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Index Xenos

 Post subject: Index Xenos
PostPosted: Thu Jun 08, 2006 2:20 pm 
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A somewhat-comprehensive list of the alien scum threatening the Imperium of Man.

I included some description of minor races but I assume that everyone already knows what Eldar are, etc. Extinct or near-extinct races are only listed if they still have some meaningful impact on the 40K universe (so Necrons made the list while Viskeons did not). I also left out races that are native to the warp (Enslavers, Umbra) since I didn't want to start listing daemons as xenos. Some others like Zoats I just didn't have any information on, but they could be added if they still exist.
Sources are noted in [brackets] and described at the bottom of the list.


Barghesi (plural) - No details. Described only as "hyper-violent". [6]

Caradochian - Winged race. Described as fickle and selling their services. [6] Mentioned in the same sentence as Kroot, so probably mercenary warriors. The book also seems to imply that they have worked for/with Humans.

Chuffian - No details on the race, except that they make their own version of power-maul. [1]

Demiurg - Reclusive artificers and traders on the eastern fringe. Normally concerned more with business than war, the Demiurg hate Orks and do their best to destroy them whenever their paths cross. [2] (Widely believed to be the new and less lame replacement for the Squats.)

Doppleganger - A race of aliens that can assume the appearance and capabilities of those they fight. [3, pg 171]

Drugh - Rumored to be worm-like invertebrates with psionic powers. [5] From Pyrus I. [6]

Eldar - Major race.

Enoulians - Humanoids, smaller than Humans, with slick oily yellow skin. Usually encountered as mercenaries, they hate the Imperium and its symbols. Technology superior to Imperium. [Dark Heresy: Creatures Anathema]

Galg - Non-humanoid race with six tentacles, and eyes on stalks. Smaller than Humans. Part of the Tau Empire but not used in their military. [4, pg 194]

Galthite - Located in the Oenorian Inner Systems. Makers of a melee weapon called a lacerator which inflicts terrible wounds. [3, pg 80]

Hrud - Mysterious nocturnal [3] humanoids that dress in concealing robes. Depending on which source you read, Hrud are either rat-like humanoids (space Skaven) [4] or amorphous creatures with snake-like flexible limbs that can squeeze their entire bodies through small openings. [5] Hrud make a weapon called a fusil that fires warp-plasma. [3]

Jokaero - Ape-like technological savants. Makers of digital weapons. [3, pg 74]

K'Nib - Unknown. Possibly the masters of the Donorian Clawed Fiends. [1] May use a toothed power claw as a melee weapon. [5]

Kathap - No details on race, but their weapons appear organic. [4, pg 192]

Khrave - No details. Described as "mind-eating". [6]

Kroot - Widely known as an entire race of mercenaries and cannibals. Kroot can copy the DNA from creatures they eat and modify their own genetic code. They are part of the Tau empire but independent mercenary bands travel far afield.

Lacrymole - A race of shape-shifters. [6]

Loxatl - Foul-smelling, wall-crawling amphibian quadrupeds. Wear a harness-mounted ballistic weapon called a flechette blaster. Communicate with vibration and low-frequency noises inaudible to Humans. [6]

Necrons - Major race.

Nekulli - No details, except that they use a toothed ballistic/melee combi-weapon called a whisperlance that may operate using soundwaves. [5]

Nicassar - The first alien race to join the Tau Empire. Nicassar are highly inquisitive and powerfully psychic. Slow moving and poorly suited to ground combat. Their ships serve in the Tau navy. [2]

Ork - Major race.

Psy-Gore - From Perseus. Makers of crystalline firearms. [1]

Q'Orl - Insectoid race at war with the Imperium in the Segmentum Obscurus and Pacificus. Q'Orl are larger than Humans, with 8 limbs and sometimes wings. The Q'Orl are an energetic race that has recently taken to the stars. They are every bit as imperialistic and xenophobic as the Imperium. [5]

Scythian - Warrior race devoted to perfecting their own fighting art. Weapons include a poison-delivering venom talon. [3, pg 80]

Simulacra - Shapeshifters that can gain the memories and skills of a victim by eating its brain. Believed to be infiltrating hive and planetary governments and noble families. [Dark Heresy: Creatures Anathema]

Slann - Very ancient reptilian race that shaped the evolution and development of many younger races. Almost certainly the same as the "Old Ones". [Codex: Necrons] Living Slann seem to have been documented by the Imperium of Man. [6]

Stryites - Spider-like creatures encountered on Stryia V. Smaller than humans. Attack with venomous barbs on their limbs. Technology sufficient to build power weapons and large walkers. [3rd Edition Codex: Blood Angels]

Tarellian (Dog Soldier) - Aggressive humanoids with long dog-like snouts. [1][4]

Tau - Major race.

Thyrrus - Non-humanoid race at war with the Imperium in the Segmentum Pacificus. Thyrrus are roughly Human-sized, with four segmented arms and hundreds of tentacles which they use for locomotion. Very alien in their thinking, Thyrrus tactics and goals have baffled Imperial authorities. [5]

Tyranid - Major race.

Vespid - Insect-like winged humanoids. Part of the Tau Empire and used as ground troops. Vespid cannot speak without the use of special translation devices built by the Tau. Since meeting the Tau, their society has completely embraced The Greater Good. [Tau Empire codex]

Xenarch - A mysterious and reclusive race from the Northern rim of the galaxy. Power/energy technology more advanced than Imperial. Makers of electrical arc weapons. [3, pg 74] "Warp-worshipping" and able to generate electricity biologically [5].


Sources
[1] = Warhammer 40K Rulebook, Third Edition. Page 116 contains some pictures and tidbits of information about obscure alien races.
[2] = The BattleFleet Gothic: Armada sourcebook details minor races that are playable in BFG but not in 40K.
[3] = Inquisitor has details on alien weapons and equipment.
[4] = The novel Kill Team by Gav Thorpe travels to regions outside of Imperial control where xenos are common.
[5] = Xenology by Simon Spurrier is a novel about an Ordo Xenos research project gone bad.
[6] = Warhammer 40K Rulebook, Fourth Edition. Page 139 describes several obscure alien races.

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Last edited by Venator on Sat Mar 14, 2009 11:08 am, edited 4 times in total.

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PostPosted: Fri Jun 09, 2006 4:32 am 
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Nice post. I'm going to save it for future refference.
Would be nice if a bit more information was available on all the various alien races even if they're not going to have models and rules made for them, just to flesh out the setting a bit more. Heh, and so if an alien race does get rules and models, you don't get cries of 'Who? What? Where the heck did they come from?' Which I think occurred with the Tau.

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PostPosted: Fri Jun 09, 2006 4:50 am 
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Ambull has two Ls. GW made minis. The Hrud fusil thing is bogus, because an identical weapon was in use by Imperial researchers on Angelis prior to the present in Gorkamorka. There's no evidence either way as to the Jokaero's higher reasoning, so it's conjecture to state that their knowledge is genetic. The Imperium isn't xenophobic, and all current fluff indicating that it is intolerant of non-humans or mutants is wrong and should be ignored.

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PostPosted: Fri Jun 09, 2006 10:13 am 
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RobbieBuckshotLaFunk wrote:
Would be nice if a bit more information was available on all the various alien races even if they're not going to have models and rules made for them, just to flesh out the setting a bit more.
The average alien race is lucky to get two sentances in a sourcebook to define their whole species. Xenology (source 5) is presented as a collection of research notes gathered by the Ordo Xenos from all across the galaxy. It includes a lot of notes on various races in the form of dissections, battle reports, research by various inquisitors and techpriests and even tattered propaganda posters used in Imperial campaigns. Unfortunately, there are also some inacurracies, like showing Tau with toes and Kroot with only one thumb. The book also contains a description of the Hrud which is completely different than previous sources.

Codex wrote:
Ambull has two Ls. GW made minis.
The 3E rulebook spells it with one L, but after some searching around with the other spelling I did find a picture of the mini and some notes from an old White Dwarf. I have updated the entry.

Codex wrote:
The Hrud fusil thing is bogus, because an identical weapon was in use by Imperial researchers on Angelis prior to the present in Gorkamorka.
The Hrud Fusil is a xenos weapon usable in Inquisitor. I do not have any Gorkamorka material to see what they say about it, but a "fusil" was a kind of musket, so perhaps they are different musket-like weapons?

Codex wrote:
There's no evidence either way as to the Jokaero's higher reasoning, so it's conjecture to state that their knowledge is genetic.
I have read that Jokaero are non-sentient animals, but I do not remember the source. I will see if I can get more details.

Codex wrote:
The Imperium isn't xenophobic, and all current fluff indicating that it is intolerant of non-humans or mutants is wrong and should be ignored.
Where old and new fluff conflicts, I must go with GW's current thinking on the subject for the sake of consistency. (As funny as that may sound.) Though, even in the modern fluff, the subject is not entirely black and white.

A fair amount of trade and communication with xenos does occur, and more than a few Imperials own items of alien manufacture. There are also numerous examples of Imperial military forces reaching understandings with xenos to fight a common foe or even fighting as allies. Imperial Guard forces have been known to hire Kroot mercenaries, for example.

However, all of these activities are technically crimes under Imperial law, punishable by penal servitude or death. The official Imperial answer to all xenos is genocide. The only good aliens are a completely extinct species of them. I think this qualifies the Imperium as xenophobic.

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PostPosted: Fri Jun 09, 2006 11:41 am 
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Definitely quite a good list. I was a little confused about the fusil thing as well, as the Gorkamorka books do say the Muties (which as I do not have Digganob yet I am unsure of their true identity; what the books say is that they are wierd and mutated, ride equally mutated steeds, are the "original inhabitants" horribly mutated by the crash (the Diggas seem to be the humans who were already there and have regressed to being Ork wannabes)) use "fusils and jezzails that fire bolts of burning light". More on this once I get Digganob, should be here in a couple of days. It all seems kind of odd, and I'm not sure whether these guys are mutated humans or Hrud.

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PostPosted: Fri Jun 09, 2006 11:43 am 
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I too am confounded by the whole Fusil thing.

Because doesn't GW give an origin for the darned thing in the INquisitor book.

By the way, did the Dark Eldar invent the Neural Disruptor is it that a Eldar invention from before the fall of their empire.

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PostPosted: Fri Jun 09, 2006 1:46 pm 
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I think a gross assumption has been made that needs to be dispelled. Who says that fusils are unique to just one race? Fusil, as Venator mentioned, is just a type of musket. It sounds cool and the GW folks undoubtedly chose it because they knew few people would recognize it. Fusil in this instance is just another semi-generic term for a firearm. Add it to the list that includes: gun, rifle, pistol, cannon and in 40K, even catapult!

---------------------

About GorkaMorka:

I've never read this exactly, but here is my understanding of the humans on the planet. The planet was being researched by an imperial research team (probably Explorators). You had humans working and living on the planet's surface doing research and excavating the necron-type pyramids. But you still had humans in orbit either in a space station or a starship.

One day a giant space hulk filled with orks emerged from the warp and smashed into the planet. This devastated the planet's surface just like the comet that killed the dinosaurs. It blew the planetside humans back into the stoneage. They became diggas.

Meanwhile the ship/space station in orbit was damaged by the passing space hulk and plumetted through the atmosphere. Miraculously some of its crew lived and managed to survive the desert's heat in the wreckage. Of course the wreckage was highly radioactive and they all quickly became hideously mutated. But they still had access to the advanced technology of the crashed ship including weapons and power sources.

I think the designers at Games Workshop just chose the unfamiliar and archiac names like fusil to make the Muties more mysterious. Ultimately "fusil" is just a human translation of orkish word for the weapon. It could be more properly translated as "lasgun".


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PostPosted: Fri Jun 09, 2006 1:49 pm 
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Quote:
Ultimately "fusil" is just a human translation of orkish word for the weapon. It could be more properly translated as "lasgun".

No doubt. Except that the fusil was quite a lot more effective than a lasgun IIRC. More along the lines of a plasmagun?

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PostPosted: Fri Jun 09, 2006 2:03 pm 
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Caelwyn wrote:
Quote:
Ultimately "fusil" is just a human translation of orkish word for the weapon. It could be more properly translated as "lasgun".

No doubt. Except that the fusil was quite a lot more effective than a lasgun IIRC. More along the lines of a plasmagun?


Yes. I tried to make an exact comparison myself when Digganob came out. I don't think anybody was too worried about being faithful to the second edition rules. I think that they knew they were on the way out anyway.

-----------------

Oh, and thanks a lot for posting this Venator. Its very interesting. I know that I learned a lot from it.


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The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.


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PostPosted: Sat Jun 10, 2006 12:14 am 
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Right and they also had weapons that were like Power Swords and scythes.
To me this was their degenerate words for the weapons. They've lost even more of their history and tech than the normal Imperium. The Hrud are a totally seperate race that just happen to use a simular name for totally different weapons. No one thinks that Necron Warriors and Tyranid Warriors are the same thing just because they have the word warriors in their name.

I need to get a copy of Digganob.


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PostPosted: Sat Jun 10, 2006 3:08 pm 
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I found another 40K alien, taken from a story in the current Blood Angels codex:

Stryites - These small spider-like aliens inhabit the Stryia system. They have poisonous barbs at the tip of each of their many limbs, an exoskeleton, white flesh and black blood. They also use mechanical war engines with numerous limbs. The Blood Angels launched a mission to exterminate the Stryites infesting the jungles of Stryia V, which suggests they may be tree-dwellers.

If I dig any more up I will inform you of them. Exactly what criteria are you using to determine what is an alien and what is just a humble creature Venator? These stryites manufacture war engines, which shows a level of sophistication above that of a mindless beast. But what about things like Catachan Devils... do they make the grade? Or even Grox (though Grox are basically just sci-fi cattle... not really a threat to the Imperium).

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PostPosted: Sat Jun 10, 2006 5:33 pm 
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Well it didn't take long for me to dig up a few more. I remembered there was a page or two on aliens in general in the new 40K rulebook, and it has some little bits and pieces about other races. These are all taken from the 4th edition 40K rulebook, pages 138-139, "The Xenos Threat":

Barghesi - Not much information. Described as hyper-violent.

Caradochians - Winged mercenaries. Described as fickle.

Drugh - You already have these, but they are described as worm-like and they inhabit Pyrus I.

Khrave - Again, not much information, but they are called mind-eaters.

Lacrymole - Only described as shape-shifters

Loxatl - There is a lot on these. They are grey-skinned, non-humanoid quadrupeds, slightly larger in size than a human, and thought to be evolved from some form of amphibian. They are very dexterous and can get purchase on any surface with their dew-claws. Their senses of sight, hearing and smell is greatly reduced outside water, but they can use taste and vibration to hunt prey. The main Loxatl weapon is known as a flechette blaster, and they carry them with mechanical armatures attached to their torsos and fired with some sort of mind impulse technology. Loxatl are thought to work in small groups or broods of biological kin, and can communicate with vibration, subsonic calls or even bright skin patterns they can exhibit at will. Imperial Guardsmen have reported that Loxatl activity can be detected through a smell described as a mixture of rancid milk and crushed mint.


Aside from these, there is also mention of xenos creatures that have no civilisation, and are more like semi-sentient monsters. As well as the Clawed Fiend of the Donorian Sector and the Ambull, it also mentions the Catachan Devil (which is described in detail in the newest Tyranid Codex) and the crystalline Dracolith.

Oh, and there is also a drawing of a Slann in this part of the rulebook.

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PostPosted: Sat Jun 10, 2006 9:47 pm 
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Okay, more info on the Muties (got the book). First off, they are definitely abhumans and the Hrud are definitely aliens. The fusil issue is purly coincidental. I do not think the Fusil and Jezzail guns are supposed to resemble las weapons. These two are what they call their sacred weapons, the really advanced stuff. Jezzails bear a striking resemblance to plasma guns (high strength, recharge, etc.), while Fusils are not much like anything I know of as they fire balls of energy that explode on contact with solid matter. There are a couple of other guns the Muties have which are all named after archaic weapons; the Arbalest, the Caliver, and the Arqueba. The Arbalest is definitely a souped-up lasgun. The other two are not much like Imperial weapons I know.

As far as more aliens go, I remember a reference somewhere to a race of tentacled aliens that were encountered by the Imperium. Communication occurred but it was shortlived and the aliens vaporized a few battleships. The imperium marked that planet for virus bombing. The aliens were never given a name that I recall.

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PostPosted: Sun Jun 11, 2006 1:04 am 
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Jack The Snipper wrote:
As far as more aliens go, I remember a reference somewhere to a race of tentacled aliens that were encountered by the Imperium. Communication occurred but it was shortlived and the aliens vaporized a few battleships. The imperium marked that planet for virus bombing. The aliens were never given a name that I recall.
That's in the 3E rulebook. I did not include it in the list because if I did, I would have about 30 entries that said "unnamed".

the widowmaker wrote:
Well it didn't take long for me to dig up a few more. I remembered there was a page or two on aliens in general in the new 40K rulebook, and it has some little bits and pieces about other races. These are all taken from the 4th edition 40K rulebook, pages 138-139, "The Xenos Threat":
I will add them in as soon as I have a bit more spare time.

the widowmaker wrote:
Exactly what criteria are you using to determine what is an alien and what is just a humble creature Venator?
I am using no "exact" criteria at all. It's all rather vague and changeable. Ideally, I would like to AVOID listing species which are:

- Dumb Animals. There are a lot of interesting alien animals in 40K, but I think they should have a separate list. And a big list it would be....
- Daemons. There are sentient races which are native to the warp. Unless some good criteria is available for saying what is and isn't a daemon, I am content to leave all these warp critters off the list.
- Unnamed. There are dozens of races that are mentioned very vaguely and have no names attached. I am not sure I want a huge mass of "unnamed" entries for every alien ever mentioned in passing in a 40K book.
- Extinct or otherwise incapable of affecting the galaxy. I would include Jokaero even if they are not sentient because of the significance of their goods. I did not include Viskeons because I wanted to avoid listing extinct races. (There are a few thousand Viskeons left at best, and getting fewer every year since the Tyranids ate their homeworld.)


The web pages I found for the Ambull indicated that they are stupid, but it didn't say whether they are sentient or not. Some sentients in GW games are still classified as stupid. If it is safe to say that they are animals, I will remove them. Donorian Clawed Fiends don't look much like tool users, but the book seems to imply that they have attacked multiple planets.

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PostPosted: Tue Jun 13, 2006 4:22 am 
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It's hardly worth arguing with you people over things like this if you think an S7 weapon with sustained fire was meant to approximate a lasgun. Secondly, did they erase Ratlings from the game? The current fluff is simply wrong on all counts, as it completely destroys the game.

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