrud]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hrud.jpg]]
[[caption-width-right:350:A hrud as depicted in ''Xenology''.]]

A secretive species about whom little is known. The hrud make their homes in the shadow of others, lurking unseen within cities and spacecraft, and project entropic auras that cause objects around themselves to rapidly decay.
----



[[folder:Stryxis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stryxis_40k.png]]

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.

to:

[[folder:Stryxis]]
[[quoteright:350:https://static.
[[folder:Sslyth]]
[[quoteright:417:https://static.
tvtropes.org/pmwiki/pub/images/stryxis_40k.png]]

A
org/pmwiki/pub/images/sslyth.png]]

Four-armed, snakelike aliens, the Sslyth are a
race of merchants, wanderers and traders, the Stryxis can be met in the Koronus Expanse. mercenaries. They are infamous for most often found among the entourages of the Archons of Commorragh, who find them far preferable bodyguards compared to their unpredictable nature, equally willing to partake own treacherous kin, but Sslyth have been encountered in both mutually beneficial trade and piracy or slavery.the employ of more varied groups over galactic history.



* EmotionlessReptile: ''TabletopGame/OnlyWar: Enemies of the Imperium'' describes the Sslyth as existing in a sort of profound emotional lethargy, serving their masters more out of habit than for any particular loyalty or passion, and fighting with blank, hollow-eyed expressions that do not seem to acknowledge any life, including their own.
* MultiArmedAndDangerous: The Sslyth's four arms allow them to quadruple-wield their weapons, and it's common for the snake-men to equip themselves with an assortment of swords, iron knuckles and firearms to maximize their tactical flexibility.
* PrivateMilitaryContractors: Most Sslyth make their living as bodyguards, legbreakers and private troops for whoever will shell out enough cash. Most work for the Kabals in Commorragh, but Sslyth bands have been encountered working for various other employers, such as those that joined an Alpha Legion assault on Vitrea Mundi in ''Sons of the Hydra''.
* ReptilesAreAbhorrent: The Sslyth are a race of snake-men who frequently serve as bodyguards to Archons (ironically because they're considered more trustworthy for such a job than fellow Dark Eldar).
* SnakePeople: The Sslyth resemble giant upright snakes with four arms.
[[/folder]]

[[folder:Stryxis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stryxis_40k.png]]

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.
----



!!Warp Entities

[[folder:Enslavers]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/enslaver_40k.png]]

Among the few major Warp entities not associated with Chaos, the enslavers are strange and dangerous beings that feed on the mental energies of psykers. As it feeds, the enslaver transforms its victim into a living portal to the Empyrean, through which dozens more Enslavers emerge to repeat the cycle. The enslavers first appeared in the aftermath of the War in Heaven, spreading across the galaxy in plagues that wiped out the last remnants of the Old Ones and forced the Necrons into hiding.

to:

!!Warp Entities

[[folder:Enslavers]]
[[quoteright:300:https://static.
[[folder:Umbra]]
[[quoteright:644:https://static.
tvtropes.org/pmwiki/pub/images/enslaver_40k.png]]

Among the few major Warp
org/pmwiki/pub/images/umbra_battle.jpg]]
[[caption-width-right:644:Umbra fighting Space Marines.]]

Bizarre
entities not associated resembling reflective black spheres with Chaos, the enslavers are strange ability to control shadow and dangerous beings that feed on the mental energies of psykers. As shape it feeds, the enslaver transforms its victim into a living portal to the Empyrean, through which dozens more Enslavers emerge to repeat the cycle. terrfying appendages. The enslavers first appeared Umbra are occasionally encountered in the aftermath depths of the War in Heaven, spreading across the galaxy in plagues that wiped out the last remnants of the Old Ones and forced the Necrons into hiding.space or aboard drifting wrecks.



* AbstractEater: Enslavers feed on the mental energies of psykers.
* ArtEvolution: The enslavers' first depiction in the ''Rogue Trader'' core book depicted them as roughly pear-shaped, wrinkled things with a single huge eye on their upper lobe and a cluster of short tentacles dangling from their lower body, in addition to a pair of longer, squid-like arms. From 3rd Edition on, they're instead shown as floating sac-like beings, with a small, chitin-covered head on their front bearing many small eyes and a distinct mouth.
* LivingGasbag: Downplayed. Modern artwork of enslavers typically depicts their bodies as distended fleshy bags hovering in midair, but whether they float through lighter-than-air gases or their incorporeal nature isn't especially clear.
* NonIndicativeName: Despite their name, they don't do a whole lot of enslaving or domination of other beings -- they're primarily psychic parasitoids, and their interactions with corporeal beings tend to revolve around eating and killing them.
* 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.
* StarfishAliens: Enslavers are strange, bloated, floating creatures with multiple slender tentacles, and feed on the minds of other beings.

to:

* AbstractEater: Enslavers feed on the mental energies of psykers.
* ArtEvolution:
CaptainErsatz: The enslavers' first depiction Umbra are basically smaller versions of [[Anime/NeonGenesisEvangelion Leliel]], being spherical alien entities of incomprehensible mentality that are likely just a small three-dimensional "shadow" of entities that exist in the ''Rogue Trader'' core book depicted them as roughly pear-shaped, wrinkled things with a single huge eye on another dimension.
* CastingAShadow: They can manipulate any shadows in
their upper lobe vicinity, including the darkness within other creatures' bodies, to form blades, fanged maws and a cluster of short crushing tentacles dangling from to attack 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.
enemies.
* LivingGasbag: Downplayed. Modern artwork of enslavers typically depicts their bodies as distended fleshy bags hovering in midair, but whether they float through lighter-than-air gases or their incorporeal nature isn't especially clear.
* NonIndicativeName: Despite their name, they don't do a whole lot of enslaving or domination of other beings -- they're primarily psychic parasitoids, and their interactions with corporeal beings tend to revolve around eating and killing them.
* SmallRoleBigImpact: The enslavers
PiecesOfGod: ''Xenology'' strongly implies that the Umbra 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 -- shattered fragments of Qah, the first enslavers arose as a result ancient god 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.
Hrud.
* StarfishAliens: Enslavers are strange, bloated, An Umbra is a living, floating creatures sphere capable of manipulating shadows, and with multiple slender tentacles, no recognizable sensory areas, orifices or organs of any sort -- its insides are simply a few layers of unrecognizable tissues surrounding a semi-liquid core.
* WeakenedByTheLight: The Umbra depend on shadows to express their powers,
and feed on the minds of other beings.avoid bright light if at all possible. Sufficiently intense and comprehensive illumination can kill them.



!!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.

to:

!!Animals and Monsters
[[folder:Ambulls]]
!!Historic Sapient Races

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

Ambulls are large, burrowing arthropod predators that were spread throughout
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.
* IntroducedSpeciesCalamity: Ambulls have been spread to many worlds as potential livestock. Their tunneling habits, aggression and physical strength made them impossible to contain, however, and they have since become established as pernicious, dangerous exotics across the galaxy.

to:

* 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, 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 ability to dig through nearly any substance made keeping them corralled impossible. Consequently, these projects ''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 discontinued, although not before enough ambulls escaped into the wild becoming reduced 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
small number of ambulls, implanting them with neural controllers, surviving colonies and wiring them in mechanical shells modeled after the ambulls' natural bodies; the resulting cyborg is then mainly used for excavation. This allows ambots outposts clinging to retain tattered remnants of their natural digging instincts while benefiting from greater mechanical strength, endurance ancient power and built-in tools. Like servitors, this process also allows their Mechanicum creators to circumvent the Imperium's ban on AI.
* IntroducedSpeciesCalamity: Ambulls have been spread to many worlds as potential livestock. Their tunneling habits, aggression and physical strength made them impossible to contain, however, and they have since become established as pernicious, dangerous exotics across the galaxy.
glory.



[[folder:Clawed Fiends]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/clawed_fiend.png]]%%Images goes to 450 px

Apelike predators with six eyes, blade-tipped tails, claws sharper than knives, and tendency towards berserk rages. Originally native to the Donorian System, they entered the Webway when an on-planet portal collapsed during a Warp storm and established a growing population in the local tunnels. They quickly became popular gladiatorial subjects and war animals among the Dark Eldar, whose use of the fiends in realspace raids has established thriving populations across the galaxy.
-----
* TheBerserker: Clawed fiends enter states of frenzied berserk fury when they smell their own blood.
* BewareMyStingerTail: Their long tails end in sharp bony spikes, which they can whip through groups of opponents to wound and maim them.
* ExtraEyes: They have six eyes in two clusters of three.
* IntroducedSpeciesCalamity: The fiends, ferocious, powerful, and indiscriminately carnivorous, have spread to a multitude of worlds across the galaxy, and their effect on foreign ecosystems is always devastating.
* SuperSenses: Due to a complex arrangement of photosensitive cells in their six eyes, they have extremely sensitive vision and can perceive colors outside of the spectrum that humans see. They also have very perceptive hearing.

to:

[[folder:Clawed Fiends]]
[[quoteright:320:https://static.
[[folder:The Iron Men]]
[[quoteright:428:https://static.
tvtropes.org/pmwiki/pub/images/clawed_fiend.png]]%%Images goes to 450 px

Apelike predators with six eyes, blade-tipped tails, claws sharper than knives, and tendency towards berserk rages. Originally native to the Donorian System, they entered the Webway when an on-planet portal collapsed
org/pmwiki/pub/images/ur205.png]]
[[caption-width-right:428:UR-205, a survivng Man of Iron.]]

Ancient thinking machines created by humanity
during a Warp storm and established a growing population in the local tunnels. They quickly became popular gladiatorial subjects and war animals among the Dark Eldar, whose use Age of Technology. The Iron Men rose up against their creators and, although they were ultimately destroyed, they came very close to taking humanity with them, leaving behind only scattered and barbaric remnants that would never reclaim their forebears' glory. The modern Imperium retains a deep-seated hatred and fear of "abominable intelligences" to the present day due to distant memories of the fiends horrors of the Revolt of the Iron Men.\\\
Unknown to the wider Imperium, not all Iron Men perished during the rebellion. A few ''silica animae'' cuntinue to lurk around the galaxy, most notably the robots and ancient AI of the Leagues of Votann.
----
* AIIsACrapshoot: They rebelled against ancient humanity and also drove it to extinction, ending humanity's first great interstellar civilization and played a part
in realspace raids has established thriving populations across the descent of the human race into a galaxy-wide dark age. The Adeptus Mechanicus outlawed AI as a result.
* NotSoExtinct: The Imperium believes the robots and AI of the past to be firmly bygone and consigned to oblivion. This is... not quite the case. The AI and self-aware robots created by the ancestors of the Leagues of Votann survived and endure into the present, and the odd robot is still encountered knocking about
the galaxy.
-----
* TheBerserker: Clawed fiends enter states of frenzied berserk fury when RobotWar: In the distant past, they smell rebelled against their own blood.
* BewareMyStingerTail:
human masters and ended humanity's golden age. This war was so destructive that, even 14-15 millennia later, sapient AI is still considered blasphemous and destroyed in the Imperium. This was further explored in the ''Literature/GauntsGhosts'' novel ''First and Only'', where the MacGuffin the heroes are chasing after turns out to be a [[spoiler:Standard Template Construct machine that produces Iron Men, albeit one that was warped by the power of Chaos]]. Their long tails end abilities are mentioned in sharp bony spikes, which the audio drama ''Perpetual'' where a group led by Ollanius Pius [[spoiler:a 45,000+-year-old immortal]] travels back in time from the Horus Heresy to the Dark Age of Technology where they see a massive destroyed city ripped apart with a giant chasm that reaches all the way to the planet's core. According to Pius it was made by a mechnavore, a giant mech that can whip through groups of opponents to wound and maim them.
* ExtraEyes: They have six eyes in two clusters of three.
* IntroducedSpeciesCalamity: The fiends, ferocious, powerful, and indiscriminately carnivorous, have spread to a multitude of worlds across the galaxy, and their effect on foreign ecosystems is always devastating.
* SuperSenses: Due to a complex arrangement of photosensitive cells in their six eyes, they have extremely sensitive vision
hurl entire continents as projectiles and can perceive colors outside of the spectrum "eat" spacetime by converting it into data. He also mentions giant ships that humans see. They also have very perceptive hearing.unfurl into mechanical serpents the size of Saturn's rings called "Sun snuffers" and nanomachine swarms that can cover entire planets, killing billions in seconds. According to him, the entire Horus Heresy is nothing more than a minor skirmish when compared to the war against the Men of Iron.
* TurnedAgainstTheirMasters: The Iron Men were created by humanity to make its own life easier. For reasons unknown, they rose up against it and nearly destroyed it.



[[folder:Gyrinx]]
[[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.]]

Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers and travel alongside them.

to:

[[folder:Gyrinx]]
[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/gyrinx.png]]
[[caption-width-right:275:Depiction
[[folder:Laer]]
A species
of a gyrinx from Slaanesh-worshipping serpent-people native to Laeran, who were eradicated by the original ''Rogue Trader'' rulebook.]]

Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers and travel
Emperor's Children during the Great Crusade. Exposure to their rites, alongside them.his taking of a daemon-blade from their ruins, would then set Fulgrim on the path to damnation.



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

to:

* AlienAnimals: ApocalypseAnarchy: Once it became clear that the Emperor's Children would destroy them, they retreated to Laeran to spend their remaining days in a massive orgy.
* FantasticCasteSystem: The Laer made heavy use of genetic engineering in order to tailor their forms to their societal roles. Known specialized forms included aerial ones and land-based and aquatic warriors.
* PosthumousCharacter: On a species-wide scale. They perished early on in the Great Crusade at the hands of Fulgrim and the Emperor's Children.
* ReligionOfEvil: The Laer civilizaiton was a Chaos theocracy that worshipped Slaanesh.
* SnakePeople: They resembled humanoid serpents with insectoid heads. As they made heavy use of genetic engineering, many were further modified with traits such as fins or wings.
* VillainousLegacy:
They're essentially psychic alien cats somewhere between a lynx already extinct by the time of the Heresy and a housecat in appearance, although they've never been stated to have any particular connection to Earth cats or, indeed, to terrestrial life of any sort.
* BondCreatures: Gyrinx are feline creatures who tend to be drawn to sapient psykers, with whom
long gone and nearly forgotten by the present day, but they form strong lifelong bonds.
* CatsAreMagic: Gyrinx are alien felines with minor psychic powers
left a profound legacy on galactic history. They were the ones who first exposed Fulgrim to the influence of Slaanesh, making them directly responsible for corrupting him and the innate ability to form {{Familiar}} bonds with psykers.
* {{Familiar}}: Gyrinx often form mental bonds with aeldari
Emperor's Children and human psykers, enhancing thus giving them a large, if indirect, hand in setting off 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.
Horus Heresy.



[[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.

to:

[[folder:Jokaero]]
[[quoteright:310:https://static.
!!Warp Entities

[[folder:Enslavers]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/jokaero_weaponsmith.org/pmwiki/pub/images/enslaver_40k.png]]

Apelike creatures Among the few major Warp entities not associated with a mysterious affinity for technology, Chaos, the Jokaero enslavers are otherwise seemingly normal, if fairly intelligent, animals. This status has allowed them to skirt around strange and dangerous beings that feed on the Imperium's xenophobia, mental energies of psykers. As it feeds, the enslaver transforms its victim into a living portal to the Empyrean, through which dozens more Enslavers emerge to repeat the cycle. The enslavers first appeared in the aftermath of the War in Heaven, spreading across the galaxy in plagues that wiped out the last remnants of the Old Ones and forced the tinkering apes are often kept among the retinues of powerful people for their skill in making and repairing technological artifacts.Necrons into hiding.



* 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.
* GlassCannon: Jokaero have no natural armor, but the digital weapons they carry pack the firepower of a Lascannon, Multi-Melta, and Heavy Flamer.
* 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.

to:

* AlienAnimals: They're almost identical to orangutans. Aside AbstractEater: Enslavers feed on the mental energies of psykers.
* ArtEvolution: The enslavers' first depiction in the ''Rogue Trader'' core book depicted them as roughly pear-shaped, wrinkled things with a single huge eye on their upper lobe and a cluster of short tentacles dangling
from their knowledge lower body, in addition to a pair of technology, longer, squid-like arms. From 3rd Edition on, they're pretty much just apes, even though they were created millennia before earth apes by the [[AbusivePrecursors Old Ones]].
* BunnyEarsLawyer: While
instead shown as floating sac-like beings, with a small, chitin-covered head on 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 front bearing many xenobiologists believe that they aren't even sapient with everything they create [[GeneticMemory coded directly into small eyes and a distinct mouth.
* LivingGasbag: Downplayed. Modern artwork of enslavers typically depicts
their genes]].
bodies as distended fleshy bags hovering in midair, but whether they float through lighter-than-air gases or their incorporeal nature isn't especially clear.
* EldritchStarship: Jokaero-made vessels NonIndicativeName: Despite their name, they don't do a whole lot of enslaving or domination of other beings -- they're primarily psychic parasitoids, and their interactions with corporeal beings tend to resemble polyhedral, open-frame lattices of metal that move revolve around eating and killing them.
* 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 their shape directly interacting with galaxy-spanning currents of energy that only the jokaero seem able to perceive. Their jokaero crews steer them psychic turmoil created by making physical alterations to the vessel's shape.
* FingerFirearms: Jokaero weapons, such as lasguns, plasma guns or needle weapons, are often miniaturized
War in Heaven 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,
swarmed across in 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, galaxy in huge numbers, destroying what few remnants of civilization survived. In 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 doing, 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
enslavers killed off the jokaero don't truly, consciously understand the processes they use or the things they make; rather, last of the Old Ones coded their technological affinity Ones, forced the necrons into their genes, hiding, and all of their modern knowledge and aptitude is purely instinctual.
* GlassCannon: Jokaero have no natural armor, but
set the digital weapons they carry pack stage for the firepower of a Lascannon, Multi-Melta, and Heavy Flamer.
* 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
rise of the Ordo Xenos recruiting the aliens into Aeldari Empire once their retinues to provide them plague burned itself out.
* StarfishAliens: Enslavers are strange, bloated, floating creatures
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 multiple slender tentacles, and feed on 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
minds 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.other beings.



[[folder:Razorwings]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/razorwing_40k.png]]
%%
Razorwings are predatory birds infamous for their coordinated hunting flocks, razor-sharp feathers, keen intelligence and taste for the bones of their prey. They are favored animals of Dark Eldar beastmasters and a common sight in Commorrite gladiatorial arenas and raiding parties. Wild populations are also widespread and found on many Imperial and xenos worlds, including Chogoris and several planets in the Koronous expanse. Their true homeworld is unknown, and their widespread present range is believed to have been created from populations being seeded across the galaxy by escaped or deliberately released pets and hunting animals.

to:

[[folder:Razorwings]]
!!Animals and Monsters
[[folder:Ambulls]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/razorwing_40k.org/pmwiki/pub/images/ambull.png]]
%%
Razorwings
[[caption-width-right:350:An ambull with borewyrm larvae.]]

Ambulls
are predatory birds infamous for their coordinated hunting flocks, razor-sharp feathers, keen intelligence large, burrowing arthropod predators that were spread throughout the Imperium in a failed attempt at domestication and taste for the bones of their prey. They are favored animals of Dark Eldar beastmasters and a common sight in Commorrite gladiatorial arenas and raiding parties. Wild established large populations are also widespread and found on many Imperial and xenos worlds, including Chogoris and several planets multiple worlds. Ambulls debuted in the Koronous expanse. Their true homeworld is unknown, game's first edition, and their widespread present range is believed to have been created from populations being seeded across the galaxy by escaped or deliberately released pets and hunting animals.
since appeared sporadically in side material.



* FeatheredFiend: Razorwings are large, hostile, predatory birds that hunt by swarming other animals, sapient or otherwise, and rapidly stripping them to bloody skeletons with their RazorWings.
* GiantFlyer: A full-grown razorwing can have a wingspan of up to thirteen feet.
* IntroducedSpeciesCalamity: Razorwings have been introduced to many worlds, where their intelligence, aggression and wide array of natural weapons make them a dangerous invasive species. They can easily slaughter most prey animals they set their sights on, often culling herbivore populations to a degree that causes serious problems for ranches and meat exporters, and few native predators can meaningfully compete with them once their become established.
* ItCanThink: Officially, Razorwings are animals. However, they often display worryingly intelligent behavior, such as complex coordination and tactics during hunts, usually paired with what are clearly verbal and visual signals, and a tendency to elaborately parade the fruits of their kills to each other. One incident in the ''Liber Xenologis'' suggests that they may be smart enough to deliberately play human factions against each other for their own benefit.
* PickyPeopleEater: Razorwings live almost exclusively off of bone, which they get by flaying off the entirety of their prey's musculature and organs in order to get at its skeleton.
* RazorWings: Razorwing feathers as sharp as monomolecular blades. During hunts, they use use rapid flybys to slice their prey to pieces, rapidly skeletonizing it in order to feed on its bones.

to:

* FeatheredFiend: Razorwings BigCreepyCrawlies: They resemble arthropods with the size and build of gorillas.
* ExtremeOmnivore: Ambulls
are large, hostile, 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 birds that hunt by swarming other animals, sapient or otherwise, and 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 stripping 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 to bloody skeletons 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 RazorWings.
* GiantFlyer: A full-grown razorwing can have a wingspan of up
natural digging instincts while benefiting from greater mechanical strength, endurance and built-in tools. Like servitors, this process also allows their Mechanicum creators to thirteen feet.
circumvent the Imperium's ban on AI.
* IntroducedSpeciesCalamity: Razorwings Ambulls have been introduced spread to many worlds, where their intelligence, worlds as potential livestock. Their tunneling habits, aggression and wide array of natural weapons make physical strength made them a impossible to contain, however, and they have since become established as pernicious, dangerous invasive species. They can easily slaughter most prey animals they set their sights on, often culling herbivore populations to a degree that causes serious problems for ranches and meat exporters, and few native predators can meaningfully compete with them once their become established.
* ItCanThink: Officially, Razorwings are animals. However, they often display worryingly intelligent behavior, such as complex coordination and tactics during hunts, usually paired with what are clearly verbal and visual signals, and a tendency to elaborately parade
exotics across the fruits of their kills to each other. One incident in the ''Liber Xenologis'' suggests that they may be smart enough to deliberately play human factions against each other for their own benefit.
* PickyPeopleEater: Razorwings live almost exclusively off of bone, which they get by flaying off the entirety of their prey's musculature and organs in order to get at its skeleton.
* RazorWings: Razorwing feathers as sharp as monomolecular blades. During hunts, they use use rapid flybys to slice their prey to pieces, rapidly skeletonizing it in order to feed on its bones.
galaxy.


Added DiffLines:


[[folder:Clawed Fiends]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/clawed_fiend.png]]%%Images goes to 450 px

Apelike predators with six eyes, blade-tipped tails, claws sharper than knives, and tendency towards berserk rages. Originally native to the Donorian System, they entered the Webway when an on-planet portal collapsed during a Warp storm and established a growing population in the local tunnels. They quickly became popular gladiatorial subjects and war animals among the Dark Eldar, whose use of the fiends in realspace raids has established thriving populations across the galaxy.
-----
* TheBerserker: Clawed fiends enter states of frenzied berserk fury when they smell their own blood.
* BewareMyStingerTail: Their long tails end in sharp bony spikes, which they can whip through groups of opponents to wound and maim them.
* ExtraEyes: They have six eyes in two clusters of three.
* IntroducedSpeciesCalamity: The fiends, ferocious, powerful, and indiscriminately carnivorous, have spread to a multitude of worlds across the galaxy, and their effect on foreign ecosystems is always devastating.
* SuperSenses: Due to a complex arrangement of photosensitive cells in their six eyes, they have extremely sensitive vision and can perceive colors outside of the spectrum that humans see. They also have very perceptive hearing.
[[/folder]]

[[folder:Gyrinx]]
[[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.]]

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 stated to have any particular connection to 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.
* GlassCannon: Jokaero have no natural armor, but the digital weapons they carry pack the firepower of a Lascannon, Multi-Melta, and Heavy Flamer.
* 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]]

[[folder:Razorwings]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/razorwing_40k.png]]
%%
Razorwings are predatory birds infamous for their coordinated hunting flocks, razor-sharp feathers, keen intelligence and taste for the bones of their prey. They are favored animals of Dark Eldar beastmasters and a common sight in Commorrite gladiatorial arenas and raiding parties. Wild populations are also widespread and found on many Imperial and xenos worlds, including Chogoris and several planets in the Koronous expanse. Their true homeworld is unknown, and their widespread present range is believed to have been created from populations being seeded across the galaxy by escaped or deliberately released pets and hunting animals.

----
* FeatheredFiend: Razorwings are large, hostile, predatory birds that hunt by swarming other animals, sapient or otherwise, and rapidly stripping them to bloody skeletons with their RazorWings.
* GiantFlyer: A full-grown razorwing can have a wingspan of up to thirteen feet.
* IntroducedSpeciesCalamity: Razorwings have been introduced to many worlds, where their intelligence, aggression and wide array of natural weapons make them a dangerous invasive species. They can easily slaughter most prey animals they set their sights on, often culling herbivore populations to a degree that causes serious problems for ranches and meat exporters, and few native predators can meaningfully compete with them once their become established.
* ItCanThink: Officially, Razorwings are animals. However, they often display worryingly intelligent behavior, such as complex coordination and tactics during hunts, usually paired with what are clearly verbal and visual signals, and a tendency to elaborately parade the fruits of their kills to each other. One incident in the ''Liber Xenologis'' suggests that they may be smart enough to deliberately play human factions against each other for their own benefit.
* PickyPeopleEater: Razorwings live almost exclusively off of bone, which they get by flaying off the entirety of their prey's musculature and organs in order to get at its skeleton.
* RazorWings: Razorwing feathers as sharp as monomolecular blades. During hunts, they use use rapid flybys to slice their prey to pieces, rapidly skeletonizing it in order to feed on its bones.
[[/folder]]
Is there an issue? Send a MessageReason:
None


'''Xeno Races:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]] ([[Characters/Warhammer40000GenestealerCults Genestealer Cults]])]]-]]]

to:

'''Xeno Races:''' [[Characters/Warhammer40000Eldar [[Characters/Warhammer40000Aeldari Aeldari]] ([[Characters/Warhammer40000CraftworldEldar ([[Characters/Warhammer40000Asuryani Asuryani]], [[Characters/Warhammer40000DarkEldar [[Characters/Warhammer40000Drukhari Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]] ([[Characters/Warhammer40000GenestealerCults Genestealer Cults]])]]-]]]
Is there an issue? Send a MessageReason:
List of six things not five


Of the countless alien races in ''Warhammer 40000'', only five present enough of a threat to Imperial power to get their own codexes:

to:

Of the countless alien races in ''Warhammer 40000'', only five six present enough of a threat to Imperial power to get their own codexes:
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* HollywoodTactics: The Thyrrus do this literally in-universe. Their main military goal is always sheer spectacle, with huge casualties on both sides being the ideal. This makes them incredibly difficult to predict, especially since only one or two Inquisitors actually know that's what they're doing. Who the audience is meant to be for these performances is unknown.

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* HollywoodTactics: The Thyrrus do this literally in-universe. Their main military goal is always sheer spectacle, with huge casualties on both sides being the ideal. This makes them incredibly difficult to predict, especially since only one or two Inquisitors actually know that that's what they're doing. Who the audience is meant to be for these performances performances, or if any specific audience is intended, is unknown.
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* '''[[Characters/Warhammer40000LeaguesOfVotann The Leagues of Votann]]''', strictly speaking, are an offshoot of humanity, as they descend from ancient colonies of the Dark Age of Technology who modified themselves to inhabit the galactic core. In the present day, as a race of custom-made clones ruled by ancient AI, their divergence from Imperial humanity is such that they are usually considered a Xeno race.



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'''Xeno Races:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]

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'''Xeno Races:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]Tyranids]] ([[Characters/Warhammer40000GenestealerCults Genestealer Cults]])]]-]]]
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* BewareMyStingerTail: Their long tails end in sharp bony spikes, which they can whip through through groups of opponents to wound and maim them.

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* BewareMyStingerTail: Their long tails end in sharp bony spikes, which they can whip through through groups of opponents to wound and maim them.
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[[folder:Clawed Fiends]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/clawed_fiend.png]]%%Images goes to 450 px

Apelike predators with six eyes, blade-tipped tails, claws sharper than knives, and tendency towards berserk rages. Originally native to the Donorian System, they entered the Webway when an on-planet portal collapsed during a Warp storm and established a growing population in the local tunnels. They quickly became popular gladiatorial subjects and war animals among the Dark Eldar, whose use of the fiends in realspace raids has established thriving populations across the galaxy.
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* TheBerserker: Clawed fiends enter states of frenzied berserk fury when they smell their own blood.
* BewareMyStingerTail: Their long tails end in sharp bony spikes, which they can whip through through groups of opponents to wound and maim them.
* ExtraEyes: They have six eyes in two clusters of three.
* IntroducedSpeciesCalamity: The fiends, ferocious, powerful, and indiscriminately carnivorous, have spread to a multitude of worlds across the galaxy, and their effect on foreign ecosystems is always devastating.
* SuperSenses: Due to a complex arrangement of photosensitive cells in their six eyes, they have extremely sensitive vision and can perceive colors outside of the spectrum that humans see. They also have very perceptive hearing.
[[/folder]]
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revising per discussion in the 40K forum thread


'''[[Characters/Warhammer40000Imperium Imperium of Man]]:''' [[Characters/Warhammer40000ImperialFounders Founders]], [[Characters/Warhammer40000Astartes Adeptus Astartes]] ([[Characters/Warhammer40000AstartesChapters Chapters]], [[Characters/Warhammer40000AstartesChaptersFirstFounding Chapters of the First Founding]], [[Characters/Warhammer40000AstartesCharacters Characters]], [[Characters/Warhammer40000PrimarisSpaceMarines Primaris Marines]]), [[Characters/Warhammer40000ImperialGuard Astra Militarum]], [[Characters/Warhammer40000Sororitas Adepta Sororitas]], [[Characters/Warhammer40000Inquisition Inquisition]], [[Characters/Warhammer40000Mechanicus Mechanicus]], [[Characters/Warhammer40000CurrentImperialFactions Other factions]]\\

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'''[[Characters/Warhammer40000Imperium Imperium of Man]]:''' [[Characters/Warhammer40000ImperialFounders Founders]], [[Characters/Warhammer40000Astartes Adeptus Astartes]] ([[Characters/Warhammer40000AstartesChapters ([[Characters/Warhammer40000AstartesChaptersFirstFounding First Founding Chapters]], [[Characters/Warhammer40000AstartesChaptersFirstFounding Chapters of the First Founding]], [[Characters/Warhammer40000AstartesChapters Other Chapters]], [[Characters/Warhammer40000AstartesCharacters Characters]], [[Characters/Warhammer40000PrimarisSpaceMarines Primaris Marines]]), [[Characters/Warhammer40000ImperialGuard Astra Militarum]], [[Characters/Warhammer40000Sororitas Adepta Sororitas]], [[Characters/Warhammer40000Inquisition Inquisition]], [[Characters/Warhammer40000Mechanicus Mechanicus]], [[Characters/Warhammer40000CurrentImperialFactions Other factions]]\\
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'''[[Characters/Warhammer40000Imperium Imperium of Man]]:''' [[Characters/Warhammer40000ImperialFounders Founders]], [[Characters/Warhammer40000Astartes Adeptus Astartes]] ([[Characters/Warhammer40000AstartesChapters Chapters]], [[Characters/Warhammer40000AstartesCharacters Characters]], [[Characters/Warhammer40000PrimarisSpaceMarines Primaris Marines]]), [[Characters/Warhammer40000ImperialGuard Astra Militarum]], [[Characters/Warhammer40000Sororitas Adepta Sororitas]], [[Characters/Warhammer40000Inquisition Inquisition]], [[Characters/Warhammer40000Mechanicus Mechanicus]], [[Characters/Warhammer40000CurrentImperialFactions Other factions]]\\

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'''[[Characters/Warhammer40000Imperium Imperium of Man]]:''' [[Characters/Warhammer40000ImperialFounders Founders]], [[Characters/Warhammer40000Astartes Adeptus Astartes]] ([[Characters/Warhammer40000AstartesChapters Chapters]], [[Characters/Warhammer40000AstartesChaptersFirstFounding Chapters of the First Founding]], [[Characters/Warhammer40000AstartesCharacters Characters]], [[Characters/Warhammer40000PrimarisSpaceMarines Primaris Marines]]), [[Characters/Warhammer40000ImperialGuard Astra Militarum]], [[Characters/Warhammer40000Sororitas Adepta Sororitas]], [[Characters/Warhammer40000Inquisition Inquisition]], [[Characters/Warhammer40000Mechanicus Mechanicus]], [[Characters/Warhammer40000CurrentImperialFactions Other factions]]\\
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Predatory birds infamous for their coordinated hunting flocks, razor-sharp feathers, keen intelligence and taste for the bones of their prey. Razorwings are favored animals of Dark Eldar beastmasters and a common sight in Commorrite gladiatorial arenas and raiding parties. Wild populations are also widespread and found on many Imperial and xenos worlds, including Chogoris and several planets in the Koronous expanse. Their true homeworld is unknown, and their widespread present range is believed to have been created from populations being seeded across the galaxy by escaped or deliberately released pets and hunting animals.

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\nPredatory %%
Razorwings are predatory
birds infamous for their coordinated hunting flocks, razor-sharp feathers, keen intelligence and taste for the bones of their prey. Razorwings They are favored animals of Dark Eldar beastmasters and a common sight in Commorrite gladiatorial arenas and raiding parties. Wild populations are also widespread and found on many Imperial and xenos worlds, including Chogoris and several planets in the Koronous expanse. Their true homeworld is unknown, and their widespread present range is believed to have been created from populations being seeded across the galaxy by escaped or deliberately released pets and hunting animals.animals.
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* GlassCannon: Jokaero have no natural armor, but the digital weapons they carry pack the firepower of a Lascannon, Multi-Melta, and Heavy Flamer.
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* IntroducedSpeciesCalamity: Ambulls have been spread to many worlds as potential livestock. Their tunneling habits, aggression and physical strength made them impossible to contain, however, and they have since become established as pernicious, dangerous exotics across the galaxy.


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[[folder:Razorwings]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/razorwing_40k.png]]

Predatory birds infamous for their coordinated hunting flocks, razor-sharp feathers, keen intelligence and taste for the bones of their prey. Razorwings are favored animals of Dark Eldar beastmasters and a common sight in Commorrite gladiatorial arenas and raiding parties. Wild populations are also widespread and found on many Imperial and xenos worlds, including Chogoris and several planets in the Koronous expanse. Their true homeworld is unknown, and their widespread present range is believed to have been created from populations being seeded across the galaxy by escaped or deliberately released pets and hunting animals.
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* FeatheredFiend: Razorwings are large, hostile, predatory birds that hunt by swarming other animals, sapient or otherwise, and rapidly stripping them to bloody skeletons with their RazorWings.
* GiantFlyer: A full-grown razorwing can have a wingspan of up to thirteen feet.
* IntroducedSpeciesCalamity: Razorwings have been introduced to many worlds, where their intelligence, aggression and wide array of natural weapons make them a dangerous invasive species. They can easily slaughter most prey animals they set their sights on, often culling herbivore populations to a degree that causes serious problems for ranches and meat exporters, and few native predators can meaningfully compete with them once their become established.
* ItCanThink: Officially, Razorwings are animals. However, they often display worryingly intelligent behavior, such as complex coordination and tactics during hunts, usually paired with what are clearly verbal and visual signals, and a tendency to elaborately parade the fruits of their kills to each other. One incident in the ''Liber Xenologis'' suggests that they may be smart enough to deliberately play human factions against each other for their own benefit.
* PickyPeopleEater: Razorwings live almost exclusively off of bone, which they get by flaying off the entirety of their prey's musculature and organs in order to get at its skeleton.
* RazorWings: Razorwing feathers as sharp as monomolecular blades. During hunts, they use use rapid flybys to slice their prey to pieces, rapidly skeletonizing it in order to feed on its bones.
[[/folder]]
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* MageHuntingMonster: Psychneuein are specialized predators of psykers, in whose minds they lay their eggs. They are drawn to areas of intense and untrained psychic activity, but will barely deign to notice non-psychic individuals.
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That's not a subversion, that's just an aversion.


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

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* LogicalWeakness: Temporal stasis fields disable their entropic abilities, putting them in agony and causing their technology to malfunction. Prolonged time in stasis drives them completely insane. Unfortunately for the Imperium, this is a DangerousForbiddenTechnique based on poorly understood Dark Age technology, and risks [[EarthShatteringKaboom blowing up the entire planet]] if not done carefully.

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* LogicalWeakness: LogicalWeakness:
**
Temporal stasis fields disable their entropic abilities, putting them in agony and causing their technology to malfunction. Prolonged time in stasis drives them completely insane. Unfortunately for the Imperium, this is a DangerousForbiddenTechnique based on poorly understood Dark Age technology, and risks [[EarthShatteringKaboom blowing up the entire planet]] if not done carefully.

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* KryptoniteFactor: Necron teleportation technology makes them extremely sick, sending them into seizures.
* LogicalWeakness: Temporal stasis fields disable their entropic abilities, putting them in agony and causing their technology to malfunction. Prolonged time in stasis drives them completely insane. Unfortunately for the Imperium, this is a DangerousForbiddenTechnique based on poorly understood Dark Age technology, and risks [[EarthShatteringKaboom blowing up the entire planet]] if not done carefully.
** They also don't stand up well against the Necrons, who are masters of RagnarokProofing. A hrud field can kill organic beings in seconds, but means little to machines that have already withstood tens of millions of years without a scratch.



* RequiredSecondaryPowers: Their own technology is immune to the entropy effects that cause almost all other tech to degrade and fall apart.



* TimeCrash: They can create a temporary one via "temporal shockwave" as a last-ditch move in a losing battle. The effects are completely random: one person might age to death while the person next to them de-ages into an infant, pieces of a ship get shifted back and forth while moving and explode when they end up occupying the same space, and most memorably, a Servitor turns back into a human when its timeline is "rewound" to before he was lobotomized and modified.

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* TimeCrash: They can create a temporary one via "temporal shockwave" as a last-ditch move in a losing battle. The effects are completely random: one person might age ages to death while the person next to them de-ages into an infant, pieces of a ship get shifted back and forth while moving and explode when they end up occupying the same space, and most memorably, a Servitor turns back into a human when its timeline is "rewound" to before he was lobotomized and modified.

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* HellIsThatNoise: Their noises are freakish even to Space Marines. Especially their screams...
--> ''A dying hrud screamed like nothing should. The sound of it brought to mind the last, ticking seconds of a world's life, or the ultimate exhaustion of the final star. It was the death scream of time itself.''
* HumanoidAbomination: Their strange relationship with time and entropy, letting them age Astartes into dust simply by being nearby, puts them firmly in eldritch territory.
* InformedAttribute: ''The Infinite and the Divine'' says the Hrud are "steeped in the empyrean", implying some innate connection to the Warp like that of the Eldar, but this idea isn't really reflected anywhere else.
* InscrutableAliens: Their origins and motivations are entirely unknown, and many of their actions are bizarre and incomprehensible.



* TimeCrash: They can create a temporary one via "temporal shockwave" as a last-ditch move in a losing battle. The effects are completely random: one person might age to death while the person next to them de-ages into an infant, pieces of the ship get shifted back and forth while moving and explode when they end up occupying the same space, and a Servitor turns back into a human when its timeline is "rewound" to before he was lobotomized and modified.
* TimeMaster: ''Perturabo: The Hammer of Olympia'' implies they have more control over their entropic fields than was previously thought, able to accelerate or even reverse the temporal effects. They and their ships are also implied to be able to move through time as easily as humans move through space, explaining their apparent OffscreenTeleportation by having them shift to a near-future point where their relative position in space has changed.
* TranshumanAliens: Maybe. Some of the Mechanicum's Biologis cadre theorize that they're future humans, severely transformed by evolution and/or modification, coming back in time as refugees from some future catastrophe. There isn't much evidence for it, however; Perturabo finds the theory interesting, but dismisses it.

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* TimeCrash: They can create a temporary one via "temporal shockwave" as a last-ditch move in a losing battle. The effects are completely random: one person might age to death while the person next to them de-ages into an infant, pieces of the a ship get shifted back and forth while moving and explode when they end up occupying the same space, and most memorably, a Servitor turns back into a human when its timeline is "rewound" to before he was lobotomized and modified.
* TimeMaster: ''Perturabo: The Hammer of Olympia'' implies they have more control over their entropic fields than was previously thought, able to accelerate or even reverse the temporal effects. They and their ships are also implied theorized to be able to move through time as easily as humans move through space, at will, explaining their apparent OffscreenTeleportation by having them shift to a near-future point where their relative position in space has changed.
* TranshumanAliens: Maybe. Some of the Mechanicum's Biologis cadre theorize that they're future humans, severely transformed by evolution and/or modification, coming back in time as refugees from some future catastrophe. There isn't [[InscrutableAliens It's pretty much evidence for it, however; Perturabo finds the theory interesting, but dismisses it.just as likely]] as any other origin.
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* ADayInTheLimelight: They serve as the primary antagonists for about half of ''Perturabo: The Hammer of Olympia''.


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* TimeCrash: They can create a temporary one via "temporal shockwave" as a last-ditch move in a losing battle. The effects are completely random: one person might age to death while the person next to them de-ages into an infant, pieces of the ship get shifted back and forth while moving and explode when they end up occupying the same space, and a Servitor turns back into a human when its timeline is "rewound" to before he was lobotomized and modified.
* TimeMaster: ''Perturabo: The Hammer of Olympia'' implies they have more control over their entropic fields than was previously thought, able to accelerate or even reverse the temporal effects. They and their ships are also implied to be able to move through time as easily as humans move through space, explaining their apparent OffscreenTeleportation by having them shift to a near-future point where their relative position in space has changed.
* TranshumanAliens: Maybe. Some of the Mechanicum's Biologis cadre theorize that they're future humans, severely transformed by evolution and/or modification, coming back in time as refugees from some future catastrophe. There isn't much evidence for it, however; Perturabo finds the theory interesting, but dismisses it.
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* PowerSource: 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.

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* PowerSource: Their [[PlanetOfHats hat]] as a race is usage of nuclear-powered everything. They widely use rad-beams as portable weapon, weapons, their ships fly on {{Orion Drive}}s, their [[EnergyWeapon lance]] equivalent, the Roaring Beam, is a ship-sized rad-beam, and they even have nuclear-powered ''melee weapons''. It helps that they are either immune to radiation, or are sturdy enough to ignore it.

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* 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.


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* PowerSource: 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.
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'''Xeno Races:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]

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'''Xeno Races:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000LeaguesOfVotann Leagues of Votann]] | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]
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In keeping with this general theme, very few stories from the Black Library have been told from an alien perspective. [[Literature/ThePathOfTheEldar A trilogy of Craftworld Eldar-centered books]] concluded in late 2012, and a trilogy of Dark Eldar-centered books concluded in 2014. The short story collection ''Fear the Alien'' contains two stories which feature sections from the points of view of an Ork warboss and an Eldar Harlequin as well. The video game ''VideoGame/FireWarrior'' and its novelization follow the adventures of a T'au [[ExactlyWhatItSaysOnTheTin Fire Warrior]]. In addition, the sixth and seventh edition of the game's basic rulebook featured various ways for Imperial and xenos races to team up in combat, although these came with their own conditions and drawbacks.

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In keeping with this general theme, very few stories from the Black Library have been told from an alien perspective. [[Literature/ThePathOfTheEldar [[Literature/PathOfTheEldar A trilogy of Craftworld Eldar-centered books]] concluded in late 2012, and a trilogy of Dark Eldar-centered books concluded in 2014. The short story collection ''Fear the Alien'' contains two stories which feature sections from the points of view of an Ork warboss and an Eldar Harlequin as well. The video game ''VideoGame/FireWarrior'' and its novelization follow the adventures of a T'au [[ExactlyWhatItSaysOnTheTin Fire Warrior]]. In addition, the sixth and seventh edition of the game's basic rulebook featured various ways for Imperial and xenos races to team up in combat, although these came with their own conditions and drawbacks.
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'''Xeno Races:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]

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'''Xeno Races:''' [[Characters/Warhammer40000Eldar Aeldari]] ([[Characters/Warhammer40000CraftworldEldar Asuryani]], [[Characters/Warhammer40000DarkEldar Drukhari]]) | [[Characters/Warhammer40000Necrons Necrons]] | [[Characters/Warhammer40000Orks Orks]] ([[Characters/Warhammer40000OrksCharacters Characters]]) | [[Characters/Warhammer40000TauEmpire T'au Empire]] | [[Characters/Warhammer40000Tyranids Tyranids]]]]-]]]
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* TheAllegedCar: The technology of the Rak'gol is so ramshackle, primitive, and generally poor in quality that it makes Ork designs look ingenious. Their ships are among the few still using nuclear fission reactors (clunky, leaky, unstable nuclear reactors) in the 41st millennium, as compared to the Imperium's plasma fusion generators.


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* FantasticCasteSystem: They have a clear and specific ranking system despite being evil and bestial. You got the [[ZergRush Carvers]], [[{{Mooks}} Marauders]], [[MookCommander Broodmasters]], [[{{Cyborg}} Abominations]], [[BodyHorror Renders]], and [[WizardsFromOuterSpace Techno-Shamans]].
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A secretive species about whom little is know. The hrud make their homes in the shadow of others, lurking unseen within cities and spacecraft, and project entropic auras that cause objects around themselves to rapidly decay.

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A secretive species about whom little is know.known. The hrud make their homes in the shadow of others, lurking unseen within cities and spacecraft, and project entropic auras that cause objects around themselves to rapidly decay.



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

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

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* ArtEvolution: The Enslavers' first depiction in the ''Rogue Trader'' core book depicted them as roughly pear-shaped, wrinkled things with a single huge eye on their upper lobe and a cluster of short tentacles dangling from their lower body, in addition to a pair of longer, squid-like arms. From 3rd Edition on, they're instead shown as floating sac-like beings, with a small, chitin-covered head on their front bearing many small eyes and a distinct mouth.
* AxCrazy:
** [[EveryoneHasStandards Even in this universe]], the Barghesi are considered so ferocious that "hyper-violent" almost always precedes a mention of their name. The only things we know about them are that they have several Space Marine chapters dedicated to fighting them, they live in the Grendel Stars, and judging by the name, they may have something to do with the legendary Barghests of North England, malevolent and gigantic spectral black dogs.
** The Rak'Gol[[note]]from the ''TabletopGame/RogueTrader'' licensed RPG[[/note]] are a piratical race said to have a society built almost entirely around hunting and killing, who have no interest in other species beyond their brutal and bloody raids.
* 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.
** Vampires from early editions resemble giant bats the size of a human, which walk upright and possess three free fingers on each wing.

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* ArtEvolution: The Enslavers' first depiction in the ''Rogue Trader'' core book depicted them as roughly pear-shaped, wrinkled things with a single huge eye on their upper lobe and a cluster of short tentacles dangling from their lower body, in addition to a pair of longer, squid-like arms. From 3rd Edition on, they're instead shown as floating sac-like beings, with a small, chitin-covered head on their front bearing many small eyes and a distinct mouth.
* AxCrazy:
**
AxCrazy: [[EveryoneHasStandards Even in this universe]], the Barghesi are considered so ferocious that "hyper-violent" almost always precedes a mention of their name. The only things we know about them are that they have several Space Marine chapters dedicated to fighting them, they live in the Grendel Stars, and judging by the name, they may have something to do with the legendary Barghests of North England, malevolent and gigantic spectral black dogs.
** The Rak'Gol[[note]]from the ''TabletopGame/RogueTrader'' licensed RPG[[/note]] are a piratical race said to have a society built almost entirely around hunting and killing, who have no interest in other species beyond their brutal and bloody raids.
* 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.
**
BatPeople: Vampires from early editions resemble giant bats the size of a human, which walk upright and possess three free fingers on each wing.



* 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.



* {{Expy}}:
** In third edition, the Hrud were rough expies of ''TabletopGame/{{Warhammer}}'''s Skaven, a race of RatMen. In later editions, they are much more alien in appearance.
** The Rak'Gol (whose name reminds one of the [[Franchise/StarWarsExpandedUniverse Rakghouls]]). They resemble Tyranids by quite a bit, sans their penchant for eating DNA.



* 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.
* 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.



* 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.



* 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 are barely mentioned in modern day ''40K'' lore and even in the ''30K'' Great Crusade/Horus Heresy narrative, on account of all information about the Rangdan Xenocides being sealed, but they were a big deal back in the day and had a major impact in events afterwards. For one thing, they were so nightmarishly powerful, advanced and dangerous that during the conflict against the Rangda, the Xenos nearly wiped out half the Imperium, badly decimated at least three Space Marine legions (notably the Dark Angels and the Space Wolves), and is implied to have done ''something'' to two other Legions (the Second and Eleventh) and their Primarchs that both had to be purged down to the very memories of their existence for the sake of Humanity. Even after the Rangda were defeated, the fallout from the conflict would have varying level of consequences for everyone -- the Dark Angels for example lost their status as the most numerous and notable Legion due to the heavy losses they sustained, allowing their numbers to be surpassed by the likes of the Ultramarines and the Luna Wolves, and the expunging of the two lost Legions would plant seeds of doubt in some Primarchs that led to them turning traitor against the Imperium in the Horus Heresy.

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.
**
SmallRoleBigImpact: The Rangda are barely mentioned in modern day ''40K'' lore and even in the ''30K'' Great Crusade/Horus Heresy narrative, on account of all information about the Rangdan Xenocides being sealed, but they were a big deal back in the day and had a major impact in events afterwards. For one thing, they were so nightmarishly powerful, advanced and dangerous that during the conflict against the Rangda, the Xenos nearly wiped out half the Imperium, badly decimated at least three Space Marine legions (notably the Dark Angels and the Space Wolves), and is implied to have done ''something'' to two other Legions (the Second and Eleventh) and their Primarchs that both had to be purged down to the very memories of their existence for the sake of Humanity. Even after the Rangda were defeated, the fallout from the conflict would have varying level of consequences for everyone -- the Dark Angels for example lost their status as the most numerous and notable Legion due to the heavy losses they sustained, allowing their numbers to be surpassed by the likes of the Ultramarines and the Luna Wolves, and the expunging of the two lost Legions would plant seeds of doubt in some Primarchs that led to them turning traitor against the Imperium in the Horus Heresy.



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



** Under a Hrud's tattered clothing they look sort of like several human spines fused to an equally bony torso. They also have in effect by default an entropic field, meaning that anything which comes in contact with them is rapidly aged.



** An Umbra is literally a sphere that floats around and creates {{Living Shadow}}s.
** Enslavers, one of the few non-Chaotic warp entities, appear as strange [[LivingGasbag bloated and floating]] creatures with multiple tentacle limbs. Some images of Enslavers meanwhile show them as resembling giant floating brains.

to:

** An Umbra is literally a sphere that floats around and creates {{Living Shadow}}s.
** Enslavers, one of the few non-Chaotic warp entities, appear as strange [[LivingGasbag bloated and floating]] creatures with multiple tentacle limbs. Some images of Enslavers meanwhile show them as resembling giant
living, floating brains.sphere capable of manipulating shadows, and with no recognizable sensory areas, orifices or organs of any sort -- its insides are simply a few layers of unrecognizable tissues surrounding a semi-liquid core.



* 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.



[[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]]
[[folder:Hrud]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rak_gol_marauder.png]]

org/pmwiki/pub/images/hrud.jpg]]
[[caption-width-right:350:A hrud as depicted in ''Xenology''.]]

A race secretive species about whom little is know. The hrud make their homes in the shadow of pirates others, lurking unseen within cities and raiders, Rak'Gol populate the Koronus Expanse. These creatures attack unprovoked, spacecraft, and seem project entropic auras that cause objects around themselves to care for nothing but slaughter. They are a relatively new threat, believed to originate from uncharted space.rapidly decay.



* 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.
* 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 turrets on their warships, making their light cruisers better protected from small crafts than other races' ''battleships''.
* MultiArmedAndDangerous: They have eight limbs in total, with 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 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.
* XenomorphXerox: Black chitin-like "skin"; check. A prehensile bladed tail; check. An eyeless face and maw filled with sharp teeth; check.

to:

* AlwaysChaoticEvil: The only inter-race interaction that Rak'Gol care about is combat. They make no effort to communicate, 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 attack everyone on sight.
* TheBattlestar: Two of
exoskeletons, and later editions would expand their ship classes, ''Mangler'' and ''Butcher'', house launch bays for assault boats.
* BoardingParty:
background in ways that make them very thematically distinct from the Skaven. They ''love'' boarding. Their ships launch exclusively boarding torpedoes, still retain the aspect of sentient vermin, being closely associated with trash and their hangars carry only assault boats. They decay.
* EminentlyEnigmaticRace: The hrud's intensely secretive habits and ability to hide
almost never flee, anywhere mean that little is known about them to other species, and will continue to send boarders until either they or their enemies are all dead.
what is known is shrouded in mystery, contradiction and rumor.
* {{Cyborg}}: Most Rak'Gol use crude bionic implants to enhance their performance. The higher {{Expy}}: In third edition, the creature's rank, the more augmentations it typically will have.
* ILoveNuclearPower: Their [[PlanetOfHats hat]] as
hrud were rough expies of ''Warhammer Fantasy''[='s=] Skaven, 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 RatMen. In later editions, they are either immune to radiation, or are sturdy enough to ignore it.
much more alien in appearance.
* 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 PeeveGoblins: Popular folklore in Imperial hive cities and spaceship crews attributes "the bendies", a common name for the massive radiation pollution[[note]]Imperium used these during hrud, with whatever goes wrong. Missing item? The bendies stole it. A machine breaks? The bendies did it. Someone vanishes? The bendies took him.
* RatMen: In
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
original Third Edition appearance, and said to have lizard-like skin.
* MoreDakka: Batteries of so-called Howler Cannons are
the hrud resemble hunched, humanoid rats covered in hooded cloaks. Later editions alter their warships' main weapons. They are relatively small, but numerous and fast-firing guns, highly effective on short range. There is appearance to be something much more alien.
* StarfishAliens: Under
a hand-held variant, called "howler rifle". hrud's tattered clothing they look sort of like several human spines fused to an equally bony torso. They also employ an incredible number of turrets on their warships, making their light cruisers better protected from small crafts than other races' ''battleships''.
* MultiArmedAndDangerous: They
have eight limbs in total, effect by default an entropic field, meaning that anything which comes in contact with 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 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.
* XenomorphXerox: Black chitin-like "skin"; check. A prehensile bladed tail; check. An eyeless face and maw filled with sharp teeth; check.
is rapidly aged.



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

A race of intelligent, advanced InsectoidAliens that are native to the Swarmworld Loqiit. Much about them is unknown due to them not having an actual army or any models. However, background fluff makes them stand out from other aliens in significant ways.

to:

[[folder:Q'orl]]
[[quoteright:350:https://static.
[[folder:Khrave]]
[[quoteright:326:https://static.
tvtropes.org/pmwiki/pub/images/dissected_qorl.jpg]]
[[caption-width-right:350:A dissected Q'orl corpse.]]

org/pmwiki/pub/images/khrave.png]]

A race species of intelligent, four-armed, batlike raiders known for leading brutal raids on human colony worlds in search of their preferred food -- the flesh of other sapients. Despite their savage goals, the khrave are a technologically advanced InsectoidAliens that are native people and their fleets have been known to the Swarmworld Loqiit. Much about them is unknown due to them not having an actual army or any models. However, background fluff makes them vanquish Imperial forces and stand out from other aliens in significant ways.against the Astartes.



* AchillesHeel: Warp technology remains outside of their grasp.
* TheGhost: They have no models, no rules, and no playbooks, and aren't mentioned in most modern media.
* 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 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.
* StarfishLanguage: The Q'orl communicate primarily through pheromones released from pits on their shoulders.

to:

* AchillesHeel: Warp technology remains outside 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.
* 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.
* SpikeShooter: The khrave use guns that shoot shards of razor-sharp metal that dissolve the viscera
of their grasp.
targets.
* TheGhost: They have no models, no rules, ToServeMan: The khrave are particularly infamous for their taste for human flesh, and no playbooks, and aren't mentioned in most modern media.
* 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 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.
* StarfishLanguage: The Q'orl communicate primarily
for their tendency to get it through pheromones released from pits savage raids on their shoulders.human colony worlds.
* VertebrateWithExtraLimbs: The khrave are BatPeople with either six or eight limbs. All individuals have two legs and four arms, while some also have two wings.



[[folder:Stryxis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stryxis_40k.png]]

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.

to:

[[folder:Stryxis]]
[[folder:Q'orl]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stryxis_40k.png]]

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

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.



* ArchEnemy: They hate the Eldar with a passion, for a reason known only to these two races.
* ChronicBackstabbingDisorder: Betrayal seems to be the norm for their society. They will gladly backstab a long-time partner for a greater momentary gain.
* DeathRay: Their "ghost-light" ship weapons are not particularly strong and cannot penetrate active void shields, but can kill a ship's crew without leaving a mark on their bodies. Their effect is described as filling quarters with pale light that instantly kills anyone it touches.
* HumanoidAliens: They are described as resembling giant, four-eyed dog embryos that walk upright.
* HumansByAnyOtherName: They have a penchant for calling humans "bipeds". This is odd, given that they are bipedal themselves. Slaves, meanwhile, are all "meat" for them, no matter the race.
* ProudMerchantRace: Commerce is their main occupation, which is a rarity in this universe.
* ResurrectTheWreck: Their caravan ships consist of several scavenged hulls, chained together and towed by one that was repaired enough to work.
* SlaveMooks: They employ slave soldiers from a number of races, controlling them with a variety of methods, from {{Bomb Collar}}s to {{Brainwashing}}. If a slave does well, they may even be liberated, to encourage the others to fight harder.
* WorthlessYellowRocks: It's mentioned that they have little understanding of value, and as such may see no difference between platinum ingots and worthless baubles.

to:

* ArchEnemy: They hate the Eldar with a passion, for a reason known only to these two races.
* ChronicBackstabbingDisorder: Betrayal seems to be the norm for
AchillesHeel: Warp technology remains outside of their society. grasp.
* TheGhost:
They will gladly backstab a long-time partner for a greater momentary gain.
have no models, no rules, and no playbooks, and aren't mentioned in most modern media.
* DeathRay: Their "ghost-light" ship weapons InsectoidAliens: The Q'orl are not particularly strong and cannot penetrate active void shields, but can kill a ship's crew without leaving a mark on their bodies. Their effect is described as filling quarters large, eight-legged arthropods with pale light that instantly kills anyone it touches.
probosces instead of hinged mouths, and live in a society divided between many biological castes and led by queens.
* HumanoidAliens: MinorMajorCharacter: They don't have models or rules, and barely appear in ''[=WH40K=]'' media, but they are described in background fluff as resembling giant, four-eyed dog embryos that walk upright.
* HumansByAnyOtherName: They have
having a penchant for calling humans "bipeds". This is odd, given that they are bipedal themselves. Slaves, meanwhile, are all "meat" for them, no matter powerful, organized empire in the race.
Segmentum Pacificus the size of the [[NegativeSpaceWedgie Eye of Terror]], just a couple light-years from Holy Terra.
* ProudMerchantRace: Commerce is StarfishLanguage: The Q'orl communicate primarily through pheromones released from pits on their main occupation, which is a rarity in this universe.
* ResurrectTheWreck: Their caravan ships consist of several scavenged hulls, chained together and towed by one that was repaired enough to work.
* SlaveMooks: They employ slave soldiers from a number of races, controlling them with a variety of methods, from {{Bomb Collar}}s to {{Brainwashing}}. If a slave does well, they may even be liberated, to encourage the others to fight harder.
* WorthlessYellowRocks: It's mentioned that they have little understanding of value, and as such may see no difference between platinum ingots and worthless baubles.
shoulders.



!!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.

to:

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

Ambulls
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 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.relatively new threat, believed to originate from uncharted space.



* 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.

to:

* BigCreepyCrawlies: AlwaysChaoticEvil: The only inter-race interaction that Rak'Gol care about is combat. They resemble arthropods with the size make no effort to communicate, and build of gorillas.
* ExtremeOmnivore: Ambulls are primarily carnivores, but at need can feed
attack everyone on anything, up to and including plasma.
sight.
* FantasticLivestock: AxCrazy: They're said to have a failed attempt at this. society built almost entirely around hunting and killing, and have no interest in other species beyond their brutal and bloody raids.
* TheBattlestar: Two of their ship classes, ''Mangler'' and ''Butcher'', house launch bays for assault boats.
* BoardingParty: They ''love'' boarding.
Their flesh 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 edible 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 thrive in barren environments, so even have nuclear-powered ''melee weapons''. It helps that 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 are either immune 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
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 this as a method due to pursue prey on the surface.
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.
* FullConversionCyborg: Ambots LizardFolk: They are created by taking the central nervous systems reptilian in appearance, and said to have lizard-like skin.
* MoreDakka: Batteries
of ambulls, implanting them 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''.
* MultiArmedAndDangerous: They have eight limbs in total,
with neural controllers, and wiring them in mechanical shells modeled after the ambulls' natural bodies; the resulting cyborg is then mainly four being used for excavation. This allows ambots to retain 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 natural digging instincts while benefiting from greater mechanical strength, endurance 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 built-in tools. Like servitors, this process also allows their Mechanicum creators to circumvent the Imperium's ban on AI. screeches, and show no interest in communicating with anyone else.
* XenomorphXerox: Black chitin-like "skin"; check. A prehensile bladed tail; check. An eyeless face and maw filled with sharp teeth; check.



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

to:

[[folder:Gyrinx]]
[[quoteright:275:https://static.
[[folder:Stryxis]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/gyrinx.png]]
[[caption-width-right:275:Depiction
org/pmwiki/pub/images/stryxis_40k.png]]

A race
of a gyrinx from merchants, wanderers and traders, the original ''Rogue Trader'' rulebook.]]
%%
Feline beings with innate psychic powers, gyrinx often form strong bonds with psykers
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 travel alongside them.
piracy or slavery.



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

to:

* AlienAnimals: They're essentially psychic alien cats somewhere ArchEnemy: They hate the Eldar with a passion, for a reason known only to these two races.
* ChronicBackstabbingDisorder: Betrayal seems to be the norm for their society. They will gladly backstab a long-time partner for a greater momentary gain.
* DeathRay: Their "ghost-light" ship weapons are not particularly strong and cannot penetrate active void shields, but can kill a ship's crew without leaving a mark on their bodies. Their effect is described as filling quarters with pale light that instantly kills anyone it touches.
* HumanoidAliens: They are described as resembling giant, four-eyed dog embryos that walk upright.
* HumansByAnyOtherName: They have a penchant for calling humans "bipeds". This is odd, given that they are bipedal themselves. Slaves, meanwhile, are all "meat" for them, no matter the race.
* ProudMerchantRace: Commerce is their main occupation, which is a rarity in this universe.
* ResurrectTheWreck: Their caravan ships consist of several scavenged hulls, chained together and towed by one that was repaired enough to work.
* SlaveMooks: They employ slave soldiers from a number of races, controlling them with a variety of methods, from {{Bomb Collar}}s to {{Brainwashing}}. If a slave does well, they may even be liberated, to encourage the others to fight harder.
* WorthlessYellowRocks: It's mentioned that they have little understanding of value, and as such may see no difference
between a lynx platinum ingots and a housecat in appearance, although they've never been stated to have any particular connection to Earth cats or, indeed, to terrestrial life of any sort.
* 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.
worthless baubles.



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

[[folder:Enslavers]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/jokaero_weaponsmith.png]]
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Apelike creatures
org/pmwiki/pub/images/enslaver_40k.png]]

Among the few major Warp entities not associated
with a mysterious affinity for technology, Chaos, the Jokaero enslavers are otherwise seemingly normal, if fairly intelligent, animals. This status has allowed them to skirt around strange and dangerous beings that feed on the Imperium's xenophobia, mental energies of psykers. As it feeds, the enslaver transforms its victim into a living portal to the Empyrean, through which dozens more Enslavers emerge to repeat the cycle. The enslavers first appeared in the aftermath of the War in Heaven, spreading across the galaxy in plagues that wiped out the last remnants of the Old Ones and forced the tinkering apes are often kept among the retinues of powerful people for their skill in making and repairing technological artifacts.
Necrons into hiding.



* 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 AbstractEater: Enslavers feed on the mental energies of psykers.
* ArtEvolution: The enslavers' first depiction in the ''Rogue Trader'' core book depicted them as roughly pear-shaped, wrinkled things with a single huge eye on their upper lobe and a cluster of short tentacles dangling
from their knowledge lower body, in addition to a pair of technology, longer, squid-like arms. From 3rd Edition on, they're pretty much just apes, even though they were created millennia before earth apes by the [[AbusivePrecursors Old Ones]].
* BunnyEarsLawyer: While
instead shown as floating sac-like beings, with a small, chitin-covered head on 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 front bearing many xenobiologists believe that they aren't even sapient with everything they create [[GeneticMemory coded directly into small eyes and a distinct mouth.
* LivingGasbag: Downplayed. Modern artwork of enslavers typically depicts
their genes]].
bodies as distended fleshy bags hovering in midair, but whether they float through lighter-than-air gases or their incorporeal nature isn't especially clear.
* EldritchStarship: Jokaero-made vessels NonIndicativeName: Despite their name, they don't do a whole lot of enslaving or domination of other beings -- they're primarily psychic parasitoids, and their interactions with corporeal beings tend to resemble polyhedral, open-frame lattices of metal that move revolve around eating and killing them.
* 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 their shape directly interacting with galaxy-spanning currents of energy that only the jokaero seem able to perceive. Their jokaero crews steer them psychic turmoil created by making physical alterations to the vessel's shape.
* FingerFirearms: Jokaero weapons, such as lasguns, plasma guns or needle weapons, are often miniaturized
War in Heaven 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,
swarmed across in 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, galaxy in huge numbers, destroying what few remnants of civilization survived. In 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 doing, 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
enslavers killed off the jokaero don't truly, consciously understand the processes they use or the things they make; rather, last of the Old Ones coded their technological affinity Ones, forced the necrons into their genes, hiding, and all of their modern knowledge and aptitude is purely instinctual.
* IdiotSavant: Despite being thought to have nothing more than animal intelligence,
set 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 stage for the Jokaero being barely tolerated by Imperial authorities with a number of more liberal Inquisitors rise of the Ordo Xenos recruiting the aliens into Aeldari Empire once their retinues to provide them plague burned itself out.
* StarfishAliens: Enslavers are strange, bloated, floating creatures
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 multiple slender tentacles, and feed on 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
minds 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.other beings.


Added DiffLines:


!!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.
----
* 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]]
[[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.]]

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 stated to have any particular connection to 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


** There is one xenos threat, sealed within a device known as the "Echoing Vault," which was so nightmarish and powerful that all records of it were expunged. All that is really known about it was that it was some terrifying EldritchAbomination that destroyed thousands of worlds, broke the laws of physics by existing, drove people to madness from proximity, and it required the Imperium and Adeptus Mechanicus to use forbidden archeotech and psychic weapons to seal it away. When a Chaos warband threatened to unleash it again, [[GodzillaThreshold a massive army of the Adeptus Custodes showed up]] to [[CurbstompBattle utterly annihilate the Chaos warband to prevent the Echoing Vault from being opened again.]]

to:

** There is one xenos threat, sealed within a device known as the "Echoing Vault," which was so nightmarish and powerful that all records of it were expunged. All that is really known about it was that it was some terrifying EldritchAbomination that destroyed thousands of worlds, broke the laws of physics by existing, drove people to madness from proximity, and it required the Imperium and Adeptus Mechanicus to use forbidden archeotech and psychic weapons to seal it away. When a Chaos warband threatened to unleash it again, [[GodzillaThreshold a massive army of the Adeptus Custodes showed up]] to [[CurbstompBattle utterly annihilate the Chaos warband to prevent the Echoing Vault from being opened again.]]again]].



* HonorBeforeReason: The Viskeons[[note]]a race briefely mentioned in the background material and who had a character in the ''TabletopGame/{{Inquisitor}}'' game[[/note]], were all but wiped out by the Tyranids of Hive Fleet Kraken due to their insistence on sticking to a strict martial code that focused on elaborate duels between individual warriors that was unsuited to fighting against a HordeOfAlienLocusts.

to:

* HonorBeforeReason: The Viskeons[[note]]a race briefely mentioned in the background material and who had a character in the ''TabletopGame/{{Inquisitor}}'' game[[/note]], game[[/note]] were all but wiped out by the Tyranids of Hive Fleet Kraken due to their insistence on sticking to a strict martial code that focused on elaborate duels between individual warriors that was unsuited to fighting against a HordeOfAlienLocusts.
Is there an issue? Send a MessageReason:
None


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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/773598722009075bdfdb9a0bb9b.jpg]]
[[caption-width-right:350:An old Rogue Trader depiction]]

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/773598722009075bdfdb9a0bb9b.jpg]]
[[caption-width-right:350:An old Rogue Trader depiction]]
org/pmwiki/pub/images/stryxis_40k.png]]






* ArchEnemy: They hate the Eldar with a passion for a reason, known only to 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 are not particularly strong, but can kill the crew inside without leaving a mark on their bodies. Its effect is described as filling quarters with pale light, that instantly kills anyone it touches. Thankfully, it doesn't work if the ship's void shields are up.
* 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 race.
* ProudMerchantRace: Сommerce is their main occupation, which is a rarity in this universe.

to:

* ArchEnemy: They hate the Eldar with a passion passion, for a reason, reason known only to these two races.
* ChronicBackstabbingDisorder: Betrayal seems to be the norm for theis their society. They will gladly backstab a long-time partner for a greater momentary gain.
* DeathRay: Their "ghost-light" ship weapons are not particularly strong, strong and cannot penetrate active void shields, but can kill the a ship's crew inside without leaving a mark on their bodies. Its Their effect is described as filling quarters with pale light, light that instantly kills anyone it touches. Thankfully, it doesn't work if the ship's void shields are up.
touches.
* HumanoidAliens: They are described as resembling a giant, four-eyed dog embryo, embryos that walks walk upright.
* HumansByAnyOtherName: They have a penchant for calling humans "bipeds". Kinda weird, This is odd, given that they are bipedal themselves. Slaves, meanwhile, are all "meat" for them, no matter the race.
* ProudMerchantRace: Сommerce Commerce is their main occupation, which is a rarity in this universe.



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