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		<id>http://2d4chan.org/mediawiki/index.php?title=Beastmen_(40k)&amp;diff=84701</id>
		<title>Beastmen (40k)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beastmen_(40k)&amp;diff=84701"/>
		<updated>2018-02-06T06:39:32Z</updated>

		<summary type="html">&lt;p&gt;2601:143:8201:2664:519C:1F1C:BA80:AA84: /* Tzaangors, Beastmen of Tzeentch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
[[File:Beastspehhs.jpg|200px|thumb|left|[[Meme|Beastmen can into space]]]]&lt;br /&gt;
[[File:Beastmens.png|300px|right|thumb|When the [[Emprah]] dreamt of goat girls, this was &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; what he envisioned.]]&lt;br /&gt;
Yes, once upon a time, Beastmen were playable in Warhammer 40,000. And then they disappeared. But now they have reappeared, with a mention in the core rulebook and a presence in the Heretics &amp;amp; Renegades army list printed by [[Forge World]]!&lt;br /&gt;
&lt;br /&gt;
Back in 2nd edition, Beastmen and other mutants were the byproduct of Genestealer Cults, which were a specific type of Genestealer infiltration, formerly called a Genestealer Clan, that started worshiping Chaos and the Ruinous Powers, thus becoming a Genestealer CULT. The army allowed for use of Genestealers, Beastmen, mutants and Demons. Later, the term Genestealer Cult was used for a general Genestealer infection, and the beastmen were shuffled off to the side in favour of a Genestealer Cult list having nothing to do with them, but that&#039;s fine as they then turned up in a playable mini-army in the Witch Hunters rulebook as an example of what the Witch Hunters fight against (called mutants in this case), and they also showed up again in the Eye of Terror codex, in the Witch Hunters case it&#039;s because mutations like that happen naturally in 40K, they&#039;re just usually killed when they&#039;re born and the army in question didn&#039;t follow the Imperium&#039;s teachings, and in the second case it was directly due to Chaos making a lot of mutants. &lt;br /&gt;
&lt;br /&gt;
Now, they exist mainly in the fluff as a barely-tolerated strain of [[abhuman]] whose main use in the [[Imperial Guard]] [[Penal legion|is to act as meatshields]] [[Grimdark|so they can atone for being mutants]]. Some things never change.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:6acce81ce316aa009e15bf2d9ae0484f.jpg|250px|right|thumb|These should be the guys &#039;braying,&#039; [[CS Goto|Goto!]] [[Bullshit|Not Tyranids or Necrons!]]]]&lt;br /&gt;
&lt;br /&gt;
In terms of temperaments and looks, Beastmen look and behave....exactly like their [[Beastmen|fantasy counterparts]] except instead or primarily worshiping [[Chaos]] they also worship the [[Emprah]]. Beastmen out of all the [[Abhuman|abhumans]] are one of the most variable and unstable, only avoiding the term [[Mutant|mutants]] because they all kept a consistency of looking like goats, minotaurs, satyrs or any form of bipedal ungulates. Of course as mentioned, they are in a hairs-width of being completely labeled as mutants now because of how inhuman they look and behave. Seriously they possess a reputation for crudity, aggression and bad discipline and trying to lecture one is like trying to lecture a stubborn donkey. Back in 30k, the Imperium was much more forgiving to the Beastmen as they were often recruited into the ranks of the Imperial Army as part of the massive galactic expansion of the burgeoning Imperium of Man during the [[Great Crusade]]. Beastmen in the Imperial Army were regarded as useful if highly undisciplined warriors, and were ideal for suicidal assaults where brawn rather than tactical intellect was required. Other Imperial troops disliked them intently as they were quite rowdy, unsanitary and generally unpleasant for baseline humans to deal with.&lt;br /&gt;
&lt;br /&gt;
Of course now with the idiots running the [[Inquisition]], the Beastmen are now viewed with scorn due to looking like an aborted lovechild of some intense [[furry|furry-on-furry-on-space wolf]] [[Yiff|yiffing]]. Consequently enough, it has led some Beastmen to start worshiping [[Chaos]]. [[Fail|Gee, how counterproductive eh?]]&lt;br /&gt;
&lt;br /&gt;
Although, there are several signs that the Inquisition are not &#039;&#039;entirely&#039;&#039; wrong in their assessment. Besides the fact that Beastmen that turn to Chaos take to it like a fish to water, the extreme and apparently random variation of Beastmen, combined with their tendency to start spontaneously appearing on Chaos-held worlds (the Tzaangors of the Planet of Sorcerers are heavily implied to be descended from what was left of Prospero&#039;s human population) indicates that Beastmen in general are indeed a breed originating from Chaos, just not in thrall to it by nature.  Which technically does make them mutants as the Imperium&#039;s hatred of mutants was to hunt down those twisted by Chaos as an internal threat to humanity.&lt;br /&gt;
&lt;br /&gt;
Due to the wide variations of Beastmen, there are several breeds and sub-breeds that has popped out of the Imperium (AKA if you&#039;re familiar with Beastmen in Fantasy or is a Beastmen player, than you would be familiar with all of these). These are:&lt;br /&gt;
&lt;br /&gt;
====Gors==== &lt;br /&gt;
[[File:Gors.jpg|290px|left|thumb|Your typical Gor, lean, mean and all hair.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The most common type of Beastmen are called Gors, who can be readily distinguished from more lowly breeds by their horns. The number of horns is not important, although it is preferable that they should be on the creature&#039;s head. Gors take great pride in their horns and often polish, paint or decorate them to enhance their natural lustre or shape. Lowly breeds look to the Gors for guidance and leadership, praising them endlessly in victory, and grumbling behind their backs when things are not going so well. Most Beastmen battle-leaders and the top warriors will be Gors. Gors are further divided into two main sub-breeds and a less common third sub-breed. The two main types are the goat-horned Caprigors and the bull-horned Bovigors. The third variety is known as the Ungor, a Beastmen phrase which means something akin to, &amp;quot;not quite right Gors&amp;quot; or &amp;quot;no-horns&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Caprigors:&#039;&#039;&#039; The most common type of Gor. They have curling or straight horns on their head like a goat or sheep. A Caprigor may have the entire head of a goat and often has goat&#039;s legs as well. A Beastman with these mutations but no others is called a Truegor. This title is also shared by some other kinds of Gor. A Caprigor Truegor is said to be bigger, braver and even more clever than other Caprigors. &lt;br /&gt;
*&#039;&#039;&#039;Bovigors:&#039;&#039;&#039; Not quite as numerous as Caprigors, a Bovigor bears cattle horns on his head and may have the entire head of a bull or an ox (Turning them into mini-Minotaurs). If he has a bull&#039;s head and either human or goat legs he is a Truegor. Bovigors are very competitive and like to think they are superior to other Gors. Most Bovigors believe that brawn is better than brains, and many possess a great deal of the former and very little of the latter. &lt;br /&gt;
*&#039;&#039;&#039;Ungors:&#039;&#039;&#039; Ungors are not as strong or robust of frame as the Gors, but they more than make up for it [[Just as Planned|in sheer malevolence.]] They are physically smaller than other Beastmen and their horns, if they have any at all, are less impressive and less numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type acknowledged by the Gors. As a result they are not considered to be &amp;quot;proper&amp;quot; Beastmen by other Gors. They look the most like Humans out of all the Beastmen (Saved for Turnskins).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Caprigor.jpg|Caprigor.&lt;br /&gt;
Image:Bovigors.jpg|Bovigor.&lt;br /&gt;
Image:BeastmenUngorHerd2_445x319.jpg|Ungor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Brays====&lt;br /&gt;
[[File:Bray.jpg|230px|left|thumb|Brays AKA diet Beastmen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The majority of Beastmen who are not Gors are called Bray. The name refers to the braying, whinnying, whooping cacophony that Beastmen make when they band together to fight or feast. Apart from lacking horns, there is very little consistency in appearance that distinguishes a Bray from a Gor. A very brave, cunning, and unusually lucky Bray can rise to become a leader, but this is not very common and it must usually require for the Bray to have a horn of sorts. Gors do not like Brays giving them orders, and a Bray who fails to show a Gor the proper respect is asking for trouble. &lt;br /&gt;
&lt;br /&gt;
Essentially speaking, they are the [[Grots]] of the Beastmen hierarchy.&lt;br /&gt;
&lt;br /&gt;
====Turnskins====&lt;br /&gt;
[[File:Turnskin.jpg|290px|left|thumb|They are basically a ungulate version of a werewolf.]]&lt;br /&gt;
{{clear}} &lt;br /&gt;
[[Werewolf|Weregoats]] AHOOOOOOOYYYYY!&lt;br /&gt;
&lt;br /&gt;
A Turnskin is a Beastman who was born human. The continual rate of mutation amongst the human population throughout the galaxy often results in hideous mutations. Human mutants are not tolerated in their own societies, and most of them are killed when their mutations manifest themselves, or are driven from their homes to die lonely deaths. The toughest and most cunning manage to survive their physical and psychological rejection and come to join up with bands of Beastmen. Regardless of their physical appearance, a Turnskin is always a Turnskin rather than a &amp;quot;pure&amp;quot; Beastman, which means he is the lowest of the low as far as the Beastmen are concerned. If a Turnskin has horns, they are sawed off before he can be accepted by other Beastmen, otherwise he could be mistaken for a Gor. AKA these guys get the worst short end of the stick.  Understandable, given had the Turnskin not become one he would have happily hunted down and slaughtered the other Beastmen.&lt;br /&gt;
&lt;br /&gt;
====Shamans====&lt;br /&gt;
[[File:Beastmen_Shaman.png|230px|left|thumb|It really makes you think on the [[Extra Heresy|similar connections]] with &#039;&#039;another&#039;&#039; [[Space Wolves|group of]] [[Rune Priest|shamanistic wildmen]] [[Wulfen|that turns into beasts, eh?]]]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
Shamans are a very special kind of Beastmen because they possess psychic powers. However, this fact alone is only a part of what makes them special. Shamans are the intermediaries between the Beastmen and the Realm of Chaos itself. They can spirit-walk in the Empyrean and talk with the very daemons of the Chaos Gods. Shamans never lead other Beastmen, but the Beastmen&#039;s strongest leaders rely on them for all kinds of advice as well as sorcerous aid in battle. &lt;br /&gt;
&lt;br /&gt;
Similar to their fantasy counterparts, Shamans distort reality around them that better suits their needs. Usually this means a lot of illusionairy tricks, but they also cast down traditional psychic attacks but at the expense of finesse with unrivaled ferocity. Because of their spiritual importance, Shamans are often second in command of the Beastmen hierarchy and are held with admiration and fear.&lt;br /&gt;
&lt;br /&gt;
====Minotaurs====&lt;br /&gt;
[[File:Minotaur.jpg|230px|left|thumb|I WILL RIP OUT YOUR HEAD AND SHIT DOWN YOUR NECK!]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
As their name would give you any hints, Minotaurs are an unusually large and aggressive strain of giant Beastman, Minotaurs are comparable in physical size and strength to an [[Ogryn]]. These creatures are massive, bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Minotaurs are possessed of a terrible hunger for flesh, particularly the flesh of Mankind. Yet it is not the gnawing hunger a mortal feels when deprived of sustenance, but a deep thirst for the unholy exhilaration the Minotaurs experience when they consume the flesh of their enemies. Of all the Beastmen, they are the most likely to join [[Khorne]].&lt;br /&gt;
&lt;br /&gt;
==Chaos Beastmen==&lt;br /&gt;
&lt;br /&gt;
Thanks to the raging retards in the Imperium who just want to further dig a deeper hole in their own graves. Some Beastmen, fed up of being chased out by the wider Imperium decides to go all edgy and rebellious like a teenage kid in his mom&#039;s basement by joining the four ruinous powers. In certain cases, as with the Planet of the Sorcerers, the native population of a planet may mutate into Beastmen when it becomes a daemon world. These Chaos Beastmen are:&lt;br /&gt;
&lt;br /&gt;
[[File:Khorngors.jpg|200px|left|thumb|BRAY FOR THE BRAY GOD! HAY FOR THE HAY STACK!]]&lt;br /&gt;
===Khorngors, Beastmen of Khorne===&lt;br /&gt;
Beastmen who serve the Blood God [[Khorne]] are known as Khorngors. The signature of Khorne is writ clearly upon the form of the Blood God&#039;s Beastmen. They have canine heads or faces, fierce snapping jaws, and teeth which drip with rank saliva. Their skin or fur is usually red and their eyes are all white with red pupils. Khorngor Champions often have fur which is especially impressive, either bright red, black with red flecks, or a strange metallic brassy colour. If the Beastmen has horns these may be twisted into the shape of the skull-like rune known as the Mark of Khorne. The same rune is often painted or burned onto their skin or fur, and can be tattooed onto their exposed foreheads. Beastmen of Khorne always fight in their own units, although they can be led by a Beastmen Champion so long as he does not follow any other Chaos God. Beastmen of Khorne hate enemies who are mortal followers of Slaanesh, including Beastmen who follow that patron. They also hate all enemy Chaos Sorcerers. They do not hate enemy Shamans who also follow Khorne, as they cannot cast sorcerous spells but have the power to nullify psychic abilities. Their hatred only applies to enemy troops, never to allies, even if they are followers of another Ruinous Power. &lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Pestigor_unittt.gif|200px|left|thumb|Nurgle loves &amp;lt;u&amp;gt;ALL&amp;lt;/u&amp;gt; his children.]]&lt;br /&gt;
===Pestigors, Beastmen of Nurgle===&lt;br /&gt;
The Pestigors, the Beastmen of [[Nurgle]], have blistered and broken skins, often red with cracked flesh and sores which have been given to them by a generous master. Their fur is matted and coarse, and their bodies are riddled with all kinds of disease. Yet they retain the morbid vigour that characterises their master so their afflictions in no way mar their battle-worthiness. The Mark of Nurgle is carved into their armour, daubed upon their clothes, and sometimes etched onto their skin by the path of disfiguring disease. Many Beastmen of Nurgle carry Nurgle&#039;s Rot, although thanks to their loyalty to Grandfather Nurgle, that terrible arcane disease will not affect them. &lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Slaangor.jpg|200px|left|thumb|The aborted lovechild between a [[Keeper of Secrets]] and a Beastmen. Kinky.]]&lt;br /&gt;
===Slaangors, Beastmen of Slaanesh===&lt;br /&gt;
Beastmen of the Chaos God [[Slaanesh]], known as Slaangors, have white or near white fur and pale or pastel skins. Their eyes are green and are sometimes saucer-like in a similar way to those of the Daemonettes. The Mark of Slaanesh appears somewhere on them, painted onto their hides or carved into their armour, a bracelet or neck collar. Many of Slaanesh&#039;s Beastmen have the head or horns of a bull (known as Bovigors) just like the Greater Daemon of their patron god. And they all have huge dongers, titties or both. Exotic piercings and tattoos are also not uncommon.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:99120102068_ThousandSonsTzangors02.jpg|200px|left|thumb|Your average denizen in [[Sortiarius]].]]&lt;br /&gt;
===Tzaangors, Beastmen of Tzeentch===&lt;br /&gt;
True to the Changer of the Ways, Beastmen of [[Tzeentch]], known as Tzaangors, are spectacularly variable. They always have at least one outstanding feature, either brightly coloured or exotically patterned fur, or very impressively coloured or shaped horns. Their mouths are also more beaklike than goatlike, as befitting their association with Tzeentch. Other mutations are commonplace amongst Tzaangors. Where other Beastmen often have no mutations (beyond their already altered phenotype), Beastmen of Tzeentch always have at least one. Tzaangors so far are the only known breed of Beastmen that can also fight in a [[Chaos Space Marine]] army (specifically, the [[Thousand Sons]]), and not just in the Lost and the Damned. It is unknown if this is exclusive to Tzaangors from Sortiarius, but Tzaangors tend to be more intelligent and disciplined than other breeds (and according to Abaddon they make some of Chaos&#039;s best ships), making them useful auxiliaries to a legion that is composed mostly of mummies and sorcerers. Currently the only 40k Beastmen with models and rules and can now fill a full Thousand Sons detachment by themselves with the recent addition of [[Tzaangor Enlightened]] and [[Tzaangor Shaman]]s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Lost-and-Damned}}&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
[[File:Aht_2263.png|200px|left|thumb|A young Beastmen girl trying to tempt a noble [[Human]] into committing acts of [[Extra Heresy|extra heretical]] [[Yiff|yiffing!]] [[Blam|Shun it!]]]]&lt;br /&gt;
[[File:Tumblr_nfknuhJmQk1rdqn69o1_500.png|200px|right|thumb|A Beastmen lady. If this abomination turns you on, please report to your nearest [[Commissar]]iat. &amp;lt;s&amp;gt;Yeah I will hit that and let her bray with my &#039;longhorn&#039;&amp;lt;/s&amp;gt; {{Blam|BLAM! showing interest to this is [[Extra Heresy|&#039;&#039;EXTRA HERETICAL!&#039;&#039;]] AND A SEVERE CASE OF [[Furry|&#039;&#039;FUR-HERESY!&#039;&#039;]] BLAM! BLAM!}}]]&lt;br /&gt;
After the momentous shift to 3rd edition, the idiosyncratic or sillier armies were largely removed from the game, so things like Zoats, Squats and Genestealer Cults would disappear. For their part, Beastmen have had a varied history on the tabletop battlefield, popping in and out of the editions at the whimsy of the [[Games Workshop|upper management]]. Within [[Chapter Approved]], Imperial Guard could take &#039;&#039;Homo Sapiens Variatus&#039;&#039;, by paying 30 points to upgrade a Conscript squad. Boosting their WS to three and granting them &#039;&#039;Furious Charge&#039;&#039;. Later, under [[Eye of Terror]] and Siege of Vraks part 1, though not referenced directly, you could make units of Mutants and call them Beastmen. It was only really when [[Imperial Armour]] Volume 6: Siege of Vraks part 2 came along that Beastmen really came back to the game as we know it in an &amp;quot;official&amp;quot; manner: &#039;&#039;&#039;Bloodgor Beastmen Packs&#039;&#039;&#039; could be taken by a renegades army aligned to Khorne, costing 6 points for a WS3, T4 Conscript equivalent with Furious Charge, two close combat weapons and the ability to rally when below half strength. Lasguns, Pistols or Grenades had to be bought for extra.&lt;br /&gt;
&lt;br /&gt;
...Then they disappeared again, and didn&#039;t resurface directly. Until recently, but more on that in a bit.&lt;br /&gt;
&lt;br /&gt;
Imperial Armour 13 and the collected reprint of Siege of Vraks both give current 7e rules for Mutant Rabbles, who are genuine Conscript equivalents who have a 33% chance of being horned/clawed, the rest of the time they are either [[Scavvies|ugly, smelly mofos]] or of the [[Nightsider|overly heightened senses variety]], making it difficult to model them appropriately unless you speak nicely to your opponent beforehand. The beauty of the Mutant Rabble is the ability to buy a covenant of chaos for the squad champion, aligning them to whichever got you choose, and granting you the ability to distinguish between Tzaangors and Slaangors and so on.&lt;br /&gt;
&lt;br /&gt;
Beyond 40k, if you look to the Imperial Militia and Warp Cults list for 30k, you do not just merely have the ability to field one single type of unit of Beastmen, but an entire army of them, manning your artillery or driving your tanks and are not automatically associated with traitors or the forces of chaos. By taking the right Provenances in your army you can have a whole army of T4 Abhumans Helots and call them &amp;quot;Variatus&amp;quot; or straight up take &#039;&#039;Fear&#039;&#039; causing, &#039;&#039;Feel No Pain, Rending&#039;&#039; mutants and call them &amp;quot;Beastmen&amp;quot;, or mix and match Provenances to suit [[Your Dudes]].&lt;br /&gt;
&lt;br /&gt;
Then along came Warzone Fenris and Wrath of Magnus. While this gave the Thousand Sons a much-needed facelift, it also came with an unexpected update; Tzaangors now not only had models, but fight alongside the Thousand Sons! Could this mean more Beastmen models are on the way? The Emperor (and by Emperor we mean Sigmar, since the tzaangors are AoS sprues with chainswords/pistols thrown in as an afterthought) only knows...&lt;br /&gt;
&lt;br /&gt;
And it appears yes more Beastman are appearing. Forgeworld is releasing a Beastman bounty hunter character for use in Necromunda Underhive. He appears to be a Imperial sanctioned mutant that may have survived since the days of Rogue Trader (the game). Since then, new Tzaangor types have also been confirmed to be on their way as part of the Thousand Sons&#039; new codex.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:D5c8acaaf038f5f0e804df7ed8c69e67.jpg|Alright &amp;lt;s&amp;gt;Mutants&amp;lt;/s&amp;gt; most loyal servants of the Emprah. Please clear this mindfield with your bodies!&lt;br /&gt;
Image:359981_sm-40k_Beastmen,_40k_minotaur.jpg|[[Awesome|Yes. That is a Beastmen with a [[Juggernaut]] for his head.&lt;br /&gt;
Image:E296c43b72d7f742f537f84e51babf22.png|This image has often been used by the Imperium as an effective way of identifying any Guardsmen with heretical and lewd thoughts.&lt;br /&gt;
Image:Beastmen_imperial_small_by_sylvant-d6c7eue.jpg|No Gerry, just because your heretical cousins on Sortiarius got models doesn&#039;t mean you will too.&lt;br /&gt;
Image:432872_sm-Armor,_Bestigors,.jpg|The days of Beastmen in awesome power armor are now a thing of imagination.&lt;br /&gt;
Image:Beastmen_in_SPEHSS.jpg&lt;br /&gt;
Image:Beastgirl.jpg|[[/d/|Copulation with a Beastgirl]] has often caused [[Skub|debates]] on whether this counts as [[Yiff|bestiality]] or [[Slaanesh]] [[NSFW|worshiping.]] Either way, its [[Extra Heresy|HERESY!]]&lt;br /&gt;
Image:1390326966584.jpg|[[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|HHHHHHHHHHHhhhhhhhnnnnnnngggggg...]]I. Must. Resist. Filthy. Turnskin.&lt;br /&gt;
Image:Sheepgirl.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Imperium}}&lt;/div&gt;</summary>
		<author><name>2601:143:8201:2664:519C:1F1C:BA80:AA84</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Beastmen_(40k)&amp;diff=84700</id>
		<title>Beastmen (40k)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beastmen_(40k)&amp;diff=84700"/>
		<updated>2018-02-06T06:39:12Z</updated>

		<summary type="html">&lt;p&gt;2601:143:8201:2664:519C:1F1C:BA80:AA84: /* Tzaangors, Beastmen of Tzeentch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
[[File:Beastspehhs.jpg|200px|thumb|left|[[Meme|Beastmen can into space]]]]&lt;br /&gt;
[[File:Beastmens.png|300px|right|thumb|When the [[Emprah]] dreamt of goat girls, this was &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; what he envisioned.]]&lt;br /&gt;
Yes, once upon a time, Beastmen were playable in Warhammer 40,000. And then they disappeared. But now they have reappeared, with a mention in the core rulebook and a presence in the Heretics &amp;amp; Renegades army list printed by [[Forge World]]!&lt;br /&gt;
&lt;br /&gt;
Back in 2nd edition, Beastmen and other mutants were the byproduct of Genestealer Cults, which were a specific type of Genestealer infiltration, formerly called a Genestealer Clan, that started worshiping Chaos and the Ruinous Powers, thus becoming a Genestealer CULT. The army allowed for use of Genestealers, Beastmen, mutants and Demons. Later, the term Genestealer Cult was used for a general Genestealer infection, and the beastmen were shuffled off to the side in favour of a Genestealer Cult list having nothing to do with them, but that&#039;s fine as they then turned up in a playable mini-army in the Witch Hunters rulebook as an example of what the Witch Hunters fight against (called mutants in this case), and they also showed up again in the Eye of Terror codex, in the Witch Hunters case it&#039;s because mutations like that happen naturally in 40K, they&#039;re just usually killed when they&#039;re born and the army in question didn&#039;t follow the Imperium&#039;s teachings, and in the second case it was directly due to Chaos making a lot of mutants. &lt;br /&gt;
&lt;br /&gt;
Now, they exist mainly in the fluff as a barely-tolerated strain of [[abhuman]] whose main use in the [[Imperial Guard]] [[Penal legion|is to act as meatshields]] [[Grimdark|so they can atone for being mutants]]. Some things never change.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:6acce81ce316aa009e15bf2d9ae0484f.jpg|250px|right|thumb|These should be the guys &#039;braying,&#039; [[CS Goto|Goto!]] [[Bullshit|Not Tyranids or Necrons!]]]]&lt;br /&gt;
&lt;br /&gt;
In terms of temperaments and looks, Beastmen look and behave....exactly like their [[Beastmen|fantasy counterparts]] except instead or primarily worshiping [[Chaos]] they also worship the [[Emprah]]. Beastmen out of all the [[Abhuman|abhumans]] are one of the most variable and unstable, only avoiding the term [[Mutant|mutants]] because they all kept a consistency of looking like goats, minotaurs, satyrs or any form of bipedal ungulates. Of course as mentioned, they are in a hairs-width of being completely labeled as mutants now because of how inhuman they look and behave. Seriously they possess a reputation for crudity, aggression and bad discipline and trying to lecture one is like trying to lecture a stubborn donkey. Back in 30k, the Imperium was much more forgiving to the Beastmen as they were often recruited into the ranks of the Imperial Army as part of the massive galactic expansion of the burgeoning Imperium of Man during the [[Great Crusade]]. Beastmen in the Imperial Army were regarded as useful if highly undisciplined warriors, and were ideal for suicidal assaults where brawn rather than tactical intellect was required. Other Imperial troops disliked them intently as they were quite rowdy, unsanitary and generally unpleasant for baseline humans to deal with.&lt;br /&gt;
&lt;br /&gt;
Of course now with the idiots running the [[Inquisition]], the Beastmen are now viewed with scorn due to looking like an aborted lovechild of some intense [[furry|furry-on-furry-on-space wolf]] [[Yiff|yiffing]]. Consequently enough, it has led some Beastmen to start worshiping [[Chaos]]. [[Fail|Gee, how counterproductive eh?]]&lt;br /&gt;
&lt;br /&gt;
Although, there are several signs that the Inquisition are not &#039;&#039;entirely&#039;&#039; wrong in their assessment. Besides the fact that Beastmen that turn to Chaos take to it like a fish to water, the extreme and apparently random variation of Beastmen, combined with their tendency to start spontaneously appearing on Chaos-held worlds (the Tzaangors of the Planet of Sorcerers are heavily implied to be descended from what was left of Prospero&#039;s human population) indicates that Beastmen in general are indeed a breed originating from Chaos, just not in thrall to it by nature.  Which technically does make them mutants as the Imperium&#039;s hatred of mutants was to hunt down those twisted by Chaos as an internal threat to humanity.&lt;br /&gt;
&lt;br /&gt;
Due to the wide variations of Beastmen, there are several breeds and sub-breeds that has popped out of the Imperium (AKA if you&#039;re familiar with Beastmen in Fantasy or is a Beastmen player, than you would be familiar with all of these). These are:&lt;br /&gt;
&lt;br /&gt;
====Gors==== &lt;br /&gt;
[[File:Gors.jpg|290px|left|thumb|Your typical Gor, lean, mean and all hair.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The most common type of Beastmen are called Gors, who can be readily distinguished from more lowly breeds by their horns. The number of horns is not important, although it is preferable that they should be on the creature&#039;s head. Gors take great pride in their horns and often polish, paint or decorate them to enhance their natural lustre or shape. Lowly breeds look to the Gors for guidance and leadership, praising them endlessly in victory, and grumbling behind their backs when things are not going so well. Most Beastmen battle-leaders and the top warriors will be Gors. Gors are further divided into two main sub-breeds and a less common third sub-breed. The two main types are the goat-horned Caprigors and the bull-horned Bovigors. The third variety is known as the Ungor, a Beastmen phrase which means something akin to, &amp;quot;not quite right Gors&amp;quot; or &amp;quot;no-horns&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Caprigors:&#039;&#039;&#039; The most common type of Gor. They have curling or straight horns on their head like a goat or sheep. A Caprigor may have the entire head of a goat and often has goat&#039;s legs as well. A Beastman with these mutations but no others is called a Truegor. This title is also shared by some other kinds of Gor. A Caprigor Truegor is said to be bigger, braver and even more clever than other Caprigors. &lt;br /&gt;
*&#039;&#039;&#039;Bovigors:&#039;&#039;&#039; Not quite as numerous as Caprigors, a Bovigor bears cattle horns on his head and may have the entire head of a bull or an ox (Turning them into mini-Minotaurs). If he has a bull&#039;s head and either human or goat legs he is a Truegor. Bovigors are very competitive and like to think they are superior to other Gors. Most Bovigors believe that brawn is better than brains, and many possess a great deal of the former and very little of the latter. &lt;br /&gt;
*&#039;&#039;&#039;Ungors:&#039;&#039;&#039; Ungors are not as strong or robust of frame as the Gors, but they more than make up for it [[Just as Planned|in sheer malevolence.]] They are physically smaller than other Beastmen and their horns, if they have any at all, are less impressive and less numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type acknowledged by the Gors. As a result they are not considered to be &amp;quot;proper&amp;quot; Beastmen by other Gors. They look the most like Humans out of all the Beastmen (Saved for Turnskins).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Caprigor.jpg|Caprigor.&lt;br /&gt;
Image:Bovigors.jpg|Bovigor.&lt;br /&gt;
Image:BeastmenUngorHerd2_445x319.jpg|Ungor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Brays====&lt;br /&gt;
[[File:Bray.jpg|230px|left|thumb|Brays AKA diet Beastmen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The majority of Beastmen who are not Gors are called Bray. The name refers to the braying, whinnying, whooping cacophony that Beastmen make when they band together to fight or feast. Apart from lacking horns, there is very little consistency in appearance that distinguishes a Bray from a Gor. A very brave, cunning, and unusually lucky Bray can rise to become a leader, but this is not very common and it must usually require for the Bray to have a horn of sorts. Gors do not like Brays giving them orders, and a Bray who fails to show a Gor the proper respect is asking for trouble. &lt;br /&gt;
&lt;br /&gt;
Essentially speaking, they are the [[Grots]] of the Beastmen hierarchy.&lt;br /&gt;
&lt;br /&gt;
====Turnskins====&lt;br /&gt;
[[File:Turnskin.jpg|290px|left|thumb|They are basically a ungulate version of a werewolf.]]&lt;br /&gt;
{{clear}} &lt;br /&gt;
[[Werewolf|Weregoats]] AHOOOOOOOYYYYY!&lt;br /&gt;
&lt;br /&gt;
A Turnskin is a Beastman who was born human. The continual rate of mutation amongst the human population throughout the galaxy often results in hideous mutations. Human mutants are not tolerated in their own societies, and most of them are killed when their mutations manifest themselves, or are driven from their homes to die lonely deaths. The toughest and most cunning manage to survive their physical and psychological rejection and come to join up with bands of Beastmen. Regardless of their physical appearance, a Turnskin is always a Turnskin rather than a &amp;quot;pure&amp;quot; Beastman, which means he is the lowest of the low as far as the Beastmen are concerned. If a Turnskin has horns, they are sawed off before he can be accepted by other Beastmen, otherwise he could be mistaken for a Gor. AKA these guys get the worst short end of the stick.  Understandable, given had the Turnskin not become one he would have happily hunted down and slaughtered the other Beastmen.&lt;br /&gt;
&lt;br /&gt;
====Shamans====&lt;br /&gt;
[[File:Beastmen_Shaman.png|230px|left|thumb|It really makes you think on the [[Extra Heresy|similar connections]] with &#039;&#039;another&#039;&#039; [[Space Wolves|group of]] [[Rune Priest|shamanistic wildmen]] [[Wulfen|that turns into beasts, eh?]]]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
Shamans are a very special kind of Beastmen because they possess psychic powers. However, this fact alone is only a part of what makes them special. Shamans are the intermediaries between the Beastmen and the Realm of Chaos itself. They can spirit-walk in the Empyrean and talk with the very daemons of the Chaos Gods. Shamans never lead other Beastmen, but the Beastmen&#039;s strongest leaders rely on them for all kinds of advice as well as sorcerous aid in battle. &lt;br /&gt;
&lt;br /&gt;
Similar to their fantasy counterparts, Shamans distort reality around them that better suits their needs. Usually this means a lot of illusionairy tricks, but they also cast down traditional psychic attacks but at the expense of finesse with unrivaled ferocity. Because of their spiritual importance, Shamans are often second in command of the Beastmen hierarchy and are held with admiration and fear.&lt;br /&gt;
&lt;br /&gt;
====Minotaurs====&lt;br /&gt;
[[File:Minotaur.jpg|230px|left|thumb|I WILL RIP OUT YOUR HEAD AND SHIT DOWN YOUR NECK!]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
As their name would give you any hints, Minotaurs are an unusually large and aggressive strain of giant Beastman, Minotaurs are comparable in physical size and strength to an [[Ogryn]]. These creatures are massive, bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Minotaurs are possessed of a terrible hunger for flesh, particularly the flesh of Mankind. Yet it is not the gnawing hunger a mortal feels when deprived of sustenance, but a deep thirst for the unholy exhilaration the Minotaurs experience when they consume the flesh of their enemies. Of all the Beastmen, they are the most likely to join [[Khorne]].&lt;br /&gt;
&lt;br /&gt;
==Chaos Beastmen==&lt;br /&gt;
&lt;br /&gt;
Thanks to the raging retards in the Imperium who just want to further dig a deeper hole in their own graves. Some Beastmen, fed up of being chased out by the wider Imperium decides to go all edgy and rebellious like a teenage kid in his mom&#039;s basement by joining the four ruinous powers. In certain cases, as with the Planet of the Sorcerers, the native population of a planet may mutate into Beastmen when it becomes a daemon world. These Chaos Beastmen are:&lt;br /&gt;
&lt;br /&gt;
[[File:Khorngors.jpg|200px|left|thumb|BRAY FOR THE BRAY GOD! HAY FOR THE HAY STACK!]]&lt;br /&gt;
===Khorngors, Beastmen of Khorne===&lt;br /&gt;
Beastmen who serve the Blood God [[Khorne]] are known as Khorngors. The signature of Khorne is writ clearly upon the form of the Blood God&#039;s Beastmen. They have canine heads or faces, fierce snapping jaws, and teeth which drip with rank saliva. Their skin or fur is usually red and their eyes are all white with red pupils. Khorngor Champions often have fur which is especially impressive, either bright red, black with red flecks, or a strange metallic brassy colour. If the Beastmen has horns these may be twisted into the shape of the skull-like rune known as the Mark of Khorne. The same rune is often painted or burned onto their skin or fur, and can be tattooed onto their exposed foreheads. Beastmen of Khorne always fight in their own units, although they can be led by a Beastmen Champion so long as he does not follow any other Chaos God. Beastmen of Khorne hate enemies who are mortal followers of Slaanesh, including Beastmen who follow that patron. They also hate all enemy Chaos Sorcerers. They do not hate enemy Shamans who also follow Khorne, as they cannot cast sorcerous spells but have the power to nullify psychic abilities. Their hatred only applies to enemy troops, never to allies, even if they are followers of another Ruinous Power. &lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Pestigor_unittt.gif|200px|left|thumb|Nurgle loves &amp;lt;u&amp;gt;ALL&amp;lt;/u&amp;gt; his children.]]&lt;br /&gt;
===Pestigors, Beastmen of Nurgle===&lt;br /&gt;
The Pestigors, the Beastmen of [[Nurgle]], have blistered and broken skins, often red with cracked flesh and sores which have been given to them by a generous master. Their fur is matted and coarse, and their bodies are riddled with all kinds of disease. Yet they retain the morbid vigour that characterises their master so their afflictions in no way mar their battle-worthiness. The Mark of Nurgle is carved into their armour, daubed upon their clothes, and sometimes etched onto their skin by the path of disfiguring disease. Many Beastmen of Nurgle carry Nurgle&#039;s Rot, although thanks to their loyalty to Grandfather Nurgle, that terrible arcane disease will not affect them. &lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Slaangor.jpg|200px|left|thumb|The aborted lovechild between a [[Keeper of Secrets]] and a Beastmen. Kinky.]]&lt;br /&gt;
===Slaangors, Beastmen of Slaanesh===&lt;br /&gt;
Beastmen of the Chaos God [[Slaanesh]], known as Slaangors, have white or near white fur and pale or pastel skins. Their eyes are green and are sometimes saucer-like in a similar way to those of the Daemonettes. The Mark of Slaanesh appears somewhere on them, painted onto their hides or carved into their armour, a bracelet or neck collar. Many of Slaanesh&#039;s Beastmen have the head or horns of a bull (known as Bovigors) just like the Greater Daemon of their patron god. And they all have huge dongers, titties or both. Exotic piercings and tattoos are also not uncommon.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:99120102068_ThousandSonsTzangors02.jpg|200px|left|thumb|Your average denizen in [[Sortiarius]].]]&lt;br /&gt;
===Tzaangors, Beastmen of Tzeentch===&lt;br /&gt;
True to the Changer of the Ways, Beastmen of [[Tzeentch]], known as Tzaangors, are spectacularly variable. They always have at least one outstanding feature, either brightly coloured or exotically patterned fur, or very impressively coloured or shaped horns. Their mouths are also more beaklike than goatlike, as befitting their association with Tzeentch. Other mutations are commonplace amongst Tzaangors. Where other Beastmen often have no mutations (beyond their already altered phenotype), Beastmen of Tzeentch always have at least one. Tzaangors so far are the only known breed of Beastmen that can also fight in a [[Chaos Space Marine]] army (specifically, the [[Thousand Sons]]), and not just in the Lost and the Damned. It is unknown if this is exclusive to Tzaangors from Sortiarius, but Tzaangors tend to be more intelligent and disciplined than other breeds (and according to Abaddon they make some of Chaos&#039;s best ships), making them useful auxiliaries to a legion that is composed mostly of mummies and sorcerers. Currently the only 40k Beastmen with models and rules and can now fill a full Thousand Sons detachment by themselves with the recent addition of [[Tzaangor Enlightened]] and [[Tzaangor Shamans]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Lost-and-Damned}}&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
[[File:Aht_2263.png|200px|left|thumb|A young Beastmen girl trying to tempt a noble [[Human]] into committing acts of [[Extra Heresy|extra heretical]] [[Yiff|yiffing!]] [[Blam|Shun it!]]]]&lt;br /&gt;
[[File:Tumblr_nfknuhJmQk1rdqn69o1_500.png|200px|right|thumb|A Beastmen lady. If this abomination turns you on, please report to your nearest [[Commissar]]iat. &amp;lt;s&amp;gt;Yeah I will hit that and let her bray with my &#039;longhorn&#039;&amp;lt;/s&amp;gt; {{Blam|BLAM! showing interest to this is [[Extra Heresy|&#039;&#039;EXTRA HERETICAL!&#039;&#039;]] AND A SEVERE CASE OF [[Furry|&#039;&#039;FUR-HERESY!&#039;&#039;]] BLAM! BLAM!}}]]&lt;br /&gt;
After the momentous shift to 3rd edition, the idiosyncratic or sillier armies were largely removed from the game, so things like Zoats, Squats and Genestealer Cults would disappear. For their part, Beastmen have had a varied history on the tabletop battlefield, popping in and out of the editions at the whimsy of the [[Games Workshop|upper management]]. Within [[Chapter Approved]], Imperial Guard could take &#039;&#039;Homo Sapiens Variatus&#039;&#039;, by paying 30 points to upgrade a Conscript squad. Boosting their WS to three and granting them &#039;&#039;Furious Charge&#039;&#039;. Later, under [[Eye of Terror]] and Siege of Vraks part 1, though not referenced directly, you could make units of Mutants and call them Beastmen. It was only really when [[Imperial Armour]] Volume 6: Siege of Vraks part 2 came along that Beastmen really came back to the game as we know it in an &amp;quot;official&amp;quot; manner: &#039;&#039;&#039;Bloodgor Beastmen Packs&#039;&#039;&#039; could be taken by a renegades army aligned to Khorne, costing 6 points for a WS3, T4 Conscript equivalent with Furious Charge, two close combat weapons and the ability to rally when below half strength. Lasguns, Pistols or Grenades had to be bought for extra.&lt;br /&gt;
&lt;br /&gt;
...Then they disappeared again, and didn&#039;t resurface directly. Until recently, but more on that in a bit.&lt;br /&gt;
&lt;br /&gt;
Imperial Armour 13 and the collected reprint of Siege of Vraks both give current 7e rules for Mutant Rabbles, who are genuine Conscript equivalents who have a 33% chance of being horned/clawed, the rest of the time they are either [[Scavvies|ugly, smelly mofos]] or of the [[Nightsider|overly heightened senses variety]], making it difficult to model them appropriately unless you speak nicely to your opponent beforehand. The beauty of the Mutant Rabble is the ability to buy a covenant of chaos for the squad champion, aligning them to whichever got you choose, and granting you the ability to distinguish between Tzaangors and Slaangors and so on.&lt;br /&gt;
&lt;br /&gt;
Beyond 40k, if you look to the Imperial Militia and Warp Cults list for 30k, you do not just merely have the ability to field one single type of unit of Beastmen, but an entire army of them, manning your artillery or driving your tanks and are not automatically associated with traitors or the forces of chaos. By taking the right Provenances in your army you can have a whole army of T4 Abhumans Helots and call them &amp;quot;Variatus&amp;quot; or straight up take &#039;&#039;Fear&#039;&#039; causing, &#039;&#039;Feel No Pain, Rending&#039;&#039; mutants and call them &amp;quot;Beastmen&amp;quot;, or mix and match Provenances to suit [[Your Dudes]].&lt;br /&gt;
&lt;br /&gt;
Then along came Warzone Fenris and Wrath of Magnus. While this gave the Thousand Sons a much-needed facelift, it also came with an unexpected update; Tzaangors now not only had models, but fight alongside the Thousand Sons! Could this mean more Beastmen models are on the way? The Emperor (and by Emperor we mean Sigmar, since the tzaangors are AoS sprues with chainswords/pistols thrown in as an afterthought) only knows...&lt;br /&gt;
&lt;br /&gt;
And it appears yes more Beastman are appearing. Forgeworld is releasing a Beastman bounty hunter character for use in Necromunda Underhive. He appears to be a Imperial sanctioned mutant that may have survived since the days of Rogue Trader (the game). Since then, new Tzaangor types have also been confirmed to be on their way as part of the Thousand Sons&#039; new codex.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:D5c8acaaf038f5f0e804df7ed8c69e67.jpg|Alright &amp;lt;s&amp;gt;Mutants&amp;lt;/s&amp;gt; most loyal servants of the Emprah. Please clear this mindfield with your bodies!&lt;br /&gt;
Image:359981_sm-40k_Beastmen,_40k_minotaur.jpg|[[Awesome|Yes. That is a Beastmen with a [[Juggernaut]] for his head.&lt;br /&gt;
Image:E296c43b72d7f742f537f84e51babf22.png|This image has often been used by the Imperium as an effective way of identifying any Guardsmen with heretical and lewd thoughts.&lt;br /&gt;
Image:Beastmen_imperial_small_by_sylvant-d6c7eue.jpg|No Gerry, just because your heretical cousins on Sortiarius got models doesn&#039;t mean you will too.&lt;br /&gt;
Image:432872_sm-Armor,_Bestigors,.jpg|The days of Beastmen in awesome power armor are now a thing of imagination.&lt;br /&gt;
Image:Beastmen_in_SPEHSS.jpg&lt;br /&gt;
Image:Beastgirl.jpg|[[/d/|Copulation with a Beastgirl]] has often caused [[Skub|debates]] on whether this counts as [[Yiff|bestiality]] or [[Slaanesh]] [[NSFW|worshiping.]] Either way, its [[Extra Heresy|HERESY!]]&lt;br /&gt;
Image:1390326966584.jpg|[[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|HHHHHHHHHHHhhhhhhhnnnnnnngggggg...]]I. Must. Resist. Filthy. Turnskin.&lt;br /&gt;
Image:Sheepgirl.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Imperium}}&lt;/div&gt;</summary>
		<author><name>2601:143:8201:2664:519C:1F1C:BA80:AA84</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Spawn&amp;diff=120552</id>
		<title>Chaos Spawn</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Spawn&amp;diff=120552"/>
		<updated>2018-02-06T06:35:16Z</updated>

		<summary type="html">&lt;p&gt;2601:143:8201:2664:519C:1F1C:BA80:AA84: /* Stop the presses, 8th edition has arrived... or not! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Awesome}}&lt;br /&gt;
{{Topquote|The Gods blessed you too much, and now I shall end your misery! Such a fate does not await me!|Thorgar the Blooded One, on the you-know-whats.}}&lt;br /&gt;
[[Image:Chaos Spawn Original.JPG|thumb|right|300px|The very first artwork of Chaos Spawn by [[Tony Hough]], from [[Realm of Chaos]] which makes &amp;quot;their&amp;quot; concept of as old as the rest of Warhammer Chaos. Wait, did i say it? Noo I DIDN&#039;T &#039;&#039;&#039;NNOOOOSADNAFAISBFSDFSDGFGGGBB&#039;&#039;&#039;]] &lt;br /&gt;
This is what happens when you have [[Extra Heresy|stepped over a line that even Chaos doesn&#039;t cross]]. On top of all that, they&#039;re basically multiple Darth Vaders. If you even say Chaos Spawn-OH FUCK NOOOOOOOOGLARBABLAHBALHABHHBLBL... &lt;br /&gt;
&lt;br /&gt;
Ahem, as my predecessor was about to say, they&#039;re so awful in 40k that even saying their full name here causes the speaker to mutate into one.   &lt;br /&gt;
&lt;br /&gt;
==[[Warhammer Fantasy]]==&lt;br /&gt;
[[File:Adrian Smith Chaos Spawn.jpg|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
In Warhammer Fantasy, Chaos Spawn WAIT NO SHIT- aierojoihodskdnkefniwrehoswdnwelrjworiwe are mutations that only afflict those who worship Chaos (allowing anyone who isn&#039;t a rapeviking or insane wizard to say their name without fear!). Exposure to the Warp for the faithful (or unaligned) instead causes mutations that corrupt the afflicted into more [[Beastmen|feral forms]]. Usually these mutations occur amongst common citizenry when the Winds of Magic blow too strongly from the miniature [[Eye of Terror|Eyes of Terror]] at the poles of the world, and patrols are required to cull them before they join the ranks of the [[Hordes of Chaos|forces of Chaos]], although who it is that leads the purges differs from race to race. The [[Empire]] relies on the familiar Inquisition and Witch Hunters. [[Kislev|Kislevites]] instead rely on their Dvoryanin and Boyars (nobles) to account for the status of the outlying populations. [[Bretonnia]]n nobles consider all the peasants to be little better than this usually, and said peasants usually self-police due to their extreme devotion to the nobility (however, simply taking all babies born with mutations to leave in the forest is what caused the Beastmen to grow so prolific in the first place). Elves ([[High Elves|High]], [[Wood Elves (Warhammer)|Wood]], and [[Dark Elves|Dark]]) are near immune to mutation, as are Ogres unless they serve willingly. [[Lizardmen]] and the Undead ([[Vampire Counts|Vampire]] and [[Tomb Kings|Egyptian]]) are both immune to the power of the Warp, with the latter actually able to reverse-corrupt things. And there have been no reported cases of [[Orcs]] with mutations, so no one knows what happens to them.&lt;br /&gt;
&lt;br /&gt;
Chaos occur far more often amongst [[Warriors of Chaos]] than Chaos Space Marines due to their EXTREME fucking devotion to the Chaos Gods, to the point that every last Norseman seeks to become a [[Daemon Prince]] and the Chaos gods spread their blessings liberally. Spawns amongst the Norsemen tribes are usually used somewhere between biological weapons, and the same roles used by dogs depending on the degree of the mutations. &lt;br /&gt;
&lt;br /&gt;
Spawn fear symbols of [[Sigmar]] and similar gods, and the power of nature as channeled by the Wood and High Elves can cleanse mutations from a subject. In particular, a [[Defenders of Ulthuan/Sons of Ellyrion|book series]] depicting High Elves fighting Dark Elves and Warriors of Chaos describe how the Champion of Slaanesh prior to Sigvald the Magnificent is cleansed of all Slaanesh&#039;s blessings by simply touching the [[Everqueen]]. Slaanesh, very VERY pissed, began pouring his Daemonic energy directly into the Champion. When the Everqueen let go of his hand, that energy immediately turned him into a Chaos Spawn on par with a Greater Daemon. &lt;br /&gt;
&lt;br /&gt;
Tabletop-wise: much like 40k&#039;s old Spawns, Fantasy Spawn are terrible. They have low stats, slow movement speed with the inability to march or charge things (that last part is basically the stamp of death in Fantasy anyway). Their Marks of Chaos are random and cannot be counted on even working. Sadly, you&#039;ll probably need a few to run a few of these things in Warriors since there&#039;s a chance of failure to become one for some of your options. In addition, some choices of Lords or Heroes come with some as pets ([[Cultist-chan]] should really be the poster child of Warriors rather than 40k cultists). &lt;br /&gt;
&lt;br /&gt;
The most significant of these creatures in Warhammer is [[Warriors of Chaos|Scyla Anfingrimm]]. The only one of them who still has the favour of a god.&lt;br /&gt;
&lt;br /&gt;
In the videogame devoted to Warhammer Fantasy, Total War: Warhammer, Chaos Spawn-&#039;&#039;&#039;OHFUCKNOAAAHHHDGRBLEAAHGHAFLFLFLFLFEEEAAAAAAAAAAAH!&#039;&#039;&#039; ...er...are actually fantastic. Small but workable unit size, reasonably to low cost, good HP pool, very high damage and most importantly, they will never break. Two units of them in any Chaos army means the AI isnt winning today.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer 40,000|Warhammer 40k]]==&lt;br /&gt;
[[File:Tony Ackland Chaos Spawn.jpg|thumb|300px]] &lt;br /&gt;
The &#039;&#039;&#039;Chaos SpawnaAIEEEEBLAAAAAAAAAAAHGGHGH-&#039;&#039;&#039;&lt;br /&gt;
The unit in question were, in 4th and 5th Editions, considered by many to be the worst unit in any [[Chaos]] army book and, quite possibly, the entire game of Warhammer 40k (the Pre-[[Jeremy Vetock|Vetock]] Space Pope coming in a close second, [[Pyrovore|until the Tyranid &amp;quot;champion&amp;quot; of Cruddace arrived]]). They were so bad, absolutely nobody took them. Not even for flavor or joke games. Even today they&#039;re still rare; the stigma is that deep. It became a meme that to even utter their name causes a horrid mutation turning you into a Chaos Spawn yourself. Wait! No! I didn&#039;t mean it-&#039;&#039;&#039;OHSWEETJESUSMOTHEROFGLARBLBLBLBLWARUEAGIRHARAUIRGLLLLLAAAAAAAARGHHHHHHHH&#039;&#039;&#039;&lt;br /&gt;
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Ahem... Continuing where my predecessor left off, you-know-whats should only be referred to as you-know-whats. That or [[Harry Potter|they-who-shall-not-be-named]]. Even though you-know-whats have received a nice crunch buff since then, the meme still remains since [[Tzeentch|it fits the fluff pretty well]].&lt;br /&gt;
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In fluff, aspiring champions of chaos normally devolve into said units for any of the following reasons: if they use chaos solely for their own gain, their patron god thinks they&#039;re not worthy of their favor or have fallen out of their favor, they can&#039;t handle the sheer amounts of mutations they go through during their ascension into a full-fledged [[Daemon Prince]], or, you know, it&#039;s [[Tuesday]] and [[Tzeentch]] is feeling bored since there&#039;s not a lot of &amp;quot;Just as Planned&amp;quot; going around. When this does happen, Chaos Spawns devolve into no more than mindless heaps of mutated flesh who attack anyone near them and eventually die after a short period due to their unstable form and.....&#039;&#039;&#039;No.....NOOOOOOO! GLARBLRAWRGLARBL&#039;&#039;&#039; The only known exception to this rule is the beast called [[Foulspawn]], who somehow managed to become a Daemon Prince of Nurgle after being transformed into one of the abominations (and only because Nurgle found the result funny!) &lt;br /&gt;
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Only [[Abaddon|Failbaddon]] can comprehend how truly goddamn useless these things are. Generally by looking in a mirror. Khorne only knows why he hasn&#039;t been turned into one yet. Though it turns out ADB knows - it&#039;s because he&#039;s refused to commit to any one Chaos God, [[Derp|so it&#039;s not possible for one of them to inflict this on him because the others won&#039;t allow it]].&lt;br /&gt;
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According to [[Black Crusade]] and &#039;&#039;The Tome of Fate&#039;&#039;, the [[Heretek]]s of The Hollows (specifically Magos Onuris of Forge Polix) have taken an interest in improving them to be useful. These &amp;quot;Death-Masques&amp;quot; have cybernetic implants forcibly installed into what&#039;s left of their brains and nervous systems. This combination of auger arrays, arcanocogitators, and drug-delivery systems not only allow Hereteks to control Death-Masques like giant, fleshy [[Servitor]]s, but actually selectively mutate their bodies, enabling the Heretek to reshape a Death-Masque into a more useful form or give it whatever bio-weapons would be best for the present situation. This is [[awesome]], but alas GW would never let us actually use something like this in-game when we could be having the &amp;quot;fun&amp;quot; of a pathetically random failure of a gribbly beast...&lt;br /&gt;
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==On The Tabletop==&lt;br /&gt;
===Fantasy===&lt;br /&gt;
Although a terrible option due to their randomness and point cost (akin to the [[Daemons]] army fittingly, which is interesting because it shows just how better the Vikings are than their masters), they aren&#039;t unusable; like most things in the more balanced Warhammer they simply aren&#039;t as good as other options although taking them won&#039;t lose you the game. Thanks to a more recent update to the game making it possible for your models to suddenly turn into one of the fucking things, players should now own some (thanks Games Workshop, my wallet was getting too heavy to carry!) in case the Dice Gods turn on them. &lt;br /&gt;
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===40k===&lt;br /&gt;
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Chaos spawn...no, nothing? Okay... used to be about as practical as masturbating with broken gl&#039;&#039;&#039;ABARAGHABRAGHUUUUGH&#039;&#039;&#039;&lt;br /&gt;
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===Why These Units Used to Suck===&lt;br /&gt;
You-know-whats were just absolutely horrible before 6th Edition. Costing the same as three actual Chaos Marines, they would wander around the board aimlessly with a throw of the Scatter Dice, moved D6, had the Rage special rule and died to bolter fire earning your opponent a free kill point. They fucking sucked, essentially. There is considerable evidence that they were originally supposed to have the Feel No Pain rule, ergo making them marginally useful as a meat shield, but sadly the 4th Edition Codex, through a series of misprints, lacked this. &lt;br /&gt;
To drive home just how bad these things were if they actually got into combat, there is no way statistically they could win combat against equal points worth of GUARDSMEN, the resulting extra wounds they would take from No Retreat would wipe them out immediately since they had no save. The ONLY thing they could tar pit was FIREWARRIORS and even then the odds were in the FIRE WARRIORS&#039; favor.&lt;br /&gt;
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===What These Units Are Like Today===&lt;br /&gt;
[[File:ChaosSpawn2.jpg|450px|thumb|left|[[Fail|Failure]] no more.  Yet the brave Guardsmen keep coming, despite witnessing stuff like that. Where&#039;s Creed when you need him!]]&lt;br /&gt;
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[[Phil Kelly]] remembered that under that mass of writhing limbs and stupidity, there&#039;s [[Vraks|generally]] a Chaos Space Marine, so brace yourselves for a shocker: &#039;&#039;&#039;they&#039;re actually pretty damn good&#039;&#039;&#039;. New features include...&lt;br /&gt;
*A lower point cost (30, as opposed to the previous 40). &lt;br /&gt;
*Causing fear while being fearless themselves.&lt;br /&gt;
*No longer moving randomly &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; at a goddamn crawl. In fact, they move as fast as Metal Bawkzes and &amp;lt;i&amp;gt;do not give a shit about terrain&amp;lt;/i&amp;gt;.&lt;br /&gt;
*Rage now meaning that they get +2 attacks on the charge, making it actually useful.&lt;br /&gt;
*A D3 roll every turn that determines what mutation they get for that turn. They can get a 4+ armor save, a roll of 2D6 for their number of attacks (you pick the higher one), or poisoned attacks (at 4+ to wound). &lt;br /&gt;
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With the removal of No Retreat they also won&#039;t automatically shit themselves with a lost combat. Indeed, being Fearless, they barely care at all.&lt;br /&gt;
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Their stats are otherwise unchanged, so &#039;&#039;holy shit&#039;&#039;, it&#039;s almost worth taking two or three of them and throwing them headlong at the enemy as a [[DISTRACTION CARNIFEX|multi-wound distraction to soak up fire for you]]. Almost. Okay, that is not true. 30 points for a model with 3 T5 wounds that can move 12&amp;quot;, has useful special powers, can be taken in squadrons and can become T6 with Nurgle is frankly excellent. Mark of Tzeentch could conceivably boost their staying power slightly too. Stay away from Khorne and Slaanesh, though. Unless you run into [[Grey Knights]] or [[Dark Eldar]], for whom the Spawn is just a mild annoyance.&lt;br /&gt;
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Alternatively, run several Khorne marked spawn towards any vehicle with rear av10 and watch them wreck all in their path, until your friends realise just what they are capable of and gun them down in a panic, [[DISTRACTION CARNIFEX| which hey, can also be according to plan.]]&lt;br /&gt;
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Actual serious use is fielding them as escort for a Jugger Lord. More wounds for less then a bike squad, and no encouragement to shoot... which your choppy lord should never do. Plus, they make your majority armor save nothing, meaning those grav weapons the loyalist scum keep using wound on 6s only.&lt;br /&gt;
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Fun fact: renegades can get an unmarked three Chaos Spa-*cough*-MCHERBINFERBER deal for only 55 points. Three spawn for under the price of two. Let the good times roll! Hey, wait a minute, everything&#039;s cool! &#039;&#039;&#039;I didn&#039;t say the words! I DI-GLARBABLAHBALHABALAHH!!&#039;&#039;&#039;&lt;br /&gt;
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===The other way they are useful (aka you need them now)===&lt;br /&gt;
In the new Chaos Space Marines Codex there&#039;s a table, like the one in the Warriors of Chaos Army book, on which your HQ rolls when killing an enemy character (keep in mind: not IC, just C). It&#039;s a 2D6 table with some of classics: +1S, +1T, +1W...&lt;br /&gt;
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But one of the results... forces you to swap your awesome super killy Chaos Champion with... err, the-one-which-shall-not-be-named! So now you &#039;&#039;&#039;have to buy&#039;&#039;&#039; a box of these sick horrors in order to play. At least for Chaos Warriors, the time when your Marauder Chieftain turns into a Spawn and &#039;&#039;still does more damage than it would normally&#039;&#039; is truly priceless. The same thing probably works for Cultist Champions too. Still it could be useful, since the you-know-what detaches from the unit and could be used to tie up something shooty with  poor melee capabilities, like Devastator squad or Crisis team for a turn or two.&lt;br /&gt;
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Cue rage and threats to eviscerate every GW employee that isn&#039;t Phil Kelly. But really, [[Warriors of Chaos|shut the hell up you fucking newbies; &#039;bout time you had to deal with this Chaos Spawn shit anyway]]... &lt;br /&gt;
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Ohh my God-Emperor no waiiii.... &#039;&#039;&#039;RAWRAWRASDAFGSFDS&#039;&#039;&#039; (Automated Message From Cadia: We are out of Usable speakers and will be employing new ones at the Recruitment Center nearest you)&lt;br /&gt;
(why do we do this in the first place?)&lt;br /&gt;
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&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; Tee hee hee they may be horrible in combat but my little chaos spawns succeeded in destroying Cadia&#039;s entire propaganda machine!! Just As Planned!! &amp;lt;/span&amp;gt;&lt;br /&gt;
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Let us hold a memorial for all those turned into Chaos Spa- Oh boy, that was close... I nearly said it. NOT TODAY. This writer&#039;s too smart to say Chaos Spawn... &#039;&#039;&#039;OH DEAR GOD NO, PLEA-GRARRGAGFD&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; Kekekekekekekeke! &amp;lt;/span&amp;gt;&lt;br /&gt;
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Hey wait a minute Tzeentch. How come you can you say chaos spawn without mutating? Wait....&#039;&#039;&#039;SHIGRHQHQGDAAAARGLEFLADCHALLOIII&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; Kekekekekekekeke! I&#039;m a god! I can say chaos spawn all I want! Chaos spawn! Chaos spawn! Chaos Spawn! Kekekeke just as pla- &#039;&#039;&#039;WAIT NO SCREWADHWAAAAHGHTSKAFHTAGN&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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I&#039;m guessing that was [[not as planned]].&lt;br /&gt;
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===The third way they are useful (aka you need them NOW)===&lt;br /&gt;
All Traitor Legions can take them as auxiliary choices, and they are the cheapest of the bunch. So give your Warband a mascot for full decurion benefits.&lt;br /&gt;
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===The fourth way they are useful===&lt;br /&gt;
Certain psychic powers of Tzeentch can turn enemy models into you-know-whats. AKA you get them for free. Original &amp;quot;Boon of Mutation&amp;quot; spell used to be an extremely short range save-or-die assassination power for removing multi-wounded HQs, and while it only had 1/3 or even 1/6 chance of working against most of it&#039;s intended targets it was one of the few ways of circumventing Eternal Warrior by the time and could be used even when the sorcerer is locked in melee - the you-know-what summoned used to be just cherry on the top after you popped an enemy Chapter Master or Farseer with it. Modern &amp;quot;Baleful Devolution&amp;quot; is much more comfortable 18&amp;quot; focused witchfire with a more reliable S6 AP and even multiple (if random) number of hits, but it only summons gribbly things on sixes to-wound (which also add Instant death), and as a focused witchfire while it can snipe specific models it can be LoS-ed so it&#039;s more about sniping special weapons or sergeants and occasionally creating witchfire-sponges within charge range of a target unit you want to charge.&lt;br /&gt;
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Aetaos&#039;Rau&#039;Keres can even transform entire units with his template &amp;quot;Boon of Mutation&amp;quot;. Because what else could force you to buy dozens of Chaos Spawn models? Then again he&#039;s 999 poi... Oh fuck, I swear I didnmlgrabomUMFROP&#039;&#039;&#039;ARGHMRMROMGH&#039;&#039;&#039;&lt;br /&gt;
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===Stop the presses, 8th edition has arrived... or not!===&lt;br /&gt;
Well, 8th edition did arrive. The gribblies here got buffed, but they&#039;re still quite mediocre. For the same point cost as a Terminator they move faster and can hit harder with their random amount of randomly buffed attacks, but they&#039;re squishy and cannot deep-strike; meaning they&#039;ll just end up suffering from a sudden case of ballistic projectile to the face. You might want a model in case of double &amp;quot;1&amp;quot; when rolling on the Chaos Boon table or to fill a FA slot for cheap, but for the rest they&#039;re outclassed by other choices. That said, the Thousand Sons have a couple of useful Stratagems that are made specifically for them, including one that lets them select a buff manually instead of rolling for it and another that transforms any of their own characters into a you-know-what (named [[Fluff|The Flesh-Change, no less]]).&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
Image:Chaosthingies.png|On the bright side, their kit is really fun to mess with and has so many spare parts, you won&#039;t need to worry about not having enough horns and tentacles for your conversions anymore. also the chaos spawn have some bootiful hea- NO! PLEASE! WRYYYYYYTYYYYISU LFGERSU GWLRIGUSEUILGEHRIDDSFSFWGLARASHHHHBLBLBLBLB&lt;br /&gt;
Image:Chaos_Spawn_2.gif&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
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{{Chaos Space Marines}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
{{Lost-and-Damned}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Warriors of Chaos]][[Category:Meme]]&lt;/div&gt;</summary>
		<author><name>2601:143:8201:2664:519C:1F1C:BA80:AA84</name></author>
	</entry>
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